lac's Content
There have been 44 items by lac (Search limited from 30-April 23)
#486114 which parts of the fixpack edit torment.exe?
Posted by lac on 28 April 2010 - 02:05 AM in PS:T Fixpack
So I would like to figure out exactly what it is in the fixpack that is doing this and then, either skip that component, or edit the c file to take the new appropriate action. Unfortunately, I don't know how to find out what it is that a WeiDU.exe is going to do before it does it, or even if it is possible to find out by mortals other than qwinn. And I am at the stage of near-complete ignorance about the mechanics of these things that I don't even know what it is that I should be reading to learn if what I want to do is even possible.
Suggestions on how to become more enlightened?
Thanks very much
#486132 which parts of the fixpack edit torment.exe?
Posted by lac on 28 April 2010 - 05:45 AM in PS:T Fixpack
Use this patch of yours first and then install the fixpack.
Unfortunately, this doesn't work. I have verified that this is a PS-Fix problem. I can install the widescreen mod, then your UI mod (thank you so very, very much for this by the way), and then unfinished business (where the things that need .WAV will fail but the rest of the components load) and the PS tweaks. At any point along the way in between these installs I can run my program, and the result works as expected. Now I haven't gotten out of the Hive yet, so I haven't exercised many of these changes, but, as far as I have explored with the new content, things seem to be working just great.
My problem is definitely with some part of the first part of the fixpack -- the part where all the fixes are. Something there changes things so that the check is back, and the scanner no longer finds what it is looking for at the offsets it is looking for.
I've been looking at the part of the tp2 that goes:
// ===================================== ENGINE FIXES ============================================ // Huge credit to Scient for providing the patch information INCLUDE ~PST-Fix/tph/EngineFixes.tph~ // ====================== PLATTER'S FIXPACK 1.37 AND 1.38-BETA INCLUDE ========================= INCLUDE ~PST-Fix/tph/PFixpack.tph~ // ========== THE SKARDAVNELNATE's ALL INCLUSIVE PACK 20080408 (FIXES ONLY) INCLUDE ============ INCLUDE ~PST-Fix/tph/SkardFix.tph~ // ========================== RESTORATION PACK INCLUDE (FIXES ONLY) ============================ INCLUDE ~PST-Fix/tph/RestoFix.tph~ // ============================= QWINN'S ORIGINAL FIXES INCLUDE ================================ INCLUDE ~PST-Fix/tph/QwinnFix.tph~
Am I correct that if I comment out the INCLUDE lines, then these things will not be loaded, so I can find exactly which subcomponent is making the changes? However, once I have done this, is there anything more I can find out? Finally, I assume that .tph does not stand for'turbo pascal help' (files). So what are these things? (edit: ok, after reading http://weidu.org/~th...ADME-WeiDU.html I now know what tph files are.)
Thanks very much.
#487345 Where is lowden?
Posted by lac on 12 May 2010 - 09:40 PM in PS:T Fixpack
Also, I have found Quint's poison charm, but its not 'outside of Ojo's house'. So does Gris have a different stash there? If so, I cannot find it, either.
#488019 Version 4.11 of Fixpack released
Posted by lac on 21 May 2010 - 07:37 AM in PS:T Fixpack
#486823 Version 4.1 of all 3 mods released!
Posted by lac on 07 May 2010 - 09:45 AM in PS:T Fixpack
We're in the Mausoleum. Strahan casts horror. Dak'kon suffers a morale failure. He says: "By your actions, I know your heart. You must die." which strikes me as a silly thing to say while panicking, though a fine thing to say before he decides to attack TNO.
I have a save from just before entering Strahan's chamber, and he is pretty good as casting the horror, should that be useful.
#486786 Version 4.1 of all 3 mods released!
Posted by lac on 06 May 2010 - 06:14 PM in PS:T Fixpack
This'll be the first time I've experienced the removal of minimum stats. My MixMaxer's soul is in heaven at the very thought. TNO may be muscular-looking, but it won't stop him from having the strength of an infant!
This warning may come a bit to late for you -- though maybe not if you are having installation woes, but a TNO who cannot carry anything is no fun to play. And a TNO who is too weak to carry the treasures from his own tomb would be frustrating to play. So maybe 'small child' is better than 'infant'.
#486266 unbroken circle tattoo?
Posted by lac on 30 April 2010 - 06:38 AM in PS:T UB
#485899 stale note on downloads page?
Posted by lac on 24 April 2010 - 10:48 PM in PS:T UB
says that the newest version of PS:T UB is 4.0, and has been reported broken -- never finishing on several browsers. The newest version is 4.1, and I just downloaded it using firefox 3.6.3 just fine. Time to remove the warning?
Laura
#486326 SHS Suggestions and Problems Thread
Posted by lac on 30 April 2010 - 09:54 PM in Directives from the Director
There appears to be an error with the database.
If you are seeing this page, it means there was a problem communicating with our database. Sometimes this error is temporary and will go away when you refresh the page. Sometimes the error will need to be fixed by an administrator before the site will become accessible again.
You can try to refresh the page by clicking here
Just thought I would report it.
#487285 problem with installation v2.1
Posted by lac on 12 May 2010 - 08:38 AM in Ghostdog's PS:T UI
2. Ghostdog -- you really want people to install fixpack, ub, tweaks and then widescreen and ui in that order? http://www.shsforums...allation-guide/ suggests widescreen, ui, then fixpack, ub and tweaks, so if this isn't how people should do things we should change the guide.
3. Googling around I found this. http://www.mydigital...-windows-vista/ It looks like actually setting up permissions in windows vista via the GUI is a terribly cumbersome thing. So maybe, Trykon, though you are trying to set up torment.exe with the correct permissive permissions, you left out something?
#487437 Please report crashes here
Posted by lac on 14 May 2010 - 05:49 AM in PS:T Fixpack
@lac: But do you have AR0202.bif in your cache directory?
Yes. So whatever is causing it not to be unpacked properly isn't happening to me.
#487348 Please report crashes here
Posted by lac on 12 May 2010 - 10:28 PM in PS:T Fixpack
#487132 pendant quest crashing
Posted by lac on 11 May 2010 - 02:17 AM in PS:T UB
The zombie isn't supposed to ever be created. He's a standin for when a dialogue is supposed to happen with a creature that doesn't actually exist (it's better than crashing the game). I'm aware it's possible to get a dialogue zombie in that quest, and will try to have it sorted for the next release.
Qwinn
Aha, I misunderstood then. Thank you.
#487018 pendant quest crashing
Posted by lac on 09 May 2010 - 09:15 PM in PS:T UB
It's not completely reproducible, but I have managed to make it happen twice (and not happen 4 times). From the save:
- talk to rake_chaser
- be interrupted by the dandy
- end up fighting the dandy, kill him
- talk to the rake again
- have a zombie be created, fight it
- repeat for at least 2 more zombies
- quickload that save
- BOOM
Note: I think that the dancy should be carrying something nicer than a rusty knife. The description says sabre, which wouldn't fit PST, but surely we could equip him with a stiletto?
I think that the dead duelist is too articulate for a zombie, and needs a new dialog for his zombie state.
Thanks very much for restoring this quest. Do you need any more information than what I provided?
#486638 minor bug in stackable items
Posted by lac on 04 May 2010 - 08:53 PM in PS:T Tweaks
#486344 minor bug in stackable items
Posted by lac on 01 May 2010 - 03:28 AM in PS:T Tweaks
#486660 minor bug in stackable items
Posted by lac on 05 May 2010 - 07:28 AM in PS:T Tweaks
#486912 Known Issues v4.1 (post bug reports here)
Posted by lac on 08 May 2010 - 11:11 AM in PS:T Fixpack
#486772 Known Issues v4.1 (post bug reports here)
Posted by lac on 06 May 2010 - 01:42 PM in PS:T Fixpack
I'll make a note of spell stacking memorization as potential idea. But doing this will probably be just as difficult if not more so. Adding in functionality to IE at assembly level that doesn't exist in any of IE games is hard because you don't have example code to look at. There is spell stacking of memorized spells but porting that over to spell book I doubt is easy task. If I had source code that would be another story. Even importing features like Quick Load is pretty complex and as you can see there are plenty of issues which still need to be ironed out.
I understand. It was probably naive of me to hope that the engine issues were separate from the
how to display it issues.
Regarding crash, I take it that it's a crash to desktop versus PST popping up an error and closing. If you tell me what version of windows you're running I can try to help you navigate where crash logs are stored. Getting the offset that caused crash might be useful in identifying the issue.
I'm running windows XP, with, as far as I know all the latest fixpacks and updates from microsoft.
If you could teach me what to type to find out the definitive answer to 'what version of windows are you using' I would run it.
#486260 Known Issues v4.1 (post bug reports here)
Posted by lac on 30 April 2010 - 03:35 AM in PS:T Fixpack
minor grammar error to report.
conversation choice 1 in Shaliandra's first dialog
"Who did you get this from?" should be "Whom did you get this from?", though every time I visit the USA I find fewer and fewer people using the word 'whom' at all, so much so that I suspect that 'whom' will be listed as an archaic form (or as British usage) before too many years have gone by.
Gosh I am having fun. Thank you all so much.
#486740 Known Issues v4.1 (post bug reports here)
Posted by lac on 06 May 2010 - 07:52 AM in PS:T Fixpack
sorry to post in the 4.0 bugs note. I was reading it yesterdayt to see if this problem had been mentioned there, and then forgot what I was doing. I am trying to get a save that is right before a crash, because right now it is very flakey. It's only been happening to me at the Hive merchant store, so far, but I haven't made it through the Tenements yet, so my store selection is still quite limited. But Fell's shop and Mebbeth's hut have so far been immune to the problem, which is one reason I think that it may be related to the overhead comments -- at both Fell's and Mebbeth's, there aren't any.
I should have more time to play over the weekend. This week I have been quite short of free time, which is why I haven't progressed very far.
#486499 Known Issues v4.1 (post bug reports here)
Posted by lac on 03 May 2010 - 07:21 AM in PS:T Fixpack
#486605 Known Issues v4.1 (post bug reports here)
Posted by lac on 04 May 2010 - 04:54 AM in PS:T Fixpack
Dan Simpson has a good faq here:
http://faqs.ign.com/...2/372456p1.html
Normally a wizard, even one with super-human intelligence cannot memorize more than 5 spells at any level. But (though this guide does not say so) there is no limit to how many spells you can cast per rest period if you store them someplace other than your own brain. So I don't think that these rules help us decide what to do.
#486211 Known Issues v4.1 (post bug reports here)
Posted by lac on 29 April 2010 - 10:59 AM in PS:T Fixpack
Also, I had a bug where Mebbeth wouldn't talk to me. Unfortunately, though I saved, when I restored the problem went away, so I don't know how I can reproduce this one for you. I remember getting this in the unmodded game occasionally as well, and leaving her hut and entering again always fixed things. I don't know whether this would have worked here as well.
#486733 Known Issues v4.1 (post bug reports here)
Posted by lac on 06 May 2010 - 07:09 AM in PS:T Fixpack
Ah ok. Once again PST devs make items that pushed boundaries of IE and it fails on them. I think BG1 has like 1-2 items that give one extra spell slot. With PST, easy to get over 12 with first couple levels because of items that double.
Since bonus spells don't have any restrictions, capping it at 12 would be lame and not justifiable nerf. I'll add to my know issues post to some how in spellbook display hidden bonus spells past 12. The engine handles extra spells correctly, so problem ends up being display. An idea would be to add scroll bar of sorts to display extra pages. But this is pretty low on priority scale since that kind of engine hack I imagine will be pretty difficult.
One thing that might be a lot easier to do is to change the display so that spells stack. Right now, if you want to memorise a spell 4 times, it takes up 4 graphical slots. If, instead, it took up one slot (with the number 4 written below it) then it might be that scrolling would be in practice unecessary. You would have to do something so that the number of free slots would decrease as you repeatedly learned the same spell, but to my completely inexperienced eye that sounds a whole lot easier than implementing a scroll bar. It would make for a much _nicer_ user interface as well, since scrolling is unpleasant.
According to http://shrines.rpgcl...ge.shtml#level1 there are 17 1st level spells, and 16 2nd level spells, (and fewer than 12 of all the rest). Some of these 1st and 2nd level spells are 'Dak'kon only' and 'Ignus only' and 'Ignus and TNO only' spells, but there are still enough of them that it may be possible to still overflow one screen with my proposed interface change if you decide to bring one of each. But how often would that happen in practice? For me, there are some on those lists whom I rarely, or never use, while others I always want multiple copies of.
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