Jump to content

cmorgan

Retired Gibberlings
  • Content Count

    7,050
  • Joined

  • Last visited

About cmorgan

  • Rank
    journeyman investigator
  • Birthday 04/14/1967

Profile Information

  • Gender
    Male
  • Location
    Small Town Illinois, USA
  • Mods Worked On
    ...lots. But never enough.

Contact Methods

  • Website URL
    http://
  • ICQ
    0

Recent Profile Visitors

31,113 profile views
  1. cmorgan

    Adding Additional Content

    Trying to get time to test the “PRINT | PATCH_PRINT” resolve strrefs using tra... I am pretty sure back in the day there was an issue with it. Modern WeiDU probably has no problems, but it is worth checking before you have to traify that manually .
  2. cmorgan

    Version 1 of Evandra Released

    Congratulations!!
  3. Converstational Inspiration: Is PC getting too powerful to be a friend? /* FT 20: Tools, Weapons, and Intention */ IF ~STATE_START_CONDITION~ THEN BEGIN c_wielder SAY ~[ARAN] You know, you be a bit more powerful than you seem to realize.~ ++ ~[PC] I don't know. It feels like I am becoming a weapon.~ + c_person ++ ~[PC] I realize exactly how powerful a weapon I am becoming.~ + c_person ++ ~[PC] No, I am not.~ + c_notwhat ++ ~[PC] What about you? You seem to have grown a bit since we first met in that inn room.~ + c_not_about_me ++ ~[PC] This is a bad time to have another one of your deep existential conversations.~ + delay_exit_state END IF ~~ c_notwhat SAY ~[ARAN] Not what? Not powerful, not realize?~ ++ ~[PC] Not powerful.~ + c_not_powerful ++ ~[PC] I don't think I am any more or less powerful than when I started out.~ + c_not_powerful ++ ~[PC] I seem to have trouble realizing exactly how powerful I have become.~ c_not_realize ++ ~[PC] I don't know. I am still figuring out who I really am.~ + c_direction ++ ~[PC] This is a bad time to have another one of your deep existential conversations.~ + delay_exit_state END IF ~~ c_not_realize SAY ~[ARAN] Mayhap it scares you a bit. It scares me, somehow, but more on your account than on mine.~ IF ~~ THEN GOTO c_person END IF ~~ delay_exit_state SAY ~[ARAN] Now we have been naught but good companions for a fair while now. Can a lad have a real conversation about all this?~ ++ ~[PC] I don't like talking about all the power I have gained. It feels like I am becoming a weapon.~ + c_person ++ ~[PC] I do not need to talk about it. I realize exactly how powerful a weapon I am becoming.~ + c_person ++ ~[PC] I suppose. You know, you seem to have grown a bit since we first met in that inn room.~ + c_not_about_me ++ ~[PC] I did not ask for any of this, Aran. It was forced on me. Talking about it is useless.~ + exit_state_supportive ++ ~[PC] Shut up, Aran.~ + exit_state END IF ~~ c_not_powerful SAY ~[ARAN] That be th' largest load o' crap I done heard from you, ever.~ ++ ~[PC] Look... it scares me, Aran. Even talking about it scares me.~ + c_scares_me ++ ~[PC] Well, you were due some retribution for the loads you throw around. What is next, casting me as the future Ruler of Toril?~ + c_cooking ++ ~[PC] I may be gaining power, but I do not seem to have any power over my own direction. I get tossed from battle to battle on the wind.~ + c_direction ++ ~[PC] Perhaps your head would look better if it was separated from your body. You have gone way past what I tolerate from you, sellsword.~ + exit_state ++ ~[PC] Shut up, Aran.~ + exit_state END IF ~~ c_scares_me SAY ~[ARAN] There be naught to be scared about, as long as you be in charge o' yourself. Your power be a sharp weapon, for sure.~ IF ~~ THEN GOTO c_person END IF ~~ c_person SAY ~[ARAN] Weapons be tools, and naught else. It takes a person weildin' th' sword to make th' call, an' direct th' cut or thrust. Otherwise, th' sword be a heavy decoration good for naught but trippin' over, eh?~ ++ ~[PC] I agree. But right now, I have a feeling I am not completely in command of my destiny. Who is really directing me?~ + c_direction ++ ~[PC] That is why all this is important. I have the power to shape things, the strength to control it, and the willingness to direct it where I choose.~ + c_youareyou ++ ~[PC] That is why all this is important. I have the power to shape things, but I may not have the strength to control it.~ + c_direction ++ ~[PC] I did not ask for any of this, Aran. It was forced on me.~ + exit_state_supportive ++ ~[PC] I don't think I want to talk about this any more. We should move on.~ + exit_state END IF ~~ c_youareyou SAY ~[ARAN] I just hope you be th' one really callin' th' shots, an' not some blighted mage or god or some such bein' behind th' scenes.~ ++ ~[PC] If it appears others are dictating my actions, just remember... it is not the one who strikes first who wins the battle. It is the one who strikes last.~ + c_strikeslast ++ ~[PC] I might simply choose to become someone else's weapon. You seem to have found it easier to follow than to lead.~ + c_direction ++ ~[PC] The gods call the shots. They interfere, they push, and they own the board. We just have to play along.~ + exit_state ++ ~[PC] The gods mess about on the game board. We just have to take it from them and make it serve our will.~ + exit_state ++ ~[PC] I don't think I want to talk about this any more. We should move on.~ + delay_exit_state END IF ~~ c_strikeslast SAY ~[ARAN] I suppose you be right. Only, if th' first strike be powerful enough, sometimes it wins outright, eh?~ ++ ~[PC] Are you questioning my ability to use my power effectively?~ + c_effectively ++ ~[PC] This is more than a simple mercenary campaign. It takes time to build power, and sometimes it takes doing what others want in order to get what I want.~ + exit_state ++ ~[PC] I might simply choose to become someone else's weapon. You seem to have found it easier to follow than to lead.~ + exit_follower_state ++ ~[PC] The secret to my overbearing power is eating your curry. It will be my tool for conquest.~ + c_cooking ++ ~[PC] The gods call the shots. They interfere, they push, and they own the board. We just have to play along.~ + exit_state ++ ~[PC] The gods mess about on the game board. We just have to take it from them and make it serve our will.~ + exit_state END IF ~~ c_direction SAY ~[ARAN] Tyr's Eye, I blighted well hope you are th' one directin' yourself. You, I have some understandin' about, an' I put my trust in your judgement. Most others, not so much.~ ++ ~[PC] Then I had better learn how to wield myself effectively.~ + c_effectively ++ ~[PC] I might simply choose to become someone else's weapon. You seem to have found it easier to follow than to lead.~ + c_direction ++ ~[PC] The gods call the shots. They interfere, they push, and they own the board. We just have to play along.~ + exit_state ++ ~[PC] The gods mess about on the game board. We just have to take it from them and make it serve our will.~ + exit_state ++ ~[PC] I might simply choose to become someone else's weapon. You seem to have found it easier to follow than to lead.~ + exit_follower_state END IF ~~ c_effectively SAY ~[ARAN] Effectively be part o' th' matter, I guess. But I were hopin' for more along th' lines o' compassionately.~ ++ ~[PC] I think you had better define what you mean by 'compassionately'.~ + c_define_compassionately ++ ~[PC] It takes time to build power, and sometimes it takes doing what others want in order to get what I want. In the end, though, my will is what matters.~ + exit_state ++ ~[PC] I weigh my decisions carefully when I can. But sometimes, people get hurt no matter what I choose.~ + exit_state ++ ~[PC] I might simply choose to become someone else's weapon. You seem to have found it easier to follow than to lead.~ + exit_follower_state ++ ~[PC] Effectively, compassionately... just words. Sometimes we just have to do what is in front of us and move on.~ + exit_state END IF ~~ c_define_compassionately SAY ~[ARAN] Hey, now, I hold my own counsel on that. Sometimes people get killed an' things get destroyed on account o' there be no choice.~ = ~[ARAN] It be th' needless actions what might be held off on account o' compassion.~ ++ ~[PC] We agree on that, Aran. We would not be traveling together if we did not.~ + exit_state ++ ~[PC] I might simply choose to become someone else's weapon. You seem to have found it easier to follow than to lead.~ + exit_follower_state ++ ~[PC] I find myself doing no needless actions. Everything I do is designed to build my own power and control my own destiny.~ + exit_follower_state ++ ~[PC] I weigh my decisions carefully when I can. But sometimes, people get hurt no matter what I choose.~ + exit_state ++ ~[PC] I weigh my decisions carefully when I can. But people getting hurt is their problem, not mine.~ + exit_follower_state END IF ~~ c_cooking SAY ~[ARAN] Aye, now there be a thought. <CHARNAME>, th' Force o' Faerun, Ruler o' All Toril, built up by serial doses o' my famous gut-bustin' fire-breathin' curry.~ ++ ~[PC] Me? Ruler of all that I survey? Now that is a laugh.~ + exit_follower_state ++ ~[PC] Me? Ruler of all I survey? Of course. I shall make you my Chief Wineskin Washer. And Chief Wineskin Emptier, as well.~ + exit_fun_state ++ ~[PC] I think I might be more comfortable if you were in charge. Well, more in danger of bar brawls, but at least I would not be everyone's target.~ + exit_follower_state ++ ~[PC] Laugh all you want, Aran, my boy. I intend to find my own path, even if it means conquering the very Planes themselves to do it.~ + exit_state_lighthearted ++ ~[PC] Dear gods... the curry. Somehow, I knew that was the source of true power. I shall place you in charge of all cooking. And cleaning.~ + exit_fun_state END IF ~~ exit_state SAY ~[ARAN] I suppose you be right. But there be plenty o' time ahead to talk. Mayhap we pick this up later.~ IF ~~ THEN EXIT END IF ~~ exit_fun_state SAY ~[ARAN] Now that sounds right fine, it does. In fact, here be th' first duty entrusted me, all done already. One wineskin, empty, an' just beggin' for a dip in th' water!~ IF ~~ THEN EXIT END IF ~~ exit_follower_state SAY ~[ARAN] Think about what you just said right careful, there. You already be a fair sight more powerful than I could hope to get. I don't mind bein' your sword, an' even bein' a tool to be used by you.~ = ~[ARAN] Me, I can make a cut here or there, an' mayhap be useful in a limited way. You... you will influence th' whole o' blighted Toril, an' mayhap more.~ IF ~~ THEN EXIT END IF ~~ exit_state_lighthearted SAY ~[ARAN] An' I believe you will do just that, too. Mayhap I needs be expandin' my cookin' options. Takes a might large bit o' food to fuel Planar domination.~ IF ~~ THEN EXIT END IF ~~ exit_state_supportive SAY ~[ARAN] Don't you be worryin' naught about that. You take charge o' your destiny, forced or not, an' I will be right here to make sure things work out for th' best.~ IF ~~ THEN EXIT END
  4. cmorgan

    Beta_Luridel To Do and Re-Check List

    https://github.com/cmorganbg/Aran-Whitehand/commit/42a54acc6f0c1c6229eb169bf5a6300fa91f834d portraits moved to SUBCOMPONENT DESIGNATED GROUP behavior for automated installer happiness. https://github.com/cmorganbg/Aran-Whitehand/commit/9d4596088f78eb0b97929d82003e3970beff71dd Update tp2 to allow EET to install ToB resources Old filters looked for ~tob bgt bg2ee~ New filters look for ~tob bgt bg2ee eet~
  5. cmorgan

    Ninafer

    Heya, lennon! The last I have of a ninafer mod is in my old mod archives: NinaV102.rar from the readme: "Ninafer NPC Mod" A MOD for Baldur's Gate II: Shadows of Amn with Throne of Bhaal Version 1.02 (June 15, 2008) Developed by: CoM_Solaufein Ninafer's Support Forum: Ninafer's Forums The only link that worked was the mod page http://mods.chosenofmystra.net/ninafer/ and I don't know why it works as it looks like CoM is not there any more. I can send you the .rar if you would like. It looks like CoM_Solaufein combined Ninafer into another mod called "The Undying" as well. If it is the same Ninafer, that is...
  6. cmorgan

    Beta_Luridel To Do and Re-Check List

    Unforked G3 Organization - have to transfer ownership and then build my own fork. Will do so when not on vacation! Converted and updated code for EE area installs https://github.com/cmorganbg/Aran-Whitehand/commit/cf1f1e302c66bd7b05f19ac30d886491727fe71d
  7. Very cool - updating first post.
  8. cmorgan

    Mod ACTION_READLN removal - brainstorming

    Well, Jarno, from a logic standpoint, that makes sense - but I work with kids. I know that when facing a text panel, it is not necessarily that intuitive. logic says "You installed the default mod - only change what you want to." Reality says "Hey - I just got given a set of choices - I wonder what they are... *poke*" "Hmmm... what if I don't want any of these... there is no option to leave them alone" (ignores the big prompt thing that says "[N]ot install" because modern brains are wired to "only stuff in GUI box") or "Hey! There is one of these that says 'default'! I'll choose that one!" (Modder gets line in tp2 that says default is installed, laughs at silly user for installing a component that does nothing but log itself in the Tp2, drinks more scotch and mutters about young people and the eventual heat-death of the universe) So the reason I am interested in abandoning behaviors built for interactive installs is that folks are pretty sure automated is the way of the future. On the breakdown into SUBCOMPONENTS... I... am stuck. Not on the theory; if it can be done with a full default install and then manipulate the files only if the user wishes to, using SUBCOMPONENT and GROUP, do it. In my case, I get two choices - recode the behaviors of SWING_CASE and the myriad of A_R to match (building the subcomponent behavior was a morning's cut paste and adjust work, so no big deal, but unfortunately the main component uses the information up front to build the cre and timers through variables in one go after all those A_Rs. Can't just OUTER_SET in components, because it is built to be interactive - blah. Have to rewrite whole patching setup, except for the easy one - Portraits). or join Gwendolyne and do an .ini and explain the new behavior to folks expecting more options on install. I don't know which is going to be quicker. I guess I will have to play about more with it.
  9. Way cool. Downloaded tile2ee and began poking about - it looks like a great solution. The weidu library handles all platforms, assuming that it is an old (non-ee) area and running it out. To get things straight in my head and get things in-game quickly, is the edited code above correct *without* the on-the-fly conversion using tile2ee?
  10. Cool, good typo catch and logic - cleaned up initial post.
  11. Rechecking on this... As I understand it, We currently (2018-2019) ship mods with new areas for BG2 using .tis files. EE games accept the old .tis format, so older mods do not *need* to update, and current folks don't *have* to update anything - mod added areas can be created in DLTCEP and edited in either NI or DLTCEP, and will work. There is one "bug", reported to the EE folks but with no action as of this post - in an EE game referencing a mod area with the old .tis format, the area shows black lines between each of the tiles in the mod added area. In addition, old tilesets are noticeably slower on the EE platform. On BGEE, SoD, and BG2EE the new .tis format separates out and uses additional files in. pvrz format - to avoid the black lines around each tile and improve performance on EE games, converting the .tis to a new format utilizing separate graphic files with extension .pvrz and installing both the converted .tis and the related .pvrz takes care of the problem. THE CURRENT BEST WAY (my opinion) of making sure your area is updated to the new .tis format and its accompanying .pvrz files is to build the old area (or use the existing old area) as usual, and then use tile2ee and Argent77's work to convert the old area directly on install. His tool added to your mod's folder in the way specified by the documentation, and the related Weidu library, can modify the appropriate files based on the install. If you are more adventurous and want to be really efficient, follow Argent77's advice - build and convert any new areas to EE format for distribution, and then modify his example found in ..\tile2ee-0.3b\weidu\example_tile2ee.txt to run it only if it is on a BG2 based install and ship his tile2ee tool with your mod. Basically, new modders probably expect a BGEE, BG2EE, or EET install, so only manipulate stuff if it is not in that format. THE HACKY WAY for single area additions on limited cross platform options, and ancient old wheezing retired modders slowly moving into the light of day, can be adjusted for in old code with the following: As of January 1, 2019: The easiest way to generate PVRZ-based TIS from the old tileset variant is with Near Infinity. Using NI v2.1-20180615+ place all area files (are, tis, wed) in the override folder. Select Export... => as PVRZ-based TIS.  Direct the output to a new folder, as the old .tis will be overwritten. The converted .tis will have additional files like marea00.prvz, marea01.prvz, marea02.prvz <<not typos PVRZ filename scheme is made up from the TIS filename minus second letter, followed by a two-digits pvrz index (e.g. AR1234.TIS -> A123400.PVRZ, A123401.PVRZ, ...), so you have to rename all your PVRZ files accordingly if you rename your TIS. For example, in my C-AR01.tis conversion, I ended up with C-AR01.tis, CAR0100.pvrz, CAR0101.pvrz, CAR0102.pvrz. In folder ../mymod/areas myarea.are myarea.mos myarea_old.tis (renamed original myarea.tis so that you can have 2 same-name .tis in same directory) myarea.wed myareaht.bmp myaream.bmp myareasr.bmp myarea_ee.tis (renamed converted myarea.tis so that you can have 2 same-name .tis in same directory) marea00.PVRZ (added with conversion to ee format .tis) marea01.PVRZ (added with conversion to ee format .tis) marea02.PVRZ (added with conversion to ee format .tis) In .tp2 (or as is more fashionable now in a .tph file called from the .tp2) /* resources : area creation */ PRINT ~Installing New Area~ COPY ~mymod/areas/myarea.are~ ~override~ COPY ~mymod/areas/myarea.mos~ ~override~ COPY ~mymod/areas/myarea.wed~ ~override~ COPY ~mymod/areas/myareaht.bmp~ ~override~ COPY ~mymod/areas/myaream.bmp~ ~override~ COPY ~mymod/areas/myareasr.bmp~ ~override~ ACTION_IF GAME_IS ~soa tob bgt~ THEN BEGIN PRINT ~Installing BG2 Area resources~ COPY ~mymod/areas/myarea_old.tis~ ~override/myarea.tis~ END ACTION_IF GAME_IS ~bgee bg2ee eet~ THEN BEGIN PRINT ~Installing BG2EE Area resources~ COPY ~mymod/areas/myarea_ee.tis~ ~override/myarea.tis~ COPY ~mymod/areas/marea00.pvrz~ ~override~ COPY ~mymod/areas/marea01.pvrz~ ~override~ COPY ~mymod/areas/marea02.pvrz~ ~override~ /* add area to cheat console in BG2EE/EET for testing/jumping about */ /* lua table operation: table.insert (table, [pos,] value) with default being n+1 at end */ APPEND ~BGEE.LUA~ ~table.insert(cheatAreas, {"myarea", "my_area_name_in_game"} )~ END APPEND ~mastarea.2da~ ~myarea value~ UNLESS ~myarea~ The line APPEND ~BGEE.LUA~ ~table.insert(cheatAreas, {"myarea", "my_area_name_in_game"} )~ is not needed - but if you want to leverage the new cheatbox on EE games to provide quick movement to your area for testing, it saves having to build some test scripts or dealing with MoveToArea() typing. Am I missing anything on this? Are there other concerns?
  12. cmorgan

    Beta_Luridel To Do and Re-Check List

    Added C-AR01 to BG2EE LUA for cheat console thanks to @kjeron at Beamdog Forums https://forums.beamdog.com/discussion/comment/1037713#Comment_1037713 Hopefully repaired "Area Creatures Having Party At The Back" - amellg report of .cre movement, Jarno, Ardanis, amellg assistance Start a new game > enter the inn > exit the inn and take a rest at somewhere else > re-enter the inn, and find NPCs gathering in the corner. Repaired distributed C-AR01 to have corrected "stay in place" values using DLTCEP, test installed on BG2EE, rechecked using above procedure and did not have actor movement. Rechecked installed area in NI and DLTCEP and manually wandered around triggering dialogue and letting the area script dialogues run, exited and rested and re-entered - everyone still in the right area. https://www.gibberlings3.net/forums/topic/29932-custom-area-actors-bunched-at-the-far-left/ https://github.com/cmorganbg/Aran-Whitehand/commit/e01d6ffbc555994b99e5d1b18eec155aced1a211 https://github.com/cmorganbg/Aran-Whitehand/commit/0d1f290b7bc30a13631de4606cf91dcca871aec4 https://github.com/cmorganbg/Aran-Whitehand/commit/7799a9c3441046646eddee0ff600dac087329806 Forked GitHub personal master to Gibberlings3 Organization
  13. cmorgan

    Custom area - actors bunched at the far left

    ....and ok, I think this was area creation messup. Thank you @Jarno Mikkola, @Ardanis, @amellg assistance Repaired distributed C-AR01 to have corrected "stay in place" values using DLTCEP, test installed on BG2EE, rechecked using above procedure and did not have actor movement. Rechecked installed area in NI and DLTCEP and manually wandered around triggering dialogue and letting the area script dialogues run, exited and rested and re-entered - everyone still in the right area. https://github.com/cmorganbg/Aran-Whitehand/commit/e01d6ffbc555994b99e5d1b18eec155aced1a211 https://github.com/cmorganbg/Aran-Whitehand/commit/0d1f290b7bc30a13631de4606cf91dcca871aec4 https://github.com/cmorganbg/Aran-Whitehand/commit/7799a9c3441046646eddee0ff600dac087329806
  14. cmorgan

    Custom area - actors bunched at the far left

    Heh. Apparently, both . So looking at the current code, apparently I decided to create the creatures using the above code, but the area uses both a script added joinable and a .cre handle in the .are For Aran himself, in C-AR01.BCS /* create Aran, cue up scenery dialogs */ IF Global("c-aranspawn","C-AR01",0) !Exists("c-aran") THEN RESPONSE #100 CreateCreature("c-aran7",[976.306],6) SetGlobal("c-aranspawn","C-AR01",1) RealSetGlobalTimer("c-scenery","GLOBAL",60) END (Mike1072, +500 points if you can attach .d and .baf syntax highlighting to the code box!!!) But it looks like I decided to create the creatures using the above and to add the references to the actual area file. It has the .cre reference, a facing, and a position, but the destination is 0 0 (which may be me thinking back in the day that there was no destination, so it should be 0...) DLTCEP opening the uninstalled original resource shows that I have added the actors to the area but not embedded them, I assume because they are created on install by copying and modifying original resources based on platform. In that uninstalled file there are several of the 0 0 entries; there is a button next to it that says something like "stay in place". Hitting that populates the boxes with the same actor positions. Hopefully this was the modder error that is causing this. The area .bcs does simple calls, no JumpToPoint() or RandomWalk() - just some blocks like this: /* smalltalk, randomized blocks, cyclical */ IF AreaCheckObject("C-AR01",Player1) RealGlobalTimerExpired("c-scenery","GLOBAL") Global("c-smalltalk","C-AR01",0) THEN RESPONSE #20 SetGlobal("c-smalltalk","C-AR01",1) RealSetGlobalTimer("c-scenery","GLOBAL",60) RESPONSE #20 RealSetGlobalTimer("c-scenery","GLOBAL",60) SetGlobal("c-smalltalk","C-AR01",1) Wait(2) DisplayStringHead("C-AW01W1",@12970) Wait(2) DisplayStringHead("C-TORAN",@12971) RESPONSE #20 RealSetGlobalTimer("c-scenery","GLOBAL",60) SetGlobal("c-smalltalk","C-AR01",1) Wait(2) DisplayStringHead("C-AW01W1",@12972) Wait(2) DisplayStringHead("C-AW01TK",@12973) Wait(2) DisplayStringHead("C-AW01W1",@12974) Wait(2) END Thanks for the check-in and ideas on this. I will test this tomorrow - I really hope this is just as simple as me not understanding using DLTCEP to modify areas... either way i will be back to report!
  15. cmorgan

    Custom area - actors bunched at the far left

    Hmmm. Masterasre.2da, .wed, and .tis for C-AR01 found - but NI says there is no area C-AR01. Which is odd, because it exists. Checking with DLTCEP. Perhpas something is going odd with the game storage. ....and DLTCEP says some odd things. Like "Destination 0 0" . Have to go spelunking.
×