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#485899 stale note on downloads page?

Posted by lac on 24 April 2010 - 10:48 PM in PS:T UB

http://www.shsforums...ds&showfile=648

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



#486114 which parts of the fixpack edit torment.exe?

Posted by lac on 28 April 2010 - 02:05 AM in PS:T Fixpack

A while ago I found a very nice C program that patches all infinity engine games to disable the CD check altogether, so I can play my games on my laptop which doesn't have a CD drive. The program goes along and checks before it writes things to make sure that the locations it wants to modify has the values in it that it expects. Something in the Ultimate Fixpack is modifying torment.exe so that when the program tries to do its stuff, it finds values it is not expecting, and gives up.

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.



#486211 Known Issues v4.1 (post bug reports here)

Posted by lac on 29 April 2010 - 10:59 AM in PS:T Fixpack

I'm not sure if this is the right place to post this, since this is something I have always considered a bug in the original game, not a bug in the part that you added, but I think that when you work for Craddock for a shift a certain amount of time should pass. And TNO should heal.

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.



#486260 Known Issues v4.1 (post bug reports here)

Posted by lac on 30 April 2010 - 03:35 AM in PS:T Fixpack

Wow. There _really is_ a streaming blade for Dak'kon. And all these years I thought it was a myth because despite being exceptionally nice to Dak'kon who is one of my favourite NPCs of all games, all times, I never ever saw it. Thank you so much. :)

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.



#486266 unbroken circle tattoo?

Posted by lac on 30 April 2010 - 06:38 AM in PS:T UB

According to http://shrines.rpgcl...e/tattoos.shtml this tattoo was removed from the release, as well as a different tattoo called 'the tattoo of the Deceiver'.  If this site is correct, and you planned to reinstate this tattoo, then I've found a bug -- I just completed the circle of Zerthimon, and it is not for sale in Fell's shop.



#486291 Elyce quest -- 2 questions

Posted by lac on 30 April 2010 - 10:17 AM in PS:T UB

1. The only stat that matters for this is charisma, correct?  My charisma 8 character was unable to talk them out of it, while a charisma 12 one had no problems.

2. Is there any way you could set things up so that Elyce doesn't bother you with her problem if you are in the middle of killing hive thugs, for example the ones who stole Poriphon's necklace?



#486326 SHS Suggestions and Problems Thread

Posted by lac on 30 April 2010 - 09:54 PM in Directives from the Director

For 2 days now I have been getting this error when trying to search here.

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.



#486332 Known Issues v4.1 (post bug reports here)

Posted by lac on 30 April 2010 - 11:49 PM in PS:T Fixpack

Not sure if this is the correct place with this, but there is a bug with Anna's banters from before she joins your party. Sometimes she is in the middle of one banter when she starts another one, giving you the effect that she is saying two different things at the same time.



#486344 minor bug in stackable items

Posted by lac on 01 May 2010 - 03:28 AM in PS:T Tweaks

If a character gives items he is carrying to another party member, they go into a fresh inventory slot and do not stack with the existing ones that other party member already was carrying.



#486469 Known Issues v4.1 (post bug reports here)

Posted by lac on 03 May 2010 - 12:25 AM in PS:T Fixpack

When is 'daytime' in the Hive vs nighttime? I think I have found a restore game bug, where if you load this save, you get daylight. The first time you exit the area it becomes dark. 1:48 am seems a very odd time for darkness to fall, but then I'm used to living in a globe with 'sun visible' times centred roughly around noon. How does Sigil do this, and if this is a bug would you like a save?

Hmm. It's actually a bit weirder than that. The timestamp on the savegame says 16.48 pm, which doesn't match the time on the clock. And its a bug related to the quickload, not just loading. At any rate, when I quickload this save, I have the behaviour mentioned above. When I load wmy quicksave (same file) via the load interface, I get darkness, and it stays dark.



#486476 Elyce quest -- 2 questions

Posted by lac on 03 May 2010 - 01:52 AM in PS:T UB

If you talk to Elyce your dialog option is something like: 'I will go talk to them right now.' But you need charisma 12 to talk them out of fighting.  (At least if you talk to Tarin.  It had not occurred to me until right now that talking to the other one might need a different value in charisma, which is possible.)  Thus my poor charisma 7 character had to save up the coppers for 2 charisma tattoos (worth
+3) and go up two levels putting the resulting stat point into char.  Which meant that the two hostile characters spent _6 days_ insulting each other, waiting for me to talk to them.

Now this was certainly convenient for me, but I am not sure this is how we would like the quest to run.  At the very least, I think that saying that you are going to talk to them 'right now' and then ignoring them should make you more chaotic. But surely they should go after each other with knives after a certain amount of time has passed?



#486499 Known Issues v4.1 (post bug reports here)

Posted by lac on 03 May 2010 - 07:21 AM in PS:T Fixpack

re stackable items -- any reason that the rusty daggers don't stack?



#486591 Elyce quest -- 2 questions

Posted by lac on 04 May 2010 - 01:02 AM in PS:T UB

testing -- 18 str wasn't enough to intimidate Ma'eth.



#486605 Known Issues v4.1 (post bug reports here)

Posted by lac on 04 May 2010 - 04:54 AM in PS:T Fixpack

re AD&D rules about spells per level:

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.



#486637 A giant skeleton in the mortuary ignores me

Posted by lac on 04 May 2010 - 08:18 PM in PS:T Fixpack

I started a new game to check something, with a character with only 8 intelligence. I proceeded to do things in the Mortuary, and went downstairs, and got the tome of Bone and Ash. I began work destroying the skeletons. To destroy the first one I needed to refer to the tome, as expected.
For the second one I could just remember what I had done with the first one, so just start with trying to dispell the enchantment -- also expected. Destroying the second giant skeleton made TNO go up one level, which I took and placed a skill point in int. Destroying the third went precisely as destroying the second (except that Morte went up a level). But I couldn't initiate a dialog with the fourth giant skeleton. I saved my game, and on reload I could -- but it was as if this was the first giant skeleton I had seen -- I had to examine it, and its armour, and refer to the tome again.

I have that save, should anybody want it. When I went back to an earlier save,(the autosave before going downstairs) the problem did not reoccur.



#486638 minor bug in stackable items

Posted by lac on 04 May 2010 - 08:53 PM in PS:T Tweaks

Also, when running around the mortuary in Act 1, collecting clot charms from containers, they mostly do not stack when you pick them up.  YOu can drop them on each other in your inventory and make them stack, though.  I will keep watch and see if this is a general 'do not stack when picked up from a container problem'.



#486660 minor bug in stackable items

Posted by lac on 05 May 2010 - 07:28 AM in PS:T Tweaks

There is something inconsistent, though, at least for me bandages are stacking when you pick them up from containers.  I'd definitely agree that it is minor, though.



#486673 Known Issues v4.0 (post bug reports here)

Posted by lac on 05 May 2010 - 10:26 AM in PS:T Fixpack

I am getting the odd crash to desktop when I try to use a store.  My current theory is that if my mouse pointer is over where new floating text is about to be written, the game crashes.  But this may be just a coincidence for the last 2 crashes.



#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.



#486740 Known Issues v4.1 (post bug reports here)

Posted by lac on 06 May 2010 - 07:52 AM in PS:T Fixpack

re: crash to desktop

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.



#486770 Known Issues v4.1 (post bug reports here)

Posted by lac on 06 May 2010 - 01:32 PM in PS:T Fixpack


re: crash to desktop

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.


do you have a Dr. Watson crashlog or Inspector IIXII one? It could help scient and paul to fix the problem. ;)


Definitely Dr Watson is talking with me about do I want to send things to Microsoft. So I assume there is one someplace, but my skills at using windows -- which I only use to play games with -- are so non-existant that I don't know how to find such a crashlog. I'd be happy to send one if somebody could explain to me how to do it, or point me at a url that explains the same.



#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.



#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'. :)



#486822 A thank you, a comment, a question

Posted by lac on 07 May 2010 - 09:37 AM in PS:T UB

Many, many spells are missing linebreaks. For instance, in Dak'kon's level 1 list, 'reign of anger' and 'scripture of steel' are misformatted, while 'submerge the will' and 'vilquar's eye' format properly. Is this a widescreen bug as well?