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cmorgan

Gibberlings
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Everything posted by cmorgan

  1. Wait a sec - the Fixpack removes the CITY flag from places like ~ar0406.are~ ~override~ //Copper Coronet ~ar0513.are~ ~override~ //Calbor's Inn, first floor ~ar0514.are~ ~override~ //Calbor's Inn, second floor ~ar0515.are~ ~override~ //Calbor's Inn, third floor ~ar0901.are~ ~override~ //Temple District, Helm temple ~ar0902.are~ ~override~ //Temple District, Lathander temple ~ar0904.are~ ~override~ //Temple District, Talos temple ~ar0905.are~ ~override~ //Temple District, Pimlico's Estate ~ar0906.are~ ~override~ //Temple District, guarded compound ground floor ~ar0907.are~ ~override~ //Temple District, guarded compound second floor ~ar5507.are~ ~override~ //Saradush, basement entrance to Gromnir's castle I assume because having CITY return true there messes with vanilla BioWare stuff... is there a specific reason, before I go about doing something like patching every Inn area found in the install to have a CITY flag?
  2. ...aaand the AreaType() crashes are in BG1NPC workrooms; from CamDawg: This may not apply to regular BG2, as we just decided to be safe rather than sorry and move all the AreaType() checks further down the condition list.
  3. I didn't know that they fail, but the mod-added areas not correctly flagged is a point, and I think the remembered problem with AreaType() was that if you *start* an evaluation seqiuence with it in Tutu it crashed. Hold on, let me google the workroom... heh. Still looking, but I may have mis-remembered - here is the upshot of most of the conversation, as reported to igi by Jastey for the IESDP: http://forums.gibberlings3.net/index.php?s...amp;hl=AreaType so dead NPC with AreaType() on all i.e. games causes troubles. Solution for this one, #1 - incorporate other triggers that check for alive-ness first, #2 or only put them in scripts where the actor has to be alive to run them... second interesting thing - without Fixpack, some oddities on what is and isn't flagged correctly for Resting movies animations, is that what we are talking baout? http://forums.gibberlings3.net/index.php?s...ost&p=67578 Berelinde, any clarification on the AreaType problem?
  4. Yep - I need to raid everyone's "things I learned the hard way' and create a checklist I'd love the code, if you could - I have a number of PID things that rely on AreaType(). I do remember that putting an AreaType() at the beginning of the evaluation caused disaster back in bg1npc testing.
  5. Reading this brings to mind that some of us are old skool D&D 1st and 2nd edition players, and others of us are 4th edition players, and all of us are gamers. There are some pretty darned different approaches to "getting more powerful through killing stuff" modeled in different ways now. To a person who buys the argument that a wizard = {hp + abilities + offensive capability + defensive capability + spells and their antecedent effects}, XP is tied up in the caster, not in summons, because you do get that "double XP". For those who see a castor as a conduit, so wizard = {hp + abilities + offensive capability + defensive capability } + { spells and their antecedent effects} could argue that passing a save vs. magic or a save vs. fire needs an XP gain; after all, dodging that fireball successfully is a skills gain through repetition. Summons would be XP gain killing them. The problem here is always going to be that XP vs game balance cannot be set aside. If XP were dealt with in some of the more modern systems then killing an orc would be level dependent; {orc vs. L1} = XP, {orc vs. L2} = XP/2, {orc vs. L12} = XP/12, or some such system of relative strength (the argument being picking up scissors and cutting paper is a routine exercise that "plateaus" and gives no additional knowledge/gain. Or, the more common these days "level with PC" approach, where {orc vs. L1} = XP, {orcL2 vs. L2} = XP, {orc_shamanL12 vs. L12} = XP, etc. Functionally, though, every argument about better ways of modeling gain in level through reasonable achievement comes back to the limitations of the BG2 engine's implementation of experience. I don't think there is a good way, within the i.e. constraints, out of the inherent problem of granting XP for summons, no matter how passionately and logically argued. The trouble is a functional, non-in-game, non-roleplaying one, already worked on/shown with igi's iiLearnThroughUse mod - leveling too powerful, too quickly, in the hands of an experienced gamer. Yes, it is illogical when you look at it from within the game world/seeking internal consistency. But when you look at the outside, there are already really stupid XP gains to be had for simple things like delivering letters, because the game design and plot expects to push you to do certain things. If this were completely internally consistent, PC would not be wandering around alone. He would go out and raise an army, and storm Irenicus with enough backup to actually make a difference. He sure as heck would not get XP for delivering a letter - he has been doing that since his earliest Candlekeep days. Unless the local post office is run by shapeshifting bears weilding _+1 swords and chaneling Golden Compass... Just saying, the passions raised here are cool, and the discussions well argued, but when push comes to shove we really don't want people to be bored with the game. A full, completionist BWP run threatens maxing of the *modded in L50 ruleset* - way, way, way above design specs. Seriously - in the sourcebooks, Elminster is L12 or so. L50? Ao himself is probably not that level.
  6. (If we do think this is important enough, an alternative is leaving the existing code and playing with the imp spell and Winski's materials, both of which basically do IF Global("X#DImpSpell","LOCALS",12) TimerExpired(0) !Dead("Ichthraa") // Ichthraa THEN RESPONSE #100 SetGlobal("X#DImpSpell","LOCALS",12) PlaySound("%tutu_var%EFF_P18") SetGlobal("X#WinskiTakeDyna","GLOBAL",1) SetGlobal("X#DynaheirRomanceInactive","GLOBAL",1) ActionOverride("dynaheir",LeaveParty()) ActionOverride("dynaheir",ChangeAIScript("",DEFAULT)) ReallyForceSpell("dynaheir",DRYAD_TELEPORT) ActionOverride("minsc",LeaveParty()) ActionOverride("minsc",ChangeAIScript("",DEFAULT)) ReallyForceSpell("minsc",DRYAD_TELEPORT) ReallyForceSpell("Ichthraa",DRYAD_TELEPORT) END which could be quickly turned into a cutscene - safer that way anyways - IF <<whatever we have to do here >> THEN RESPONSE #100 SetGlobal("X#DImpSpell","LOCALS",12) PlaySound("%tutu_var%EFF_P18") SetGlobal("X#WinskiTakeDyna","GLOBAL",1) SetGlobal("X#DynaheirRomanceInactive","GLOBAL",1) ActionOverride("dynaheir",LeaveParty()) ActionOverride("minsc",LeaveParty()) DisplayStringHead("dynaheir",@244) Wait(1) DisplayStringHead("minsc",@245) Wait(1) ActionOverride("dynaheir",ChangeAIScript("",DEFAULT)) ActionOverride("minsc",ChangeAIScript("",DEFAULT)) ReallyForceSpell("dynaheir",DRYAD_TELEPORT) ReallyForceSpell("minsc",DRYAD_TELEPORT) ReallyForceSpell("Ichthraa",DRYAD_TELEPORT) EndCutsceneMode() END )
  7. D:\ie_checkfiles\bg1npc-v18\bg1npc\tra\english\x#npcwait.tra (1 hits) Line 245: @244 = ~I will fight you to mine last breath, Vremoni!~ .tp2 /* dialog Tutu Only */ COMPILE ~BG1NPC/Phase3/WAIT/dlg/X#NPCWAIT.D~ USING ~BG1NPC/TRA/%LANGUAGE%/X#NPCWAIT.TRA~ ok.... These have to be from something that kicked out Dynaheir and Minsc, but I find no references. waaaait.... It looks like there was a state in one of the versions that was set to play if Dynaheir and Minsc were spirited away by either the player betraying them to Winski in the added encounter, or by the spell cast by the imp coming to completion. Since the two of them get kicked out of the party, the state was added to this component to make sure that if something went odd, starting dialog with them would shoot off on that. It looks like I must have tightened it up with a simple EXIT, as the states now read EXTEND_BOTTOM _DYNAHP 5 //MINSC IN PARTY +~!AreaCheck("FW5100") <<big big snip of code>> !AreaCheck("FW0226")~+ @31 + STAYHERE_SAFE_DYNAH_K +~OR(84) AreaCheck("FW5100") <<big big snip of code>> AreaCheck("FW0226")~+ @31 + STAYHERE_DANGER_DYNAH_K +~Global("Drawbridge","GLOBAL",1)~ + @1 + BG_DYNAH_K ++ @2 + SC_DYNAH_K ++ @32 + NEVERLEFT_DYNAH IF ~GlobalGT("X#DYQUImpAttack","GLOBAL",0)~ THEN EXIT IF ~Global("X#WinskiTakeDyna","GLOBAL",1)~ THEN EXIT END Those last two lines are the escapes, which originally would have led to additional states (one for Dy, one for Minsc). The draft version I have here has this code as IF ~GlobalGT("X#DYQUImpAttack","GLOBAL",0)~ THEN GOTO X#NEW_ABDUCTION IF ~Global("X#WinskiTakeDyna","GLOBAL",1)~ THEN GOTO X#NEW_ABDUCTION I assume X#NEW_ABDUCTION was something along the lines of IF ~~ X#NEW_ABDUCTION_DY SAY ~I will fight you to mine last breath, Vremoni!~ IF ~~ THEN EXIT END I will retest this to see if the added lines are really necessary - but please translate them , anyways, as it might be that the encounter makes more sense with a final despairing howl from each of them, easy enough to add and test. @244 = ~I will fight you to mine last breath, Vremoni!~ // Dynaheir, crying out against her impending capture @245 = ~Butt - kicking For GOODNESS! RAAAAARGH!~ // Minsc, going into battle rage as the bad guys haul him and Dy off to be tortured.
  8. I don't know how this got missed, but Isaya and graoumf have done some work, translating the readme into French and giving some .tp2 suggestions - whichever one of us gets the time to do updates and include/test mod-added NPCs, here is the information: from Isaya (with much thanks for the reserach) The working .tp2 including his changes, with my edit of version to avoid confusion: VERSION ~v1.3fr~ : French Readme : French .tra folder :
  9. For the next update, please; Aran Whitehand (SoA) DV: C-ARAN CRE: C-ARAN7 BCS: C-ARAN .DLG: C-ARAN /* pre-joining SoA */ C-ARANJ /* joined SoA */ C-ARANB /* banter SoA */ C-ARANP /* post-joined SoA */ no custom items, just generic ones (chainmail and a +1 longsword) (ToB) CRE: C-ARAN13 BCS: C-ARAN25 .DLG: C-ARN25A /* pre-joined ToB, just summoned */ C-ARN25J /* joined ToB */ C-ARN25B /* banter ToB */ C-ARN25P /* post-joined ToB */ no custom items, just generic ones (chainmail and a +1 longsword)
  10. [side joke to Sorrow regarding the offtopic joke Sorrow was making] Absolutely. Because, after all, the definition of "professional" is thousands of non-paid volunteer hours testing and retesting, writing and rewriting, getting assistance from a wide community of folks of various experience levels, learning from each other, communicating and cooperating with each other, making sure mods that were never meant to be played together are given a fair chance to do so, just because a player wants to have the flexibility... wait a second... hmmm. We already do that. And have testers and proofreading volunteers, and... hmmm. OK, so we are the professionals? Professional Modders? Wow. Cool. Where do I get the Union card, and what is the health plan like? I started this as a joking commentary, but then I just remembered that I have three professional paid programs (X3:TC, Mass Effect 2, and DA:O), on Windows 7 x64 pro, using an ATI 5800 series, with an X-Fi soundcard and 2.1 Kiplish speakers setup, running very cool and stable with 6GB RAM and a serious processor, and the result is... I have random game crashes on audio or video, a host of minor gameplay glitches that are fixed through either professional patches or community workarounds or not at all, and I am still waiting for an answer as to how and why my Creative soundcard does not like or use my subwoofer. Hmmmm again. I think I will give up that Union Card, be a silly non-professional amateur modder, and be darned glad when Ace and Mike1072 have the time to drop some nice stuff our way. I think I like the community stuff better than either claimed or actual professional status. [/side joke to Sorrow regarding the offtopic joke Sorrow was making]
  11. Challenge being this: where [this] is a missing link to the lost TeamBG original thread. I do remember this coming up a couple of times over the years.
  12. Sorry - didn't see this - Zrayen (misspelled, sorry) uses a randomized .bcs block to create different outcomes with the same triggering conditions in several of his mods. The random encounters can have set coordinates, but a different set each time it is triggered, like this: IF <<trigger>> THEN RESPONSE #10 <<spawn at point A using group A>> <<close trigger>> RESPONSE #10 <<spawn at point B using group A>> <<close trigger>> RESPONSE #10 <<spawn at point C using group A>> <<close trigger>> RESPONSE #10 <<spawn at point A using group B>> <<close trigger>> RESPONSE #10 <<spawn at point B using group B>> <<close trigger>> RESPONSE #10 <<spawn at point C using group B>> <<close trigger>> END I can't remember if that is enough "ends", but the idea is there - the user only sees one of these groups. Mike1072 can probably do something way cool like igi does with arrays, so this can be even wider ranging... and the only thing left to reserach is the block weighting. I think there were some old posts about whether or not the weighting mattered (#50, #20, etc.) and if the engine actually created the correct ratios, so that 5 equal weights = 20% chance for each, or higher percentage for the first few, or something like that.
  13. v18 has no huge changes for .tra, but please check the file differences and bug reports for some named character typos and such that might need to be adjusted for translations in progress
  14. A village, I think - close enough for translation, as it is "color" not necessarily canonical. For both the Spanish and French translation folks: the bigg has set up a cool way of allowing README and multi-language support: README ~widescreen/readme-widescreen-%LANGUAGE%.html~ ~widescreen/readme-widescreen.html~ LANGUAGE ~English~ ~english~ ~widescreen/tra/english/setup.tra~ LANGUAGE ~Francais (Isaya)~ ~french~ ~widescreen/tra/french/setup.tra~ Which means if someone wants to tackle a Spanish and French translation of the ReadMe, I can add it to the next version...
  15. Reminder to self - post the .rar'ed cmp_var libraries, because the development wiki is not operating. Until I get to it, anyone can access this by downloading bg1npc and looking in the bg1npc\lib\ directory for the current master lists of things that need to be set as variables to allow a Tutu/BGT combined installer. ETA should be July 13th by 5pm CST.
  16. I have bookmarked this thread, and will PM Caedwyr on monday and see if he wants some updating done, or if he is interested in doing it himself. Thanks for posting the fixes/challenges!
  17. Shards of Ice updated. OK, probably Monday for Sword and Fist (by Giuseppe) because I need to test some stuff; and i need to remember about the misattribution on the translation, and update - happy 4th of July!
  18. Update for Shards of Ice in progress - changelog is <h2>Version History</h2> <div class="section"> <p><strong>Version 5 - July 3, 2009 </strong></p> <ul> <li>updated to WeiDU v211</li> <li>Italian translation by ilot</li> <li> Isaya's <a href=http://forums.gibberlings3.net/index.php?s=&showtopic=16986&view=findpost&p=146871> u!store traification fix </a> </li> </ul> although it is much prettier with the indentation. docs; <h1>Shards of Ice</h1> <div class="section"> <p><strong><a href="http://www.gibberlings3.net/">A Gibberlings Three Mod</a><br /> Author: <a href="http://forums.gibberlings3.net/index.php?showuser=31">icelus</a> </strong></p> <p><strong> Version 5 - <a href="http://www.gibberlings3.net/downloads/#ice">Check for the most recent version</a></strong><br /> <strong> Languages:</strong> English, Italian, Russian, French <br /> <strong> Platforms: </strong> Windows, Mac OS X, Linux </p> </p> </div> and of course the tp2: /* WeiDU v204+ allows tp2 level version listing in the .log, so no more tra changes */ VERSION ~v5~ /* launch the readme file immediately. If you want to disable the ReadMe, place two slashes before it, like //README */ README ~shardsofice/readme-shardsofice.html~ AUTO_TRA ~shardsofice/%s~ LANGUAGE ~English~ ~english~ ~shardsofice/english/setup.tra~ LANGUAGE ~Russian (translation by Gingerrr, Badgert & aerie.ru)~ ~russian~ ~shardsofice/russian/setup.tra~ LANGUAGE ~French (translation by La Voix 2 la Sagesse of the d'Oghmatiques)~ ~french~ ~shardsofice/french/setup.tra~ LANGUAGE ~Italian (translation by ilot)~ ~italian~ ~shardsofice/italian/setup.tra~
  19. Bloody &*(&*, I have. You are right. My apologies, Caedwyr. Hopefully, you can grab some info and fix it up!
  20. I know DavidW was watching over this for Cirerrek; if folks post suggested code repairs, it could help him out
  21. New version available, [links removed - see updated version two posts down] This version adds an Italian translation by Ilot, updated by Leomar from the BiG World community.
  22. @Graoumf - my apologies to you and ForeverDream - I will re-update the mod and accordingly (possibly this Friday). @Isaya, you rock - I did not even notice the hardwired strrefs. Homepage is on the list, too - I will get on it. Quick question, though - IF ~True()~ THEN BEGIN 0 // from: SAY #58410 /* ~Somewhat haughtily, Lucy turns away as you approach. The wyvern ignores you.~ */ is this one we need to add to he files, or does string #58410 match across all languages?
  23. No bother - if you don't poke, it won't get done - just wanted you to know that we weren't abandoning you @ Graoumf - can you check to see if the user is using Berelinde's Lucy the Wyvern mod as well as Shards of Ice? That might be a conflict. @ ilot - I am checking through some stuff to make sure everything is ok with that French translation, so I currentyl have pending two more mods to add translations to: Sword and Fist, Italian translation, by Giuseppe (held pending recheck of the forum-reported oddities) Shards of Ice (shardofice.rar), Italian translation, by Ilot (held pending recheck of the french translation). Have I missed any?
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