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#614963 TobEx AfterLife

Posted by Insomniator on 09 April 2023 - 02:10 PM in ToBEx

Hi Salk

But in the testing session above I had not installed the BG2 Improved GUI yet... I am trying to understand how a game text update modification could cause this issue. Let's see what Insomniator says about it. 

"Takes XX XX damage from YYYYY"

I cannot find "Takes <" or "> damage from <" strings in my dialog.tlk (BG2fixpack + BGT + Improved GUI +TobEx Afterlife)

May be do you have some mod with custom string and double <AMOUNT> field ?

 

original is @3805  = ~<DAMAGER> did <AMOUNT> damage to <DAMAGEE>~




#614837 TobEx AfterLife

Posted by Insomniator on 18 March 2023 - 01:30 PM in ToBEx

Hi Salk

From what I understand, you are telling me that we would need to remove the Maximum HP Bonus effect from spells if we use the new flags? And that this would only be possible for the original spells and not the one added by mods? 

Yes, if damage effect itself will transfer HP to caster, need to remove/block Maximum HP Bonus effect.

Problem is spell tracking, damage is spwi314a.spl, HP bonus is spwi314b.spl. I never discovered how "parent-child" spell synchronized, In worst case i can only block HP effect if spellname is spwi314b.spl. It's ok for vanilla installation, but MODs can copy spwi314b.spl to different name, patch it to custom/etc, so blocking by spellname is not 100% guarantee

 

And there are other compatibility problems as well regarding the offset for the flags?

Another probably compatibility problem is Identifier&Prefix fields in damage effect, they must be zero(i dont know how they works). Who can guarantee zero values in custom spells ? Solution is check in weidu installer all installed spells and zeroing fields if necessary, but it require installing tobex after other mods, i dont like this behaviour.
 




#614715 TobEx AfterLife

Posted by Insomniator on 12 February 2023 - 04:28 PM in ToBEx

Hi MikeX

That's what I did so far:

-Installed TobEx, TobExCore.ini has line 'Saving Throw Fix=1'

-Commented out the section that deals with improved invisibility an its saves inside setup-bg2fixpack.tp2

-Installed bg2fixpack

 

After installing TobEx AL should I change this line 'Effect Opcodes:Saving Throw Improved Invisible Bonus=0' inside TobExTweak.ini to '...=1', to get proper saves dealing with improved invisibility?

Yes, you did right:

Saving Throw Fix=1 - global switch from original to TobEx Saving Throw calculation

Commented out the section that deals with improved invisibility an its saves inside setup-bg2fixpack.tp2 - spells(include subspells) with Improved Invisibility effects must don't have Save vs XXX bonus effect

Effect Opcodes:Saving Throw Improved Invisible Bonus=1 - enable TobEx Saving Throw +4 bonus on condition if enemy doesn't have innate ability to see invisible forms




#614655 TobEx AfterLife

Posted by Insomniator on 02 February 2023 - 07:43 AM in ToBEx

No, I don't understand, that's why I'm asking. What is a "real MOD"?

Usable content with description and installer/uninstaller
 

And specifically, what is lacking from the package I linked?
  1. package name
  2. description
  3. installer/uninstaller



#614645 TobEx AfterLife

Posted by Insomniator on 01 February 2023 - 10:18 AM in ToBEx

Never seen proper 44Khz acm

Here.

So if acm has proper 44kHz header, will it be played correctly?

Currently not, i did't change playing ACM because there's is no MODs with proper 44khz acm for BG2. If someone will release proper 44khz music pack for bg2 i will finish component to play mixed 22/44 ACM

 

If not, then what does it the new component actually do?

i guess if we have 44khz wav (NWN casting sounds are 44khz), we must have 44khz mixer(primary directsound buffer) instead 22khz, i don't sure at 100%, maybe primary buffer frequency now is fake on vista+, i plan to check what windows really does on hardware outputs with mixed buffer formats
 




#614623 TobEx AfterLife

Posted by Insomniator on 30 January 2023 - 08:34 AM in ToBEx

Updated to v29.13:

  • Added: Small Purple Elemental Palette Fix
  • Fixed: Ambient sound muted after QuickLoad
  • Added: 44Khz Sound Mixer Frequency
  • Fixed: Walking animation at READY state regression



#614568 TobEx AfterLife

Posted by Insomniator on 22 January 2023 - 09:51 AM in ToBEx

Hi TotoR

after installing TobEx_Afterlife, I have observed that when I click on the screen to change the destination of my party, they acting weird:

1. all the party walk on site wich looks strange

2. all party walk to the destination.

Can you explain what is "walk on site", previous dest point ?




#614464 TobEx AfterLife

Posted by Insomniator on 23 December 2022 - 09:23 PM in ToBEx

Hi Andrea

Ideally we should ask CamDawg to make BG2FP check for ToBEX AL and if the fix is already there, then the FPs one should be skipped.

Unfortunately this breaks TobEx original concept - configurable options.

If "updated" bg2fixpack will be installed without bonuses, we must always keep Saving Throw Fix=1, but player may manually disable this option to back to original engine calculation.

 

So bg2fixpack must have this fix for all cases, I plan to re-enable this TobEx component to dynamicaly detect changed spells from hardcoded list and remove bg2fixpack's bonuses on-the-fly.

Spells with imp. invisible from MODs will be have original state - bonus versus all creatures, it is possible to fix it too, but this component must be installed separately and only after all these MODs, i.e. "after all mods"


 




#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...
 




#612528 So the Infinity Animation update..

Posted by Insomniator on 20 May 2022 - 11:33 AM in Infinity Animations

Hi skellytz

The above list doesn't include BG1 WP slots added by IA for restoring the original BG1 character animations. (L is simply the IA internal symbol for BG1, not large or low)
 
0x6410 L_CLERIC_MALE_HUMAN
0x6411 L_CLERIC_FEMALE_HUMAN
0x6412 L_CLERIC_MALE_ELF

If IA allows to add custom BG2/BG1 char animation, how animid is increased for example for new BG1 CLERIC_MALE_HUMAN? Just first available slot after 0x6447 ?
I run IA AnimPicker, selected palletted BG1 Char, it answer with 0x6B00
 
I ask because i made few fixes for BG1 Mage animation because original BG2 Mage animid = 6200-6215, class mask = x2xx, IA added BG1 mages to 6430-6435, class mask = x4xx
Due mismatch class mask, some parts (Andrea C. discovered 2 places) of vanilla BG2 engine still check mask to detect Mage, then fail to default (often to Figher)




#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




#612538 So the Infinity Animation update..

Posted by Insomniator on 21 May 2022 - 08:14 AM in Infinity Animations


i updated post #177 http://www.shsforums...e-7#entry612526
What do you think ?

Wow. Alright then, please upload a test version and I'll go through everything while I still have time today.

https://anonfiles.co...x_resref_v4_zip
extanim.2da columns reshuffled, be careful

 

I think better to ignore AnimID and check Creature's class if creature context available

Not a bad idea if you're really willing to inject this kind of an override.
Or add MAGE (0/1) to EXTANI60/64.

Good idea, "anim_class=W/C/F/T"




#612543 So the Infinity Animation update..

Posted by Insomniator on 21 May 2022 - 02:49 PM in Infinity Animations

skellytz,

v4 update has bug with IA BG1 chars if resref_paperdoll specified and not equal resref

 

this is fix

https://anonfiles.co...x_resref_v5_zip

also class column added




#612595 So the Infinity Animation update..

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 animation

I'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




#612522 So the Infinity Animation update..

Posted by Insomniator on 18 May 2022 - 02:13 PM in Infinity Animations

Currently no easy way to insert custom animation to dynamic slot id, but it is possible in weidu code

We already have such code for BGEE, and we'll simply tweak it a bit to add classic IA anim ranges. No problem. Now that we can externalize all hardcoded animation prefixes and each offset = new animation, this also means saying goodbye to the good old IA Reference Picker.

I haven't seen this code, on BG2 we cannot set custom animation type to new added animation
May be better to keep tracking last used slot in separate .2da per each anim type/subtype ?

AnimType                                        Slot                                                                     Mask
MonsterQuadrant                        0x1001(or 4097 if hex not possible)                   1xxx
MonsterQuadrantExtendDir        0x1101                                                                11xx
MonsterMulti                               0x1210                                                               12x0 
MonsterMultiUseBitmap              0x1213                                                               12x3
...

or name types as IA's "LARGE  5 Lo  BGI MONSTER LONG 4 PART unpaletted", "NORMAL 3 Xo  BGI SIMPLE MONSTER paletted", ...
 
Mask is just for help, no need in real 2DA




#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




#612517 So the Infinity Animation update..

Posted by Insomniator on 18 May 2022 - 05:25 AM in Infinity Animations

IA engine code for non-WQ/WP character animations, which need new custom BAMs for objects/equipment, is more complicated:

 

Example for BG2 non-WQ character animation:

Override resref for 0x6600 (BG2 non-WQ character paletted) with s@az

New anim avatar BAMs: s@az + armor level + sequence (eg s@az1g1.bam)

New anim avatar paperdoll: s@az + armor level + inv (eg s@az1inv.bam)

New anim object/equipment BAMs: [IA engine code strips the 1st char] @az + object id + sequence (eg @azs1g1.bam)

New anim object/equipment paperdoll: [IA engine code strips the 1st char and then replaces the 2nd of remaining chars with p] @pz + object id + inv (eg @pzs1inv.bam)

 

So, all we need is the resref override for character animation ranges, so that IA engine code can use the new prefix in filename generation. Modders will then be instructed how to name their files properly. This will open up a lot of new animation slots.


We can come up with new scheme without shifting/swapping/patching modder's reserved name, e.g. all non-WQ anims always will start with s@az. Problem is @pzs1inv.bam, it already has 8 chars, but we can reduce suffix inv to in :)

 

Of couse this willl happy only for aniimation with custom resref in extanim.2da

Existing/Unlisted animations keep orig+IA filenaming logic




#612498 So the Infinity Animation update..

Posted by Insomniator on 15 May 2022 - 02:54 PM in Infinity Animations

So will it be possible to add BRIGHTEST override to EXTANIM? bBrightest is basically extra blending; by "brightening" some pixels it makes the animation slightly translucent. Again, useful for creatures like ghosts and elementals that should be a little see-through. I have no idea what bBrightestDesired does, so let's just skip it, because it doesn't seem to affect bBrightest effect.

Yes, new parameters easily to add
FALL_SND
LIGHT_SOURCE
INFRAVISION_DETECT (engine limited to 13xx, 7xxx(BG1 Monsters), 73xx, 77xx, 7Fxx, Exxx)
BRIGHTEST
 
i will upload test version after initial testing




#612495 So the Infinity Animation update..

Posted by Insomniator on 15 May 2022 - 01:19 PM in Infinity Animations

skellytz,

if game will crash, this hack is useless

The game doesn't crash. bBrightest seems to affect the animation similar to BGEE brightest; couldn't notice any difference with bBrightestDesired.

bBrightest and bBrightestDesired used in rendering of 3 ranges

0xxx(AnimationTypeEffect)

13xx(AnimationTypeMonsterMultiNew)

73xx(AnimationTypeMonster - 73xx, 77xx, 7Fxx)

 

BG2:

bBrightest             add 0x8 to render flags

bBrightestDesired add 0x2000 to render flags

 

BG2EE:

bBrightest             add 0x8 to render flags

bBrightestDesired add 0x2200 to render flags

 

0x8 and 0x2000 are internal flags with unknow mapping, it will converted to final opengl flags in some other place

bBrightest can be fully disabled by Disable Brighten=1 in baldur.ini, disabling ignored in OpenGL




#612489 So the Infinity Animation update..

Posted by Insomniator on 14 May 2022 - 08:35 AM in Infinity Animations

Thanks! I'll test everything and report back.


OK, just to remember, RESREF= * and  RESREF_PAPERDOLL= * skip overriding




#612483 So the Infinity Animation update..

Posted by Insomniator on 13 May 2022 - 03:15 AM in Infinity Animations

5000 - 5478   IWD (replaces all vanilla _LOW character animations) (same type as vanilla Exxx) (examples: ice golem, orc)

547a - 58f3   BG1 SIMPLE MONSTER (same type as vanilla 7xxx BG1 simple monsters) (examples: werewolf, brown bear)

5b00 - 5f78   BGII UNSPLIT EXT. (same type as vanilla 7xxx BG2 unsplit-BAM monsters) (examples: Melissan, death tyrant)

5f7a - 5fff   BGII SPLIT (same type as vanilla 7xxx BG2 split-BAM monsters) (examples: solar, troll)

0x5000 range is problematic, vanilla set it to Playable BG2 Human Chars, shield/armor/weapon prefixes and more fields.

IA hacks and cheats engine to handle animID other way, at same time IA doesn't have patches/injects sources&documentation.

I afraid Tobex needs to cheat IA after cheating original engine, this is not what i want to do.
 




#612480 So the Infinity Animation update..

Posted by Insomniator on 13 May 2022 - 02:01 AM in Infinity Animations

skellytz

10xx - 11xx   BGI MONSTER LONG 4 PART (examples: big wyvern, tanarri)

13xx          BGII SPLIT 4 PART (examples: demogorgon)

5000 - 5478   IWD (replaces all vanilla _LOW character animations) (same type as vanilla Exxx) (examples: ice golem, orc)

547a - 58f3   BG1 SIMPLE MONSTER (same type as vanilla 7xxx BG1 simple monsters) (examples: werewolf, brown bear)

5b00 - 5f78   BGII UNSPLIT EXT. (same type as vanilla 7xxx BG2 unsplit-BAM monsters) (examples: Melissan, death tyrant)

5f7a - 5fff   BGII SPLIT (same type as vanilla 7xxx BG2 split-BAM monsters) (examples: solar, troll)

a0xx - a1xx   BGI MONSTER LONG (examples: carrior crawler, small wyvern)

Only 7 ranges for RESREF ?




#612472 So the Infinity Animation update..

Posted by Insomniator on 10 May 2022 - 03:13 PM in Infinity Animations

Hi skellytz

IA and animation content mods will be installed after TobEx AfterLife but before Infinity Sounds. It would be best if TobEx AfterLife enabled these by default:

 
Externalise Animation Sound Reference Override=1 (currently =0)
Externalise Animation Config Override=1 (currently =0)
 
and copied anisndex.2da and extanim.2da to override (currently they aren't copied and used at all)
 
Those ten BG1 animations already present in anisndex.2da will be silent if Infinity Sounds isn't installed. So, TobEx AfterLife will also have to include and copy their 2DA soundsets:
attachicon.gif2da-soundsets.zip
 
Alternatively, the anisndex.2da could be initially empty (only the header and column descriptions). Infinity Sounds would then append the BG1 animations and provide 2DA soundsets on its own.

 

Your decision, Insominator.

OK, these two options will be enabled by default

Both files will be empty, i can not maintance content-related things. If 3rd party mod adds some to ANISNDEX.2DA like

0x7203 MBER2  BEAR_POLAR

this mod must care MBER2.2DA and its *.wav sounds
 

The animation "Type". I assume this is still needed.
Subtype. Options were paletted|unpaletted|WPL paletted|WPM paletted|WPS paletted|WQL paletted|WQM paletted|WQS paletted. Is this still relevant or has it been externalized?

Insominator, you were kind enough to go through the existing data in the executable and externalize the features that were sort of "on the way" while fixing other things. You also said you wouldn't add any new features to TobEx; bug fixes and conflict-solving only. So, I guess this means the features above can't be externalized without a lot of busy work involving the whole animation system, right? This would essentially mean externalizing the animation system just like BGEE INI.

I dont know about animation BAMs, as i can see WPL/WQL/.. used in 0x5000 animation only. What is "paletted|unpaletted" ?

You asked me about new thing to me, i can not answer without explanation what you request

 

 

Paperdoll. The options were No|Yes. For example, some BG slot types could coexist with IWD slot types with the same prefix, but they shared a paperdoll. If neither used a paperdoll, you got to use both slots. If one needed a paperdoll, it also claimed the other corresponding slot. Is this still relevant or has it/can it be externalized?

What do you think, Insominator? Would it be easy enough to trace animation and paperdoll links in the classics and externalize them to extanim.2da? (resref_paperdoll in BGEE INI for reference) (example animation: werewolf)

each animationID has separate filename calculation algo, 0x5000 example

Group00: anim->sPrefixPaperDoll+ anim->cArmorCode + patched fourth char

Group10: anim->sHeightCode + anim->sWeaponPrefix + patched second char

Group20: anim->sHeightCodeShieldPaperDoll/sHeightCode + anim->sShieldPrefix

Group30: anim->sHeightCode + anim->sHelmPrefix+ patched second char

 

I dont understand how this can be externalized, i need example of "some BG slot types could coexist with IWD slot types with the same prefix, but they shared a paperdoll. If neither used a paperdoll, you got to use both slots"
 




#612547 So the Infinity Animation update..

Posted by Insomniator on 22 May 2022 - 11:09 AM in Infinity Animations

Hi Salk

The current status is such that if the player equip the off hand weapon first and then the main hand weapon later, the avatar will attack using the main hand weapon while equipping the main hand weapon first and the off hand weapon later, the avatar animation will be bare handed attack. Correct?

 

Being very much aware that creating new animations for the BG1 sprites is a pipedream, I was wondering if it might at least be possible to always force the avatar to use the main hand weapon animation, ignoring what order the weapons were equipped

It is not full-featured fix, just bypass CTD to run with off hand weapon.

To enable forced main hand animation - i think it is possible, but i keep it disabled by default because it mess up player's visual experience




#612556 So the Infinity Animation update..

Posted by Insomniator on 24 May 2022 - 06:02 AM in Infinity Animations

Hi Andrea, Skellytz, Sam

2) Enabled Off hand weapon paperdoll on inventory screen, you need place proper-named files to override folder

BG2 has many WP*OIN.bam paperdolls, but i don't sure is it BG1 compatible paperdolls or not

I'll help test this. Offhand paperdolls are correctly aligned for IA BG1 restored characters. There seems to be a problem with object colors, though.
 
Try this:
1. Equip main hand weapon sw1h04 - blade uses ITM color (opcode #7 set color)
2. Equip offhand weapon sw1h07 - blade uses CRE color (matches armor color 0x31)
3. Unequip offhand -> main hand blade loses ITM color
4. Equip offhand again -> main hand blade inherits CRE color

also v6 lost main hand animation when off-hand weapon was unequipped

 

v7, fixed: 1) inventory colors and 2) lost animation

i hope now un/equipping off-hand weapon do not touch main hand animation

https://ufile.io/lv7pua27

 

 

skellytz,

1) Since v6 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 Exxx

2) I never hear armor sound from mages with robes, please check on v7 this bug on your installation