Jump to content


Photo

My notes and comments from FFT (Spoilers)


  • Please log in to reply
27 replies to this topic

#21 Miloch

Miloch

    Barbarian

  • Modder
  • 6573 posts

Posted 18 August 2011 - 11:08 PM

First i encounter little Deja-vu (I had previously 20h traveltime to Waukeen's Promenade) WHAT??? 8 hours traveltime to Government District Westside. Well this isn't a big thing hardly worth mentioning.

I think it is worth mentioning, because others have brought it up and I'm not quite sure we understand it fully. Can you give some specifics, like travel times before and after the mod? Which areas were you going from and to, what were the times before and after installing the mod? Also, attaching your worldmap.wmp from before and after installing FFT might help (preferably before being without mods like TotDG which use the same worldmap code).

I think I can guess where this is happening, but no clue why. Other than possibly some glitch in the sc#addWmpAre function in WeiDU (same as the wmp/worldmap.tph macro in FFT). As it says, you set the tTime variable in tp2 code to "the area?s travel time in hours * 4 (so 2 = 8 hours)". Not sure if that math makes sense but anyway, it shouldn't be more than 8 hours for FFT as I don't see it getting set to more than 2 anywhere. All I can think is the function bombs when updating all the other travel times or something? Hard for me to tell, because code like that looks like hieroglyphics to me - maybe someone like Wisp could figure it out (SConrad wrote it but he's been missing for a while).

Doesn't that ring work that's too bad you can never have too many unique item. Ring has to be fixed and leave it there so that packrats like me can rejoice another new item.

Can't really do that, because it's used on the rabbit familiar (famrab.cre). Its sole purpose seems to be to prevent your rabbit from thieving (disables the thief skill button) because we all know what nimble fingers those rabbits have got. Of course, it could be cloned to another object and stuck there, if your sole goal is to carry around unique but useless cruft :P.

None of those YSELPARA.####.CRE doesn't have that generic script only in YS0382.ARE actor YSELPARA.CRE has it. When i CLUAConsole YSELPARA.CRE then the dialogue works ok.

That is odd, maybe those area actor script fields do something we don't understand (and isn't documented in the IESDP) like trigger only on OnCreation()? Hard to tell without a reverse engineer like Ascension64. Though you could possibly test by clearing those fields in the area file and entering the area again from a save before you visited it. You can do that in NI but DLTCEP has a very nifty "Clear fields" button on the Actors tab - unfortunately it also clears the Animation which isn't really used but is handy for reference if nothing else (then again we thought the script fields weren't used either... I could write a few lines of code to clear all those fields in the FFT areas, though Yovaneth could probably do it with 3 minutes of DLTCEPing, if he isn't totally bogged down with modding Witcher 2 or something... :ph34r:)

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#22 Yovaneth

Yovaneth

    The newly-appointed Master Builder of Baldur's Gate

  • Modder
  • 3058 posts

Posted 19 August 2011 - 01:48 AM

He's actually considerably bogged down with the code for an approach/land system for a flight simulator addon - which is why I haven't been over-active in Balduran's Seatower recently. Damn autopilot keeps ignoring the algorithm which tells it when to turn into the approach path...:angry:

I'm done with coding stuff for the Witcher 2.

What do you need doing to ys0382.are exactly?

-Y-

Edited by Yovaneth, 19 August 2011 - 01:54 AM.


#23 micbaldur

micbaldur

    Retired Perkele, Ultimate BWP player

  • Member
  • 1692 posts

Posted 19 August 2011 - 07:27 AM

I think it is worth mentioning, because others have brought it up and I'm not quite sure we understand it fully. Can you give some specifics, like travel times before and after the mod? Which areas were you going from and to, what were the times before and after installing the mod? Also, attaching your worldmap.wmp from before and after installing FFT might help (preferably before being without mods like TotDG which use the same worldmap code).

I think I can guess where this is happening, but no clue why. Other than possibly some glitch in the sc#addWmpAre function in WeiDU (same as the wmp/worldmap.tph macro in FFT). As it says, you set the tTime variable in tp2 code to "the area?s travel time in hours * 4 (so 2 = 8 hours)". Not sure if that math makes sense but anyway, it shouldn't be more than 8 hours for FFT as I don't see it getting set to more than 2 anywhere. All I can think is the function bombs when updating all the other travel times or something? Hard for me to tell, because code like that looks like hieroglyphics to me - maybe someone like Wisp could figure it out (SConrad wrote it but he's been missing for a while).

Uh Oh... :blink: of course wait no... :wacko: Well you probably don't mean me. :P

Can't really do that, because it's used on the rabbit familiar (famrab.cre). Its sole purpose seems to be to prevent your rabbit from thieving (disables the thief skill button) because we all know what nimble fingers those rabbits have got. Of course, it could be cloned to another object and stuck there, if your sole goal is to carry around unique but useless cruft :P.

Well i have all unique items from start of BG1 with me. :P Praise god was it Ardenor (maybe or someone else like Kwiat_W) for packmule. :Bow: Ooh shiny one. :Tasty:

That is odd, maybe those area actor script fields do something we don't understand (and isn't documented in the IESDP) like trigger only on OnCreation()? Hard to tell without a reverse engineer like Ascension64. Though you could possibly test by clearing those fields in the area file and entering the area again from a save before you visited it. You can do that in NI but DLTCEP has a very nifty "Clear fields" button on the Actors tab - unfortunately it also clears the Animation which isn't really used but is handy for reference if nothing else (then again we thought the script fields weren't used either... I could write a few lines of code to clear all those fields in the FFT areas, though Yovaneth could probably do it with 3 minutes of DLTCEPing, if he isn't totally bogged down with modding Witcher 2 or something... :ph34r:)

Maybe I could test this later tonight, i have archive saves before entering each major areas. First i have to get a new power supply, my old one died and this spare one is too weak to play.

Edited by micbaldur, 19 August 2011 - 07:29 AM.

CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#24 Miloch

Miloch

    Barbarian

  • Modder
  • 6573 posts

Posted 20 August 2011 - 12:50 AM

What do you need doing to ys0382.are exactly?

From the sound of it, all the areas should have their scripts cleared on the actor tab. It's a question of whether you want it done with a few lines of code or a few minutes of tedious DLTCEP work. But it would be nice if micbaldur could test it to see if that actually is the issue.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#25 Yovaneth

Yovaneth

    The newly-appointed Master Builder of Baldur's Gate

  • Modder
  • 3058 posts

Posted 20 August 2011 - 02:17 AM

Got it - the problem was only in the most obvious place. yselpara.cre is all correct but the actor script field in ys0382.are is NOBWBAZ.BCS. Fixed.

-Y-

#26 micbaldur

micbaldur

    Retired Perkele, Ultimate BWP player

  • Member
  • 1692 posts

Posted 21 August 2011 - 08:44 PM

Great job for taking care of bug business. :coolthumb:

Again thanks for this great addition for BG experience. Rare treat nowadays to have such great quality mod.

Eagerly waiting for your next big mod. :cheers:

CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#27 Miloch

Miloch

    Barbarian

  • Modder
  • 6573 posts

Posted 22 August 2011 - 01:42 AM

I think it is worth mentioning, because others have brought it up and I'm not quite sure we understand it fully. Can you give some specifics, like travel times before and after the mod? Which areas were you going from and to, what were the times before and after installing the mod? Also, attaching your worldmap.wmp from before and after installing FFT might help (preferably before being without mods like TotDG which use the same worldmap code).

Uh Oh... :blink: of course wait no... :wacko: Well you probably don't mean me.

Actually yeah, that first part was for you :P. The second part was for modders who might have more of a clue than I do - probably will need both to fix this.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#28 micbaldur

micbaldur

    Retired Perkele, Ultimate BWP player

  • Member
  • 1692 posts

Posted 22 August 2011 - 02:23 PM

I think it is worth mentioning, because others have brought it up and I'm not quite sure we understand it fully. Can you give some specifics, like travel times before and after the mod? Which areas were you going from and to, what were the times before and after installing the mod? Also, attaching your worldmap.wmp from before and after installing FFT might help (preferably before being without mods like TotDG which use the same worldmap code).

Uh Oh... :blink: of course wait no... :wacko: Well you probably don't mean me.

Actually yeah, that first part was for you :P. The second part was for modders who might have more of a clue than I do - probably will need both to fix this.

Ok i try.

Here are the current traveling times from x to government District Westside and from Government District Westside to x.
Spoiler


They are same both ways in and out.

Two exception. When leaving Orgoth's Tower i end up to Riatavin (normal behavior) and when leaving Brimstone Bridge you end up to Central Hlondeth (normal behavior).

Here are the WORLDMAP.WMPs.

From bif:
Attached File  WORLDMAP_bif.WMP.zip   389.54K   169 downloads

From save:
Attached File  WORLDMAP_save.WMP.zip   389.54K   166 downloads

Note! These aren't zip files. Remove the .zip from file name. I can't attach .wmp files.

So these are current traveling times. After all the mods are installed and gamed biffed.

Getting those pre-install traveling times are much hard for me to get without re-installing. Is there any other way getting those i don't know?

For now at least these are here. I look into those pre-install traveltime time later.

Hope at least this info is helpful.

Yours always BWP playing Micbaldur. :D

CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible