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Jarno Mikkola

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About Jarno Mikkola

  • Birthday 07/25/1982

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    Right next to the Ultra High Temperature manufacturing factory.
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    Making ass of himself, on a daily bases.

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  1. And multiple mods have the "lib" folder that have assortments of parts that the they themselves use. But the greatest: "Things that prevent WeiDU successor or alternative?" is weidu itself. It's better than anything any one has consistently been updating. And the other thing is that dabus burned out.
  2. The flail heads might be critical items until the quest is done. Which would drop/move them to the player characters inventory.
  3. I checked ANIMATE.IDS in both BG2 and BG2EE and it seems that in the original game the entry is IC_CORNUGONSKI as you reported while BG2:EE shows CORNUGON. I have a simple question though: both entries are preceded by an address (correct me if I'm mistaken) which is the same for both: 0xE0E0. Wouldn't it be possible to reference the address rather than the text in order to avoid compatibility issues? Technically it can. Thing is those are dynamic libraries... and they can be extended by Infinity Animations mod for example, and so it could be possible that the hexadecimal number that eventually would result from making such a change could eventually be unmade ... after all, if they would use the same library, the id NAME would be the exact match. So this is more about the mismatch of old library references than just simply what SCS does to the BG2 game (alone). And then there could be terrible things that the old BWS does to the .ids files themselves that could cheese the whole thing. Yes, that's a known thing and there was multiple tried fixes ... but without actually Guest Newb's logs, we have no idea what spagettimonsters tangets it's pulling things with. Yes, understand that one of the ways the BWS(or BWP, and thus BWFixpack) kept it's .ids files in sync was it kept overwriting them with a master versions of them from an archive. At least that was in the old days. And yes, I understand how irresponsiple that was.
  4. Yes, I realize this is off-topic, sorry for that DavidW: From my stand point this would seem extreamly usefull... until I saw what the code does. And that's because you try to fix a problem that might not be relavent(this it self is good)... and it gives no information of what was wrong and so on. Now, it's a good effort... but I believe we could do better. You code checks for .itm's, .cre's and .spl's. This is good. But it gives no log information of anykind... from what I could understand. It fixes it by removing it. I would say that cathegorizing error prone opcodes could be very useful in installs. So first a tool I would like you or anyone willing, would be to make is a one that checks what type of the game is currently under and print that out. (BG1, BG2, BG1EE, BG2EE, EET the works, like EEex intergration etc. there's a lot of things that can be intergrated, eventually). Then it would check each file cathegory what opcodes each of those won't accept or that can cause problems with ... the iesdp has a very extensive list of those per game type. And if those are detected, print out a debug file that states possible cause of crash and each opcode and in what file it's used in. Now yes, that tool would do less than yours, and it would likely be far more install time consuming.. but it would be useful in debugging a lot of installs at install time, and ive the player the ability to know for sure that the install is stable or NOT. EDIT, erhm we also need projectiles .pro -files, tile .pvrz -files, and so on.
  5. What are your graphic settings ? You show them by opening the baldur.ini file, and copy paste the text to a post.
  6. I'll note, that the spell in question will have very strong effect with this. If the for example the primary color is while, black will likely be a good visual aid. But what if the primary color is red and now we need to use out imagination to create a perfect scenario for the 2 000 000+ million colors, and the magic missile being obsured by a GUI element we accidentally picked from another mod. And then black might not be the best idea... especially for some people that have different eye color vision.
  7. weidu.log's content (open the file with Notepad and copy paste it to a post.) ?
  8. I am willing to bet there's a few problems with that... that definitely could be solved if the results were looked at and fixed within reasonable time. But maybe CamDawg's skill were better with PhotoSpot scripts than weidu's image handling ones. This of course doesn't exclude you from trying to do this in weidu and parse the code to CamDawg when you have looked at (and taken pictures of) the results. If you want that is. Yes, it's likely that the files made by weidu are likely smaller than with attached files, but the size doesn't matter these days any longer, so much..
  9. Wouldn't you rather extract an archive than copy ? Cause yes, extracting data from a smaller source file is FASTER than copying a files form one folder to another, at least in todays computers(multi core) .. I don't know the details, but I know it's true.
  10. Have you guys tried the same fight without SCS ? I am suspecting that this could be a pathfinding issue .. kinda. As they are larger than normal sized opponents, there could be issues in the new game that the old was able to hide/clip through.
  11. I would add in a list of the 98% of all the mods the BG2 has to offer to want to be the last to install. It just means the install order especially in the DO NOT readme -files is a LIE !
  12. Just make a new .txt file and copy paste the table portion from here to your override -folders file and rename the file as xpbonus.2da and then alter the other figures... nd you are done. 2DA V1.0 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 PICK_LOCK 250 250 250 250 250 400 400 400 400 400 950 950 950 950 950 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 1550 DISARM_TRAP 1000 1000 1000 1000 1000 1750 1750 1750 1750 1750 2750 2750 2750 2750 2750 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 3250 LEARN_SPELL 1000 2000 3000 4000 5000 6000 7000 8000 9000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 Doing so is very bad for the scaling of the game... but you don't care about it, so you are of course free to do as you like. Also you can extend the table to level 50. Also, I think the values(pick_lock and disarm_trap) are actually reversed, so when you pick a lock on level 1, you get 1000 xp, and when you disarm traps you get the 250 xp according to the above table. At least it was at one point so.
  13. Yes, agreed, but I would suppose that the component was coded by someone else than the primary component, and then it's very hard to pick codes like this in weidu appart, and restring them. So there, you need to do everything alone, without any help from anybody.
  14. Erhm, this is a little complicated cause I needed to go search a few things. But here's how you would do this, you create a .txt file in the game folder that only contains the one number you wish to use in the input, and call it "my_input.txt" file, so for example if you wanted to enter the number 1 for that Original Travel Times and Area Visibility , the whole of the file would only have this line/number: 1 And then you just set up the .bat command like this: type my_input.txt | setup-modname.exe --language 0 --force-install-list 0 1 2 And it doesn't matter which component asks for that input, it's "typed" when the first question that asks custom input is made via the readln commands. Then if there is more than one line in that file, the next line is "typed" when the next readln is asked... so you can give multiple inputs by adding more lines. But, as an example, you cannot give the component list this way, as that needs the --force-install-list command instead. Also understand that the | is a special character ... and it's hard to input/type, so copy-paste might be in order most of the times, unless your keypad has a easy key for it. So in conclusion, your worldmap mods install command would be: type my_input.txt | setup-bp-bgt-worldmap.exe --language 0 --force-install-list 0 1
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