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Sam.

Member Since 10 Jun 2008
Online Last Active Today, 04:30 PM

Posts I've Made

In Topic: Classic Adventures New Homepage

26 September 2021 - 06:39 AM

What say you to hosting this on GitHub so you don't need to pay to host your code?
In our case, GitHub is not a good fit:
  • GitHub Pages does not support PHP, which our site uses.
  • Our site has a private workroom section, which I don't think GitHub directly supports.
  • We have a number of files on our site that exceed GitHub's max file size.

In Topic: BG2 Improved GUI

11 September 2021 - 07:26 PM

My biggest complaint in such hard modes is the huge level increase (e.g. Level +12).  This makes abilities like Turn Undead virtually useless.  I pretty much only play the EEs these days (so my opinion is void here), but I've always wanted a HoF/LoB mode without these huge level increases.


In Topic: SHS Suggestions and Problems Thread

04 August 2021 - 04:24 PM

Why keeping the main site when only the forum is updated? If someone pays attention only to the site they'll think this place is dead, it'd be better to remove the site and redirect to the forum instead.


93833-burn-the-witch-gif-monty-pytho-gqr

 

SHS is in a poor enough state as-is.  Deleting assets/capability would be another huge step in the wrong direction.


In Topic: How to Import NWN1 Red Dragon animation to BGII:EE, 3ds Max/Gmax+NWmax

12 July 2021 - 06:36 PM

 
EE engine will let you play animation frames of almost any size (limit might be < 1024x1024). Doing this for 4-part and 9-part split animations eliminates the lines between the parts and doesn't produce any lag when playing the normal animations on my machine. Haven't tested how lag might be affected by mirror image or protection from evil by doing this.

 

But when dragon is as single animation his casting glow appears somewhere between his legs, also dragon breath animation  (SPRDRABU.BAM) starts somewhere from his legs, i do not see any option to adjust position for casting glows along y / z axis. It looks like multi_new type animations does not support one-piece animation, animation will not display in the game, it looks like minimum are 4 or 9 quadrants.

Ini setting like quadrants= is completely ignored by game, it looks like 1200+ animations automatically set quadrants to 9, and 1300+ are 4 quadrants animations.

Then you are doing it wrong.

Attached File  Baldr000.png   1.28MB   33 downloads

Try these.  No change of slot type necessary.  I'm interested to know how the lag tests go.

Attached File  mdr1.rar   17.56MB   27 downloads


In Topic: How to Import NWN1 Red Dragon animation to BGII:EE, 3ds Max/Gmax+NWmax

10 July 2021 - 10:40 AM

EE engine will let you play animation frames of almost any size (limit might be < 1024x1024).  Doing this for 4-part and 9-part split animations eliminates the lines between the parts and doesn't produce any lag when playing the normal animations on my machine.  Haven't tested how lag might be affected by mirror image or protection from evil by doing this.