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[BG2:ToB] TobEx Release Thread


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#141 Ascension64

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Posted 09 June 2010 - 12:37 AM

Oh, that's no good. It means that something went wrong if the override folder has been wiped. That unfortunately means re-install BG2:ToB.

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Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#142 Ascension64

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Posted 20 June 2010 - 03:15 AM

TobEx beta 0006 released.

Changes:
-Class/structure updates
-Added components: ExistSound, NoCrashAlphaRender, MoreLog, BrightenNo3dFix, AttackSounds

Notes:
-ExistSound: fixes an engine bug where EXISTANCE sounds included PICKED_POCKET but not EXISTANCE5
-NoCrashAlphaRender: for VVC modders, using the alpha animation no longer crashes the game
-MoreLog: just some more logging for when 'Logging On = 1'
-BrightenNo3dFix: fixes implementation of the 'Disable Brighten' option for no 3d acceleration users
-AttackSounds: enables the slash, backslash, and jab animations from the animation 2da files

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Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#143 Miloch

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Posted 20 June 2010 - 04:06 AM

-MoreLog: just some more logging for when 'Logging On = 1'

Nifty. What sort of additional info does it provide?

-AttackSounds: enables the slash, backslash, and jab animations from the animation 2da files

Well I guess I didn't port and fill in all those sequences in the Infinity Animations 2das for nothing :coolthumb:.

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#144 Ascension64

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Posted 20 June 2010 - 04:06 PM

-MoreLog: just some more logging for when 'Logging On = 1'

Nifty. What sort of additional info does it provide?

Unfortunately, BioWare didn't provide much extra. Most of the extra logging is related manipulating creatures in areas. And there are the 'Save Game', 'Load Game', and 'New Game' messages. So really, not much.

I kinda mucked up this release a bit, since I left my own debug function enabled at startup, which you will see on the console.

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Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#145 Tonton Fred

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Posted 20 June 2010 - 06:52 PM

-AttackSounds: enables the slash, backslash, and jab animations from the animation 2da files


Wait a second... Does this mean that after more than a decade, we will finally get to hear creature soundsets as they were originally designed ? :crying: If yes, then :Bow:

Also, during a BWP install, there are several of your patches being applied at the beginning of the setup : ?A6XPPatch? and ?A6CharmPatch?. Are they now redundant with ToBEx or should they be installed anyway ?

#146 Ascension64

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Posted 21 June 2010 - 12:41 AM

If you use TobEx in the BWP, I recommend not using the A6XPPatch and A6CharmPatch 'es.

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Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#147 Kalindor

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Posted 24 June 2010 - 06:44 PM

I cannot believe that I am just now stumbling onto this excellent work. Thank you for the time and effort you have put into this project and into BGT, Ascension, as it has gone a long way towards making these amazing games truly timeless.

If I may jump on the "Me wants more features" bandwagon... How about a scrollbar for the sorcerer level-up spell selection screen. This would make me (and several others I'm sure) insanely happy and, combined with your Mage Book extender, almost completely remove the limitation on spells per level introduce by mods. *Dons Imoen voice: Pretty pretty please, with a big shiny cherry on top? With whipped cream and chocolate fudge? Pleeeease?

#148 Jarno Mikkola

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Posted 01 July 2010 - 07:13 AM

Hmm, now that you have allowed the scrolling of the kits selection, is there a possibility to open the racial restrictions to some of the classes? Say make Paladins available for Elves, Half-Elves... Bards to some, and Druids to Elves, Dwarves and perhaps to Half_Orcs. The 1PP also has mage avatars to half-orcs, dwarves.
I ask this because the game has Kit lists(K_C*_R**) for those classes* for all races**, but it doesn't allow to use any of them. :doh:
Yes, this allowing would need refining on other stuff(items etc.) but those are minor problems...

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#149 Miloch

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Posted 03 July 2010 - 03:42 AM

AttackSounds: enables the slash, backslash, and jab animations from the animation 2da files

Incidentally, if you come across any hardcoded references to walking sounds (such as, apparently, the hardcoded dragon stomp associated with IWD-style animation slots) it'd be cool if you could change that somehow. Maybe either by externalising to the 2da WALK soundclip or perhaps to an unused sound slot in the CRE files (there are tons of these after the EXISTENCE slots).

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


#150 -Larloch-

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Posted 03 July 2010 - 11:15 AM

I have a problem:

For some reason if I enable "scrollable mage spells" my game won't boot/crashes right away. Oddly "scrollable priest spells" works. I have the required files installed of course and have tested this on modded and clean installs. Using patch 2498 of course and my bgmain.exe is 2.5.0.2

The error from windows I receive is below:

Sometimes I get a runtime error "This application has requested the Runtime terminate in an unusual way.

Then the close details:

Exception code 40000015

Exception offset 0001715a

Additional Information 1: dca7
Additional Information 2: dca7a83e8500e6a3f528017b5e96c236
Additional Information 3: 50f2
Additional Information 4: 50f2f5ac8026fa84d10a0fa99ede8458



I guess Ascension is gone right now but I hope this helps in the future. If anyone can help me it would be much appreciated thanks.

#151 -Larloch-

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Posted 03 July 2010 - 11:17 AM

I forgot then I get a message that pops up.

Inject DLL failed, access denied. I forget the whole message.

#152 Vonburen

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Posted 04 July 2010 - 03:58 AM

For some reason my game doesn't want to run, I've tried both running Tobex Loader and the normal bgmain.exe in the BGII-SoA directory. I'm running a full BPW install (strangely enough the latest time I installed the game with the same mods it ran smoothly).
If I run TobEx the following DOS screen appears.untitleds.JPG
It stays this way without giving errors.
I'm running WinXP SP 3 and I did all the correct steps (right ToB patch, BWP install went piece of cake also).
Thanks for any input.


Edit: Problem solved, that's how awesome I am :D.
It turns out that afking in Guild Wars while installing BWP is not so wise. Memory leaks had generalized biffing fail midway process thus reverting back to a clean state, of course nor ToBex nor BGmain could hook off the needed files to start the game.
Solution: Reboot and rebiff.

Edited by Vonburen, 04 July 2010 - 08:49 AM.


#153 FlameWing

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Posted 11 July 2010 - 02:48 PM

I have been toying with TobEx, having gone as far as modifying four opcodes to copy some IWD1 behavior. The code compiles, but TobEx is failing to link because the linker can't find the 'TobEx.def' file. If I eliminate the file from the configuration, the linker goes through, but I haven't been able to make the compiled TobEx work. Looking back, the def file has never been included in the posted files. I haven't yet tried to dig my ancient MSVC 6 CDs, being using instead MFC80 from VC2005; but I first decided to ask if anyone other than Ascension64 ever tried (and managed) to compile it or I am the first one.

In any case, I have attached the diff files for the code and ini options in case Ascension64 decides to take a peek and (hopefully) include it in TobEx. The modified opcodes are:

#97 (0x061) Stat: Strength-Bonus Modifier [97]
Added IWD1 type 3 (strength spell) and modified type 1 to work as IWD1 (that is, strength increases go in the progression 17 -> 18 -> 18/01 -> 18/51 -> 18/76 -> 18/91 -> 18/00 -> 19).

#15 (0x00F) Stat: Dexterity Modifier [15]
Added IWD1 type 3 (cat's grace spell).

#42 (0x02A) Spell: Wizard Spell Slots Modifier [42]
#62 (0x03E) Spell: Priest Spell Slots Modifier [62]
A 'Spell Level' of 512 for either opcode doubles the amount of spells for the level specified by 'Slot Amount Modifier' (whereas standard doubling does for 'Slot Amount Modifier' and all spell levels below it).

Edit: I almost forgot: TobEx works perfectly in Linux with Wine. I don't know if anyone reported it yet, but here it is.

Attached Files


Edited by FlameWing, 11 July 2010 - 02:56 PM.


#154 Galactygon

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Posted 12 July 2010 - 09:42 AM

#97 (0x061) Stat: Strength-Bonus Modifier [97]
Added IWD1 type 3 (strength spell) and modified type 1 to work as IWD1 (that is, strength increases go in the progression 17 -> 18 -> 18/01 -> 18/51 -> 18/76 -> 18/91 -> 18/00 -> 19).

#15 (0x00F) Stat: Dexterity Modifier [15]
Added IWD1 type 3 (cat's grace spell).


Very good stuff, how are these IWD types 3 different from what we see in BG2?

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#155 FlameWing

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Posted 12 July 2010 - 12:34 PM

Very; the IWD spells behave like their P&P counterparts. This means that, depending on the opcode, the type 3 opcode works as follows: mages and sorcerers gain 1d4 strength or 1d6 dexterity; priests and druids gain 1d6 strength or 1d4 dexterity; thieves and bards gain 1d6 strength or 1d8 dexterity; others gain 1d8 strength or 1d6 dexterity. Multiclassed characters pick the best value. Strength between 18 and 19 goes in steps of 10 exceptional strength (i.e., 18 -> 18/10 -> 18/20 etc). Strength is limited to 18/00, and only warriors can gain exceptional strength from type 3 strength opcode; dexterity is limited to 20 in type 3 dexterity opcode.

#156 Galactygon

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Posted 12 July 2010 - 01:12 PM

Some of the stuff could be solved easily with .eff files for each class and multiclass, the part that's (nearly) impossible to do in BGII is
a.) making the bonuses non-cumulative and overlapping (ie you can refresh their durations without their effects stacking and you don't have to resort to "Protection from spell")
b.) preventing the bonuses from going past a specific value
c.) strength progressing to 18/10 instead of 19

Can s.) and b.) be controlled with parameters, or are they set to being hardcoded? Could I still have an effect go from 18 STR to 19 STR if I wanted to?

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#157 Ascension64

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Posted 13 July 2010 - 04:38 AM

"This application has requested the Runtime terminate in an unusual way.
...
Inject DLL failed, access denied.

@-Larloch-: That sounds like something is preventing the DLL from being injected. Perhaps try again with any background running programs disabled, User Account Control disabled.

I have been toying with TobEx, having gone as far as modifying four opcodes to copy some IWD1 behavior. The code compiles, but TobEx is failing to link because the linker can't find the 'TobEx.def' file. If I eliminate the file from the configuration, the linker goes through, but I haven't been able to make the compiled TobEx work. Looking back, the def file has never been included in the posted files. I haven't yet tried to dig my ancient MSVC 6 CDs, being using instead MFC80 from VC2005; but I first decided to ask if anyone other than Ascension64 ever tried (and managed) to compile it or I am the first one.

@FlameWing Icon: Oh, I forgot to include the .def file in the source. It's just a placeholder anyway, since the DLL does not export any functions, so you can remove the reference to that file from the Project Settings. Otherwise, the .def file looks like:

; TobEx.def : Declares the module parameters for the DLL.
;
;LIBRARY      "TobEx"
;
;EXPORTS
    ; Explicit exports can go here
;    test @1
which doesn't do anything. I would strongly advise against compiling with MFC80, because some of the MFC structures are very different from MFC42, especially CString. I admit the coding of TobEx is not very modern and very clunky.

Otherwise, I will definitely have a look at putting your code in. I have been refraining from adding too many features, including all of Taimon's tob hacks additions to opcodes, particularly since there has been no discussion on how to standardise any new features in light of GemRB development. But if the use of these additional features becomes mainstream, and GemRB developers incorporate these features in the same ways (e.g. your opcode #97 (0x061) Stat: Strength-Bonus Modifier [97] type 3 has the same meaning between TobEx and GemRB), then there shouldn't be a problem.

Edit: I almost forgot: TobEx works perfectly in Linux with Wine. I don't know if anyone reported it yet, but here it is.

Good news about TobEx working on Wine.

a.) making the bonuses non-cumulative and overlapping (ie you can refresh their durations without their effects stacking and you don't have to resort to "Protection from spell")

I remember Taimon originally had a look at this. Did he release a test hack for tob hacks?
The other ones need research, I suppose.

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Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#158 Bartimaeus

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Posted 14 July 2010 - 05:18 PM

Everything worked great for a week or two, and then suddenly it started doing this whenever I use the TobEx Loader, (regular BG2 .exe works fine, though).

Posted Image

After I close that, this pops up:

Posted Image

Restarting my computer doesn't help, and I closed all my background programs, (Diskeeper, Steam, Pidgin).

#159 Ascension64

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Posted 14 July 2010 - 10:15 PM

I can't fathom why suddenly things stop working... the loader program hasn't changed for quite a few versions.
If you revert to the TobEx.dll from Beta 0005 (just dump the .dll for that version into the BGII installation directory), does the error still occur?
You can also try renaming the TobEx.log.

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Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#160 Galactygon

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Posted 15 July 2010 - 03:16 AM

Otherwise, I will definitely have a look at putting your code in. I have been refraining from adding too many features, including all of Taimon's tob hacks additions to opcodes, particularly since there has been no discussion on how to standardise any new features in light of GemRB development. But if the use of these additional features becomes mainstream, and GemRB developers incorporate these features in the same ways (e.g. your opcode #97 (0x061) Stat: Strength-Bonus Modifier [97] type 3 has the same meaning between TobEx and GemRB), then there shouldn't be a problem.


We ought to open up a discussion and trade ideas before we get into coding. Duplicating IWD options might not be the best way to improve opcodes, since they have their limits as well.

I don't know where GemRB is at implementing opcodes, there was some brainstorming in this topic.

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