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#612596 So the Infinity Animation update..

Posted by Insomniator on 03 June 2022 - 04:18 PM in Infinity Animations

Hi Andrea

Insomniator, how much trouble would it be to add ITM information in there so that robe sounds can play for W2 / W3 / W4 levels?

It is possible to enable ARM_01* for any robe - random ARM_01A-ARM_01F for random W* type, no need level information.

Or you want separate ARM_01G-L for W3 and ARM_01M-Q for W4 level ? You need offer 2 additional soundsets


 




#612597 So the Infinity Animation update..

Posted by Insomniator on 03 June 2022 - 04:41 PM in Infinity Animations

skellytz,

There is no information about source ITM data, only animID, current armor code and MAX armor code is available, no W or A code information. Engine always converts W2,W3,W4 codes to W1 and W2, so armor code 1 is marker for robe, but code 2 is marker for leather armor too, no difference between W2 Robe and A2 Leather Armor when nee to select armor sound

Do you mean to say these snippets of code Bubb posted are different in the classic engine? Well, it doesn't really matter.

Code is same for classic, but in CGameAnimationTypeCharacter::GetSndArmor() only animation context available, no creature or item data, we have only animation_id and armor_code.

 

Sorry, i was wrong about conversion, W2/W3/W4 was not converted, only any robe on non-mage char converted to armorcode=1




#612599 So the Infinity Animation update..

Posted by Insomniator on 03 June 2022 - 08:44 PM in Infinity Animations

skellytz

It is possible to enable ARM_01* for any robe - random ARM_01A-ARM_01F for random W* type, no need level information.

Just to make sure, for mage robes we're also including the bare ARM_01.wav without the extra A-F letters, right? (total number of sounds: 7)
random_ascii = rand{ascii a-f or "", equal probability} 
return "ARM_01" + random_ascii

filename without last char is substitute when random = 7, no changes on original code




#612600 So the Infinity Animation update..

Posted by Insomniator on 03 June 2022 - 08:46 PM in Infinity Animations

Robe Armor sound now works

But engine seems mess up armor sounds

NPC Soldier walking:

Creature::ArmorSound            sound: ARM_03B   ch:20
Creature::AIUpdateWalk          sound: WAL_04    ch:19
CSound::Abort................           sound: ARM_03B   ch:20
Creature::ArmorSound            sound: ARM_03D   ch:20
Creature::AIUpdateWalk          sound: WAL_04C   ch:19
Creature::AIUpdateWalk          sound: WAL_04    ch:19
Creature::AIUpdateWalk          sound: WAL_04B   ch:19
Creature::AIUpdateWalk          sound: WAL_04    ch:19
Creature::ArmorSound            sound: ARM_03C   ch:20
CSound::Abort................          sound: ARM_03C   ch:20
Creature::ArmorSound            sound: ARM_03F   ch:20
Creature::AIUpdateWalk          sound: WAL_04    ch:19
CSound::Abort................           sound: ARM_03F   ch:20
Creature::ArmorSound            sound: ARM_03F   ch:20
Creature::AIUpdateWalk          sound: WAL_04B   ch:19
Creature::AIUpdateWalk          sound: WAL_04    ch:19
Creature::ArmorSound            sound: ARM_03C   ch:20


Mage Char moving at click:

Creature::ArmorSound            sound: ARM_01    ch:20
Creature::Play CRE.SEL_ACTION   sound: MALE005J  ch:7
CSound::Abort................           sound: ARM_01    ch:20
Creature::ArmorSound            sound: ARM_01B   ch:20
Creature::AIUpdateWalk          sound: WAL_04B   ch:18
CSound::Abort................           sound: ARM_01B   ch:20
Creature::ArmorSound            sound: ARM_01D   ch:20
CSound::Abort................          sound: ARM_01D   ch:20
Creature::ArmorSound            sound: ARM_01E   ch:20
CSound::Abort................          sound: ARM_01E   ch:20
Creature::ArmorSound            sound: ARM_01A   ch:20
Creature::AIUpdateWalk          sound: WAL_04B   ch:18
Creature::AIUpdateWalk          sound: WAL_04    ch:18
Creature::AIUpdateWalk          sound: WAL_04B   ch:18
Creature::AIUpdateWalk          sound: WAL_04C   ch:18
Creature::AIUpdateWalk          sound: WAL_04C   ch:18
Creature::AIUpdateWalk          sound: WAL_04B   ch:18
Creature::AIUpdateWalk          sound: WAL_04B   ch:18
Creature::ArmorSound            sound: ARM_01E   ch:20


Fighter Char moving at click:

Creature::ArmorSound            sound: ARM_02D   ch:20
Creature::Play CRE.SEL_ACTION   sound: FEMALE4J  ch:7
CSound::Abort................          sound: ARM_02D   ch:20
Creature::ArmorSound            sound: ARM_02F   ch:20
Creature::AIUpdateWalk          sound: WAL_04C   ch:18
CSound::Abort................           sound: ARM_02F   ch:20
Creature::ArmorSound            sound: ARM_02F   ch:20
CSound::Abort................          sound: ARM_02F   ch:20
Creature::ArmorSound            sound: ARM_02B   ch:20
CSound::Abort................          sound: ARM_02B   ch:20
Creature::ArmorSound            sound: ARM_02B   ch:20
Creature::AIUpdateWalk          sound: WAL_04C   ch:18
Creature::AIUpdateWalk          sound: WAL_04A   ch:18
Creature::AIUpdateWalk          sound: WAL_04B   ch:18
Creature::AIUpdateWalk          sound: WAL_04A   ch:18
Creature::AIUpdateWalk          sound: WAL_04C   ch:18
Creature::AIUpdateWalk          sound: WAL_04    ch:18
Creature::AIUpdateWalk          sound: WAL_04C   ch:18
Creature::AIUpdateWalk          sound: WAL_04A   ch:18
Creature::AIUpdateWalk          sound: WAL_04C   ch:18
Creature::ArmorSound            sound: ARM_02C   ch:20


1) Walk sounds always play without interruption and overlapping
2) Armor sounds conflicts, stop one and play instantly other
3) Main char always plays 5 armour sounds at begin of moving , then long pause and last sound when char stopped at destinaton




#612603 So the Infinity Animation update..

Posted by Insomniator on 04 June 2022 - 03:21 AM in Infinity Animations

skellytz,

Better to attach your raw EXTANIM.2DA as is, maybe some kind of displaced column error
attachicon.gifextanim.zip


Confirm, after reverting to v8 i see this bug, now fixed, your 2DA is OK




#612604 So the Infinity Animation update..

Posted by Insomniator on 04 June 2022 - 03:25 AM in Infinity Animations

skellytz,

Robe Armor sound now works

But engine seems mess up armor sounds

I think I know what you mean, but let me test v9 so I can compare results.

this is original engine behaviour, new sound text debug just shows how this bioware's magicbox really works
 




#612605 So the Infinity Animation update..

Posted by Insomniator on 04 June 2022 - 03:33 AM in Infinity Animations

Hi All,

 

v10 is last snapshot of Tobex AL/Improved GUI

 

to enable robe sound:

TobExTweak.ini

Sound:Enable Robe Armor Sound=1

 

to enable morale break icon:

TobExTweak.ini

 UI:Morale Break Icon=1

 

v10 includes many small fixes for Improved GUI when i discovered playing BG1 part of BGT

 

https://ufile.io/is9mvb7v




#612607 TobEx AfterLife

Posted by Insomniator on 04 June 2022 - 04:26 AM in ToBEx

Salk

would you be so kind as to perhaps give users general instructions about the installation order for ToBEx AfterLife?

 

ToBEx is generally recommended to be installed first. So many users might think that just after installing the game and ToBEx (v26 or v28), it is time to install ToBEx AfterLife. But from what I understand, that is not what you suggest, right?


In last version i added new optional component (back improved invisibility saving bonuses to original state), this component is tricky, it revert back one of bg2fixpack feature and must be installed after bg2fixpack. This is only one requirement to installation order.

 

I plan to revise this component to keep installation order independ, so AfterLIfe can be installed first or last, no matter




#612613 So the Infinity Animation update..

Posted by Insomniator on 04 June 2022 - 09:53 PM in Infinity Animations

skellytz

2) Armor sounds conflicts, stop one and play instantly other
3) Main char always plays 5 armour sounds at begin of moving , then long pause and last sound when char stopped at destinaton

2) The armor sounds are dependent on path search orientation changes. Each armor sound must be aborted before playing the next one, as otherwise there would be too many playing at the same time eg around tight corners. The vanilla engine behavior is ok.
3) I guess it depends on the exact path search node curve and the distance. If you click a short distance away, the nodes may get bunched up, so the engine interprets them as character orientation changes and plays a few armor sounds in a short span of time. Nothing to be worried about; it's just how path searching works.

Engine aborts armor sounds even if moving on straight horizontal line.

 

Analyzing BG2EE static decompiled code i found only two places where armor sound can be played: ChangeDirection() and SetSequence()

 

ChangeDirection() changes armor sound when new "direction" detected

SetSequence() probably changes sound when char start moving SEQ_* -> SEQ_WALK or when turn head SEQ_HEAD_TURN

 

So we have 5 armor sounds, i think first are from SetSequence() because sequence changed to WALK or mix of HEAD_TURN/WALK, remain sounds from ChangeDirection() because engine burst changing direction few times immediatly after moving, but later direction IS NOT CHANGED when we walk on straight line.

 

Robe sounds work fine; however, there seems to be an inconsistency:
- BG1 mage character animations play robe sounds even if not wearing a robe item, ie with base animation level.

Thanks for report, i will recheck




#612614 So the Infinity Animation update..

Posted by Insomniator on 04 June 2022 - 10:42 PM in Infinity Animations

Hi,

What BG2 engine does when start walking (Initial animation sequence is HEAD_TURN, char stays on ground) :

1) Change sequence to READY
2) Play ArmorSound#1
3) Play SEQ_READY sound from 2DA

4) Change sequence to WALK
5) Abort ArmorSound#1, play ArmorSound#2
6) Play SEQ_WALK sound from 2DA

7) change direction 6 -> 9
8.) Abort ArmorSound#2, play ArmorSound#3
Next direction step=7 is not saved to creature context !!!

9) change direction 6 -> 9 (again)
10) Abort ArmorSound#3, play ArmorSound#4
11) Next direction step=7 saved to creature context
12) Next direction step=8 saved to creature context

13) change direction 8 -> 9
14) Abort ArmorSound#4, play ArmorSound#5
15) Destination direction =9 saved to creature context
...
Walking, play WAL_* sounds as usual
...
16) Change sequence to HEAD_TURN
14) Play last ArmorSound#6

1) Steps 1-15 processed at very short time
2) I worry abour global READY sequence, why it applied when we just want to walk ?
3) In my example initial direction = 6, destianation = 9, three steps, probably can be more or little steps depending on how char oriented before moving
4) Delayed step=7 at first call to ChangeDirection() ?




#612615 So the Infinity Animation update..

Posted by Insomniator on 05 June 2022 - 03:05 AM in Infinity Animations

Made experimental lite version, calling to heavy SetSequence(SEQ_READY) removed, only context field filled for possible checks in engine against current sequence
 
Char moving in same direction as face aligned, only two sounds without overlapping:

Creature::Play CRE.SEL_ACTION   sound: FEMALE4K  ch:7
Creature::ArmorSound            sound: ARM_02    ch:20 - SetSequence(WALK)
Creature::AIUpdateWalk          sound: WAL_04A   ch:18
Creature::AIUpdateWalk          sound: WAL_04    ch:18
Creature::AIUpdateWalk          sound: WAL_04    ch:18
Creature::AIUpdateWalk          sound: WAL_04    ch:18
Creature::AIUpdateWalk          sound: WAL_04B   ch:18
Creature::AIUpdateWalk          sound: WAL_04    ch:18
Creature::ArmorSound            sound: ARM_02E   ch:20 - SetSequence(HEAD_TURN)

 
When face align mismatch walk direction, engine plays ping pong with armor sounds as before
Also this fix eliminates SEQ_READY sound from 2DA when we start moving




#612616 So the Infinity Animation update..

Posted by Insomniator on 05 June 2022 - 03:06 AM in Infinity Animations

SEQ_READY is really weird (on BGT with a lot of mods + IA):
1) if load save, change weapon F2/F3/.. -> animation stuck on SEQ_READY until we move char
2) if change weapon immediatly after walking -> SEQ_READY played 2-3 secs
3) if stay on ground and change weapon -> glitch when SEQ_READY played 1 or 2 frames only




#612618 So the Infinity Animation update..

Posted by Insomniator on 05 June 2022 - 09:13 AM in Infinity Animations

skellytz,



SEQ_READY is really weird (on BGT with a lot of mods + IA):

Does SEQ_READY internally cancel any functions, or is it purely cosmetic animation?

It is some like "default" stage, for example if we cancel all current action on user, engine resets sequence to READY. I can't answer about canceing function, it is used in too many places
 
EDIT: i edited prev posts with walking, last stage is HEAD_TURN instead SEQ_READY.
this makes walking logic more complex, when char stopped at destination engine itself skip SEQ_READY stage and transit SEQ_WALK - > SEQ_HEAD_TURN

 Creature::Play CRE.SEL_ACTION   sound: MONTR21   ch:9
seq= SEQ_WALK
Creature::ArmorSound            sound: ARM_02    ch:20
Creature::AIUpdateWalk          sound: WAL_03C   ch:18
Creature::AIUpdateWalk          sound: WAL_03    ch:18
Creature::AIUpdateWalk          sound: WAL_03B   ch:18
Creature::AIUpdateWalk          sound: WAL_04    ch:18
CSound::Abort................   sound: WAL_04    ch:18
Creature::AIUpdateWalk          sound: WAL_04C   ch:18
seq= SEQ_HEADTRN
Creature::ArmorSound            sound: ARM_02C   ch:20


 

2) if change weapon immediatly after walking -> SEQ_READY played 2-3 secs

seems OK, after walking we have timer before idle, so READY animation fit to this time

 

1) if load save, change weapon F2/F3/.. -> animation stuck on SEQ_READY until we move char

Nasty bug , occurs only if game started under visual studio, using unintialized variable in original engine, classic error.
visual studio all allocated memory fills with nonzero values to help detect such type of errors

 

3) if stay on ground and change weapon -> glitch when SEQ_READY played 1 or 2 frames only

I think this is wrong, if we changed weapon in hands, char must stay in READY stage some time before transit to idle(HEADTURN)
Lore: may be char after changing weapon going to attack, so must be "prepared" to battle




#612619 So the Infinity Animation update..

Posted by Insomniator on 05 June 2022 - 11:45 PM in Infinity Animations

Hi All,

 

Tweak to extend SEQ_READY animation time after weapon/shield re-equipped

 

to enable:
TobExTweak.ini
Animation:Reset Idle Timer After Weapon Equipped=1

 

v11, also includes fix for IA BG1 Robes missed sound

https://ufile.io/ehiuoplm




#612621 So the Infinity Animation update..

Posted by Insomniator on 06 June 2022 - 07:32 AM in Infinity Animations

Unfortunately, my antivirus (Avast Free) is blocking the webpage you uploaded the latest .dll to.


i can switch to other file free hosting, just give me link




#612634 TobEx AfterLife

Posted by Insomniator on 17 June 2022 - 08:13 AM in ToBEx

Updated  to v29.11
Added: Externalise Animation Config Override new columns
Added: Enable Off Hand Weapon BG1 Animation
Added: Enable Robe Armor Sound
Added: Reset Idle Timer After Weapon Equipped
Added: Weapon Speed Fix
Added: Party Bumpable When Moving
Added: Saving Throw Improved Invisible Bonus
Removed: Improved Invisibility saving throws +4 bonuses from patched spells
 
After removing last option, no more mod installation order dependies, TobEx AL can be installed before and after any mod. New versions of Infinity Sounds/Infinity Animation (if they will released) require TobEx AL installed first.




#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)



#612639 TobEx AfterLife

Posted by Insomniator on 18 June 2022 - 11:08 PM in ToBEx

What does the weapon speed fix do?

First post is what you need...
 




#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
 




#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




#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




#613381 BG2 Improved GUI

Posted by Insomniator on 17 September 2022 - 07:18 PM in BG2 Improved GUI

Hi TotoR

 - with "Color foot markers" component I am unable to distinct charmed or under fear characters as they keep their colors (they are not becoming red, blue or yellow). This is making a bit hard to actively track status effect

OK

 

 - the "Additional Icons on Portrait" component adds icons to all spells with blur effect. However, for some spells, like offensive spin, blur effect is only cosmetics and this component adds the new icons to them even if not needed (there is already an icon for the spell). It could be good to limit the new icon to spells with blur effect only if there is no other icon.

This is taste choice, but OK, i will exclude blur icon for offensive and defensive spells with dedicated icons

 

 - the "Hide static portrait icons" component, witch is a master piece by the way, hide icons with timing = 1 (Instant/Permanent until death). There are some effects and spells that use this timing (Sequencers, deases, poison and some other nasty status effect). It could be nice to not hide them as in fact they are not so permanent in a game that allow you to revive dead characters...

Seems like bug, mod already ignores timing for most negative effects and must show, i will recheck this

 

     if ((ticks <= 0 && effect.nDuration != 0) ||    // effect is out
             (effect.nDuration == 0 &&                  // persistent effect

             // show negative effects even with infinite duration
             OpCode != 4   &&   //  Berserk
             OpCode != 24  &&   //  Panic
             OpCode != 25  &&   //  Poison
             OpCode != 38  &&   //  Silence
             OpCode != 39  &&   //  Sleep
             OpCode != 40  &&   //  Slow
             OpCode != 45  &&   //  Stun
             OpCode != 74  &&   //  Blindness
             OpCode != 76  &&   //  Feeblemindedness
             OpCode != 78  &&   //  Disease
             OpCode != 80  &&   //  Deafness
             OpCode != 109 &&   //  Paralyze
             OpCode != 135 &&   //  Polymorph
             OpCode != 142 &&   //  Display Icon
             OpCode != 154 &&   //  Entangle overlay
             OpCode != 158 &&   //  Grease overlay
             OpCode != 175 &&   //  Hold creature
             OpCode != 211 &&   //  Imprisonment
             OpCode != 213 &&   //  Maze
             OpCode != 216      //  Level drain
             )          
           )
            continue;


 


 




#613694 BG2 Improved GUI

Posted by Insomniator on 25 September 2022 - 07:45 AM in BG2 Improved GUI

Hi TotoR

Ok, Now I have found what was bothering me and it is not related to long duration spell, that was a mistake.

This component shows icons that should not be as they are not include in the effect of the spell (no opcode 142).

 

You can try with the one attached (https://drive.google...iew?usp=sharing) : with the component activated it shows "Invulnerable", "Magic Resistance" and "Protection from Magic Weapon" icons. Without it shows only "Invulnerable" icon (as it should).

Spell (level 1-9) in NI contains:

  • Show "Invulnerable"(23) icon, limited
  • Immunity to non-magic weapon effect, limited
  • 25% magic resistance, limited

This component ignores spell icon opcode(142) and shows icon per each effect, because some vanilla effects enable icon at engine level without icon opcode(142) and i also added few new icons, so there is many icons on portrait. Invulnerable icon is not used in vanilla BG2 (only SPWM126.spl has it, but what is it ?), so i didnt care about it because there is no info what other buff icons must be excluded if we already have this "master" icon.

"Invulnerable" icon is context-sensive to player, Invulnerable to weapon ? Invulnerable to some spells? Both ? ...

 

Component already handles some complex sphere, for example Otiluke's Resilient Sphere has many effects, but only "Otiluke's Sphere","Hold","Improved Invisibility" icons showed




#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