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v11 To-Do List


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#1 CamDawg

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Posted 15 April 2013 - 06:19 AM

v10 was frozen in early February, so a lot of the more recent stuff reported did not get added. This is going to be my unofficial, running list of stuff for the next version.

A64's wish changes - http://forums.gibber...showtopic=25153
Player gaining control in dream cutscene - http://forums.gibber...showtopic=25186
Miloch's updated wyvern/tanar'ri animation fixes

I came here with a simple dream: a dream of killing all humans. And this is how it must end? Who's the real seven billion ton robot monster here? Not I. Not... I.


#2 CamDawg

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Posted 15 April 2013 - 07:03 AM

Some EE stuff--
  • clck28 and clck30 use robes for their ground icons instead of cloaks
  • Double-check use of BG rumor dialogue rfrien in stores
  • Container in ar4204 uses the non-existent ct009 as a trap script
  • Container in ar0503 uses the non-existent ct028 as a trap script
  • Aerie's Underdark banter is awkward if she's bantering with another party member instead of Player1
  • spra305 needs its duration corrected to 180
  • Torgal's hit dice are too low, meaning she can die from cloudkill's insta-kill effect
  • Un-flakify the Mask of King Strohm
  • Imoenj, nalia, RIBALD, OBSSOL03, OBSSOL02, MGTEOS01 journal entries
  • Astral prison infinite XP/no escape bug
  • Wrong gold level check in gaelan
  • Swap out Die() for special mind flayer spawn in Underdark
  • aVENGER's gphealer fix for casting bless
  • kpdomo01 dialogue touchups
  • Game breaker at Tree of Life
  • More jaheiraj fixes (2994)
  • Missing XP in lavok
  • PoorMage var set in MGAPPR03
  • Interjections for UHINN01/2
  • Gender tokens in 41201/41210 (GTU/GTUL)
  • Effect ordering in enrage
  • Vampires missing disease immunity
  • Hannah XP exploit

I came here with a simple dream: a dream of killing all humans. And this is how it must end? Who's the real seven billion ton robot monster here? Not I. Not... I.


#3 Hurricane

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Posted 16 April 2013 - 08:22 PM

I've been keeping track of the recent topics after the v10 release candidate as well. I guess I can add these items to the list:

Post 1 - Speed factors of cursed weapons and of two-handed weapons

Post 2 - Ground icon of valygar's "leathery chainmail" should be leather to match its default equipped appearance

Post 3 - Large shield shld31 behaves like a medium shield in that it is missing the extra AC bonus vs. missiles

#4 10thLich

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Posted 19 April 2013 - 10:44 AM

- Reverting german translation for @159 to its BG2 Fixpack 9.14 version, in order to avoid crashes during character creation.

10th

#5 Hurricane

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Posted 19 April 2013 - 05:29 PM

Thanks for reporting the crash. Since I'm the one who submitted the updated German translation for v10, I examined the issue. It turns out the slight modifications that I made to string @159 amounted to that string exceeding some kind of invisible engine limitation. I figured out that the string's overall length just about shattered a certain barrier that the v9 version of that string did not. It is about 60 characters too long. The text displays fine when viewed by right-clicking the Find Familiar scroll, but as 10thLich said it will nonetheless cause a crash during character creation when you try to view the spell's description in the spell selection screen. Very weird.

Long story short, here's a version of the German v10 setup.tra that works fine. I shortened the string by rephrasing some lines, and I added a warning not to expand the string any further.
Attached File  setup.rar   17.43KB   140 downloads

------------------
Edit 2014-10-18:
- For the record the new setup.tra file was integrated into an updated v10 release package (2014-10-17).
- Also for future reference: This kind of issue (too many characters in one string) was known before, see link.

Edited by Hurricane, 18 October 2014 - 04:21 AM.


#6 CamDawg

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Posted 24 April 2013 - 11:04 AM

A64's wish changes - http://forums.gibber...showtopic=25153
Player gaining control in dream cutscene - http://forums.gibber...showtopic=25186
Miloch's updated wyvern/tanar'ri animation fixes

I suspect the updated wyvern animations will wait for a more patcherrific solution. I'm a little loathe to include 250+ MB for a sporadic issue. Otherwise committed.

Some EE stuff--

  • clck28 and clck30 use robes for their ground icons instead of cloaks
  • Double-check use of BG rumor dialogue rfrien in stores
  • Container in ar4204 uses the non-existent ct009 as a trap script
  • Container in ar0503 uses the non-existent ct028 as a trap script
  • Aerie's Underdark banter is awkward if she's bantering with another party member instead of Player1
  • spra305 needs its duration corrected to 180
  • Torgal's hit dice are too low, meaning she can die from cloudkill's insta-kill effect
  • Un-flakify the Mask of King Strohm
  • Imoenj, nalia, RIBALD, OBSSOL03, OBSSOL02, MGTEOS01 journal entries
  • Astral prison infinite XP/no escape bug
  • Wrong gold level check in gaelan
  • Swap out Die() for special mind flayer spawn in Underdark
  • aVENGER's gphealer fix for casting bless
  • kpdomo01 dialogue touchups
  • Game breaker at Tree of Life
  • More jaheiraj fixes (2994)
  • Missing XP in lavok
  • PoorMage var set in MGAPPR03
  • Interjections for UHINN01/2
  • Gender tokens in 41201/41210 (GTU/GTUL)
  • Effect ordering in enrage
  • Vampires missing disease immunity
  • Hannah XP exploit

Minus the gender tokens, committed.

- Reverting german translation for @159 to its BG2 Fixpack 9.14 version, in order to avoid crashes during character creation.

10th

Also committed, along with the missing English corrections from Hurricane in the other thread.

I came here with a simple dream: a dream of killing all humans. And this is how it must end? Who's the real seven billion ton robot monster here? Not I. Not... I.


#7 Hurricane

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Posted 26 April 2013 - 04:24 PM

No. 4 - Setting of Ruby Pendant ability icon went wrong, BAM resource is "SPWI316B".

No. 5 - Setting of Rod of Terror ability icon went wrong, BAM resource is "IRODS05".

No. 6 - Is it possible to remove the "IconResource" declaration in desktop.ini so people don't get to see Cam's local username and directory? :D

No. 7 - Various item and spell fixes

Edited by Hurricane, 02 September 2013 - 12:01 PM.


#8 argent77

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Posted 04 May 2013 - 09:19 AM

The object specifier ANYONE is used in many game scripts, however it isn't listed in any of the IDS files. Although all script compilers handle it quite well, could it be added to the respective IDS file, if only for consistency or reference?

#9 Wisp

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Posted 29 July 2013 - 03:31 PM

A small error in the documentation:
The "Joinable NPC error roundup" says for Anomen "[a]nd finally, Anmoen lacks Fire Seeds in his spellbook", but the patch (correctly) removes Fire Seeds.

#10 CamDawg

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Posted 01 August 2013 - 08:20 AM

A small error in the documentation:
The "Joinable NPC error roundup" says for Anomen "[a]nd finally, Anmoen lacks Fire Seeds in his spellbook", but the patch (correctly) removes Fire Seeds.

That, at least, doesn't have to wait for a new version to fix.

And Cam is S-M-R-T: elven sleep/charm resistance doesn't account for the power word: sleep opcode.

I came here with a simple dream: a dream of killing all humans. And this is how it must end? Who's the real seven billion ton robot monster here? Not I. Not... I.


#11 aVENGER_(RR)

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Posted 22 September 2013 - 12:43 PM

From my EE stuff:

1) Start a new game
2) Generate an evil aligned cleric character
3) Level up the character via CLUAConsole:SetCurrentXP(2000000)
4) Open the priest spellbook (press P) and scroll to level 7 spells
5) Memorize Unholy Word and then rest
6) Spawn Nalia via CLUAConsole:CreateCreature("NALIA8")
7) Accept Nalia's offer to join the party
8) Have your cleric protagonist cast Unholy Word near Nalia
9) Have Nalia cast some wizard spells (i.e. Mirror Image, Chromatic Orb etc.)
10) Observe that Nalia does not suffer spell failure

Good aligned mages should suffer spell failure when affected by Unholy Word.


Fix:

COPY_EXISTING ~CASFAILM.EFF~ ~override~
  WRITE_SHORT 0x20 0     // parameter 2
BUT_ONLY_IF_IT_CHANGES

Edited by aVENGER_(RR), 22 September 2013 - 12:46 PM.


#12 aVENGER_(RR)

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Posted 27 September 2013 - 11:59 PM

More EE stuff:

1) Start a new BG2 game
2) Generate a male, human, fighter character
3) Enter the character record sheet (press R)
4) Click Customize -> Script
5) Select the "Thief Aggressive" script and click Done
6) Observe the combat log until the "Abdel - Hide in Shadows Failed" string shows up

As a single-class fighter the PC should not be able to Hide in Shadows.

Note: there is a similar issue with character being able to search for traps even if they do not possess the relevant skill.


Fix:

COPY_EXISTING   ~scripts/FIGHTER2.BS~ ~scripts~ // Ranger Ranged
                ~scripts/THIEF1.BS~ ~scripts~ // Thief Aggressive
  DECOMPILE_AND_PATCH BEGIN
    REPLACE_TEXTUALLY ~!StateCheck(Myself,STATE_INVISIBLE)~ ~!StateCheck(Myself,STATE_INVISIBLE) OR(3) Class(Myself,THIEF_ALL) Class(Myself,RANGER_ALL) Class(Myself,MONK)~
  END
BUT_ONLY

COPY_EXISTING ~scripts/THIEF2.BS~ ~scripts~ // Thief Defensive
  DECOMPILE_AND_PATCH BEGIN
    REPLACE_TEXTUALLY ~!StateCheck(Myself,STATE_INVISIBLE)~ ~!StateCheck(Myself,STATE_INVISIBLE) OR(3) Class(Myself,THIEF_ALL) Class(Myself,RANGER_ALL) Class(Myself,MONK)~
    REPLACE_TEXTUALLY ~HPPercentLT(Myself,50)~ ~HPPercentLT(Myself,50) !StateCheck(Myself,STATE_INVISIBLE) OR(3) Class(Myself,THIEF_ALL) Class(Myself,RANGER_ALL) Class(Myself,MONK)~
  END
BUT_ONLY

COPY_EXISTING ~scripts/THIEF3.BS~ ~scripts~ // Thief Adventurer
              ~scripts/THIEF4.BS~ ~scripts~ // Thief Scout
  DECOMPILE_AND_PATCH BEGIN
    REPLACE_TEXTUALLY ~!ModalState(DETECTTRAPS)~ ~!ModalState(DETECTTRAPS) OR(2) Class(Myself,THIEF_ALL) Class(Myself,MONK)~
  END
BUT_ONLY


#13 polytope

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Posted 29 September 2013 - 12:11 AM

Elf immunity to sleep still applies to stinking cloud cast from staf15.itm (staff of air).
Polytweak - Polytope's enhancements of BG2 creatures, NPCs and the proficiency system.

#14 aVENGER_(RR)

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Posted 05 October 2013 - 05:12 AM

Even more EE stuff:

Unholy Reaver should not dispel effects on its wielder and his allies

1) Start a new BG2 game
2) Spawn a Githyanki Anti-Paladin via CLUAConsole:CreateCreature("GITH03")
3) Let the Anti-Paladin attack you
4) Observe that the Anti-Paladin's attack dispels magic on the Anti-Paladin instead of his target

The Unholy Reaver should not dispel effects on its wielder and his allies. It should dispel magic on the target of the Anti-Paladin's attack.


The dispel magic animation is also not playing due to a typo in the resref field. Also, the dispel effects don't bypass the magic resistance of the target while they should as per Carsomyr and Staff of the Magi.

Fix:

COPY_EXISTING ~reaver.itm~ ~override~ // Unholy Reaver
  READ_LONG   0x64 "abil_off"
  READ_SHORT  0x68 "abil_num"
  READ_LONG   0x6a "fx_off"
  FOR (index = 0 ; index < abil_num ; index = index + 1) BEGIN                                  // cycles through headers
    READ_BYTE   ("%abil_off%" +        ("%index%" * 0x38)) "type"                               // header type
    PATCH_IF ("%type%" = 1) BEGIN // if melee header
      READ_SHORT  ("%abil_off%" + 0x1e + ("%index%" * 0x38)) "abil_fx_num"
      READ_SHORT  ("%abil_off%" + 0x20 + ("%index%" * 0x38)) "abil_fx_idx"
      FOR (index2 = 0 ; index2 < abil_fx_num ; index2 = index2 + 1) BEGIN
        READ_SHORT ("%fx_off%" +        (0x30 * ("%abil_fx_idx%" + "%index2%"))) "opcode"
        READ_SHORT ("%fx_off%" + 0x02 + (0x30 * ("%abil_fx_idx%" + "%index2%"))) "target"
        READ_ASCII ("%fx_off%" + 0x14 + (0x30 * ("%abil_fx_idx%" + "%index2%"))) "resref"
        PATCH_IF ("%target%" = "5") BEGIN
          WRITE_SHORT ("%fx_off%" + 0x02 + (("%abil_fx_idx%" + "%index2%") * 0x30)) "2"         // target: preset target
          WRITE_BYTE  ("%fx_off%" + 0x0d + (("%abil_fx_idx%" + "%index2%") * 0x30)) "2"         // dispel/resist: 2 (not dispellable, bypass resistance)
        END
        PATCH_IF (("%opcode%" = 215) AND ("%resref%" STRING_EQUAL_CASE ~SPDISMA~)) BEGIN
          WRITE_ASCII ("%fx_off%" + 0x14 + (("%abil_fx_idx%" + "%index2%") * 0x30)) ~SPDISPMA~ #8  // resref: SPDISPMA
          WRITE_LONG  ("%fx_off%" + 0x0e + (("%abil_fx_idx%" + "%index2%") * 0x30)) 0              // duration: 0
        END
      END
    END
  END
BUT_ONLY_IF_IT_CHANGES


#15 aVENGER_(RR)

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Posted 05 October 2013 - 08:39 PM

And yet more EE stuff:

Using the Psionic Maze ability does not display the Maze graphical animation

1) Start a new BG2 game
2) Spawn a Githyanki opponent via: CLUAConsole:CreateCreature("GITH03")
3) Wait until the Githyanki warrior uses Psionic Maze on you
4) Observe that the Maze graphical animation is not displayed

Using the Psionic Maze ability should display the Maze graphical animation over the target.


Fix:

COPY_EXISTING ~spin774.spl~ ~override~ // Maze (psionic)
      LPF DELETE_SPELL_EFFECT INT_VAR opcode_to_delete = "141" END //  Graphics: Lighting Effects [141]
      LPF DELETE_SPELL_EFFECT INT_VAR opcode_to_delete = "174" END //  Spell Effect: Play Sound Effect [174]
      LPF ADD_SPELL_EFFECT
        INT_VAR
          type = 99          // all types
          opcode = 215       // effect (Graphics: Play 3D Effect)
          target = 2         // target
          duration = 5       // duration
          resist_dispel = 2  // dispel/resistance
          power = 8          // power level
          savingthrow = 1    // save type
          savebonus = "-4"   // save bonus
          insert_point = 0   // add this effect first
      STR_VAR
        resource = ~SPSPMAZE~
    END


Using the Psionic Blast ability doesn't display a feedback string in the combat log

1) Start a new BG2 game
2) Spawn a Githyanki opponent via CLUAConsole:CreateCreature("GITH01")
3) Wait until the Githyanki uses Psionic Blast on you
4) Check the combat log and note that the feedback string for Psionic Blast isn't displayed there

Using the Psionic Blast ability should display a feedback string in the combat log


Fix:

COPY_EXISTING ~spin775.spl~ ~override~ // Psionic Blast
  SAY NAME1 #5739 // Psionic Blast
BUT_ONLY_IF_IT_CHANGES


The Silver Sword doesn't display the "Vorpal Hit" message on a successful vorpal hit

1) Start a new BG2 game
2) Spawn Keldorn via CLUAConsole:CreateCreature("KELDOR12")
3) Get Keldorn to join your party by pressing CTRL+Q while hovering the mouse over him
3) Spawn the Silver Sword via CLUAConsole:CreateItem("SW2H15")
4) Equip the Silver Sword on Keldorn
5) Spawn a Shadow Thief opponent via CLUAConsole:CreateCreature("ARNWAR03")
6) Have Keldorn attack the Shadow Thief opponent
7) Repeat steps 5 and 6 until you score a vorpal hit on the Shadow Thief (indicated by the ghostly animation rising over the victim)
8) Observe that there was no "Vorpal hit" feedback string in the combat log after the vorpal hit was scored

The Silver Sword should display the "Vorpal Hit" message on a successful vorpal hit


Fix:

COPY_EXISTING ~sw2h15.itm~ ~override~ // Silver Sword
            ~PLANETAR.ITM~ ~override~ // Silver Sword (Planetar)
      LPF ADD_ITEM_EFFECT
        INT_VAR
          type = 99          // all types
          opcode = 139       // effect(Text: Display String)
          target = 2         // target
          parameter1 = 64285 // param1
          timing = 1         // timing mode
          resist_dispel = 2  // dispel/resistance
          savingthrow = 4    // save type
          savebonus = "-2"   // save bonus
          probability1 = 25  // probability 2
          insert_point = 0   // add this effect first
      STR_VAR
        resource = ~~
    END




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