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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




#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...
 




#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.




#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.
 




#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
 




#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




#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



#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"


 




#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




#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
 




#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 ?




#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 ?




#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 ?




#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




#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




#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



#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




#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~



#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