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#614624 Update announcements

Posted by Insomniator on 30 January 2023 - 08:54 AM in BG2 Improved GUI

Updated to v5.6:

  • Added: Restore BG1/BG2 XP Limits
  • Added: EAX/DirectSound3D emulation through DSOAL
  • Added: Freeze/Unfreeze sounds when game paused/unpaused (Beta)

Click here to download this file

 

Post 5.6 fixes:

http://www.shsforums...-18#entry614634




#614374 Update announcements

Posted by Insomniator on 13 December 2022 - 07:13 PM in BG2 Improved GUI

@Salk

Thanks for the update! I cannot seem to find it in the download section though.

fixed
 




#614363 Update announcements

Posted by Insomniator on 11 December 2022 - 05:05 PM in BG2 Improved GUI

.




#614364 Update announcements

Posted by Insomniator on 11 December 2022 - 05:07 PM in BG2 Improved GUI

Updated to v5.5:

  • Added: x2 Full Scaled Graphics mode
  • Added: HTML Documentation
  • Added: NWN casting sounds for HLA/High Level spells
  • Fixed: Custom hotkeys component removed from installer

Click here to download this file




#615035 Unique Casting Sounds for Player vs. Everyone Else

Posted by Insomniator on 21 April 2023 - 05:39 AM in IE Mod Ideas

Hi Sebastian

Is it possible to mod the Baldur's Gate games, or more precisely BGT, so that the player can, say, use BG1 casting sounds while everyone else uses BG2 ones? or vice versa?

Currently possible to use bg1 and bg2 casting sounds at same game, but without player<->NPC differences

http://www.shsforums...2-improved-gui/ -> Restore BG1 Casting Sounds




#614657 TobEx AfterLife

Posted by Insomniator on 02 February 2023 - 12:30 PM in ToBEx

OK, but

1) It can't be usable until there's engine support for correct acm headers.

Existed 1pp HQ music mod already add 44Khz acm support (by bad way), if engine gets dynamic 22/44 acm support, it lost compatibility with this mod. Currently no other 44khz music mods(?), so compatibilty with existed mod is high priority.

 

2) 1pp music package does not install content. It has to be copied manually, and there's no uninstaller for that. Do you consider it not a real mod, then?

For me, it is not real mod, we don't live in 1999, we have weidu "standarts", players used to have install/uninstall option, mix MODs combination etc.




#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...
 




#614653 TobEx AfterLife

Posted by Insomniator on 02 February 2023 - 03:34 AM in ToBEx

where is released and properly hosted MOD with such files ?

Not sure what do you mean by that. Is there a Certification Bureau for mods and hosting?


I deny most request tor new features not used or planed to use in real MODs, i hope you understand, this is TobEx fan fork, not original TobEx




#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




#614457 TobEx AfterLife

Posted by Insomniator on 21 December 2022 - 12:02 PM in ToBEx

Hi MikeX

Saving Throw Improved Invisible Bonus [Compatibility]

Enable +4 Saving Throw Bonus at engine level, doesn't apply bonus against creatures with ability to see invisible. Component not compatible with BG2 Fixpack! (BG2 Fixpack has own, but worse fix)

 

The version history says it is removed now.

What needs to be done to get BG2 fixpack and TobEx working alongside/together regarding this matter?

bg2fixpack adds Saving Throw Bonus versus all enemies if impr. invisible enabled.

To switch for TobEx AL implemenation need restore back some spells:

 

ACTION_DEFINE_ASSOCIATIVE_ARRAY cd_imp_invis BEGIN  // bg2fixpack
  spdr401 => spdr401a // Invisible Stalker Improved Invisibility
  spin687 => spin687a // Create Shadows
  spin698 => spin698a // Cerebus Improved Invisibility
  spwi405 => spwi405a // improved invis (mage)
  spwi505 => spwi505a // shadow door (mage)
  spwi607 => spwi607a // Mislead
  spwi721 => spwi721a // mass invisibility
  balth10 => balth10a // Shadow Stance!
  spin544 => spin544a // PSIONIC_SUPERIOR_INVISIBILITY
END


Original TobEx v26 always enable own bonus and with bg2fixpack bonuses are doubled(not really tested)

in AL added new option Effect Opcodes:Saving Throw Improved Invisible Bonus to enable own bonus if bg2fixpack not installed or spell was restored manually.

 

TobEx own bonus can be enabled only if main Saving Throw Fix option is also enabled
 




#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>~




#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"


 




#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
 




#614467 TobEx AfterLife

Posted by Insomniator on 24 December 2022 - 03:26 AM in ToBEx

Hi Salk

Couldn't ToBEx AL undo the G3 Fixpack's Improved Invisibility Bonus by simply replacing it with its own version?

It would just require that ToBE AL be installed after the Fixpack.

When component was added first time, it was doing exactly that you said, installer removes bonuses from *.spl (include from MODs) and enable dedicated tobex option.

BUT later if global option Saving Throw Fix will be changed to 0 by player, i.e. back to original engine way, we lost all bonuses:

1) original saving throw procedure missed bonuses

2) we changed files what bg2fixpack fixed
 




#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



#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 ?




#614673 TobEx AfterLife

Posted by Insomniator on 06 February 2023 - 10:28 AM in ToBEx

Pardon for interrupting your discussions, but just for clarifications: does a BG2 mod NPC which would use the first 4 rare select responses (so Mix mode) need to add itself to BGSNDSET.2DA now?

Yes, if BG2 .CRE was reconfigured to have additional 4 rare selection sounds at offsets 0x1d0-0x1dc, it is enough to add new line at BGSNDSET.2DA with type Mix
 

- and finally, when presented with such a mod, you dismissed it as "non-playable".

Presented mod has wrong documentation, if do what it tells, player gets broken custom music if installed any mods with music
 

Duh, if it was playable, it wouldn't need the feature.
 
Seriously, if you don't want add a feature for some reason, you can just state the reason. For example, you can say "it's a bad feature because of this and that, and will not be added". Or "I would accept a pull request, but I don't want to spend my time on this". It's cool. I do that all the time.

I already wrote about reason, there is no new mods with 44kHz acms, existed 1pp mod has own 44khz implementation. As i see this broken mod prepared for proof-of-concept only, nice, but useless for players, give me reason to add features for broken mods.




#614579 TobEx AfterLife

Posted by Insomniator on 23 January 2023 - 08:14 AM in ToBEx

@eye, @TotoR,

https://www.mediafir...lk_fix.ZIP/file

READY sequence animation restored when walking, just replace dll without reinstalling mod




#614822 TobEx AfterLife

Posted by Insomniator on 15 March 2023 - 10:30 AM in ToBEx

Only recently I learned that the classic BG draining spells do not really work at all the way they are supposed to be. EE uses a series of flags for damage opcode 12 to make spells like Larloch's Minor Drain and Vampiric Touch work properly.


Hi Salk!

 

1) How Maximum HP bonus (18) effect wlll be removed from spwi314b.spl and all other spell files before or after TobEx Afterlife installation? I afraid i cannot track all spell-childs and block this effect if damage effect with new flag detected at other spell, anyway it is possible to block HP effect by spell filename, will works only with original known BG2/bg2fixpack spell filenames (Larloch's Minor Drain, Vampiric Touch,..)

2) EE has Flags field after "Save Bonus", classic bg2 has at same offset Identifier&Prefix fields, what if some existed/modded bg2 *.SPL have garbage at these offsets at Damage effect?




#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



#614921 TobEx AfterLife

Posted by Insomniator on 03 April 2023 - 04:16 AM in ToBEx

BioWare BG2 manual:

Upon casting a time stop spell, the wizard causes the flow of time to stop for one round in the area of effect. Inside the sphere, the caster is free to act for six rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the time clock.

 

1) There are no hints how to interpret the behavior of the time based effects when timestop activated

2) If it is supposed to be literally to official manual, If "flow of time is stopped" in area, there must be no any ticks for already runned effects like damage in this area (engine assume timestop as ON/OFF trigger to all areas)

3) Does NPC's Script/Contingency must be still activated if we influence creature while time stopped?

 

p.s. Changing time-stop breaks the existing game mechanics, so it can be only as optional tweak option.




#612443 TobEx AfterLife

Posted by Insomniator on 07 May 2022 - 09:23 AM in ToBEx

Apologies, the latest file you posted is no longer available. Could you upload it again? I'll see if I can download it later today before I leave town.


https://ufile.io/ubofk97t




#614969 TobEx AfterLife

Posted by Insomniator on 10 April 2023 - 01:22 AM in ToBEx

I've looked at your mod, other things also will not work:

 

@1254   = ~Takes <AMOUNT> <TYPE> damage from <DAMAGER> (<RESISTED> damage resisted)~
@1255   = ~Takes <AMOUNT> <TYPE> damage from <DAMAGER> (<RESISTED> damage bonus)~


 




#612431 TobEx AfterLife

Posted by Insomniator on 04 May 2022 - 06:13 AM in ToBEx

All of a sudden I realize I am not so sure about something so I'd like for you to confirm what I believe. Before installing ToBEx Afterlife the user needs to install ToBEx v26 or v 28, correct?

Yes, i updated first post to clarify