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
There have been 122 items by Insomniator (Search limited from 28-April 23)
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
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
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
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
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...
Posted by Insomniator on 17 June 2022 - 08:36 AM in BG2 Improved GUI
Updated to v5.3
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.
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
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
Posted by Insomniator on 05 June 2022 - 09:13 AM in Infinity Animations
skellytz,
Does SEQ_READY internally cancel any functions, or is it purely cosmetic animation?
SEQ_READY is really weird (on BGT with a lot of mods + IA):
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
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
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
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() ?
Posted by Insomniator on 04 June 2022 - 09:53 PM in Infinity Animations
skellytz
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.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
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
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
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
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 soundsI 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
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
extanim.zip
Confirm, after reverting to v8 i see this bug, now fixed, your 2DA is OK
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
Posted by Insomniator on 03 June 2022 - 08:44 PM in Infinity Animations
skellytz
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)It is possible to enable ARM_01* for any robe - random ARM_01A-ARM_01F for random W* type, no need level information.
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
Posted by Insomniator on 03 June 2022 - 04:41 PM in Infinity Animations
skellytz,
Do you mean to say these snippets of code Bubb posted are different in the classic engine? Well, it doesn't really matter.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
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
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
Posted by Insomniator on 03 June 2022 - 04:08 PM in Infinity Animations
Hi Skellytz
i don't have issue on 64xx and 6xxx animation, when set false_color=0 i see "rainbow" on paperdoll and area animationI've just tried again. A test creature with 0x6110 anim:
v5 with false_color=0 still in EXTANI60 -> works (overrides to unpaletted)
v8 with false_color=0 now in EXTANIM -> doesn't work (keeps palette colors)
Better to attach your raw EXTANIM.2DA as is, maybe some kind of displaced column error
Posted by Insomniator on 01 June 2022 - 02:13 PM in Infinity Animations
Hi skellytz
fixed inventory colors and lost animation
i hope now un/equipping off-hand weapon do not touch main hand animation(v8) Main hand colors don't change anymore, but the offhand weapon colors still use CRE values. So, there's always a mismatch, eg main hand sw1h07 -> ITM colors, offhand sw1h07 -> CRE colors. Look at vanilla BG2 offhand color checks; they don't have this issue.
Fixed
false_color moved from extani60 and extani64 to global EXTANIM.2DA
it affects other animation types except 0xxx, 4xxx, Bxxx, Dxxx(tobex dosn't have hooks for this types yet) and all other types without this field like ExxxNow overriding false_color in EXTANIM doesn't seem to work at all.
i don't have issue on 64xx and 6xxx animation, when set false_color=0 i see "rainbow" on paperdoll and area animation
I never hear armor sound from mages with robesTry 0x6600 (BG2 char) anim_class=W CLCK09, CLCK14, CLCK16. They will play ARM_02 (leather), ARM_03 (chain) and ARM_04 (plate).
Fixed for IA BG2 animID pool
I've done some more research into these sounds. Looks like ARM_01 sounds are never used in the original games, but they are supposed to be robe sounds. The game engine simply disables all armor sounds for vanilla mage anims. This could be another cool optional tweak to restore robe sounds.
It is possible but limited to Wizard.animation and any custom IA animID if W=1 specified n EXTANIM
If I'm not mistaken, for mage multiclass and bard, engine selects thief or figther animation, due limited animation context 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 EDIT: there is no conversion, level code is untouched
Posted by Insomniator on 26 May 2022 - 07:03 AM in Infinity Animations
Hi Andrea
Got a CTD earlier. Is it possible that this ToBEx DLL requires 2DA files from the latest versions you've made for skellytz that weren't in your latest official release?
Unfortunately I installed ToBEx AL very early on in my stack, right after the original ToBEx. Restacking now would be a bit of a b!tch but I could put the files manually into the override folder.
1) I found crash, 0x7xxx animation regression, probably it is same as your crash
2) i have no issues when 1pp installed, inventory screen and area animation work as expected
3) 0x7xxx animation fix
https://ufile.io/c0dgx360
4) If you still have some crash, attach crash dump bgmain_crash.zip
5) Also enable logging of missed resources, if you miss something about animation BAMs, you get crash, this is original engine behaviour:
1) baldur.ini
[Program Options]
Logging On=1
2)TobExCore.ini:
[Debug]
Log File Mode=1
Log Missing Resources=1
Output messages will be stored in Baldur.log
p.s. Install TobEx AL/Improved GUI at end because it is frequently updated mod
Also new TobEx AL's "Remove doubled Improved Invisibility saving throws +4 bonuses" works as fix to bg2fixpack and must be installed after (i forget to point this in last TobEx documentation)
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