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#607885 Game crash whenever I enter goblin cave

Posted by Miloch on 17 November 2019 - 05:07 PM in Aurora's Shoes

Maybe Sam. can explain what he changed between v5a and v5.2 with the animations; I had no involvement with the latter.


Edit: Actually, I think he may already have found the bug. It's possible changing some of the CREs from melee to missile wielding may have not accounted for an offhand item, which typically causes a crash. We'll have to look into this for the next release (which as I've said elsewhere will have to depend on an IA update).

#607882 BGEE/2?

Posted by Miloch on 17 November 2019 - 04:22 PM in Aurora's Shoes

We are waiting on an update to revise Infinity Animations, which this mod depends on if present. If EE is present, we will have to overhaul the animation scheme to use EE's scheme (which is substantially different right now). I'm not intimately familiar with all of the technical issues with IA since other modders (namely Gwendolyne and Sam.) are looking into this, but I expect to help with an update to this mod once that's done (unless other commitments shanghai me again as they've done for the past several years).

#606199 Northern Tales of the Sword Coast

Posted by Miloch on 15 March 2019 - 01:41 PM in DSotSC (BGT)

It is impressive to see an update 12 years later to an update that was probably at least as much later as the initial mod. Kudos.

#606160 So the Infinity Animation update..

Posted by Miloch on 12 March 2019 - 02:22 PM in Infinity Animations

I ask because while IA works perfectly on the vanilla engine, those of us who use gemrb on linux, had two problems. One is the non-ascii filenames which i am glad to read that it is resolved. The other problem is that gemrb, for lack of better implementation, uses the number of frames in the animation file as speed. So, when IA is installed, this results in creatures moving way too fast.


Because i can't play the game without IA, I tried to implement in germb a extspeed.2da file like the EE has and used the vanilla engine to discern visually the speed of certain animations. It works but a) i can't be sure it's the right speed, b) i can't do it manually for every animation. Do you know of a way to programmatically get the speed of the animations ?

I think extspeed.2da became obsolete (though perhaps still supported) when we implemented the move_scale setting in the individual animation INI files. However, I believe both address the speed at which the creature moves but not the frame rate at which the animation plays. To be honest, I'm not sure if there is a setting for this or if it is hardcoded, possibly just a constant rather than a variable. But that would seem to be the case (at least in vanilla) at least by observation.


#605930 Thrown Hammers

Posted by Miloch on 20 February 2019 - 07:12 PM in Miscellaneous Released Mods

Well then... "This mod should go after other mods that add or change hammers (including the Spiritual Hammer spell) and before final "biffing" routines. It should also go after mods that overwrite rather than patch game resources."


That means you should be fine as long as you install Hammers after Revisions.

Edit @Sam.: Regarding the PST incompatibility reference, could this theoretically be compatible with PST:EE? Haven't really looked at it, sort of doubt it (at least not without a fair bit of work), and it's probably not high priority. But you've probably got so many other things on your to-do list, why not add another? :D

#605929 BWPv18 released

Posted by Miloch on 20 February 2019 - 07:08 PM in Mega Mod Help

Thanks for the information about Thrown Hammers.  I was surprised that existed in Github.

Imagine my own surprise to find it there. Kidding... I sort of knew Sam. had conjured up some sort of black sorcery to this effect.

#605847 Thrown Hammers

Posted by Miloch on 16 February 2019 - 12:30 PM in Miscellaneous Released Mods

I've never used item revisions, and there is no code in the mod specifically tailored to IR.  Is it incompatible in any critical way?  I doubt it.  Beyond that, I really don't know.

Yeah, who cares. Heh, but seriously, I think I looked at IR for what there was during the first few releases of Hammers and tried to account for it if there was anything necessary. There might have been something of that nature with Thrown Spiritual Hammers (because at the time anyway, IR overwrote rather than patched all resources). It might be in the readme (which is where these days?) if there's an install order issue.


Edit: I should note that what I said might apply to Spell Revisions, not Item Revisions. There's probably no compatibility issue with the latter since Hammers installs its own named resources.

#605844 Original Baldur's on Windows 8.1

Posted by Miloch on 16 February 2019 - 12:10 PM in IE Help

I've run the originals on Win 8.1 as I recall (a horrible OS BTW as I soon found). I think the only thing special I had to do was turn off User Account Control (UAC), but that applies pretty much to anything from Win 7 onward.