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khelban12

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Posts posted by khelban12

  1. On 10/17/2020 at 6:17 PM, Fouinto said:

    I wish a component (cheat) that allows to win 100% against Aesgareth when playing the card game.

    I'm fed up with reloading :

    On my mobile*, about 50 reloads, i can only draw :
     - Plague, then Aesgareth draws Construct, he wins
     - Strife, then Aesgareth draws Triumph, he wins

    * on my computer, I can (sometimes) win, but never on my mobile.

    Maybe cdtweaks devs can contact flamewing and ask him to incorporate the tweak inside of cdtweaks, but until then you can install m7tweaks which has the following components (and also proper uncharming of Glaicas but i think it is already fixed by fixpack and is not needed)

    Spoiler
    Quote

    Section 3: Components

    1. Convenient Deck of Many Things: Always win against Aesgareth. As the name implies, Aesgareth is changed so that he always loses against you in the 3 draws. This results in him attacking at the end when he loses the gem, so be warned.

    2. Convenient/Cheesy/Cheating Deck of Many Things. This is aimed at reducing the number of reloads until you get what you want from the deck. This component is subdivided into four subcomponents; all of these subcomponents have one modification in common: they make the 'Star' card more convenient and flexible. By this I mean: you get an expanded stat selection, which takes into account all of a classes 'prime requisite' attributes (Paladins can increase Charisma, for example) from 2nd edition AD&D, as well as allowing you to chose which stat bonus you get -- a multiclass Fighter/Mage/Thief can elect to gain a Strength bonus, for example, instead of gaining a Dexterity increase as in vanilla. This component has the following subcomponents with the specified additional effect:

      2a. Convenient: Select from normal available choices in each draw. You can select which card you will receive in this draw. The only difference from the original game is that you no longer have to reload until you get the card you want 🙂

      2b. Convenient Plus: As above, but ignore 'Bad Card' restrictions. Normally, the second and third draws have different selections if you draw a 'bad' card (e.g., Donjon) in an earlier draw. This component works as 2a, but it lifts this restriction.

      2c. Cheesy: All cards can be selected in any of the 3 draws. This component combines all cards you could possibly get from the deck into a single list shown in each of the 3 draws you get. For example, you could select 'Star' 3 times for the stat bonuses.

      2d. Cheating: As the cheesy version, but with infinite draws. 'Balance' card is added as a choice for when you get tired of ruining the game 🙂

    3. Convenient/Cheating Machine of Lum the Mad. This component eliminates the need to remember and select the combinations for the Machine of Lum the Mad. This component is subdivided into two subcomponents, both of which have the side-effect of disabling random combinations. The subcomponents have the following additional effects:

      3a. Convenient: You can simply select the desired result. Pick from the descriptive list and you are done. This obeys all of the standard restrictions -- that is, each combination can be selected only once.

      3b. Cheating: As above, but with infinite stat bonuses. As 3a, but you can select the stat bonuses and magic resistance bonus until you suck all the fun from the game.

     

    .

     

  2. 4 hours ago, Bartimaeus said:

    I had tracked it down to SR's version being the one that's crapping out, it removed an entry that polytweak uses for no apparent reason (specifically, entry 115 EXTRAPROFICIENCY1, which normally gets appended with...uh...I think it was PROFICIENCYCLUB? When installing SR after, it strips the original EXTRAPROFICIENCY1 entry and only leaves the PROFICIENCYCLUB entry, causing errors for mods like polytweak that evaluate via the original entry). I repaired it for my install, but for anyone using both MIH_EQ and SR, the same would happen, so I'd like to fix it.

    Thanks for the info, will do.

    @Angel Don't think there are any conceptual incompatibilities between any of the components of MIH_EQ and SR/IR from what I saw anyways, but you might know better!

     

    3 hours ago, DavidW said:

    That makes sense. DS sorts stats.ids after appending all the new entries, but the sort used by DS 3.9x (the one in SR) is destructive, and ends up deleting duplicates. The version in SCS 33 (let's call it v.4.0) sorts nondestructively (iirc).

    Due to some problems i had in the past with DS and mods, i keep locally all the versions i find :)and there are (at least) the following versions:

    • v3.95 which is the "updated" version of the older DS code and comes with the majority of mods (atweaks, questpack, rr, etc). It removes all duplicate entries except 156-161 (SCRIPTINGSTATE1-6).
    • v3.95_dw (found in ascension commit 092ac9d24c55). It correctly keeps all the duplicates but does not sort (the sort_ids function is disabled due to missing the function return_first_entry).
    • v3.96 (found in ascension commit c24fe75c92f7. i haven't saved the SCS commit but in most cases ascension DS is copied from SCS of that time) and v3.97 (commit a1d4ec4cef29). These correctly keep all the duplicates and sort correctly. They also need AUTO_EVAL_STRINGS on the main tp2 in order to be used. The only difference with v3.97 is that it removes DMWW entries where all older versions keep them.
    • v3.9X (found in ascension v2.0.4 commit 2fb5d79073e1). Vastly difference code than v3.97. It correctly keeps all duplicates and sorts correctly. It contains some extra duplicate entries that miss the WIZARD_ prefix (for exaple 178 RESIST_FEAR). This clears the IDS map very frequently and runs quite slower than the older versions.
    • Newer SCS versions. I do not remember correctly but i think they behave exactly like v3.9X but also need some sfo libs in order to run.

    Everything after v3.97 runs quite slower (i did a test run now and v3.97 ran in 3.5secs while v3.9x ran in 4.58secs. In a fully modded installation i think there was a big difference in time).

  3. 2 hours ago, Jarno Mikkola said:

    Thing is, the mod was already refered in the previous post I replied to, by khelban12. I ingored it at that time. I have never even played it. So... it wasn't that good of a joke. And khelban12 is actually wrong in the statement from what I imagine, as the rules in that mod is that the creatures need to be taken down in the given order or the player is cheathing... that I already have talked about. Ironic.

    It doesn't change anything in my points or yours but just for clarity,  Improved Anvil never occured to my mind. I have heard of its reputation but i have never played it. The mods i wrote about, were Tactics (some cheesy battles of it) and a mod that it's name escapes my mind now and it introduces a new encounter in Spellhold with a hostile party which include a husband and wife that you need to kill in certain order because otherwise the remaining spouse goes into a rage and kills you.

    I re-read my post now and i do not find it insulting, but i apologize if you thought my post made fun of you by pointing to Improved Anvil or something and also to Caedwyr for "paying the price" for my post.

  4. 1 hour ago, Jarno Mikkola said:

    Well, thing is, you have build the enemies so that the player has no chance against them... the spells have counters, but the fact is, the player has to counter ALL of them, and to that, they have no answer... unless they somehow pop up themselves to be 4 level 20 mages. Aka, the problem you create is that they have too many defenses and those have no single counter... unless we use the 9th level spell that gets rid of very many of them.

    I find it odd that a long-time user like yourself with so much knowledge about the game would say something like that.

    Isn't this "chess" game of using the correct step to countering X defense so that you then can counter Y defense the point of a tactical mod ? And "the player has to counter ALL of them" usually translates to using a sequence of just 2-3 spells (of course if you know which spells). For example, if you watch mivsan's playthrough, he plays with a full party (so we are not talking about people leveling fast) and uses his F/M PC and 1 other mage if i remember correctly (and at some point he removed edwin for imoen or some other "lesser" mage to make the game more challenging), so you definitely don't need a lot of mages or high-leveled ones to cope with enemies's defences. Also, one is not obligated to install the prebuffed components.

    There are of course mods that you can only beat encounters by reading the enemies' scripts and deduce what tactic you need to use or in which order you need to kill the enemies (because if you kill enemy X before enemy Y, you immediately die) but SCS plays fair. How is it that the player has no chance ? Unless we are talking about a first time player who doesn't know much about the game and shouldn't install a tactical mod.

    The only things i can recall disliking about SCS are a) the long install time and b) the script lag; and both are the engine's problems and not SCS's. The second is made worse, in my case,  by the fact that i play the game through wine on linux and sometimes when enemies appear and their scripts fire, everything lags to a crawl. Other than that, SCS (and IR) is the greatest thing that happened to BG.

  5. Greetings.

    The talk about going to brynnlaw in the Rhynn Lanthorn thread reminded me of something that i wanted to mention for a long time but i never did. Is it possible for the "Higher cost to Spellhold" component to account for the Alternatives mod too ?

    When the component is installed, Gaelan asks for the correct amount but Aster still asks for 15K. I have changed locally gameplay/spellhold_cost.tpa#L26 as follows

    LAF swap_text INT_VAR allow_missing=1 STR_VAR files=~bodhi.dlg gaelan.dlg b!aster.dlg ar0800.bcs baldur.bcs~ swaps= ~

    that is i added b!aster.dlg which is the only file that mentions the amount of gold (there is also b!ar1000.baf but the code is commented and not used) and also added INT_VAR allow_missing=1 so that it doesn't error out when someone doesn't use Alternatives. It seems to work but i don't know if it is the optimal way to do it.

    Thank you for your time.

  6. Greetings.

    [Intro]

    Lately when i ran gemrb it segfaulted in OpenALAudio:cpp:222 "context = alcCreateContext(device, NULL)";

    I tried different OpenAL versions and it always segfaulted. If i modify gemrb.cfg and disable sound then it works fine. It only segfaults with OpenAL. I thought it is an openal fault so i tried to make a minimal C program that reproduces the issue. No matter what i did, i couldn't make it segfault so i came back to gemrb. I did the first thing i do when something segfaults. Recompiling it without LTO and see if it works. And of course it works fine. I could leave it at that and enjoy gemrb but i couldn't :p I needed to find why it does that. Anyway, after isolating compilation parameters to see what is the fault i found that its not LTO but the combination of LTO and as-needed linker option.

    I use LTO and as-needed for a long time (at least since Feb 2017) and gemrb always worked. Something else that has changed in the mean time must trigger the problem. I used gemrb on Tumbleweed for some time now so while i compiled it on Gentoo, i didn't ran it and missed the problem. I tried Gcc 8.something, 9.2, 9.3 and all produce the segfault (hm now that i think of it, i haven't tried different linker versions). However, all programs are built with the same *FLAGS (this is Gentoo) and only gemrb segfaults.

    [/Intro]

    Whether OpenAL is compiled with or without LTO doesn't make any difference at all. The problem seems to be with gemrb and pthread. OpenALAudio.so is the same in all cases and correctly links with pthread. The gemrb binary however

    • With as-needed but without LTO, it is linked with pthread and works.
    • Without as-needed but with LTO, it is linked with pthread and works
    • With as-needed and with LTO, it is _not_ linked with pthread and segfaults.

    With a quick search, i haven't found any calls of threading functions in the source code for the gemrb binary (so maybe that is why the linker thinks it doesn't need pthread), but it seems that libpthread is needed.

    Anybody cares to try compiling germb (the latest git for example) with LTO and as-needed enabled and inform us if it works or if my findings are coincidental and something else is at foot ?

    export CFLAGS="-O2 -pipe -flto"
    export CXXFLAGS="${CFLAGS}"
    export LDFLAGS="-Wl,--as-needed -flto"

    Setting the above flags (before running cmake) should be enough to reproduce the issue i think.

    Thank you for your time.

  7. Greetings.

    If there is someone that hasn't finished the game yet, my post contains Post-Underdark spoilers.

    One thing that annoys me is that when i leave underdark and i have Viconia with me (almost everytime), she is forced by Elhan to accept a geas spell without me being able to say anything (i don't like in general when a game railroads you without giving you a choice). He interrogates me pestering me with stupid questions, he needs my help to get the lanthorn because he can't travel to human lands and he has the audacity to mess with my teammates.

    One course of action could be that Viconia leaves your party and meets you at another point (i think Yasraena does that). Some other courses i thought are a) Adalon informing Viconia that the surface elves will be very suspicious towards her and offering her to disguise her as surface elf (with viconia being able to refuse leading to the original behavior), b) even better giving the player the option to strenuously object to Elhan's behavior, even threatening him or something.

    I would try to implement it myself and open a pull request but i don't know anything about dialog scripting so i leave the idea here in case some of the devs like my proposal.

    A pet peeve of mine is that sometimes i get stuck on insignificant little details like this one. Or the guy in Adventurer's mart that warns you not to steal.  Oh how i hate that guy :) My current playthrough is with a Cavalier Paladin with amazing reputation and still the guy warns me not to steal.

    Thank you for your time.

  8. Can you try this https://pastebin.com/DE71jzpV

    It a bit old too but i think it is better than the one in the gentoo tree. I wrote it because gentoo didn't have a SDL2 gemrb ebuild and i wanted to get rid of SDL1. I haven't tried all options but i have tried sdl, sdl2+opengl, sdl2-opengl scenarios and all worked. At that time, opengl gave me some problems (i can't remember what, maybe flickering or rendering issues) so i  personally settled for sdl2 - opengl.

    I haven't tried the subviews branch with it but i use it as gemrb-9999 and recompile the git version every now and then and it compiles fine with the git tree.

  9. Offtopic to the banning, am i the only one that gets annoyed by this holier than thou talk of "not a random community" and especially this myth that goes around for years that the BD forums are very friendly in contrast to other fora ?

    It is insulting and demeaning to the efforts of the G3 team / shsforums team and other communities.

    I am not a member here and SHS for long but i read the two fora for years and also gamebanshee (before they "upgraded" to a new forum software version that made it unreadable for me) and the older ironworks forum. All of them had friendly people that answered questions and provided useful information for years before beamdog was even an idea to the creators's minds. I know there are some downtimes in SHS's case but all 4 fora continue to be maintained to this day for our benefit and they will probably exist long after BD gets bored and closes their forum (like bioware did).

  10. I love the fact that Shandyr's profile mentions that in December 2019 alone, he got badges for 1K, 1.5K, 2.5K insightfuls. So according to forum readers, he is a good member that has posted useful content but according to the forum team he is not welcome. One badge description is even "You must be a source of inspiration for the community." :)

    He is an inspiration for the community ? Ban him :p

  11. 15 hours ago, lynx said:

    khelban12, is that all for IA or are there any vanilla fixes in between?

    I can't remember for sure what i did in 2016. Maybe some of the changes exposed bugs in vanilla (like the purple magic golems and the planetars) but i think it was only changes for IA.

  12. On 10/1/2019 at 6:49 PM, Gwendolyne said:

    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.

    I use IA in gemrb for a long time now and the only thing i did is modify the avatars.2da. You don't need a patch like the original engine. I ended up also modifying the bgmain patch and the file prefixes but only because i use linux and the μ and other prefixes wouldn't work.

    The only problem that remains is that gemrb uses the frame count as speed for the animations (which works for some of the original animations) but i suppose the IA animations have more frames and so many creatures have lightning speed :) I modified the gemrb code to read the speed from a 2da file (in the fashion of EE) but i couldn't get the speed of the animations. The plan was to use scripting in the original engine to measure how long it takes for a creature to travel between two specific points but i couldn't get it.

    Do you know how fast each animation should go or do you have any way to find out ? If yes, then IA will be able to run fine in GemRB.

    Edit: Here is a diff of the changes i made. Disregard the prefixes as they correspond only for my filenames. I set the type / space / size by trial and error to make the animations be the same as the originals. I think that i made an area with all the changed creatures and verified that they appear the same between original engine and gemrb but i may remember wrong.

  13. Wasn't there a debate a long time ago about which is the correct value for grandmastery ? Something that it shouldn't give +1.5Apr but only +1 Apr (or +0.5 from specialization like greenhorn said). The readme said +1 and the implementation gave +1.5. I don't think a consensus about which is the correct value was reached and in the end the readme changed to reflect the implementation.

    I may misremember though.

  14. Greetings.

    Thank you for another great mod. All mods that give more content to Imoen are welcome. I have some questions:

    1) Is there a different story incentive to go to Brynnlaw if you have Imoen in the party ?

    2) Do you have any idea about compatibility with the "Imoen Friendship" and "Imoen Romance" mods ? I guess since the dialogs start when you rescue Imoen from Spellhold, the mods should work fine (but you won't get any dialogs during your travels before brynnlaw ofcourse) ?

    3) The mods that mess with Imoen2 and Imoen variables like "Eternal Imoen" or "Continuous Imoen" are incompatible i guess ?

    Thank you

  15. More a question rather than a bug.

    The usual installation order until now was Ascension -> Wheels of Prophecy -> Edwin Romance at least according to BWP because Edwin Romance has different dialog has code that accounts for WoP so it should be installed after it.

    The readme in v2.0.6 has been updated and says that WoP should be installed after ascension (as always) but ER should be installed before ascension and therefore before WoP too. Will this new order pose a problem for the interaction of ER and WoP ?

  16. 11 hours ago, Titanium White said:

    Baldur's Gate Trilogy seems to crash every time I meet Halacan and he casts his pre-cast spells on non-EE Tactical. I had a similar problem with the Red Mages in Spider Wood but the latest update seemed to fix those after re-installing SCS. Attached are some logs.

    SETUP-STRATAGEMS.zip

    WeiDU.log

    I read in your weidu.log that you have ascension 2.0.3 installed. Is it possible that you have the same problem as me with opcode 282 ?

    @DavidW  does the later installation of SCS 32.2 which has the fixed Detectable Spells version undo the damage from the ascension DS ?

  17. 22 minutes ago, DavidW said:

    I’ll have a look. These days most of my testing is on EE so bugs tend to slip through more on the old version.

    Bugs will always slip through. Don't sweat it. If it wasn't clear from my message i am grateful for all your effort and for the great mods you give us. I wasn't trying to put blame or something like that.

    As a temporary workaround, i copied all .spl files and ran DELETE_SPELL_EFFECT with opcode_to_delete=282 and (at least up to the point i have played) i don't have any crashes.

  18. Does anyone else get crashes on classic BG2 with tobex engine ?

    I started a new playthrough and in Waukeen's Promenade after the cutscene ends, i immediately got a crash. I tracked it down to the mod ruad. It uses a script that runs the wizard spells  "protection from fire / cold". I removed every mod but tobex, bg2fixpack, ascension and i can still trigger the crash.

    I tracked it down to the DS component of ascension that adds a set scripting state (282 opcode) with BUFF_PRO_DAMAGE to some spells. If i remove this effect, everything works correctly. I tried to understand what the problem is but couldn't and IESDP doesn't have much information. In my case, the BUFF_PRO_DAMAGE stat gets the number 233 so the effect uses the number 77 (156 + 77 = 233). If i modify spwi319 and try to set other states, i get crashes with some numbers (e.g 50, 60) but it works with others (e.g 49, 65). If i give BUFF_PRO_DAMAGE the number 236 in stats.ids and modify the effect accordingly (to 80 so that 156+80 = 236) it works without crashing. It seems to work with some numbers and crash with others.

    It is likely that the crash happens with other spells too and i just happened to notice it with Protection from Fire (at least all the BUFF_PRO_DAMAGE spells should crash).

    If someone has a classic BG2 installation and wants to test it, some rough steps are the following:

    a) install tobex, fixpack and ascension

    b) start a TOB game (to avoid the lengthy Irenicus cutscene), import TOBMAGE character

    c) clua in scrl6h (which runs spwi319.spl)

    d) use it on yourself.and see if it crashes.

    Also, does anyone know a fix for this ?

    Thank you

  19. Greetings. Does wheels of prophecy 8.2 fail to install on someone else ?

    When i have only installed ascension components 0, 10, 20, 30, 40, 50, 60, then WoP fails to clone balelit creatures because they don't exist. I had to install ascension component 1100 (Tougher Balthazar) and then WoP installs correctly.

    Edit: I did a quick browse of the old weidu ascension and it copied a folder with a bunch of creatures (including balelit*.cre) regardless of what components you installed, so the creatures would always exist. The new 2.0.X ascension only copies the creatures when Tougher Balthazar is installed.

    Can ascension account for this or is the correct action for WoP to change and account for the new ascension ?

    Thank you

  20. Thank you for replying.

    If my post can be read as implying that DavidW didn't know what he was doing then i apologize. At no time i even thought of something like that. I just wanted to avoid having two codebases being developed independently.

  21. Forgive me for hijacking the thread but i don't know where else to post it. SHS is down and this thread is the most recent thread about DS and has all the relevant people in it. Feel free to move it elsewhere if this is the wrong place for it.

    Over the years i have noticed many DS versions being used by mods (some of them messing with stats when reordering them so that some mods cannot be installed because they can't find some stat they want).

    I haven't followed the progression to the letter but it seems there are 3 versions used by major mods. At least from the git repos that i follow, i notice the following:

    1) Many mods use a version named v3-20180512 (for example atweaks, rogue rebalancing)

    2) Other mods use a version named v3.1 (for example item revisions). I am not a weidu expert but this version seems better to me than the 20180512. Some differences are that it uses some inline tables of spells and stats, the function names have the prefix ds_, a file that is used by the mod is named ag#dsal2.2da instead of ag#dsalt.2da, and it uses the function sort_array instead of SORT_ARRAY_INDICES.

    3) spell revisions use version v3.95 with many changes by Ardanis which looks even better to me. Some differences are that the inline tables have many more values in them, some stats are named differently (for example 166 is changed from DMWW_SLOT_166 to MELEE_THACO_BONUS, etc).

    Until here, everything is ok. I thought that eventually every mod will settle using the 3.95 version that spell revisions does but a few days ago, when i ran git pull on the ascension mod, i saw a commit that copied a new version of DS called v3.95_dw from the upcoming 32 version of SCS. One change is that instead of inline tables, it uses associative array. It doesn't look very different to me but i can't say for sure.

    So i have some questions about this:

    1) Is there a problem if a mod that is installed earlier uses an earlier (and presumably buggy) version of DS ? When a later mod is installed, does the DS run again (and presumably fix the bugs) or it sees that DS is installed and doesn't run (locally i have modified all the mods in game to use v3.95 but i ask out of curiosity).

    2) Is there a central development location (let's call it "upstream") so that changes can be shared and avoid having in the future 2-3 codebases which have diverged very much from each other ?

    Thank you for your time.

  22. loading 1 tra file

    Copying 1 file ...

    ERROR: BIFF [./DATA/ITEMS.BIF] cannot be loaded: Unix.Unix_error(Unix.ENOENT, "stat", "./data/items.bif")

     

    ERROR locating resource for 'COPY'

    Resource [bolt01.itm] not found in KEY file:

    [./chitin.key]

    I don't know what this means. Maybe it is a case issue ? I think it tried to copy bolt01.itm from the items.bif file but it can't access the bif file.

  23. Installing [The BG1 NPC Project: Required Modifications] [v23.3]

    FAILURE:

    Modmerge is required before mods can be installed on this game. Check the readme for more information and a link to download Modmerge.

    [/code]

    My first thought is that this might be a case issue. modmerge is named modmerge-linux. I've been running it in the main directory with ./modmerge-linux (after running chmod +x on it--this was kind of a guess) and it seems to run and even returns that I've run it already. Any more ideas?

    If you read the file lib/bg1npc_always.tpa, the first line checks for the file dlc/sod-dlc.zip and if it exists, it prints the error message you got. I am not familiar with modmerge so i don't know how it works. If i understood the GO code in github, it is supposed to rename the zip file to .zip.disabled when it finishes, so maybe modmerge didn't install completely ? Try re-running modmerge if you want or wait to hear from someone more knowledgeable than me.

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