Jump to content


Photo

jastey's dumb questions to the worldmap mod


  • Please log in to reply
5 replies to this topic

#1 jastey

jastey
  • Administrator
  • 3218 posts

Posted 15 December 2019 - 12:19 AM

How exactly does the worldmap mod work - I understand that the idea is to provide a worldmap that is big enough for all areas BG1+BGII+mods.

 

Does it add to the existing information (coordinates, travel links etc.) or does it provide i.e. replace everything? If it replaces, is this due to legacy reasons or was this necessary because the coordinates are shifted etcpp?

 

Why does it include mod information as well. Is this for legay reasons and these mod informations could be removed if the mods were updated accordingly? As it stands, the included mod information seem to overwrite the ones included in the mods itself (also leading to bugs) so getting rid of redundancies would be great.

 

How does adding to the mapicon.BAM work. Do I see it right that every mod that uses custom map icons need their bams to be included into the worldmap's bpbgtmap.bam because the ADD_MAP_ICONS_EE.tpa does not work for original BGII?

Is there a list of mods included and their worldmap icon index numbers?

 

 



#2 weigo

weigo
  • Modder
  • 130 posts

Posted 15 December 2019 - 12:26 AM

The areas and links are brought by the mods themselves and can also be patched by the worldmap.

So there could be redundancies that ends up in bugs or wrong travel times or wrong icons.

 

The mapicons.bam is called BPBGTMAP.bam. There are two version for the classic BGT and the EE version and should have all Icons inside. The v2 has about 170 icons and the v1 has 105 icons.


Modification:

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


#3 jastey

jastey
  • Administrator
  • 3218 posts

Posted 15 December 2019 - 01:34 AM

Thank you!

I realized in the meantime that with the add_map_icons.tpa it is also possible to add icons to the BGT original worldmap, but for the worldmap mod the icon needs to be included into the BPBGTMAPICON.bam because the worldmap mod is installed at the end, so it can't be patched before, for obvious reasons.



#4 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5148 posts

Posted 15 December 2019 - 06:43 AM

Yeah, the worldmap can't be patched ... before other things, so it's just overwriten and then patched if other mods have already been installed.

As the thing is... your standard start could start from BGT, SoS OR NEJ... or even Classic Adventure*. Trying to not fuck up that with patching and you'll soon find out that it might be better to just start from scratch.

 

*the Imp is waving around it's hands showing around the map for the start point.


Edited by The Imp, 15 December 2019 - 06:51 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#5 jastey

jastey
  • Administrator
  • 3218 posts

Posted 15 December 2019 - 11:43 PM

in bp-bgt_worldmap/original/updates I see for example the file "ntotsc_areas.tbl":

Spoiler

 

The only difference to the one included in NTotSC mod itself is that the y-coordinates are off by 1700 each.

 

Why is the y-coordinate off by 1700? The file included in NTotSC itself was meant for the Worldmap mod. Has this to do with the differences in large / huge worldmap? I can't see any hints to that, though and would be grateful for info.



#6 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5148 posts

Posted 16 December 2019 - 05:06 AM

The only difference to the one included in NTotSC mod itself is that the y-coordinates are off by 1700 each.


You can see that it's patched to the current worldmap file correct ? => It's not in it ! Aka, the overwrite the worldmap does is a base line, to which all the other mod changes are summed on top to. It might not matter if you have multiple compatible mods like BGT + NTotSC... but try to put SoS or NEJ using their own cordinates and you'll find yourself SOL.

Isn't the huge just larger than the large ?


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.