[BP-NEJ] Problems with the Shade Lord?
#1
Posted 20 September 2004 - 03:14 PM
i've fixed it in my own install, but if someone else has had it, then i'll include it in the upcoming patch. if not - and i've not seen it reported anywhere - i'll just write it off as an artefact of my current install.
"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||
#2
Posted 20 September 2004 - 03:20 PM
The great wolf Fenrir gapes ever at the dwelling of the gods.
#3
Posted 20 September 2004 - 03:27 PM
maybe we should just draw a line under what we've got and get the thing out?
"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||
#4
Posted 20 September 2004 - 03:34 PM
The great wolf Fenrir gapes ever at the dwelling of the gods.
#5
Posted 20 September 2004 - 04:15 PM
"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||
#6
Posted 20 September 2004 - 05:24 PM
*Draws a new line.* Check your PM.err, you might want to ignore the PM i just sent then - it kinda erases the line somewhat...
The great wolf Fenrir gapes ever at the dwelling of the gods.
#7
-Chev_at_work-
Posted 20 September 2004 - 07:11 PM
#8
Posted 20 September 2004 - 08:19 PM
It will work for every incarnation of BP. The BGT v1.14 patch has many fixes already in BP-BGT. The rest will have to wait for another patch.Is this a fix pack just for BP or a BP/BGT/NeJ? If you are including BGT have you included Bardez's Fixes in the 114 patch?? Maybe his wondering merchant? The 114 patch was not not approved for use with BP, but I think many of the fixs would be.
The great wolf Fenrir gapes ever at the dwelling of the gods.
#9
Posted 20 September 2004 - 10:56 PM
Edited by Vlad, 20 September 2004 - 11:01 PM.
#10
Posted 20 September 2004 - 11:01 PM
I thought I fixed that 2 patches ago. *grumbles*The problem is not a script but animation. I think we have already discussed it many times. The BLACK_LICH animation used by SL is reserved for another creature in NeJ. For more details please look at my forum boards.
Edit: No, you're right Vlad. It seems that this bug has come back to haunt us. (It's not the first bug to come back from the dead lately.) Cheers.
The great wolf Fenrir gapes ever at the dwelling of the gods.
#11
Posted 20 September 2004 - 11:05 PM
Hlid do you have the updated version of your ANIMATE.IDS? It becomes more problematic when I release NeJ second addition where i've added many IWD animations. This is only the compatibility problem we may have as I've already worked out the BP-BGT map.
Edited by Vlad, 20 September 2004 - 11:08 PM.
#12
Posted 20 September 2004 - 11:10 PM
The great wolf Fenrir gapes ever at the dwelling of the gods.
#13
Posted 20 September 2004 - 11:15 PM
Anyway could you send me your ANIMATE.IDS from BP-BGT-NeJ? Then I'll try to change that of mine if I could alter some animations.
#14
Posted 21 September 2004 - 04:07 AM
given that i'm getting tired of having to do hard-reboots after each unsuccessful test, could someone put me out of my misery and post a functioning version of SHADEL.CRE here?
cheers in advance...
[EDIT] don't worry, i've got it fixed. you can colour me cranky, though
Edited by seanas, 21 September 2004 - 04:43 AM.
"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||
#15
Posted 21 September 2004 - 05:34 AM
#16
Posted 21 September 2004 - 06:28 AM
v2 of the s_and_h patch will most likely include this fix with a check to see if NEJ is installed first.
"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||
#17
Posted 21 September 2004 - 10:39 AM
Attached Files
The great wolf Fenrir gapes ever at the dwelling of the gods.
#18
Posted 21 September 2004 - 11:28 AM
0xEC00 IC_WIGHT
0xEC10 IC_WIGHT2
0xEC20 IC_WIGHT3
[EDIT] Also how could I check whether user's ANIMATE.IDS contains all the entries we have or we have to add the missing entries to his file? For example, while you have two entries for beetles, and I have all the four of them in my ANIMATE.IDS, the beetles do not appear in the original ToB ANIMATE.IDS file at all. Is it better just to supply my own ANIMATE.IDS which is the most complete one with the installation package than to update the user's file with new entries?
Edited by Vlad, 21 September 2004 - 11:42 AM.
#19
Posted 22 September 2004 - 07:36 AM
Good point. I would like to see a master IDS file for each file that we can all use. There are so many creature animations from IWD and IWD2 that I would like to see added in. The problem I see is that we need to have modders check to see if that "master" is already in place before they touch it or replace it.Thanks hlid. There are 12 new entries I've added from IWD. What would be the code in TP2 file to add new entries in ANIMATE.IDS? For example how would you add the following entries to ANIMATE.IDS:
0xEC00 IC_WIGHT
0xEC10 IC_WIGHT2
0xEC20 IC_WIGHT3
[EDIT] Also how could I check whether user's ANIMATE.IDS contains all the entries we have or we have to add the missing entries to his file? For example, while you have two entries for beetles, and I have all the four of them in my ANIMATE.IDS, the beetles do not appear in the original ToB ANIMATE.IDS file at all. Is it better just to supply my own ANIMATE.IDS which is the most complete one with the installation package than to update the user's file with new entries?
As a side, Vlad I am seeing a wight as another shadow creature right now. I don't have NeJ installed on this build, so is that why? If I use the one you have, does that mean players will have to have NeJ installed for a BGT mod?
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#20
Posted 22 September 2004 - 08:44 AM
As a side, Vlad I am seeing a wight as another shadow creature right now.
Other shadow creatures from IWD also have their own new entries in my ANIMATE.IDS. However I've reserved them for plates/undead stalkers/dooms from IWD, and the original SoA/ToB shadow animations replaced with those of IWD because the latter look much better. All this creates serious incompatibility issue between mods and NeJ 2nd edition (though being in WeiDU format). I've already told about this problem, and I hope hlid will help me to sort out it for BP-BGT.







