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Yovaneth

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Everything posted by Yovaneth

  1. Weigo: you mentioned GavinNPC. Years ago I had to patch the Beregost night wed to make it compatible (missing door): is that patch still in the installer code? -Y-
  2. I've also seen it lift WHOLESALE code from other language projects. In real life I also program flight simulators - specifically Lockheed-Martin's Prepar3D platform. I hit a bit of a narly problem with a C++ function and having found the information I needed (on Stack Overflow!) to get me past my codeblock, just for the hell of it I threw the question at ChatGPT. Well, f*** me if it didn't throw some my own publically-available code back at me!!!! Of course it was wrong. Oh yes; I wish people would stop calling it AI. It's not Artificial Intelligence because that name/statement implies self-awareness. It's just an extremely well written Turing machine.
  3. Arghhhhh. And there in the DLTCEP 'Advanced Lightmapping' tutorial, plain as the nose on your face, is - 'save as RGB'. One day I'll read (and implement) what I've written.
  4. I recognise that one on the right - it's my rework of City South Central and that big dark area is tree shadows. I know it did work, so any idea what's gone wrong?
  5. It looks like a night lightmap problem. I can reproduce it in lots of different places - in the Thieves Guild I can even make charname turn purple by pushing him/her into one particular corner. If that is the case, IMO the best course of action is to request reports of the problem and the area that the party is in. A screenshot would also be a great help. Checking every part of every LN lightmap just isn't feasible.
  6. Aw crap. I used Visual Code to edit the files and I've just seen the mess it's made of using apostrophes. New file on its way (sigh). [Edit] Done. I've also removed the line of letter 'c' that was so thoughtfully provided my seventeen-years old cat. He has arthritis, but I think it was his short-term memory loss that caused the problem as he obviously forgot what he was going to write. He's also blind (no eyes) which wouldn't help. He never forgets where his food is though.
  7. Hit F5 to refresh your local cache. -Y-
  8. http://www.simpilot.net/~sc/dltcep/updates.htm http://www.simpilot.net/~sc/dltcep/index.htm Download link so that you can have the entire tutorial locally is on the index page. Please pin if you think it's worth it.
  9. I do occasionally still come through here... and recently noticed two topics that reference my DLTCEP tutorial where the author is having problems when following the Overlays tutorial. I've added a note that explains there is a problem with pvrz tilesets and that the solution is to use Argent77's tis2ovl converter. -Y-
  10. I'm glad somebody else gets that problem too.
  11. Have to admit, that name smacked me between the eyes a bit too.
  12. NDAs in general don't have a time limit; events tend to overtake them. Even so, I still couldn't say who I was talking to as I was told in confidence. There is one thing I can add; I was told that bending Weidu to create SoD took 40-50% of the devlopment time at the time I was told. By release date that percentage will have changed and most likely downwards.
  13. In one of my rare appearances here I can add some secondhand backstory to the development of SoD as I maintained contact with a couple of the dev team for a while after I disappeared. Disclaimer: I was asked to work on SoD paid-for it but refused; however I still had to sign an NDA to allow them to use some of my work even though it was FoC. I also did a small amount of work on Neera's areas for BG:EE. SoD was pushed through too quickly. One of the big complaints was that it was too linear and the devs weren't allowed to change that. Apparently the biggest problem was the pressure finding ways to force the Infiinity Engine to do things it wasn't designed to do (don't ask - that's under my NDA). Pressure in general to get it finished was not good, but that seems to be typical of the games industry. At least two of the devs vowed never to touch the Infinity Engine again and one of those two walked away from working for BeamDog. Neither of them is particularly proud of the finished product but both say the review bombing was totally unjustified. I agree. Please don't ask for names because I won't give them. Edit: oops. Wrong game for Neera.
  14. I was just passing though and stopped here. As you've all found out, dialog.tlk, override, etc. are no longer in the main EE folders. I think CamDawg was responsible for the following, but I can't remember. Drop it in the main EE folder and run it - afterwards for editing you'll be able to treat EE in the same way as Classic. If you're worried about batch files doing nasty things to your PC, here's the code. Copy, paste into Notepad and save as a batch file. @setlocal enableextensions @cd /d "%~dp0" :: replace the en_US part of this command with the appropriate folder for non-English installs IF NOT EXIST dialog.tlk (mklink /H dialog.tlk .\lang\en_US\dialog.tlk) :: create override foler IF NOT EXIST override (mkdir override) IF EXIST "%userprofile%\Documents\Baldur's Gate - Enhanced Edition" (goto yours) IF EXIST "%userprofile%\My Documents\Baldur's Gate - Enhanced Edition" (goto mine) goto none : yours :: check for and create folders only if they don't exist already IF NOT EXIST baldur.ini (mklink /H baldur.ini "%userprofile%\Documents\Baldur's Gate - Enhanced Edition\baldur.ini") IF NOT EXIST "%userprofile%\Documents\Baldur's Gate - Enhanced Edition\save" ( mkdir "%userprofile%\Documents\Baldur's Gate - Enhanced Edition\save" ) IF NOT EXIST "%userprofile%\Documents\Baldur's Gate - Enhanced Edition\characters" ( mkdir "%userprofile%\Documents\Baldur's Gate - Enhanced Edition\characters" ) IF NOT EXIST "%userprofile%\Documents\Baldur's Gate - Enhanced Edition\Portraits" ( mkdir "%userprofile%\Documents\Baldur's Gate - Enhanced Edition\Portraits" ) :: now that those folders are created, create links if they're not present already IF NOT EXIST save ( mklink /D save "%userprofile%\Documents\Baldur's Gate - Enhanced Edition\save" ) IF NOT EXIST characters ( mklink /D characters "%userprofile%\Documents\Baldur's Gate - Enhanced Edition\characters" ) IF NOT EXIST Portraits ( mklink /D Portraits "%userprofile%\Documents\Baldur's Gate - Enhanced Edition\Portraits" ) goto end : mine :: check for and create folders only if they don't exist already IF NOT EXIST baldur.ini (mklink /H baldur.ini "%userprofile%\My Documents\Baldur's Gate - Enhanced Edition\baldur.ini") IF NOT EXIST "%userprofile%\My Documents\Baldur's Gate - Enhanced Edition\save" ( mkdir "%userprofile%\My Documents\Baldur's Gate - Enhanced Edition\save" ) IF NOT EXIST "%userprofile%\My Documents\Baldur's Gate - Enhanced Edition\characters" ( mkdir "%userprofile%\My Documents\Baldur's Gate - Enhanced Edition\characters" ) IF NOT EXIST "%userprofile%\My Documents\Baldur's Gate - Enhanced Edition\Portraits" ( mkdir "%userprofile%\My Documents\Baldur's Gate - Enhanced Edition\Portraits" ) :: now that those folders are created, create links if they're not present already IF NOT EXIST save ( mklink /D save "%userprofile%\My Documents\Baldur's Gate - Enhanced Edition\save" ) IF NOT EXIST characters ( mklink /D characters "%userprofile%\My Documents\Baldur's Gate - Enhanced Edition\characters" ) IF NOT EXIST Portraits ( mklink /D Portraits "%userprofile%\My Documents\Baldur's Gate - Enhanced Edition\Portraits" ) goto end :none ECHO "Can't find Documents folder, not making links" :end pause -Y- bgee_run_once_mklink.bat
  15. Argent77: Well that was quick!!!! Sam: What I had been doing was to export a closed door and an open door PNG from NI and then dump them into Photoshop as two layers. I then set the grid as 64 pixels with a single subdivision i.e. 64 pixels a side on the grid. Flickety-flick on the Show/Hide layer button pretty much showed up all of the doors (not all of them - a very few did a really good job of hiding in shadows) and also how many tiles they needed to be cut into. Easy but started to get tedious after a while - every ***!!!###!! night door in Baldur's Gate. Unfortunately the end result wasn't always 'correct' - of course, the PNG files export the existing BG:EE tiles and as I'm back on the 'I'm going to fix this damn city or die trying' warpath, the pixels from the PNG didn't always match up with my main area corrections. As Beamdog seem to have consistently missed the Beregost extended night I provided to them and are also using the stupidly ugly original Bioware night textures in Baldur's Gate, that's what I'm fixing. Remember the Extended Night mod? Similar to that, but specifically for Beregost and Baldur's Gate as all the other night areas have made it into the BG:EE release package. Only this time I'm trying to pick up all the bits I missed in Baldur's Gate as well as adding new stuff (Iron Throne lit up at night, for example) and seriously improving all of the night lighting in the city. Preview: https://mega.nz/file/PIIEgIZI#s5EBmKLpATdQbyEAAuWjG36SY6qzNfj7ce-iYuFu_Qg
  16. It's capable of exporting tiles and it's capable of showing doors in both the open and closed position. How much additional work would it be to get it to spit out the closed doors as individual pngs? I guess you'd use the open and closed regions to calculate which tiles are needed. I've just had to recreate somewhere between 60 and 70 doors in the last few days, so I just thought I'd ask...
  17. Found the answer to a problem I discussed with Avenger a long time ago. New section under the 'Doors' topic - 'Non-rectangular Doors'.
  18. I can if you really want -Y-
  19. It sounds like you needed the 'So Now You want to Add a Night Area' subtopic. Or did I mis-read your problem? -Y-
  20. New version up. As promised, this includes making Wallgroups a separate sub-topic off Area Basics, complete with a full troubleshooting section. -Y-
  21. Wallgroups are a complete PITA, so much so that I'm working on a large sub-topic devoted just to wallgroups and their problems. I see from the picture that you've very carefully lined up the edges of the polygons; you don't need to be so accurate as they'll still work if you have everything overlapping. Where your 'hovering' wall is set makes it effectively a normal wall, which is why it is working correctly, because the baseline is outside the cre-accessible area but any cres that move will walk into its sphere of influence. A really dirty trick to get a hovering wall such as an arch is to simply not to add any flags at all. Any part of a cre that crosses a polygon boundary will be dithered, regardless of where its feet are. @Avenger: hovering wall comments noted. I've only ever tested one and it worked, so I've never hit the assertion problem. -Y-
  22. Wallgroup flags table updated in topic 'Area Basics' -Y-
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