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Salk

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Everything posted by Salk

  1. I am quite sure it is possible to change that if you're willing to hack the executable. Did a quick search - it seems that this is caused by the following check in the update loop: if ( !InfScreenWorld__isActivePCAvailable(thisa) ) // "active" here means not dead, not charmed, not imprisoned/mazed { v62 = g_pApp->pInfGm; v61 = v62->protagDeathTimer; // >0 if "protagonist dead" sequence is already running if ( v61 <= 0 && !bDeathTimerExpired && !thisa->bLostGame ) { v60 = g_pApp->pInfGm; v59 = v60->unkStru58.modeFlags; if ( v59 != 4096 ) { v58 = g_pApp->pInfGm; CInfGm__onProtagDeath(v58); // this kicks off "protagonist dead" sequence } } } The simple 2-byte hack would be to skip the block regardless of the check result (BG2: 0x7D3723: 0F 85 -> 90 E9). Note: I didn't actually test that, since I don't have BG installed, so it is possible that I've missed something. If it doesn't work, but there is still someone really interested in this fix, I can investigate more. Now, the question is whether this is in-scope of SR; I vaguely remember *R not taking in exe patches. OTOH I didn't follow these forums for more than a year now, so maybe something has changed That would be a great addition for ToBEx actually. Too bad the developer (Ascension64) has not been actively modding for almost 2 years now.
  2. +1 to AoF being made Cleric only.
  3. I never touched the Big Metal Unit because I consider it a sort of "joke" and not something to take seriously...should I reconsider it? Keep on not touching it...
  4. I am actually sympathetic to geg_Ma3gau's request. The bosses having unrealistic/implausible stats/protections is another example of poor game design: an artificial, easy way to raise the level of challenge by bending the rules of the game to penalize and punish the player.
  5. Icezera, carrying around normal weapons just to overcome the cheesy situation where magic weapons are ineffective *is* annoying. The whole point of getting magical weapons should be that you don't need to downgrade them in order to be effective. It's a design flaw and it should be gone.
  6. Actually it's pretty bad if the reload kicks in only upon hitting. It doesn't make any sense like this, I am sorry to say.
  7. In what file is there the 2d6 typo for Throwing Axes?
  8. That should go to Tutorials. Thanks, Mike1072 for taking the time to give us a step to step analysis...
  9. Very gracious offer, CrevsDaak. If Ardanis and Mike1072 are not available for doing I do think your help might come in handy. Demi, I understand your reasoning behind the decision of showing the icon only when the protection is full but I am not sure I am convinced. The only sensible solution would be to have the icons there and make them change color when the protection is total but I guess that's too complicated a thing to do.
  10. Demi, may I ask you why you thought best to have resistance portrait icons displayed only when the protection matches a spell? I could perhaps understand the decision of removing the portrait icon completely, but this "compromise" doesn't sound very sensible to me. The portrait icon is informative of a resistance being active on a character. It doesn't have to be a full protection and it's not made redundant by the fact that such resistance could be further improved by means of a spell or a potion. But perhaps I misunderstood what you have done? On a side note, may I also ask what is left to do for IR before an official v4 version is out?
  11. I'm all with CrevsDaak on this.
  12. I'll get around to make it EasyTuTu compatible... I'll probably just need to convert some areas and change a few things in the .d files... Shouldn't be too hard... And no, WT is not Rabain's prefix (it's BK)...
  13. Hi Shaitan. Because I didn't provide for additional code for EasyTuTu compatibility. With my very limited modding knowledge, I had to dedicate all the efforts into making it 100% BGT compatible. If anyone wants to help to make it compatible with EasyTuTu, I'd like the help. Otherwise I will eventually probably learn how to do it myself (maybe)...
  14. The Familiars' level up and skill development is associated to either the Thief, the Fighter class or the Mage class (with an exception for the Faerie Dragon which benefits of the Druid/Mage table for saving throws) because the creatures' natural abilities and tendencies are closest to one of those classes. The only common ground I had for them is the Hit Points that is the same for all. Practically each aspect of this modification has solid PnP roots with very few exceptions (the spider's poison resistance, some resistances improving with level instead of being absolute from the very beginning or the alignment of the Rabbit - it's all that comes to mind) so that the level up system is not really arbitrary but carefully planned out. I will just have to get some feedback from players and see if there can be improvements to be made.
  15. Beta 2 has been uploaded. - Tentative change towards an exclusive Mage class only level up system - Changed some variables from global to locals - Squashed a couple of bugs
  16. Well, the question presented like this has its merit, Grammarsalad but I still see two problems: 1) the level up of the familiar grants improvements that helps its survival beyond the mere number of Hit Points: I am speaking of Armor Class and Saving Throws improvement, THAC0, weapon enchantment, skills and special abilities. And (2) the way I see it, it's more the Master's life force being boosted by the Familiar and not viceversa. Your theory seems to imply the familiar's total HPs depends on the the Master's life force instead. In my mod, the Master loses the extra HPs gained through the familiar but does *not* get any additional HP damage. The consequences of the death of the Familiar changed from the original spell. As said, the extra HPs are gone, the constitution penalty is temporary (3 days, I might consider going down to 2 - mourning period) in order to avoid reloads, during the mourning no familiar can be summoned. At the death of the familiar the Master will roll for a System Shock (Constitution modified) save or fall unconscious for a short period due to the violently severed bond.
  17. Thanks for the vote of confidence but Grammarsalad did just what I asked: give me his opinion, which I am grateful for.
  18. I like that idea: I always worry that the little guys will die... I understand the worry and I feel the same. My objection to a similar change is, again, conceptual: why would the Familiar gain those HPs without levelling up? The extra HP bonus has always been tied to an improvement in level. Also, it would open to an exploit: having a single Mage level just to gain the extra HPs (by the way, now it won't just be as convenient to summon a familiar just to park them in the backpack: they will nag about it! ) - I worked hard to try and make the familiar have a more active role in the game.
  19. After careful consideration (and against my own interest! - I am a F/M/C), I find myself sympathising most with those who believe the level up should be mage exclusive. So in the next installment, the familiar will level up only when the protagonist advance in level as mage.
  20. Well, I see we have split opinion here, considering that lynx agrees with kreso.
  21. I am being pretty indecisive about something. Should the Familiar level up exclusively with caster levels in case of dual and multi class mages? Wizard spells do that so it doesn't make sense to have the Familiar level up when there is an improvement in a class different than mage. On the other hand, for balancing reason it'd be better that way. Any ideas?
  22. Thank you very much, Rabain! With this settled, it's only a matter of seeing if anyone here is going to beta test the version I have uploaded. I maintained the original WTP Familiars name in honor of your original mod.
  23. No need for apologies but thanks for the offer. Case closed.
  24. I know people like to make the distinction but I don't really buy it. I find it to be a very materialistic view. It's a matter of respect in the end, really. And respect has nothing to do with money, in my world. The fact that you are doing something for free doesn't earn you the right to carelessly break deadlines that you publicly and voluntarily announced - if you do, you cannot really expect people to disregard them else what's the point of making them known? The Black Mesa team announced once their mod would be out by the end of a certain year. They failed the deadline. And they took the right decision of never again announce any release until they were 100% sure to meet their deadline. There is a reason why they did that. I'm not making a case against Demi here but talking in general. I believe I am to him and other modders at least as grateful as you or Scrounge are, not to mention I contributed ideas and have actively participated to the ongoing discussions. I don't really need any kind of flattery towards a person that already knows I personally regard in high esteem. But maybe others do.
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