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#566897 Support for non-ANSI systems

Posted by pro5 on 15 February 2014 - 12:12 PM in Infinity Animations

OK, a quick follow-up on this while we're waiting for Miloch.
 
It seems that the Reference Picker program actually does not need any updates whatsoever - all it does is read the contents of the anims.list file from the same folder, and looks for the first open slot of appropriate type in that list when claiming a new animation slot. I swapped all slot prefixes in that file with new symbols, and it worked like a charm after that. This is very good news, 'cause I was worried someone (read: me) would have to rewrite it from scratch to make this work. I'm attaching the modified .list file and the .txt with latest reference list converted to new symbols in case someone wants to try this.
 
Locally, all ref slots have been converted to use new symbols. No significant problems so far. The only thing I haven't figured out yet are several dragon slots - they appear to be using a few non-conventional characters that are not used anywhere else in the .exe patch plus I'm yet to locate their offsets in the executable:
0x122c    XDRµ    EMPTY                                 HUGE   D Do  DRAGONS (XDR) unpaletted
0x122d    XDRР   EMPTY                                 HUGE   D Do  DRAGONS (XDR) unpaletted
0x122e    XDRÞ    EMPTY                                 HUGE   D Do  DRAGONS (XDR) unpaletted
0x122f    XDRØ    EMPTY                                 HUGE   D Do  DRAGONS (XDR) unpaletted
0x1230    XDRÑ    EMPTY                                 HUGE   D Do  DRAGONS (XDR) unpaletted
0x1231    XDRÆ    EMPTY                                 HUGE   D Do  DRAGONS (XDR) unpaletted
0x1232    XDR    EMPTY                                 HUGE   D Do  DRAGONS (XDR) unpaletted
0x1233    XDRß    EMPTY                                 HUGE   D Do  DRAGONS (XDR) unpaletted
0x1234    XDRÇ    EMPTY                                 HUGE   D Do  DRAGONS (XDR) unpaletted
Fortunately, there are 35 more dragon slots free to use apart from these, but still.
 
The next step will be thorough testing of all slots listed in anims.list to make sure I didn't miss any old symbol references, and didn't replace something I shouldn't have.
 
Current table of symbol swaps in reference names: 
 OLD:          NEW:
µ = 0xb5  ->    0x7e = ~
Æ = 0xc6  ->    0x7d = }
¢ = 0xa2   ->    0x2b = +
£ = 0xa3   ->    0x7b = {
¥ = 0xa5   ->    0x2c = ,
Ð = 0xd0   ->    0x26 = &
Þ = 0xde   ->    0x27 = '
Ø = 0xd8   ->    0x3d = =
If anyone has objections about the chosen replacements now's the time to speak out, before I start full testing of the changes.

Attached Files




#566888 [MOD in the works] Liella, the saucy bard companion

Posted by pro5 on 15 February 2014 - 03:06 AM in IE Modding Discussion

I think you need to PM Kaeloree for a forum here.




#566882 Setup on BGII:EE for Mac?

Posted by pro5 on 14 February 2014 - 09:42 AM in Arath

ADD_JOURNAL was introduced in WeiDU v232, and you're trying to install with 231:

[./setup-arath] WeiDU version 23108

 

I don't know where/how BG Mac mod installer gets the OS X version of WeiDU it uses, but you need to make sure it uses latest version (v236) instead, see link in my previous post in this thread.




#566773 Drizzt Saga BGEE update and compatibility fixes

Posted by pro5 on 08 February 2014 - 01:08 AM in Mega Mod Help

v3 is out, most noticable changes in this version as far as BWP is concerned:
- Instead of installing both components 0 and 1 (core + WM support), only component 1 must be installed with BWP
- To have the v2 changes (Drizzt joins after Durlag's Tower), component 3 must be installed as well.
- It's no longer needed to copy restored BGT .WMP in override before installing Drizzt Saga in certain mod configs
- BWP Fixpack modifications are no longer needed, as they're either included or redundant.
- Russian translation from BWP Russian Textpack is included
- Current version of The One Drizzt mod won't work without some updates



#566771 [TRANSLATION] Drizzt Saga, added/modified lines in v3

Posted by pro5 on 08 February 2014 - 12:58 AM in Resource Request Forum

v3 has been released, but this topic is still actual - Italian, Polish and Spanish translations in v3 are either incomplete (SETUP.TRA lines are in english), or imperfect (I didn't want to remove language options because of just a few new dialog lines, so I substituded Google-Translated text for those).



#566770 Support for non-ANSI systems

Posted by pro5 on 08 February 2014 - 12:53 AM in Infinity Animations

You should ask Miloch who is working on the next version of I.A. As far as I know, it will include the remplacement of the animation codes in a way that should solve the subject of this topic. But ask him to be sure. ;)
Oh, I'm counting on Miloch to eventually notice I invaded his forum and started hacking his mod. :P I know he's one busy half-orc these days. But if you're saying he's been working on the same problem already, maybe I should wait for his input before wasting more time on this.
As far as I know, the source code was never released. I just forcefully decompiled it, but it may not have recreated the syntax to 100% of original (see the"Tidy Error"s). It's a start anyway.
Thanks, this could come very useful later if the converted patch ever gets finalized.



#566751 Support for non-ANSI systems

Posted by pro5 on 07 February 2014 - 02:00 PM in Infinity Animations


- CLUAConsole:CreateCreature("P5Tst") - Should look like a Bovine Axe Thing. Drawn location will not match foot circle - this particular animation is not centered properly.
 

 
Strange. It should have been fixed a few months ago : http://www.shsforums...-thing-axe-bug/
 
 
 



I might have the old version archive, before it was updated (these files have been gathering dust on my hdd for a while).

Meanwhile, I think I got another ref slot to work. CHARACTER BGII WQM which used to be referenced by "¢_¢_" has been switched to "+_+_". Tested on MOINESSE_NINJA_MALE_HUMAN animation (¢A¢B --> +A+B).

I was wondering about the ia_reference_picker program that comes packaged with IA. Was its source code ever publicly shared anywhere, or was it only Erephine who had it? If I manage to get this .exe patch fully switched (that's a big IF for now), the app ideally should be updated to accept lists with new symbol references as input, as well as hand out ready-to-use slot ids when claiming new slots. Otherwise, the process of claiming a new slot could become complicated...



#566734 Support for non-ANSI systems

Posted by pro5 on 06 February 2014 - 02:37 PM in Infinity Animations

I could try, although exe patching is out of my usual area of expertise. But the devdoc file has some notes on offsets in the executable, and my initial attempts to decipher them have not been completely unsuccessful.

I've tinkered with 'µ' and 'Æ' refs and replaced them with '~' and '}'. The result appears to work, at least the animations show up. If a few people could check this and confirm it doesn't crash and burn on their end before I attempt the other slots, that'd be great.

Usage:
- unpack and install the test component
- start a new game or load existing save, shouldn't matter
- CLUAConsole:CreateCreature("P5Tst") - Should look like a Bovine Axe Thing. Drawn location will not match foot circle - this particular animation is not centered properly.
- CLUAConsole:CreateCreature("P5Tst2") - Should look like a Nabassu.
- CLUAConsole:CreateCreature("P5Tst3") - Should look like a Chimera.

Attached Files




#566731 Support for non-ANSI systems

Posted by pro5 on 06 February 2014 - 10:47 AM in Infinity Animations

Why not use various punctuation symbols like these instead?
 }  (ascii code 0x7D)
 `  (ascii code 0x27)
 ,  (ascii code 0x2C)
 &  (ascii code 0x26)
 ~  (ascii code 0x7E)
 {  (ascii code 0x7B)
 $  (ascii code 0x24)
 =  (ascii code 0x3D)
 +  (ascii code 0x2B)
They are valid filename symbols (in Windows at least, no idea about Mac or Linux), and they are NOT widely used in mods, despite what IA devdoc file says. Not to mention this mod will only ever use them for BAM and (very few) 2DA resources, reducing the chances for any potential conflict further. All these symbols exist with same ascii codes in Japan windows codepage 932 and russian 1251 (I think those were the ones who had problems with IA originally?).

The current solution to force a user to CHCP and reboot every time IA (or any mod using IA) needs to be (re)installed seems, frankly, horrible to me.



#566659 BGT/BWP - Can't Load Beregost at Night, Get CTD

Posted by pro5 on 02 February 2014 - 08:42 PM in Mega Mod Help

My guess is this:
~BGGRAPHICS/SETUP-BGGRAPHICS.TP2~ #0 #0 // BGT Extended Night and Baldur's Gate Map Fixes: v1.4



#566625 A question for everybody - do people still play them?

Posted by pro5 on 01 February 2014 - 04:29 AM in Classifieds

Enhanced Editions have renewed interest in the Baldur's Gate series and attracted a host of new players who've never had a chance to try it before. Who knows how long that'll last, but I'd say now is the perfect time to get your mod out until such wide interest wanes again.

Even without EEs though, I think you underestimate how many people still play this game. :) Just browse the downloads section on this site and keep an eye on the downloads count of the mods listed there.

Don't know much about NWN modding or how active its community is these days.



#566594 BGTmusic issues

Posted by pro5 on 31 January 2014 - 06:26 AM in BGT Archive

Nope, I've tried it exactly as you said and I still get the tavern music on the gnoll and bandit maps. Like I said though, as long as you pick the just BG1 option the music will work fine. Except there's no music on the very first Candlekeep map but tbh I don't remember if there ever was. Candlekeep in Chapter 6 has the right music though.
And you updated the WeiDU .exe of setup-bgtmusic to v236 before installing it? You can check this in .DEBUG file - it should say "WeiDU v 23600 Log" at the top.



#566562 [MOD in the works] Liella, the saucy bard companion

Posted by pro5 on 29 January 2014 - 08:40 PM in IE Modding Discussion

Sounds interesting, I'll be watching your progress. :)

I hope you reconsider this part though:
The current plan is to not even release the mod for playing at all if there is no voice-acting present

I for one actually prefer not to have any voicing in mods I use - it's difficult to match the performance and quality of vanilla characters in modding projects and nearly always it stands out as something that does not belong in the game.



#566554 Setup on BGII:EE for Mac?

Posted by pro5 on 29 January 2014 - 08:25 AM in Arath

I don't own a Mac, so I can't give verified instructions. But I see Kaeloree included sox in the package and TP2 uses HANDLE_AUDIO to process audio, so in theory this should install on a Mac with a proper OS X version of WeiDU binary.

 

Try this:

1. Download OS X version of latest WeiDU from weidu.org.

2. Extract the WeiDU binary from the downloaded archive (it's in the "bin" subfolder), put it into your main BG2EE game folder (it should be the one containing the CHITIN.KEY file) and rename it into "setup-arath".

3. Download the .command file attached in a zip archive to this post and unpack it into the same folder. Double-click it to (hopefully) start the installation.

 

I'd like to know if this works too - I've recently added similar install instructions on Mac OS X and Linux to the readme of a mod I'm working on, but without having a Mac I can't verify they are actually correct.

Attached Files




#566547 BGTmusic issues

Posted by pro5 on 29 January 2014 - 06:31 AM in BGT Archive

Don't work, tavern music start on GNoll Stronghold and Bandit Camp, and Imoen have wrong soundset.

 

Are you trying this on an existing save, by any chance? The changed TP2 from above won't affect areas already visited in your saved game. Imoen is not touched by BGTMusic at all, but messed up soundsets and strrefs are a common problem after loading a save made with a different mod setup/install order than the current one.




#566391 BPv181 is Released!!!

Posted by pro5 on 24 January 2014 - 07:03 AM in Big Picture

I assumed BG2EE, should've read more carefully. I didn't think it could be installed on anything except BG2[EE] or BG2+BGT.




#566389 BPv181 is Released!!!

Posted by pro5 on 24 January 2014 - 06:26 AM in Big Picture

I have BG2EE installed and I can confirm SW2H21.ITM is definitely there, so the problem is somewhere else. Which folder are you running the install .exe from? It should be the same folder which contains the game's CHITIN.KEY file.




#566354 BGTmusic issues

Posted by pro5 on 23 January 2014 - 07:21 AM in BGT Archive

I think the easiest solution would be to make the .exe from the archive read-only. Right-click the .exe, set the read-only file attribute, click OK. It should fail to auto-update then. EDIT: Scratch that - testing shows WeiDU has no respect for that flag whatsoever, and updates anyway.

 

And I don't think this requires any other drastic action such as changing WeiDU ADD_MUSIC behavior - the change in v233 was logical and is actually useful, making it easier for "normal" mods to add their music into the game without creating duplicate entries in the .2da if the mus file already exists (i.e. added by another mod). Some other existing mods, or mods currently in development may rely on that behavior, and changing it could break more than just BGTMusic.

 

It is not a normal situation for a mod to add duplicate entries for the same MUS file to the songlist, in fact it's a very strange solution, I guess it was just chosen as a convenient shortcut. The ARE files should have been changed to refer to the same existing 2da entry instead.




#566318 BGTmusic issues

Posted by pro5 on 21 January 2014 - 09:49 AM in BGT Archive

Keep in mind WeiDU will auto-update itself if you run the old version .exe from same folder where you also have more recent versions.




#566275 Notes, Oddities and Possible Bugs in My BWP Game (Spoilers)

Posted by pro5 on 19 January 2014 - 11:13 AM in Mega Mod Help

Usage1 can be either the amount of available charges for the 1st extended header (for items with charges), or number of items in a stack (for stackable items). It's similar to how the CLUAConsole:CreateItem() command works - using CLUAConsole:CreateItem("wand02",10,0,0) should create you Wand of Fear with 10 charges, while CLUAConsole:CreateItem("misc07",10,0,0) will create a stack of 10 gold pieces.




#566272 [TRANSLATION] Drizzt Saga, added/modified lines in v3

Posted by pro5 on 19 January 2014 - 08:27 AM in Resource Request Forum

Added French, thanks.

 

 

Since you mentioned that the mod will become BGEE compatible, I assume it will also target BGT/Tutu

Correct, there will be one install package for all 3 platforms.

 

 

 

I don't know if you anticipated the need to have a different character encoding for BGEE

Yes I'm aware of that. I'm prepared to handle the conversions, but having ready-to-use utf8 file for bgee is a great help, thank you.

 




#566143 [TRANSLATION] Drizzt Saga, added/modified lines in v3

Posted by pro5 on 13 January 2014 - 11:10 PM in Resource Request Forum

Looking for translations for 17 new lines in BGEE-compatible Drizzt Saga version in French, Italian, Polish and Spanish languages.

 

- 4 lines are component names for WEIDU.LOG (try to use only latin symbols for these)

- 4 lines are setup feedback lines (try to use only latin symbols for these)

- 9 lines are dialog and journal entries for a new Delayed Start component (can use any national symbols here)

 

The short TRA file for translation with comments is attached to this post. Please attach the translated version of the same file, rather than simply posting translated text in a response post (I'd rather not worry about losing any special characters while copy-pasting and saving).

Attached Files




#566066 Drizzt Saga BGEE update and compatibility fixes

Posted by pro5 on 11 January 2014 - 09:48 AM in Mega Mod Help

The One Drizzt is very unlikely to be compatible unless the author updates it, not much I can do about that - there are simply too many changes.

 

Also in v1.41 tp2 file of this mod, there is an error:

 

COPY ~THEONEDRIZZT/F_CATTIB.CRE~ ~override~
  SAY NAME1 @28
  SAY NAME2 @28
  SAY INITIAL_MEETING @29
  SAY BATTLE_CRY1 @30
  SAY DAMAGE @31
  SAY DYING @32
  SAY SELECT_COMMON1 @33
  SAY SELECT_COMMON2 @29
  SAY DIALOG_HOSTILE @34
  SAY BIO @35
  WRITE_ASCII 0x260 ~_TASIGHT~ #8
  WRITE_ASCII 0x268 ~_DPLAYER~ #8
  WRITE_ASCII 0x4a4 ~_CHAN07~ #8
  WRITE_ASCII 0x4b8 ~_BRAC04~ #8
  WRITE_ASCII 0x508 ~_POTN08~ #8

 

Those are Tutu item and script references, though the One Drizzt mod as far as I understand is BGT only (otherwise how it can make Drizzt continuous through RoT). Looks like the author copied these lines from Drizzt Saga Tutu install branch, not realizing there were two branches for BGT and Tutu.

 

Also I would request that you would make the biff-ing made in the "Areas.bat" file optional, so the BWInstall pack doesn't need to overwrite it. You should be able to ask Lollorian the exact details on that.

 

More details would be good, so far I can't find any place in BW installpack's bat files that overwrites area biffing in Drizzt Saga - only a small patch made to Sounds.bat to remove pausing the installation. Or are you referring to the fact that biffs created from .bat files cannot be later uninstalled with weidu and have to be deinstalled manually?

 

 

There's a folder with fixes included with the BWP Fixpack,
And the Russian Textpack includes a translation.

 

Thanks, I'll take a look at those.




#566023 Drizzt Saga BGEE update and compatibility fixes

Posted by pro5 on 10 January 2014 - 12:37 PM in Mega Mod Help

Drizzt Saga mod is currently undergoing an update for BGEE compatibility, as well as repairing various existing problems, bugs and compatibility issues along the way.

 

This topic is a request for information on existing fixes and known problems for the current versions of this mod in a generic mega-mod / BWS setup.

 

I'm aware of these files currently hosted at SHS:

- Drizzt Saga WM (7 or later) patch (changes: area location coordinates on worldmap)

- Drizzt Saga for BGT/Tutu v2 (changes: Drizzt joins after Durlag's Tower is completed)

 

I'm planning to include these changes in the upcoming v3, so these files will no longer be necessary (v2 adaptation will be included as an optional component).

 

If there are any other existing fixes applied to Drizzt Saga in the current BWS / BWP setup, please let me know here so I can include them in the new version as well. Any outstanding issues and bug reports can be posted here too. A fair amount of problems I have already found and fixed, but if it's something new I'll investigate. Note that I can't change the mod's quest and dialog content since I'm not the original author (props to flysoup for creating it), I'm just upkeeping the technical side.

 

Cheers. :new_thumbs:




#565617 The Amulet: A Quest and Companion Mod

Posted by pro5 on 28 December 2013 - 01:01 AM in IE Mod Ideas

Sounds like an interesting and intriguing concept, I wish you success in bringing it to life. :new_thumbs:

 

Advice on a couple things which stood out to me:

 

All the same it can be sold to a noble collector in Athkatla but the real story begins if it is kept and worn.....

 

This sounds like it would be easy for a player to skip the quest altogether (perhaps unknowingly) by selling the item. I'd consider adding a plot line to lead the player back towards the amulet after selling it, so the quest can still be started in another way. For example, maybe after a few days the party catches a rumour of the noble collector dying under mysterious circumstances and is called upon to investigate (or maybe they're even suspects in his death now). Or the noble's behavior changes because he's affected by the artifact, and one of his close friends/family comes to the party with questions or plea for aid.

 

 

and if you refuse his attempts to 'save' you which involves him joining the party and trying to destroy the amulet without killing you

 

I'd recommend not making the extra companion mandatory for completing a quest arc. With the amount of NPC mods out there now, those party slots are very precious and by requiring one of them you risk losing a significant part of the audience who'd prefer to have their own NPC party selection. Perhaps the paladin offers to help, and then if the player accepts he also offers to join the group. If this second offer is refused, he can still try to help (perhaps staying at one of the inns, if multiple interactions with him are planned) without joining the party.