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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




#614363 Update announcements

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

.




#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
 




#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




#614911 TobEx AfterLife

Posted by Insomniator on 01 April 2023 - 10:27 AM in ToBEx

Hi WanderingScholar

It might be beyond the scope of TobEx, but I always thought it be nice if we could get a time stop spell that actually stops time. It's really a mass paralysis that still allows frequency based effects to persist and "tick" throughout it's duration. I've no idea what it would take to correct this behavior or if it's even possible.

Can you give examples of these things ?




#612607 TobEx AfterLife

Posted by Insomniator on 04 June 2022 - 04:26 AM in ToBEx

Salk

would you be so kind as to perhaps give users general instructions about the installation order for ToBEx AfterLife?

 

ToBEx is generally recommended to be installed first. So many users might think that just after installing the game and ToBEx (v26 or v28), it is time to install ToBEx AfterLife. But from what I understand, that is not what you suggest, right?


In last version i added new optional component (back improved invisibility saving bonuses to original state), this component is tricky, it revert back one of bg2fixpack feature and must be installed after bg2fixpack. This is only one requirement to installation order.

 

I plan to revise this component to keep installation order independ, so AfterLIfe can be installed first or last, no matter




#614668 TobEx AfterLife

Posted by Insomniator on 06 February 2023 - 02:08 AM in ToBEx

Anyway, here's a packaged mod. Now is it real?


Same name as existed public mod, same version, same author, different content.

Non-playable hack, is there better try ?




#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
 




#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




#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
 




#614720 TobEx AfterLife

Posted by Insomniator on 15 February 2023 - 02:58 AM in ToBEx

Hi MikeX

is it possible for you to decipher this message (and similar ones, that I get from time to time):

 

ASSERTION FAILED! Return Address: 0x9892C8 File: ChDataTypes.cpp Line: 1591 Expression: !(x >= pBitmapInfoHeader->biWidth || x < 0 || y > pBitmapInfoHeader->biHeight || y < 0) Message: (null)


This is assertion check in original engine, CResBitmap::GetPixelColor(), i think problem with some .BMP or .BAM, unfortunately filename not saved in structure, there is no simple way to fix it




#614572 TobEx AfterLife

Posted by Insomniator on 22 January 2023 - 01:46 PM in ToBEx

Hi eyre

Can you explain what is "walk on site", previous dest point ?

For what it's worth, I posted this issue back in August:

Sorry, i missed your post

 

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 ?


The actors play "walk animation" but without moving for 1s or 2s and then walk to destination point.


Confirm bug, just wait for fix.

In one of change i removed unnecessary transition to READY state, probably this led to regression




#612634 TobEx AfterLife

Posted by Insomniator on 17 June 2022 - 08:13 AM in ToBEx

Updated  to v29.11
Added: Externalise Animation Config Override new columns
Added: Enable Off Hand Weapon BG1 Animation
Added: Enable Robe Armor Sound
Added: Reset Idle Timer After Weapon Equipped
Added: Weapon Speed Fix
Added: Party Bumpable When Moving
Added: Saving Throw Improved Invisible Bonus
Removed: Improved Invisibility saving throws +4 bonuses from patched spells
 
After removing last option, no more mod installation order dependies, TobEx AL can be installed before and after any mod. New versions of Infinity Sounds/Infinity Animation (if they will released) require TobEx AL installed first.




#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




#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.




#614968 TobEx AfterLife

Posted by Insomniator on 10 April 2023 - 01:06 AM in ToBEx

Hi Salk

Maybe the <TYPE> token does not exist in classic Baldur's Gate 2?


It doesn't, only <DAMAGER>/<AMOUNT>/<DAMAGEE> supported

Improved GUI has option to show type of damage, but it hardcoded and just extend "<AMOUNT>" to "<AMOUNT> ZZZ"

ZZZ:

@9509 = ~fire~
@9510 = ~piercing~
@9511 = ~slashing~
@9512 = ~crushing~
@9513 = ~missile~
@9514 = ~electricity~
@9515 = ~cold~
@9516 = ~magic~
@9517 = ~acid~
@9518 = ~poison~
@9519 = ~magical fire~
@9520 = ~magical cold~
@9521 = ~nonlethal~



#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.




#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




#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?




#614649 TobEx AfterLife

Posted by Insomniator on 01 February 2023 - 03:51 PM in ToBEx

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


Here you go.


where is released and properly hosted MOD with such files ?




#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.




#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


 




#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)~


 




#614639 TobEx AfterLife

Posted by Insomniator on 01 February 2023 - 08:25 AM in ToBEx

  • Added: 44Khz Sound Mixer Frequency
So now it can play 44kHz acms properly?

Never seen proper 44Khz acm, acms from 1pp HQ Music Packs is "broken", they have 22kHz header and 44kHz body, to play such acms still need their special patch and resample any existed acm to 44kHz