Weigo
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Posts posted by Weigo
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6 hours ago, Sam. said:
@Weigo I'm trying to test something out and I need an area (WED and palette-based tileset) that has at least one tileset animation (like a fireplace or the crystal in High Hedge), at least one door, and at least one overlay (water, lava, etc.). Do you know of any?
The only thing I can think of spontaneously is the Candlekeep map (BG2600). The flags on the spires are the tilemap animation, the water basins are overlays and there are plenty of doors.
6 hours ago, Guest Guest said:What kind of thing can defeat Charname? A powerful elven wizard? Or a traitorous priestess of the dead god?
Nah, a hidden hole at the abandoned cabin. Just send them there and they starve to death after their feet get stuck. Never heard from again.
That is true. How did you know it wasn't a trap?
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It was quick, just had to reduce the file from 8bit to 4bit and it worked.
Here is the link: https://github.com/SpellholdStudios/BGGOEET/blob/master/bggo/base/bmpSR/AR1102SR.BMPSimply copy the file into the override folder or reinstall everything.
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I have found the error, it is in the AR1102SR.bmp file. Somehow it doesn't like to read it properly and therefore you can't move. I will take care of it
@Guest GuestEither delete the AR1102SR.bmp from the bggo/base/bmpSR directory and install bggo nue or copy the original file from BG2 into the override folder. Then it should work again. Or you wait until I have revised the bmp file. -
Unfortunately, I cannot reproduce your error. I have tested both the EET version and the BGT version (classic, not the GoG). Everything ran smoothly.
I tested all three accesses to the roof during the day and at night. For the destroyed (AR1300,AR1303) as well as for the restored (AR1304,AR1307)
AR1303a (top of the map) to AR1300 (roof)
AR1303b (bottom) to AR1300 (roof)
AR1300 the wide staircase to the roof
The same with the restored.
All three ran without any problems. -
I was lucky in misfortune. The AR1300 was one of the first areas where I had to adapt the wed more profoundly and the patch code was still faulty. But the data for the doors was still there. So the revision went very quickly. The new AR1300N.wed files are already uploaded in the master.
17 hours ago, Guest Guest said:@Guest Guest
Download the AR1300N and copy it into the override folder, then everything should work, even without reinstallation.
https://github.com/SpellholdStudios/BGGOEET/blob/master/bggo/base/wedN/non-ee/AR1300N.WED
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15 hours ago, Guest Guest said:
Hi, it seems I cannot access the de'Arnise Hold area.
Got this error. https://ibb.co/bzPcSz3
The fault has already been identified. Over the next few days, I will take care of AR1300N.wed and reconstruct the doors. Somehow it has entered doors 1, 3 and 6 several times and deleted the others. The error only occurs with the AR1300N map. AR1304N runs without problems.
Have I ever mentioned that wed files are shitty to edit -
Thank you very much, it worked great with NI Mass export.
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Is there a way to convert multiple ARXXXX.tis files to png or jpg format in one go without clicking on each one individually?
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17 minutes ago, Salk said:
Again I think discrepancies should be avoided when possible. Unless there's a specific reason, I'd restore the removed door with trap for EE.
I added the door with trap and lock.
17 minutes ago, Salk said:One question: is the work practically complete now, Weigo? Or is there more to come?
The night Maps have all been added, there won't be any more.
At the moment that's all, unless there are more bugfixes to come, which I'm of course trying to solve.
The candles, flames and torches in the interior could still be tackled as a project at some point. There are still many, many rooms that could be done. But at the moment I've run out of steam (it's already been 8 months with a lot of time invested.) It would be nice if a few more people could get stuck in. The code is simple. You just have to add the coordinates.17 minutes ago, Salk said:Cheers and thanks for this gem!
I was happy to do that.
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Then I will install the entire door with lock and trap
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8 hours ago, Graion Dilach said:
That door isn't trapped in my GoG oBG install.
It's likely an overvigorous BGT restoration.EDIT: It isn't trapped in BGT 1.22 either. Where's that trap even from?
Unfortunately I don't know the oBG1 from GoG. But the original CD version from 97/98 has the locked and traped door. BGT (1.18 and 1.22) uses the ard014.are file directly imported from TotSC. So nobody has added the trap, it's the version of oBG.
My code states that if the door is present, it should not be changed.
And only if the door is missing, then it should be added.
I'm immediately on board with the working door and the lock, but I'm still a bit undecided about the trap, there are already many in the level. -
There is of course a middle way, we can activate the door:
1.) without a trap and without lock
2.) without trap and with lock
3.) with trap and without lock
3.) with trap and with lock
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I repaired the door in Durlag's Tower (Durlag's Tower: Labyrinth Level Four) BG0514/ARD014 and found another door (see picture).
This door is locked with a trap and triggers the CTLB.BCS file. In BGT it is active and in the EE version it has been removed and is open. The question now is, should I reactivate it or not for EE? -
8 hours ago, Axatax said:
Note ./tools/tileconv/linux should be ./tools/tileconv/unix or else the installer wont find tileconv.
Thank you very much for your feedback.
I have to admit that I don't have Linux here on my computer and unfortunately have never been able to test BGGO with Linux. I had taken the directories from other mods or from the instructions.
In the next update the directory will be changed to ./tools/tileconv/unix. -
18 hours ago, Guest Guest said:
I cannot enter this black roof house located in southwest of Entar Silvershield Estate.(CTD)
My mistake. There was an animation inside AR7269/BG0169 that was supposed to embellish the fireplace animation, but unfortunately it didn't quite work. Unfortunately it crept into the github version
It has now been removed and the latest version works again. -
Ok, then I will insert the door in the EE. This will be a challenge, as the door is only available in closed form and is not graphically present when open, although it should be visible. That was probably also the reason why Beamdog removed the door. But we'll get it right.
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Durlags Tower BG0514/ARD0014
The map has an additional door in the oBG1 and BGT version, which is not present in the EE version. I have to revise the are file again, either I add the door to EE or I remove it from BGT.
It will take me a while to rework the map as my time for modding is less again.
Short term solution: open the bggo.tp2 and comment out with /*BG0514*/ and reinstall it until I find a solution.
QuoteIn the previous version of BGGO, when you went to the rooftop of Iron throne headquarters, your character ended up floating in the air. The current version fixed it, but it seems I cannot get out of there since I cannot use the exit. I can see its graphic, but cannot use it.
I just entered and exited the roof top from the 5th floor several times and it went smoothly. (latest version)
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On 10/31/2023 at 1:07 PM, Nathan82 said:
Exiting the 5th floor of the Iron Throne building (AR7615) to get to the roof seem to have gone wonky. The exit takes you to AR7621 but instead of being on the roof the party appear in a wall. The wall that runs across the middle of Baldur's Gate Docks area. The info boxes about the dodgy railings are there and you can return to inside the building, just looks odd. I think, from looking at the changelog that it might be BGGOEET but I'm not sure. Again, I'm using an older version so it might already be fixed, @Weigo any ideas? I've attached changelog and in game files for both areas.
This is a bug from the old BG1 version. The EET version has already been fixed. The coordinates of the trigger and exit points and the corresponding vertices are unfortunately in the wrong place (in the wall)
I will fix this with the next update, I am currently working on it.
Please use the v3, as the v2 is no longer up to date.@Nathan82 The newest version has the fix for the roof top.
https://github.com/SpellholdStudios/BGGOEET -
On 10/18/2023 at 9:45 PM, Salk said:
Just wanted to report that Near Infinity reports 140 corrupted WED files after the installation of the latest version of BGGO (on BGT). It is better than the version before that one though when the corrupted files were over 200. Perhaps it is something you are aware of?Took care of the issue. The BG4800/AR3700 was the one map with the problems, there I had by mistake the BG4800N.tis file in the day version. As soon as the name is correct, all errors were gone
The second card was Durlags Tower BG0500/ARD000, also here all overlay tiles were missing in the tag card. I changed that too and now all errors are gone.
Only the ARU000N still has the error with the 12 unused bytes. They come from the 5th overlay, but this is not needed and it should not really matter. To delete them is more complicated, because you have to change all offsets. This error also appears with the EET version.
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@Salk
I have finally managed to transfer the wall polygons. In the link you can find the day wed files for the BGT and for the EE version in the corresponding directory. The EE and BGT version of the wed files are unfortunately also not identical, because the EE uses more overlay tiles for the river and pond. Therefore we have to distinguish between the BGT and EET version when installing the JA#AdventurePack. You can find a suitable code in the setup-tweak.tpa. Build it of course as your current code is. And so both mods are compatible and it does not matter the installation order for now.
If there is still something with JA#AdventurePack, then I simply report to me.
https://drive.google.com/file/d/1F6-aSFhelQKl_Yd-MHMs9-bBJIZNdxLn/view?usp=sharing
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Quote
It seems to be the best solution of both but the vanilla player will maybe have an unwanted modification
There is no new quest area here where the quests are missing. You can run around all the holes of Gnoll Stronghold and through the graveyard. It's just like in BG City, there were also some paths added and they are not necessarily quest relevant. I think hardly anyone would notice that.
But of course we can also do c).
The wed files turn out to be more and more difficult. The problem is that the water overlay tiles in oBG and nBG are different and also a different number of tiles. And so I am currently sorting everything manually. We would never have had a chance to make that compatible via tp2 code.
You have to include the day EE wed file in the mod and we have to include an EE and a non-EE version in the installation code. -
Quote
But I thought Jarl has been missing for quite a long time now. Am I wrong?
In May I had written to Jarl in the forum asking if I could share the graphical enhancements in BGGO. And at the weekend he wrote me back and gave me the OK. Were only flabby 5 months
I'll finish the wed files for BGGO. You still have to add the following lines to the AdventurePack:
Setup-JA#BGT_AdvPack.tp2 (or the corresponding file you might have renamed.)
/////////////////////////////////////////////////// //Animierte Fackeln und Kerzen /////////////////////////////////////////////////// BEGIN ~Animierte Fackeln und Kerzen~ DESIGNATED 100 REQUIRE_PREDICATE NOT MOD_IS_INSTALLED "bggo.tp2" (ID_OF_LABEL "bggo.tp2" "baldurs_gate_graphical_overhaul") "Graphical changes is part of BGGO"
Probably you have already translated everything here in english. Important is the line with the REQUIRE_PREDICAT
setup-tweak.tpa
///////////////////////////////////////////////////////////// //Nashkel & Gnollfortress - improved Searchmap and Wallgroups, ar8100 ///////////////////////////////////////////////////////////// INCLUDE ~%MOD_FOLDER%/lib/alter_searchmap.tpa~ ACTION_IF NOT MOD_IS_INSTALLED "bggo.tp2" (ID_OF_LABEL "bggo.tp2" "baldurs_gate_graphical_overhaul") BEGIN LAF ALTER_SEARCHMAP STR_VAR path_to_2da_file = EVAL ~%MOD_FOLDER%/Fixes/areas/AR3700SR_changes.2da~ // full path to the *changes.2da file containing your icons, e.g. ~mymod/bam/AR3700SR_changes_ee.2da~ areaname = EVAL ~%Nashkel%~ // area name, e.g. ~AR3700~ END LAF ALTER_SEARCHMAP STR_VAR path_to_2da_file = EVAL ~%MOD_FOLDER%/Fixes/areas/AR4100SR_changes.2da~ // full path to the *changes.2da file containing your icons, e.g. ~mymod/bam/AR3700SR_changes_ee.2da~ areaname = EVAL ~%GnollStronghold%~ // area name, e.g. ~AR3700~ END END LAF ALTER_SEARCHMAP STR_VAR path_to_2da_file = EVAL ~%MOD_FOLDER%/Fixes/areas/AR8100SR_changes.2da~ // full path to the *changes.2da file containing your icons, e.g. ~mymod/bam/AR3700SR_changes_ee.2da~ areaname = EVAL ~%BaldursGateDocks%~ // area name, e.g. ~AR3700~ END ACTION_IF NOT MOD_IS_INSTALLED "bggo.tp2" (ID_OF_LABEL "bggo.tp2" "baldurs_gate_graphical_overhaul") BEGIN COPY ~JA#BGT_AdvPack/fixes/Areas/AR3700.wed~ ~override/%Nashkel%.wed~ READ_LONG 0x08 ovl_num READ_LONG 0x10 ovl_off WRITE_ASCIIE ovl_off+0x04 ~%Nashkel%~ #8 COPY ~JA#BGT_AdvPack/fixes/Areas/AR4100.wed~ ~override/%GnollStronghold%.wed~ //wed Dateien READ_LONG 0x08 ovl_num READ_LONG 0x10 ovl_off WRITE_ASCIIE ovl_off+0x04 ~%GnollStronghold%~ #8 END
which makes sure that the part is skipped, if BGGO is installed.
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8 hours ago, TotoR said:
I would say that BGOO should be installed really early, like just after BGT, and let other mod adapt to it but if you could do both ways, it is even better.
It's crystallizing more and more. But you never know how people install the mods
We now have 2 options.
a) both mods have their original wed and SR files.
AP - BGGO
Adventure Pack provides the two areas and BGGO then copies it and has to create a night wed from the day wed.
BGGO - AP
BGGO installs the original maps and Adventure Pack copies its data over it + night maps.
b) BGGO takes the wed (+ manually created night wed) files and SR maps from AP
AP - BGGO
BGGO can overwrite everything
BGGO - AP
AP can take over everything from BGGO
b) is the much simpler and more robust version. There I would have the code already as good as ready. What is your opinion?
After Jarl gave me the OK for the graphical upgrades of the areas, I will send you another code, that setup-Graphical.tpa will be installed only if BGGO is not installed. Otherwise we will have every candle and torch 2 times in the mapCheers,
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On 10/8/2023 at 9:56 AM, Salk said:
A follow-up question: if it's recommended to not use those modified .WED files with BGGO, does it mean that the Searchmap part of the code for those areas is not needed? What I am trying to ask is: is there any point for the searchmap changes in those two areas if the .WED files are not changed too?
Without a new wed with the wall polygons you don't need a new searchmap.
On 10/8/2023 at 5:36 PM, TotoR said:So, my question is: what happens if I install BGGO and then use Jarl's modified .WED files? What could happen?
The day map would work. With the night map you would not be able to enter a graveyard and a lower wall ring. Since the weds are overwritten.
My idea would be if we make everything compatible with each other. Regardless of the order. So far I could already implement this for Baldurans Seatower, for Lure of Sirines Call, TDDz and GavinNPC.
It is difficult to almost impossible to implement large wed patches. Gnoll Stronghold wed is easy, nothing changes. Only for Nashkel 28 wall polygons are added.
Sequence:
1. BGGO then Jarls: easy, we just overwrite the data and copy the day wed to the night wed and change the overlay names.
2. Jarl then BGGO: Then we would have to copy the wed from jarl.
I will try to program something suitable for both mods here.
Cheers
Mod Added Area Compatability for BG2 and BG2EE in 2019?
in Modding Q&A
Posted
Great work with the script.
Fireplaces are added with tiles. In overlay_0 several tiles are added to the tilemap_count at the location of the tilemap.
eg: BG0169 tilemap 30 has 6 tilemap_counts. This means that the engine looks up the next 6 tilemap numbers in the tilemap_index. (77-82) These tilemap numbers are the positions in the tis file.