Jump to content

Gwendolyne

Modders
  • Posts

    537
  • Joined

  • Last visited

Everything posted by Gwendolyne

  1. @Cahir Yes. It was to be done but unfortunately the last SHS break down ruined this plan. I will upload newest versions this evening. Those new versions only fix installation process that failed with new Mac Os system. No mod content has been modified. So Windows and linux players can install the SHS version without issue.
  2. All foreign add-ons have been moved to SHS GitHub mirror. As for other mods hosted at SHS, we need their authors permissions to provide a mirror at GitHub. Once we get them, the mods are moved to GitHub, but it may take time.
  3. Mod transferred to SHS GitHub mirror. Sorry I don't have foreign languages add-ons (except French one), so I could not upload them.
  4. Hello prof Kulyok keeps an eye on PPG forums and always answer to requests. As for the traification, it's not a big deal and WeiDU doc is very easy to understand. Anyway, as I have a lot of work to achieve with updating SHS mods, I would prefer you get her agreement before spending time on this traification.
  5. @Isewein 1PP will be updated but won't be EE compatible as most of its content has been integrated into EE engines. IA is quite finished and will be EE compatible, but that's a tough job because every IE game package does not contain the same files and mostly because there are a lot of inconsistencies in the code.
  6. I tested it with a few texts. The result is: it is better than any other non-professional translators you can find on the web. However, I warn you: do not rely on the translation produced, it is likely not to correspond to the original text. Use DeepL translator either for a first draw or to check special meanings. In other words, use it as a tool to improve your translation, but it will never be as efficient as a human translator.
  7. I have received this notification: Unfortunately the given link is broken:
  8. That's a big issue with EE games: Beamdog released them without all files. The purpose of Infinity Animations is to fix that and to harmonize all animations slots that may be different in BG and IWD. @subtledoctor If you can wait for a couple days, I could provide you with the first component of Infinity Animations which install all missing files according to the games.
  9. @Mike1072 found the culprit: SUPPORT keyword has been introduced by WeiDU v243. Using the last version should solve the problem.
  10. No in this case, you should use something like: APPEND ~tooltip.2da~ ~youritem @1 @2 @3~ UNLESS ~youritem~ with @1 = "spell name" @2 = "learn spell" @3 = "name of your new ability" EDIT: in fact, use RESOLVE_STR_REF (@n)
  11. Hello, I need up-to-date WeiDU prompts (v236 : @-1000 to @-1062) translated into Russian and Italian for an old mods updating project. Due to Russian special encoding, I would appreciate a .tra file encoded in such a way strrefs are displayed correctly in DOS window. Thanks in advance.
  12. Did you try the same command with BUFFOR instead of BUFFOR_#? Maybe WeiDU does not like "#" characters in string values...
  13. That's the problem: 1. The helmet uses J1 as appearance. This value is not supported by classic games (a 1PP feature). Try a H1--> H4 value. 2. Opcodes #7 use meany color indexes installed by 1PP extended palette component. If you use them without installing 1PP, the game crashes. If you want to keep this appearance for EE games, you will have to alter them with WeiDU when installing the items.
  14. In which game did you test them? I mean EE or classic games?
  15. Yes. I did not mention it as NI display it with most mage kits offset (ox2d I guess).
  16. Salut Prof ! Le problème semble venir des flags Unusable : décoche tous ceux concernant les mages. Pendant que tu y es, tu peux aussi supprimer ceux des kits de druids, car ils ne servent à rien puisque les druides ne peuvent pas porter ces objets. Idem pour les kits de voleur. Oops... In English: the unusable kit flags are wrong. Remove all the mage kit flags. Do the same with Druid and Thief kits.
  17. I wrote a code that seems to work. At least, it appends new data rows and sorts the file. For convenience, I will use an array to append new lines. What I need is the meaning of the last 4 column contents. After studying all avatars files, I came to this: TYPE SPACE Seems to be personal space. I would appreciate the values meanings. PALETTE As I understand the way bmp files are set, I really don't understand the 0 and 1 values meanings. I guessed 0 = un paletted, 1 = paletted. But so many unpaletted animations get a 1 value. SIZE Seems to be used only for CHARACTERS animations, except 0x2200 OGRE_MAGE (which is also a paletted animation and nothing mention it in the file ?)
  18. Thanks. I will write a piece of code and let you test it on a GemRB install.
  19. You need to check how many columns are in tooltip.2da, then add a 4th column if needed and fill it with "*". At last, append it.
  20. In fact, IA does a lot of thinks. But basically, it first patches bgmain.exe to get rid of the animation slots number limitation. In this process, it allows modders to install new animations prefixed according to their type: So, let's say I want to install a IA component (or install a mod) using 0x1002 FIEND_BLUE (4AB) animation in a GemRB install. How would I proceed? I guess you use avatars.2da file as a database and the engine handles the animation type to display it correctly in game? If it is correct, IA main component might append avatars.2da with all new animations compatible with GemRB engine, then sort it the way you need it.
  21. No problem. I already wrote a WeiDU function to sort ids and 2da files by animation ID once appended. Just for convenient purpose (I hate reading unsorted data files). Just a question: does IA correctly patch GemRB game exe file? I mean, since now, how do you install IA in GemRB game?
×
×
  • Create New...