Rupert the dye merchant - v3.0.0
#41
Posted 21 May 2009 - 08:47 AM
#42
Posted 21 May 2009 - 09:16 AM
What's strange is that no one's commented on it before. The background palette entry should be set to cyan (RGB 0,151,151) instead of green (0,255,0).For some strange reason, the bam backgrounds show up as green.
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#43
Posted 21 May 2009 - 09:22 AM
"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde
berelinde's mods
TolkienAcrossTheWater website
TolkienAcrossTheWater Forum
#44
Posted 21 May 2009 - 09:36 AM
I'm looking at some of the BAMs both with BAM Workshop and DLTCEP. Some of them have the proper cyan background (such as jl#pb038.bam, which I guess is a tannish dye) and some have the green background (such as jl#pb000.bam, a blackish dye).It wasn't like that before. I've been using this mod for ages, and I didn't have this issue on the old computer. Only now that I'm using it with the Widescreen mod, although I doubt that has anything to do with it.
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#45
Posted 21 May 2009 - 10:59 AM
All I can think of is that maybe there are some very specific graphical setups that do require a specific colour to be used as transparent, but that would be ridiculous... or at least that's what I'd say if we weren't talking about the Infinity Engine, which is so full of "WTF is going on here" that nothing like this should surprise me anymore. It's not a solution, but you could try and see if anything happens if you fiddle with the number of colours displayed and/or resolution settings.
I'll have to look closer at this if/when I get back to working on Rupert again.
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#46
Posted 21 May 2009 - 12:27 PM
I don't think it's hardware-specific. I just consoled in the two dyes I mentioned above (jl#pb000 and jl#pb038) and confirmed the green background appears on the first one but not the second. I looked at your palettes and the problem seems to be when you have your green more than once in the same palette, then perhaps the transparency is not getting picked up properly.All I can think of is that maybe there are some very specific graphical setups that do require a specific colour to be used as transparent, but that would be ridiculous...
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#47
Posted 22 May 2009 - 01:45 PM
...it still doesn't explain why it works for some people and not for others, though. (I know I didn't see any green backgrounds while testing the last version, or I would have fixed them, d'oh.)
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#48
Posted 22 May 2009 - 02:42 PM
Well, someone had to .Wow. I think you've found an explanation that actually makes some kind of sense.
Colour blindness?...it still doesn't explain why it works for some people and not for others, though. (I know I didn't see any green backgrounds while testing the last version, or I would have fixed them, d'oh.)
I can confirm that on my setup (same game machine I've had for years) the green background appears on the first slew of dyes, the last slew and indeed the majority of dyes in each category. There's a stretch around the middle that are ok. I messed around with the config settings to see if I could get rid of it but no luck (thinking it might be something in the software transparency). But I'm running a fairly bogstandard unmodded install at 800x600 (also tested at 1024x768) with more or less the standard graphics config. I have "transparent shadows" checked (tested without that too), 32-bit colour depth and that's it. I have a crappy old ATI card if that makes a difference. So maybe folks with cards that allow the "software transparent BLT" and the rest of those settings don't have this issue for some odd reason, but I can't even select those options with my card. Or it could be folks didn't really give a damn as long as they got their pink hair/armour out of the deal, or thought they were supposed to be green, or were smoking crack when they played/tested the mod, or the engine is full of all sorts of weird quirks or who knows what else.
Rather than quibbling or hypothesising further though, this should be fairly easy to fix, if incredibly tedious to do it manually. If I were a real WeiFu ninja, I'd offer up a few pithy lines of code to fix it. I'm thinking maybe something could be done with DECOMPRESS_REPLACE_FILE (that may not even be necessary if your BAMs aren't compressed) and a surgical WRITE_BYTE or two to fix the palette, but it'd probably require a keener brain than mine to produce that actual code.
Now I hadn't intended to go through this mod with a fine-toothed orcish club, but beware! My paw has been forced! Why, may I ask, are you extending area scripts with an AreaCheck()? This is only a valid trigger for CREs according to the IESDP, no? I don't claim to know much more than jack about scripting, so I could be dead wrong as usual, but I'm curious.
Edit: mind > mine
Edited by Miloch, 22 May 2009 - 03:16 PM.
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#49
Posted 23 May 2009 - 03:28 AM
It's possible that I was originally intending to have all the bafs in a single file and have it checked globally, or something along those lines. It's also possible that the bgt/tutu issue had something to do with it. It does look like an area check should be necessary for the BG1 portion (since it attaches the same script to both versions of the Friendly Arm, even thuogh the area names are different), but I really don't know why I kept them in the other ones.
I doubt I used IESDP as a reference at the time - probably just looked at other mods for code that seemed like it worked, tested it and kept whatever didn't crash the game horribly.
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#50
Posted 12 June 2009 - 08:37 AM
Translator is Meresin.
Greetings Leomar
Attached Files
but you have more choices or paths through the game.
- Chevalier
BiG World Project - Big Baldur's Gate World
#51
Posted 20 September 2009 - 11:18 PM
WeiDU.log here, if need be
Thanks,
Lol
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod
#52
Posted 28 September 2009 - 03:24 AM
Well. It involved a bit more than that, but with a combination of BAM Batcher and PSP scripts, I fixed the suckers (I think). I scripted in drop shadows on the large icons while I was at it, because they didn't have any.this should be fairly easy to fix, if incredibly tedious to do it manually. If I were a real WeiFu ninja, I'd offer up a few pithy lines of code to fix it.
Just drop these in your rupert/bams folder or if you've already installed the mod, dump them in your override folder.
rup_bams.rar 67.12K 434 downloads
You owe me one, vilkacis, you lazy bastard .
Edit:
Fixed this while I was at it too. Extract these to /rupert overwriting the existing items (or again, your override if you've already installed the mod).Can you make the paints/dyes not dispellable?
rup_itms.rar 116.54K 452 downloads
This is the code I used, if it's of interest. No reason to include it in the mod if you include the updated items.
COPY ~rupert/armour~ ~rupert/armour~ ~rupert/buckle~ ~rupert/buckle~ ~rupert/hair~ ~rupert/hair~ ~rupert/large~ ~rupert/large~ ~rupert/leather~ ~rupert/leather~ ~rupert/small~ ~rupert/small~ READ_LONG 0x64 hf //Extended header offset READ_SHORT 0x68 hc //Extended header count READ_LONG 0x6a fb //Feature block offset FOR (i1 = 0; i1 < hc; i1 += 1) BEGIN //Cycle through extended headers READ_SHORT (hf + 0x1e + (0x28 * i1)) fc //Feature count READ_SHORT (hf + 0x20 + (0x28 * i1)) fs //Feature offset FOR (i2 = fs; i2 < (fs + fc); i2 += 1) BEGIN //Cycle through ability effects READ_BYTE (fb + 0x30 * i2 + 0xd) dx PATCH_IF dx != 2 BEGIN //Dispellability to change to WRITE_BYTE (fb + 0x30 * i2 + 0xd) 2 END END END BUT_ONLY
Edited by Miloch, 28 September 2009 - 04:12 AM.
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#53
Posted 28 September 2009 - 04:45 AM
"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde
berelinde's mods
TolkienAcrossTheWater website
TolkienAcrossTheWater Forum
#54
Posted 28 September 2009 - 01:29 PM
AHEM! Here's a bottle of virtual scotch for your work:
...this is totally going in the next version, and I should get around to those additions I was thinking about before.
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#55
Posted 01 October 2009 - 06:52 AM
-Y-
Edit: three serious typos in just seventeen words... gah.
Edited by Yovaneth, 01 October 2009 - 06:53 AM.
'Go for the optics, Chiktikka. GO FOR THE OPTICS!!' - Tali vas Neema
DLTCEP Tutorials Update Page
DLTCEP Tutorials Main Page
Yovaneth's AI Scripts for BG1, BG2-SoA and IWD1
Fishing for Trouble - a quest mod for Shadows of Amn
#56
Posted 01 October 2009 - 12:32 PM
My only complaint is that it's not a real bottle .Well he can't complain that you haven't given him a decent bottle of whiskey for his efforts....
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#57
Posted 24 November 2009 - 08:35 PM
That is not fair.I'm not lazy, I just knew that if I put it off long enough, someone else would come around and do it for me
O.K. I'm someone else and done it for you... unbelievable...
Attached is the new version with the following:
VERSION 1.1 - Miloch's fixes: http://www.shsforums.net/index.php?s=&showtopic=24786&view=findpost&p=463770 - Traified the mod - Added German translation by Meresin - Changed to README-command - Added VERSION-flag - Updated to WeiDU v211The only thing I want from you is, to upload the new version here:
http://www.shsforums...mp;showfile=153
Greetings Leomar
Attached Files
but you have more choices or paths through the game.
- Chevalier
BiG World Project - Big Baldur's Gate World
#58
Posted 26 November 2009 - 01:10 PM
Well, I'm not complaining.That is not fair.
Done and done- updated both the OP and the page in downloads. (Thanks, by the way.)
I still hope to get a 2.0 version of Rupert out at some point, with the additions I was thinking about.
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#59
Posted 23 December 2009 - 05:45 AM
Rupert 2.0 is out. Rejoice! And stuff.
Edited by vilkacis, 23 December 2009 - 05:49 AM.
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#60
Posted 28 December 2009 - 01:30 AM
There's a small typo in line 24 of rupert\rupert\JL#RCMAG.baf (GNOMOE -> GNOME)
Cheers,
Lol
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"
BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST
GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod