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#614727 NearInfinity

Posted by Insomniator on 19 February 2023 - 03:39 PM in IE Modding Tools

Hi subtledoctor

Now my savegame will not open in any instance of NI.

Is the file size an issue, or could it be down to something else? (E.g. number of effects on the characters, or something like that.)


Savegame or some resource file can be corrupted, NI may hang on it, some time ago i have similar case, there was error in pocketplane/familiar stuff inside *.GAM, just as example.




#614996 NearInfinity

Posted by Insomniator on 13 April 2023 - 11:47 AM in IE Modding Tools

Bug with mass BCS export with localized comments
1) Russian BGT with forced charset=1251 (forced because autodetect mode fails with proper detection of this charset and select one of european/latin charset, BG2 is windows non-utf program, official MS charset for non-utf russian language for windows programs is 1251, for DOS-session is 866)
2) Script compiler-> Autogenerate BCS comments = ON
3) Display window and manual export of script source - OK, no issue, comments are 1251
4) Tools->Mass export->BCS->decompile scripts - Bug, all comments are ???????

Attached Files




#614728 NearInfinity

Posted by Insomniator on 19 February 2023 - 03:50 PM in IE Modding Tools

Visual Bug (java 11 x64, 1024x768 Desktop):

1) Open any BALDUR.GAM

2) By default "View" tab is opened

3) Switch to "Raw" tab

4) Scroll slider down to end

5) Few last lines not displayed

6) If "Raw" selected, then opened BALDUR.BMP or other file in save folder, then switch back to BALDUR.GAM, then slider down - no visual bug, last lines is displayed normally




#615008 NearInfinity

Posted by Insomniator on 15 April 2023 - 03:07 PM in IE Modding Tools

Hi ALIEN

Stil, the question remains: Would it be possible to add/select game via commandline?

 

I want to do universal .bat that it will be placed inside game directory and when launched, it would add current game if it wasn't added or select it (matching can be done by current path) if it already was added.

NI already select current directory as game base, just run java process from game directory




#614402 BG2 Improved GUI

Posted by Insomniator on 16 December 2022 - 06:36 AM in BG2 Improved GUI

FWIW, SOA was clearly designed without hla and lv9 spells and TOB cap should have never been applied to this part of the game, it is a bad design choice.


1) I dont sure about Watcher's Keep area, is it available on map only in ToB part ?

2) You want to play bg1 part with xplevel/xpcap = 161 000, then Soa with 2 900 000 and Tob with unchanged cap?

3) How about split bg1 to orig 89 000 and tosc 161 000 ?  Problem is what "dividing line", if Sarevok is alive, then apply bg1 cap even if player started adventures on Ulgoth’s Beard  ?




#614399 BG2 Improved GUI

Posted by Insomniator on 15 December 2022 - 09:25 PM in BG2 Improved GUI

Hi TotoR

- I always miss my old feeling of SOA without lv9 spells and hla... Could you add a level cap in BGT-TOTSC part and SOA part at engine level ? I think it is possible in EE by changing values in a 2da file
 
From what I know, mods that exist Don't do it right; dual class may be less affected as each class can reach the cap or the cap is simulated by adding arbitrary negative values wich is weird.

BG2: Edit XPLEVEL.2DA , set unreachable XP at all levels above 17. You mages will stuck at 17 level forever

BG1: same way

 

Unfortunately need restore this file while transition bg1->bg2




#614135 BG2 Improved GUI

Posted by Insomniator on 30 October 2022 - 02:38 AM in BG2 Improved GUI

Hi TotoR

I think I have found another issue with "hide icon": when activated, this component also hides icons in dialog, shops or temples (mouth, intoxicated, diseased, poisoned,etc...) making harder, mostly for temples, to know what to cure... using Custom hotkeys solve this but it is not possible to use it in those UI

Thanks for report, i will check


Tell me if you need some testing.

I added icons on most screens, including Store, but i don't undersand about dialogue mode, portrait is very shaded and icons difficult to view, can you show screenshot about issue ?

beta - https://drive.google...sZPd27HggOsIq7g

 

1) Agree, updated text descriptions is for vanilla spells/abils only and must be installed before other mods

2) Item/Cre/Spell/Icon/Tooltip fixes and updated/new Text descriptions are big work of Prozh and mutually dependent with Innate/Ability/Spell Description Screen on Right Click component. I cannot split it or do some similar, sorry.

I can :

1) update mod install order description

2) add detailed information what fixes are applied.

3) update component description to point BG2 vanilla compatibility only


And this is clearly a huge work made by Prozh and, for sure, It would be a shame to cut it into peaces.

 

However and for items ability only (spells and innates descriptions use the regular description field), you use a new abildesc.2da table that is of course not updated by mods. Currently, with modded game, items abilities could have no description (not really an issue) or in worst case wrong description.

 

If modders update the abildesc.2da, this could evolve but it will takes time (a lot :shifty: ). In the time being, it could be sensible to offer the choice to players to have vanilla description or no description at all for items abilities only (Maybe by emptied abildesc.2da or even better by a field in TobExTweak.ini).

OK, i will add new installer's option in next update to not install item abilities text updates if player plans to install Item Revision or similar mod
 




#614415 BG2 Improved GUI

Posted by Insomniator on 17 December 2022 - 12:24 AM in BG2 Improved GUI

1) Since TOB, Watcher's Keep is accessible during SOA as Ulgoth’s Beard is accessible in BG1. FWIW, BGT TWEAK (Ulgoth’s Beard) and SCS (Watcher's Keep) have components that delay access to both dungeons. wich seem a far better design choice.

2) Yes, this is the spirit. Play those game with different xp cap during BG1, BG2 and TOB.

OK, i will add new component to [Harder Difficulty Modes] group
 




#614640 BG2 Improved GUI

Posted by Insomniator on 01 February 2023 - 08:44 AM in BG2 Improved GUI

New suggestions:

 

1. I second the request for innates in quick slot.

OK, but if new "overlay" spell selection is enabled and innates count is too much, this can be useless on small screens like 640x480, not big issue anyway #1

 

2. Do not clear quick spells on equipping armor (mage multiclass, set quick spells, eqiup armor, remove it - all quick slots are clear).

One tricky thing here is that cleric/mage multi can have quick divine spells, so can't just disable quickslots, have to disable actual spells in slots, like in main spell menu.

OK, i will check for this bug #2

 

3. Do not lose modal actions on switching weapons. (E.g Hide in shadows, switch to another quick weapon - lost hidden state).

Changing weapon is serious action, char ever swith to READY state, but OK, i accept request for hided chars #3




#614109 BG2 Improved GUI

Posted by Insomniator on 25 October 2022 - 09:47 AM in BG2 Improved GUI

Hi TotoR

I think I have found another issue with "hide icon": when activated, this component also hides icons in dialog, shops or temples (mouth, intoxicated, diseased, poisoned,etc...) making harder, mostly for temples, to know what to cure... using Custom hotkeys solve this but it is not possible to use it in those UI

Thanks for report, i will check
 

In addition, I have some thought, that I want to share with you about the Innate/Ability/Spell Description Screen on Right Click component, witch is by the way really great:
 
- To avoid conflict with other mods, this component has to be installed really early in a modding list (just after bg2fixpack and BGT). I think that should be indicated in the readme to avoid wrong descriptions of spells and abilities.
 
The component adds news fixes that are not documented. They are mostly harmless changes but it could be sensible to make them optional. For example:
- the sumdjinn.cre fix is a bit strange and seems useless in Vanilla game
- Range update is a matter of taste as this could be seen as a design choice
 
Lastly, this component adds items abilities descriptions. Those new descriptions are accurate for players of vanilla bg2 but not for players with modded game as they are not currently updated. Could this part be made optional as it might display wrong descriptions for modded items?

1) Agree, updated text descriptions is for vanilla spells/abils only and must be installed before other mods
2) Item/Cre/Spell/Icon/Tooltip fixes and updated/new Text descriptions are big work of Prozh and mutually dependent with Innate/Ability/Spell Description Screen on Right Click component. I cannot split it or do some similar, sorry.

I can :

1) update mod install order description

2) add detailed information what fixes are applied.

3) update component description to point BG2 vanilla compatibility only




#614629 BG2 Improved GUI

Posted by Insomniator on 31 January 2023 - 12:00 AM in BG2 Improved GUI

Which Windows version did you use to test DSOAL?


Win7 x64 + HDA motherboard




#614625 BG2 Improved GUI

Posted by Insomniator on 30 January 2023 - 08:57 AM in BG2 Improved GUI

Hi TotoR!

1) Since TOB, Watcher's Keep is accessible during SOA as Ulgoth’s Beard is accessible in BG1. FWIW, BGT TWEAK (Ulgoth’s Beard) and SCS (Watcher's Keep) have components that delay access to both dungeons. wich seem a far better design choice.

2) Yes, this is the spirit. Play those game with different xp cap during BG1, BG2 and TOB.

OK, i will add new component to [Harder Difficulty Modes] group

 

Great! Thank you.


Check v5.6, i didn't place it to difficulty group, just usual option




#613745 BG2 Improved GUI

Posted by Insomniator on 27 September 2022 - 04:20 AM in BG2 Improved GUI

Hi TotoR

It is much appreciated!

In addition, I have done tests for the pre-version point 3) and 4) :
 
- 3): the blur icon is not displayed on portrait but still displayed in character sheet
- 4): seems to work as intended

Blur Icon on character sheet - fixed

Optional hide icon mode added, instead installer option -> switchable by key "Numpad /"




#612430 BG2 Improved GUI

Posted by Insomniator on 04 May 2022 - 05:39 AM in BG2 Improved GUI

MikeX, fixed version:

  • .MOS renaming removed
  • tutugui enlarge position fixed

Attached Files




#612635 BG2 Improved GUI

Posted by Insomniator on 17 June 2022 - 08:36 AM in BG2 Improved GUI

Updated to v5.3

  • Block Door/Portals/Area Escape if enemy is in sight (difficulty tweak)
  • Allow enemy to bump invisible/invulnerable party members (difficulty tweak)



#612427 BG2 Improved GUI

Posted by Insomniator on 04 May 2022 - 01:15 AM in BG2 Improved GUI

Hi MikeX
 

'lootpanel.tph' has still an issue using the right mos for patching (at least for my resolution and 'Restored x2 Scaled GUI'), see attached ingame screenshot in Baldr005.bmp.
I fixed it locally, but have to run more tests on different resolutions.
Basically, I read which mos is used in the chu and patch the expanded mos with the same name that your mod provides.
Your mod provides expanded mos for the base game and 2 GUI mods (TutuGUI and GUI_720).
I attached my current version (and an ingame screenhot in Baldr004.bmp), if you want to have a look.
I will be back with more test results and probably more questions.

To solve this issue, my installer must track how .MOS was enlarged by widescreen (H*** parameter) or how cells/gold was shifted.
Main problem - i think widescreen try to "center" right cells on some resolution conditions, for 940x540 it take 640x480 base image and enlarge it to 960x90 with inserting free space in CENTER, so inventory cells shifted to right border, then it shifts cells's X and Gold's coordinates by patching .CHU


If i set 940x600 resolution, it stops shifting and use 800x600 base image. It has complicated logic to when shifts and when not for same X Resolution
 
Also Widescreen's enlarging 640x90 ->960x90  has artifacts:
w960x540.JPG

 

Widescreen's enlarging 800x90 ->960x90 without shifting:

960x600.jpg

 




#612426 BG2 Improved GUI

Posted by Insomniator on 04 May 2022 - 12:27 AM in BG2 Improved GUI

Hi Salk

Great!


https://anonfiles.co...0c3ye/TobEx_zip

 

add new UI:Damage Info On Record Screen=1 to installed TobExTweak.ini

 

i have additional installer option to install only on record screen, but manualy editing TobExTweak.ini is enough




#612423 BG2 Improved GUI

Posted by Insomniator on 03 May 2022 - 05:30 AM in BG2 Improved GUI

Hi Salk
 

@1056910 =  ~Off Hand Damage: (Approx: )Off Hand THAC0~
@1056911 =  ~Main Hand Damage: (Approx: )Main Hand THAC0~

OHD/AOHD/... useless because you cannot calc these vars in scripts
 
Engine uses printf() style to append many lines to one multi-line TextArea text object:

v275 += cds_temp3->baseclass.hitBonus;

 

v13 = cdsCurrent->baseclass.THAC0;

 

v14 = CBaldurEngine::FetchString((IECString)&v235, 61932).m_pchData;

 

CBaldurEngine::UpdateText((int)Screen, (int)TextArea, (char *)"%s: %d", *v14, v13);

one hand weapon:
v19 = cdsCurrent->baseclass.THAC0 - cdsCurrent->baseclass.toHitBonusRight - v275;

 

v20 = CBaldurEngine::FetchString((IECString)&v232, 9457).m_pchData;

 

CBaldurEngine::UpdateText((int)Screen, (int)TextArea, (char *)"%s: %d", *v20, v19);

@61932 = ~Base THAC0~
@9457  = ~THAC0~
 
p.s.
OK, i will add thac/damage numbers to Record screen




#612773 BG2 Improved GUI

Posted by Insomniator on 30 July 2022 - 07:47 AM in BG2 Improved GUI

Icon of usual invisibility on portrait is also useful, but I did not find a suitable icon from standard STATES.BAM set




#612814 BG2 Improved GUI

Posted by Insomniator on 07 August 2022 - 05:00 PM in BG2 Improved GUI

Hi MikeX

I've changed this:

LAUNCH_ACTION_FUNCTION ~BLOCKTRANSITION...

to:

LAUNCH_ACTION_FUNCTION ~ENEMYCANBUMP...

 

Otherwise that component did not install.

Thanks for bugreport, i will update installer to remove this mistake
 




#613744 BG2 Improved GUI

Posted by Insomniator on 27 September 2022 - 04:12 AM in BG2 Improved GUI

Updated to 5.4:

  1. Fixed: Changed installer markers to "MOD_IS_INSTALLED"
  2. Fixed: Removed Wing(Ready) sound for Infinity Animation's 0x0100/0x0A00 non-Wyvern IDs
  3. Fixed: Removed unnecessary Blur icon for off/def Spin modes
  4. Fixed: Color party foot circle in Panic/Charm state
  5. Added: Optional "Hide Static Icons on Portrait" mode
  6. Added: BG1 casting sounds for BG1 part or any low-level spells



#613716 BG2 Improved GUI

Posted by Insomniator on 26 September 2022 - 04:11 AM in BG2 Improved GUI

Hi TotoR

However often, mod added spells have various effects and only one opcode 142. With "Hide the static portrait icons" component installed, instead of showing 1 portrait icon, multiple portraits icons will be shown (like with the test spell above), revealing internal effects of the spells. However, only 1 icon will be shown in character sheet. This is a bit messy, making status effect tracking harder.

OK, i will add new option to show timed icons from character sheet, some icons will never showed like morale break because engine miss it

 

You can check pre-5.4 version with fixes of most bug reported in topic

  • 1) Fixed: Changed installer markers to "MOD_IS_INSTALLED"
  • 2) Fixed: Removed Ready(wing) sound for Infinity Animation's 0x0100/0x0A00 non-Wyvern IDs
  • 3) Fixed: Removed static blur icon for off/def Spin modes
  • 4) Fixed: Color party foot circle if Panic or Charm state
  • 5) Added: BG1 casting voice for low-level spells



#613053 BG2 Improved GUI

Posted by Insomniator on 28 August 2022 - 05:31 AM in BG2 Improved GUI

ALIEN,

Using MikeX code has better outcome since it can be easy detected by other mods and mod managers.


OK, i will fix installer to use MOD_IS_INSTALLED() marker




#613051 BG2 Improved GUI

Posted by Insomniator on 27 August 2022 - 01:33 PM in BG2 Improved GUI

MikeX, ALIEN

 

on my latest BGT install attempt (using Project Infinity), I noticed that component #2400 had been skippedIf I see/tested it right, this component requires either #2310 or #2320 to be installed. But by the way this is enforced it only works if the components (#2310 OR #2320) AND #2400 are installed in one go. If, like PI does, every component is going to be installed separately, this method of detecting an installed component does not work.

....

I tested it to may best knowledge under different circumstances and it seems to work as expected.

 

Good catch MikeX,

just for clarity, it's usual weidu behawior: you cannot set variable in one component and check it later in separate component because those components can be installed/uninstalled at different times

 

 

Thanks for report, now i see using temp markers between componets is wrong way




#612422 BG2 Improved GUI

Posted by Insomniator on 03 May 2022 - 05:15 AM in BG2 Improved GUI

Hi MikeX

Widescreen mod installed with 960x540 resolution, screen resolution 1920x1080:
https://imgur.com/a/QbJqrxh
As I said the mod patches the wrong mos for what comes out after widescreen mod (GMPWSG8.mos instead of GUICONTB.mos).
I fixed it (read which mos is used and copy/patch that one):
https://imgur.com/a/5qX19CN
See the wrong height.
 
Scroll buttons:
https://imgur.com/a/tOSC1jx
They should appear, if more the 14 items are available, right now they only appear, if more than 21 are available.

pre-v5.2 https://anonfiles.co...vedgui_v5.2_zip
Installer and buttons fixed, needs reinstall mod
Please report back if something still bugged

 

Ok, function is ok, only print command still has the wrong mos file.

Thanks, pre-5.2 still has wrong installer output, will be fixed in public release