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#602412 Roxanne and her multiple accounts scam

Posted by Avenger_teambg on 11 May 2018 - 11:02 AM in IE Modding Discussion

Well, i'm not crying over that decision, but hey, he was at least amusing. Roxanne, much less so.




#602401 Roxanne and her multiple accounts scam

Posted by Avenger_teambg on 10 May 2018 - 09:05 AM in IE Modding Discussion

I really don't get why Temnix hasn't been banned yet.

That guy is toxicity incarnate even when he's just in his usual mode of condescending delusions of grandeur and isn't spewing deranged insults at other forum members.

1. He is somewhat amusing. 

2. Some of his ideas could be useful.

3. Laziness.




#602380 Roxanne and her multiple accounts scam

Posted by Avenger_teambg on 09 May 2018 - 09:20 AM in IE Modding Discussion

So, so much to unpack here.
apparently this is a time when I must talk about some irrelevant foolishness.

"Must?" Really? Is "must" the right word to describe your decision to dwell on this foolishness?

Compelled by the voices?




#602309 Roxanne and her multiple accounts scam

Posted by Avenger_teambg on 07 May 2018 - 07:03 AM in IE Modding Discussion

...

Roxanne, on the other hand, brings a lot more bargaining chips to the table. She brings immediate results. She offers help and support. More importantly, she brings progress. At a much faster rate.

...

 

Yeah, and what about false rumours against Beamdog then denying the rumour by another alt? Why would anyone do this? 




#602308 Roxanne and her multiple accounts scam

Posted by Avenger_teambg on 07 May 2018 - 06:51 AM in IE Modding Discussion

It's not the first time I hear the idea that Beamdog was trying to compete with mods https://forums.beamd...#Comment_956449 and I still don't get where that comes from.
Well, that statement is from "Kusel" which was one of Roxanne's alts, so...

 

Well, damn, one of her alts suggested she was fired from Beamdog and the other denied this right away. This is ridiculous, really.

 

Uh, oh :D

 

I read that exchange at the time, but i didn't connect the dots.




#602079 Height codes

Posted by Avenger_teambg on 28 April 2018 - 01:07 AM in IE Help

Weapon animations / paperdoll bam names contain the 3 letter code, it is moddable in EE.  

See the ini file for the animation.

 
6000.ini:
height_code=WQL
height_code_helmet=WQL
 



#602078 The mysterious disappearance of hags

Posted by Avenger_teambg on 28 April 2018 - 01:03 AM in IE Help

Let me guess, this "almost unmodded" means some animation pack?




#601656 Does patch 2.5 bring any new mechanics?

Posted by Avenger_teambg on 12 April 2018 - 12:26 PM in Baldur's Gate Series

Some pst actions did. And a spell flag to allow casting more spells while in sanctuary.




#601524 Any text effects possible?

Posted by Avenger_teambg on 05 April 2018 - 08:22 AM in IE Help

No specific text effects. You might be able to switch font (unlikely) but you can switch color.




#601344 Is there a good way to detect sleep?

Posted by Avenger_teambg on 30 March 2018 - 09:20 AM in IE Help

I think the best would be to add lines like these, but with 0x111:

SPELLSTATE 0x112      -1         1
NOTSSTATE  0x112      -1         5
 
We should have done that :)
 



#601310 Monetizing my work

Posted by Avenger_teambg on 28 March 2018 - 12:14 PM in IE Modding Discussion

@temnix Are you not familiar with the huge backslash from te modding Steam/NexusMods community after Valve tried to enable paid mods? I have nothing against people being payed for their work, but in such case it's called 'job' not 'modding'. If you want to create game assets/stories/quests/etc just change you current job to be closer what you love to do. Do not put yourself into situation which may disappoint you to the point where you will lose you interest.

 

Somehow I doubt Valve would do this without an arrangement with the original right-holder.




#600994 Casting sound suppression?

Posted by Avenger_teambg on 15 March 2018 - 03:05 PM in IE Help

Remove casting sound, add sound effect to cfb, target self.




#600830 Projectile animations and "explosion frequency"

Posted by Avenger_teambg on 06 March 2018 - 01:29 PM in IE Help

SPCColdL 




#600828 The scripts of the engine creature

Posted by Avenger_teambg on 06 March 2018 - 12:30 PM in IE Help

1. it is not a creature.

2. it isn't saved.

 

Every time the game object is created (loaded), a "scriptable object" is created and baldur.bcs is assigned to the default slot. This object has all the scripting slots (just like any scriptable object) has position, but lacks a lot of creature attributes. As it isn't saved itself, you don't have to care about any remains in saved games. 

All the other slots are wiped clean even if you quicksave/reload. 




#600820 Projectile animations and "explosion frequency"

Posted by Avenger_teambg on 06 March 2018 - 08:25 AM in IE Help

Also does anybody know which BAM the "New Cone of Cold" uses? - yep hardcoded.

It is the 0x0B01 sprite animation. Obviously, multiple instances of it. 

But the hardcoded puff animations are overridable in any EE (including and after the first release of IWDEE).

 

If you want custom puff animations, check IWDEE AOE projectiles. None of them are hardcoded. You can find custom puffs in the other EE games as well, but IWDEE is the easiest hunting place.

 

About the second question. The vanilla hardcoded puffs got some clever density and randomness setups that prevent you " notice the difference in all the billowing "

 

The custom puffs don't have all this randomness setting, but density is there. So with a little trial and error in the overall projectile speed and the density, you can set up believable AOE, it is not exact science, though.




#600819 The scripts of the engine creature

Posted by Avenger_teambg on 06 March 2018 - 08:11 AM in IE Help

"but the engine creature, after all, is some real guy without an avatar sitting outside the map and dreaming this world like Carroll's Red King - running all of these scripts, of which BALDUR is really on the lowest rung and the higher rungs are yet empty. And if this demiurge gets recorded in the GAM together with his world, will the old script arrangement be restored when the King wakes, that is, when the mod is uninstalled?"

 

irrelevant




#600672 A spell state detection problem

Posted by Avenger_teambg on 27 February 2018 - 08:43 AM in IE Help

Bad logic.

!false should be true.

!true should be false.

Yeah, it should be. You seem to be assuming the engine works logically though, and you should know better by now (basically what GeN1e said - negation doesn't always seem to work binarily).

I know only about 'triggeroverride' and 'or' that are ignoring the negation flag. These are not real triggers.




#600637 Can I assign armor to a different category?

Posted by Avenger_teambg on 26 February 2018 - 09:50 AM in IE Help

The intention was that this should work, but i'm almost sure you cannot add new equipable item types. Since none of the official content required this, we use the 2da only to override sounds.




#600636 Incorrect damage from a weapon

Posted by Avenger_teambg on 26 February 2018 - 09:47 AM in IE Help

Attacker (or defender) fist is considered a melee weapon only if attacker (or defender) is a monk.




#600635 Which are the "existence" sounds?

Posted by Avenger_teambg on 26 February 2018 - 09:45 AM in IE Help

https://gibberlings3...gee/sndslot.htm




#600634 A spell state detection problem

Posted by Avenger_teambg on 26 February 2018 - 09:40 AM in IE Help

Negating a trigger don't seem to always be binary. E.g. neither TriggerOverride("ff_camp",IsOverMe("corwin")) nor !TriggerOverride("ff_camp",IsOverMe("corwin")) would return true if there was no ff_camp object.

 

I don't remember seeing such with spellstates, though/

 

Yeah, you should use  TriggerOverride("ff_camp",!IsOverMe("corwin")) anyway i think. (And still fail the negation, if the object doesn't exist).

 

I don't know if triggeroverride would even notice the negation.

 

Anyway, this is triggeroverride's problem, not checkspellstate's.




#600629 Suggestions for permanent visual effects?

Posted by Avenger_teambg on 26 February 2018 - 09:11 AM in IE Help

I wonder if it would work to assign your tree visual as corpse frame of a creature's animation and mark the creatures so that the corpse would not vanish for the game duration?

 

Dead creatures don't have personal space, if that's ok, then this is a good solution.




#600628 !HPGT(LastSummonerOf,0)

Posted by Avenger_teambg on 26 February 2018 - 09:08 AM in IE Help

Try Dead() not Died()? Just wondering.

Dead doesn't accept an object, unless you are in iwd2. Dead takes the scripting name, and creates a DV from it, then checks if it is nonzero.

If the creature has no scripting name, its death isn't registered.

 

Statecheck should work, i don't know what temnix missed with it.




#600626 A spell state detection problem

Posted by Avenger_teambg on 26 February 2018 - 09:05 AM in IE Help

Offhand, I'm just looking at what *should be* the logic. What you're saying is "if (don't bother checking) whether the player should be in this state." Well of course this should always have no effect. Just guessing there as a logician, but I'll admit IE scripting isn't always logical.

 

Bad logic.

!false should be true.

!true should be false.

 

And i'm fairly sure, it works that way too. I don't know what exactly went wrong in the example, though.




#600459 "Base AC"

Posted by Avenger_teambg on 21 February 2018 - 09:01 AM in IE Help

Never mind this question. Better someone tell me whether local variables endure character death.

Yes, they do