Jump to content


Photo

Worldmap v6.4


  • Please log in to reply
35 replies to this topic

#21 dragonian

dragonian
  • Validating
  • 503 posts

Posted 09 January 2007 - 02:30 PM

hm if i don`t want/have time to edit all those locations that i already visited will it matter if i just change the worldmap in mysaved game when i`ll finish BG1 story? As far as i know you cannot go back to BG1 location so it shouldn`t matter. Am i right?

#22 TheWizard

TheWizard
  • Member
  • 354 posts

Posted 11 January 2007 - 02:28 AM

"You're a slacker, McFly!"

Maybe I am a bit, but I finally got around to updating IEGMC with Worldmap v6.4. :blush: Sorry for the delay, folks, I've been a tad busy with the start of 2007. All is well now though, and BTW, Happy Near Year! :)

Original Characters and Creatures - http://www.iegmc.org/dnd


#23 Azazello

Azazello

    The Anti-Spammer

  • Staff
  • 1912 posts

Posted 11 January 2007 - 03:23 AM

hm if i don`t want/have time to edit all those locations that i already visited will it matter if i just change the worldmap in mysaved game when i`ll finish BG1 story? As far as i know you cannot go back to BG1 location so it shouldn`t matter. Am i right?

You can go back to the Sword Coast (without using CLUA) if you have NEJ installled.

Replacing the map after BG1, give it a try. It might not work because the map incorporates both BG1 & BG2 locations, i.e. it's not two separate maps for both parts of the game.

#24 dragonian

dragonian
  • Validating
  • 503 posts

Posted 11 January 2007 - 03:26 AM

Yeah i understand that but when i`ll start BG2 part of the game there will be no locations revealed on the BG2 part of the Worldmap and the ones in BG1 part i don`t need so i think it should work(i don`t have NEj installed, i`ll play it later as stand alone as Vlad suggests)

#25 weigo

weigo
  • Modder
  • 130 posts

Posted 17 January 2007 - 09:54 PM

Here is a instruction for all the mod makers who wants to use the Big Worldmap.
Erebusant wrote a great "Modmakers Guide to Worldmap v6 Compatibility"! :cheers:

One small change,because there was an END missung.
Attached File  Worldmap_v6_Modmakers_Instruction_Guide.doc   37K   267 downloads

Edited by weigo, 18 January 2007 - 09:26 PM.

Modification:

BP-BGT-Worldmap-v6.6 (Download)


#26 King Diamond

King Diamond

    Give Me Your Soul...Please

  • Modder
  • 1430 posts

Posted 20 January 2007 - 09:35 AM

I realized that v6.4 is based on SoA/ToB links table that absolutely doesn't match the fixed one from the FixPack.
So I've "fixed" it once again (did that for a previous FixPack Beta too :rolleyes: ).

This one must be included and I guess new v6.5 should be released.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#27 dragonian

dragonian
  • Validating
  • 503 posts

Posted 20 January 2007 - 12:39 PM

you mean that the 6.4 won`t work properly in BG2 with fixpack?

#28 Rock

Rock
  • Member
  • 43 posts

Posted 20 January 2007 - 02:39 PM

you mean that the 6.4 won`t work properly in BG2 with fixpack?



Also will new game need to be started ?

Edited by Rock, 20 January 2007 - 02:41 PM.


#29 weigo

weigo
  • Modder
  • 130 posts

Posted 20 January 2007 - 11:47 PM

The next version v6.5 is in progress. There are graphical changes in the worldmap, so we need some more time.

Modification:

BP-BGT-Worldmap-v6.6 (Download)


#30 Azazello

Azazello

    The Anti-Spammer

  • Staff
  • 1912 posts

Posted 21 January 2007 - 07:08 PM

The 6.4 upload is not a clean copy. Someone's files are in the Backup folders, meaning that if you uninstall, all those files will get dumped to override. Testing version, perhaps?

Hope the 6.5 version is a clean copy.


Oh yeah, KD let me be the first to say - don't know what the hell you're talking about. Is your TP2 required for BG2-Fixpack or for a MegaInstall? So what's the deal with the TP2 included with the mod - when is it valid??

Gonna stick with 6.3 until there's more clarity on the new version.

Edited by Azazello, 21 January 2007 - 07:14 PM.

"I gladly simp for jastey" -- Aza
==========================================================
"You ever notice that "What the hell?!" is the answer to just about everything?"
==========================================================

"Girls are like phones, they like to be held and talked too, but if you press the wrong button, you will be disconnected!" DJ Nikodemus
================================================================
Community Contributions
* Level 1 NPCs * gMinion: expanded TP2 for MegaInstalls * PSM (PSQM): expanded scripts for Melanthium * Shar Nadal (DSotSC-BGT) revision * non-detectable Cloak of Non-Detection ?? * Weimer's-Tactics: revised TP2 for MegaInstalls * a directory of Mega-Installation Guides *

   
   
   


#31 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 21 January 2007 - 07:44 PM

The 6.4 upload is not a clean copy. Someone's files are in the Backup folders, meaning that if you uninstall, all those files will get dumped to override. Testing version, perhaps? Perhaps. In the mean time til v6.5 comes out with the Icewind Dale insert, just delete the backup folder before installing the Worldmap.

Hope the 6.5 version is a clean copy.


Oh yeah, KD let me be the first to say - don't know what the hell you're talking about. Is your TP2 required for BG2-Fixpack or for a MegaInstall? So what's the deal with the TP2 included with the mod - when is it valid?? The tp2 included with the mod is valid if you use Baldurdash Weidu v1.5.

From the BG2 Fixpack tp2:

///// \\\\\

///// area fixes \\\\\

///// \\\\\

// adds new entrance points to wmp areas that don't have one already (second half of wmp fixes)

COPY_EXISTING

~ar1700.are~ ~override~

~ar1800.are~ ~override~

~ar2500.are~ ~override~

~ar2600.are~ ~override~


PATCH_IF ("ar1700" STRING_COMPARE_CASE ~%SOURCE_RES%~ = 0) BEGIN

SET "x_coord" = 3375

SET "y_coord" = 142

END ELSE

PATCH_IF ("ar1800" STRING_COMPARE_CASE ~%SOURCE_RES%~ = 0) BEGIN

SET "x_coord" = 1325

SET "y_coord" = 56

END ELSE

PATCH_IF ("ar2500" STRING_COMPARE_CASE ~%SOURCE_RES%~ = 0) BEGIN

SET "x_coord" = 404

SET "y_coord" = 125

END ELSE

PATCH_IF ("ar2600" STRING_COMPARE_CASE ~%SOURCE_RES%~ = 0) BEGIN

SET "x_coord" = 3856

SET "y_coord" = 115


END

WRITE_LONG 0x6c ("%ent_num%" + 1)

INSERT_BYTES "%ent_off%" 0x68

WRITE_ASCII "%ent_off%" ~CDExit~ // entrance name

WRITE_SHORT ("%ent_off%" + 0x20) "%x_coord%"

WRITE_SHORT ("%ent_off%" + 0x22) "%y_coord%"

PATCH_IF NOT ("%actor_off%" < "%ent_off%") BEGIN

WRITE_LONG 0x54 ("%actor_off%" + 0x68)

END

The tp2 KD posted should be used anytime you have BG2 Fixpack installed.


Gonna stick with 6.3 until there's more clarity on the new version.


Edited by erebusant, 21 January 2007 - 07:48 PM.

It takes a village...


#32 Azazello

Azazello

    The Anti-Spammer

  • Staff
  • 1912 posts

Posted 21 January 2007 - 08:15 PM

Thanks, that is very helpful info.

Another issue, which has seem to stick to worldmap mod since the beginning: please be consistent in the naming convention - BP-BGT_Worldmap vs. BP-BGT-Worldmap.

The Setup and TP2 files and the mod folder have to match in name. I can already see that inside the TP2 there is mismatching.

This causes no end of installation/troubleshooting headaches.

#33 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 21 January 2007 - 08:40 PM

Thanks, that is very helpful info.

Another issue, which has seem to stick to worldmap mod since the beginning: please be consistent in the naming convention - BP-BGT_Worldmap vs. BP-BGT-Worldmap.

The Setup and TP2 files and the mod folder have to match in name. I can already see that inside the TP2 there is mismatching.

This causes no end of installation/troubleshooting headaches.





The Setup.exe and the .tp2 ARE named the same. It doesn't matter what is inside the .tp2. The installation folder could be named "Map of the Upper Nile" for all it matters as long as the .tp2 calls for it's location. If you think that kind of mismatching is bad, you'll really enjoy the tph within the tp2 part,,,, :)

It takes a village...


#34 King Diamond

King Diamond

    Give Me Your Soul...Please

  • Modder
  • 1430 posts

Posted 22 January 2007 - 01:27 AM

you mean that the 6.4 won`t work properly in BG2 with fixpack?


I mean that the .tp2 from v6.4 contains incomplete SoA/ToB links table. And, as far as WM mod rebuilds WMP from scratch, if you install it the resulting Worldmap will be incomplete and bugged as in the original game.

I've posted .tp2 that produces the same Worldmap as G3FixPack does - fixed, correct one.

All is necessary for v6.3 right now is to use my .tp2 instead its own.

And of course it's necessary to start new game (or substitute WMP in a save game) to let it take effect - as usually with any updated Worldmap.

P.S. All mods related entries is a different question. I'm trying to sort that out right now, because (sorry) I really don't like erebusant's "everything-to-everything" links building approach.... :doh: :P

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#35 Azazello

Azazello

    The Anti-Spammer

  • Staff
  • 1912 posts

Posted 24 January 2007 - 08:43 AM

My party traveled from NE district in BG city to Central district - and had a random wilderness encounter!

#36 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 25 January 2007 - 05:22 PM

My party traveled from NE district in BG city to Central district - and had a random wilderness encounter!





Fixed for the 6.5 release. Thanks for the report.

It takes a village...