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#61 Miloch

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Posted 24 January 2010 - 10:58 AM

there is a glitch in the fj_add_are_structure function that corrupts items when inserting new actors into area files (noticeable in ar0500, ar0528, ar3700)

Cheers, fixed that as well as other things in it. In fact they were fixed already but I didn't get all the updates from the function coder due to a PM glitch.

some items (agblun03, agdart01, agdart02, agax1h03, agdart03, agshsbow) are being added to creatures via ADD_CRE_ITEM but they don't seem to exist... did you maybe forget to include them in the mod package?

No, I took them out intentionally, I just neglected to remove all references from the code (I got most of them though). These were only necessary for animation stacking, which we don't need to do anymore thanks to Infinity Animations.

    AreaCheck("LK#TEM")
    AreaCheck("LK#DEM")
did you mean to say LKXTEM and LKXDEM?

Apparently that's what K'aeloree meant (I guess he doesn't know his own areas :D).

Thanks for the reports.

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#62 -Guest-

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Posted 25 January 2010 - 07:04 AM

a few creatures in my install had their class/override/race/etc scripts set to "%sn%" (variable wasn't getting evaluated)


t-random.tpa (line 49)

          PATCH_RANDOM_SEED null
          rgd = RANDOM(1 rgf)           // suppose 65 < rgd < 71
          PATCH_IF rgd < 33 BEGIN
            SPRINT sn ~agrandbr~
          END ELSE BEGIN
            PATCH_IF rgd < 63 BEGIN
              SPRINT sn ~agrandrb~
            END ELSE BEGIN
              PATCH_IF rgd = 63 BEGIN
                SPRINT sn ~agrandsr~
              END ELSE BEGIN
                PATCH_IF rgd = 64 BEGIN
                  SPRINT sn ~agrandrp~
                END ELSE BEGIN
                  PATCH_IF rgd = 65 BEGIN
                    SPRINT sn ~agrandlx~
                  END
                    PATCH_IF rgc = 66 BEGIN
                      SPRINT sn ~agrandcl~
                    END ELSE BEGIN
                      PATCH_IF rgc = 67 BEGIN
                        SPRINT sn ~agrandrg~
                      END ELSE BEGIN
                        PATCH_IF rgc = 68 BEGIN
                          SPRINT sn ~agrandea~
                        END ELSE BEGIN
                          PATCH_IF rgc = 69 BEGIN
                            SPRINT sn ~agrandsh~
                          END ELSE BEGIN
                            PATCH_IF rgc = 70 BEGIN
                              SPRINT sn ~agrandsw~
                            END ELSE BEGIN
                              PATCH_IF rgc = 71 BEGIN
                                SPRINT sn ~agrandnc~
                              END ELSE BEGIN
                            END


from line 66 onwards, rgd variable is replaced with rgc. are you sure about this? it seems rgc is set somewhere else and it looks like it's for a different purpose (random green robe routine) and it's range is only between 1-3 anyway.

and also, there is an empty "ELSE BEGIN END" statement at line 83.

#63 Lollorian

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Posted 25 January 2010 - 10:59 PM

Installing the main component with 1PP causes errors with the start of the game in BGII :P Please have a look here and here. Thanks!

Edited by Lollorian, 25 January 2010 - 11:00 PM.

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#64 Miloch

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Posted 26 January 2010 - 05:47 AM

a few creatures in my install had their class/override/race/etc scripts set to "%sn%" (variable wasn't getting evaluated)

Offhand, I'd say someone got sloppy when merging the Tutu/CA and BG2/BGT routines :whistling:.

I made the changes and checked batchlog/ag_scripted_cres.txt - everything looks good now. Thanks for the detailed report.

Installing the main component with 1PP causes errors with the start of the game in BGII :P Please have a look here and here.

I reproduced this and solved it. Apparently I neglected to include the IA _LOW replacing routine because I thought we wouldn't need it, but I see now how wrong that was.

That second link is a different issue entirely and one 1PP probably needs to resolve. I'll reply in that thread.

Obviously most of this will require a maintenance release soonish, but keep the reports coming in the meantime. Though at this point, folks will probably wait for the new release and *then* flood me with more bug reports :huh: but I guess that's how it goes.

Edit: see here for an interim fix for the LOW crash issue until the next version is out.

Edited by Miloch, 26 January 2010 - 04:25 PM.

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"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


#65 -temujin-

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Posted 27 January 2010 - 09:09 PM

there's another glitch in fj_add_are_structure that's causing the 'doors don't highlight when you tab or mouse-over them' issue.

the coordinates for all the closed vertices for each door are lost after patching and replaced with the coordinates of the last open vertex for that particular door.

it seems fix is to change line 608 from

    PHP_EACH ~are_dc_%num%_vertex~ AS num1 => off1 BEGIN
      INSERT_BYTES position 0x04
      WRITE_LONG   position value1
      WRITE_SHORT  0x80     SHORT_AT 0x80 + 0x01
      SET vertex_index += 0x01
      SET position += 0x04
    END

to

    PHP_EACH ~are_dc_%num%_vertex~ AS num1 => value1 BEGIN
      INSERT_BYTES position 0x04
      WRITE_LONG   position value1
      WRITE_SHORT  0x80     SHORT_AT 0x80 + 0x01
      SET vertex_index += 0x01
      SET position += 0x04
    END


#66 Miloch

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Posted 28 January 2010 - 01:16 AM

Already fixed :).

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"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


#67 -Guest-

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Posted 28 January 2010 - 01:49 AM

lol, my bad then.

since you said you may have already fixed it in the other thread, i just assumed you were referring to the 'corrupted items' problem.

#68 ScuD

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Posted 30 January 2010 - 11:20 AM

After installing Aurora v4 I get the following in the item checker log:
ItemErr in DELSVIR.cre: Item does not exist: AGBLUN03.itm
ItemErr in DELSVIR.cre: Item does not exist: AGDART01.itm
ItemErr in DUSHAI.cre: Item does not exist: AGDART02.itm
ItemErr in HALACA.cre: Item does not exist: AGAX1H03.itm
ItemErr in HALACA.cre: Item does not exist: AGDART03.itm
ItemErr in ICGOB01.cre: Item does not exist: AGSHSBOW.itm
ItemErr in ICGOB02.cre: Item does not exist: AGSHSBOW.itm
It seems some items are missing.

Edited by ScuD, 30 January 2010 - 11:21 AM.


#69 Miloch

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Posted 30 January 2010 - 12:04 PM

After installing Aurora v4 I get the following in the item checker log:

Aye, temujin already reported this above (already fixed locally). Thanks for checking though.

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================================================================
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================================================================
"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


#70 persocom01

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Posted 21 February 2010 - 11:16 PM

mm... I'm about to go to Suldanessellar in SoA and I haven't found the star ruby... is that ununsual? I've been to pretty much every place in SoA already that you can go to before that.

#71 Miloch

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Posted 22 February 2010 - 12:44 PM

mm... I'm about to go to Suldanessellar in SoA and I haven't found the star ruby... is that ununsual?

Unlike some other things, the star ruby is completely random.
Spoiler

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================================================================
"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


#72 Shaitan

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Posted 27 May 2010 - 04:35 AM

A bit strange suddenly to see Lissa attending Aurora's store in the middle of Jan's quest with the ill Jaella :) But hey, it could be that perusing shoes are more important to some than caring for ones own kid :blink:

:cheers: For a nice mod BTW

/Hans

#73 Miloch

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Posted 27 May 2010 - 05:18 AM

A bit strange suddenly to see Lissa attending Aurora's store in the middle of Jan's quest with the ill Jaella :) But hey, it could be that perusing shoes are more important to some than caring for ones own kid :blink:

Hmm, I suppose we could put another variable check in there to make sure it doesn't fire when the quest is active or something. (Maybe Bookwyrme could look at it, since she wrote the original dialogue? :))

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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


#74 Shaitan

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Posted 27 May 2010 - 08:57 PM

It would only be for purists :)

#75 Bookwyrme

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Posted 28 May 2010 - 06:57 PM

It would only be for purists :)


I don't have the game installed atm to check for any relevant variables. I did check to see whether or not Jan was in the party, but that was it.

I have a suspicion that Lissa just might shop for shoes, even with a desperately ill child at home. After all, she's handed the problem off to someone else now, hasn't she?

Mods: <a data-cke-saved-href="http://www.shsforums...-auroras-shoes/">Aurora's Shoes (released),

 


 

 


#76 Shaitan

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Posted 29 May 2010 - 06:38 AM

:lol: yeah that doesn't actually sound too like it's too far from the truth.

:cheers:

#77 Miloch

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Posted 04 October 2010 - 08:02 PM

Area structure function discussion (for modders) split to this topic.

Getting back to Aurora, it struck me while talking with translators that people probably miss a lot from this mod in a typical multi-mod install. It is not very linear, meaning that you can visit parts of it throughout an entire game (BG1, SoA and ToB). Also there's not anything you absolutely *must* do from it. But something resembling a walkthrough might be useful. I think it would be best if players contributed to this rather than modders (because we have either forgotten what we put in the mod or would give too much away :D). So if anyone wants to help out, either by asking questions or even just putting a list of "things to do in the mod", feel free to post it here in spoiler tags, such as:
Spoiler

If you're not comfortable doing that, you can also PM me.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
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================================================================
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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


#78 zelazko

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Posted 29 January 2011 - 07:12 PM

I found shield that protects against evil. The gnomish boot specialist (what was her name, start something with K) can upgrade this shield. She needs a mirror and diamond. Can someone help me out and tell where the mirror is located in the game. :)

Found it thanks to you. I want to thank you again. :)

Edited by zelazko, 29 January 2011 - 08:14 PM.


#79 Miloch

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Posted 29 January 2011 - 07:27 PM

Her name is Karaea :).

BG2 and BGT:
Spoiler

BG1 (Tutu/BGT)
Spoiler

Classic Adventures:
Spoiler


Trivia: the mirror (misc02) actually exists in the same place in unmodded BG1. It is just invisible, having no icon :huh:.

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


#80 Shaitan

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Posted 07 April 2011 - 05:42 PM

Hi

On a tutu game skeletons also gets ie gooseberries. Can this be avoided somehow?

Cheers