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#701 Ascension64

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Posted 24 April 2012 - 03:39 AM

Don't know much about fonts, except that a large amount of UI structures loads up the font info. Unlikely I'll make any changes since the UI is massively changing for BG:EE.
Not sure about this 'schism' thing. I just keep chipping away at the massive to do list...

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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)


#702 phordicus

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Posted 24 April 2012 - 09:52 PM

We love you for it :)

I had a .bat file I found around here that could take any font you have installed and convert it to whatever .bam you needed. I'll see if I can find it; if I do, I'll just edit this post with an attachment.
Druid Kit Enhancements 1.0 (requires Dispel Magic fix, whether ToBEx's or Taimon's)

#703 Sam.

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Posted 24 April 2012 - 11:17 PM

I had a .bat file I found around here that could take any font you have installed and convert it to whatever .bam you needed. I'll see if I can find it; if I do, I'll just edit this post with an attachment.

I don't know about a .bat, but there is a nifty Font BAM Generator utility here.

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

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#704 Sam.

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Posted 24 April 2012 - 11:48 PM

What would be involved in making it so that the game could handle much larger area tilesets? I seem to recall (although I can't find it documented anywhere ATM) that although BGII can theoretically handle areas with 60x60 tiles, problems are experienced at that size, and so we are really limited to 59x59 tiles. I bring this up because the next set of modules that Classic Adventures is working on and is set to include is the Giant series (G1-3), and we are finding out that in order to scale areas large enough to accommodate/be appropriate for giants, the areas become much larger than BGII can handle, and they are so large that it isn't practical to split them up into separate areas. EDIT: I just found where SBB said

Each area bitmap can be no bigger than 5056 pixels wide by 3776 pixels tall.

which comes out to 79x59 tiles. For reference:
Attached File  PoRGiant.rar   856.08K   157 downloads

What do you think, is it even something worth looking into? Something that would fall into the realm of BGEE?

Edited by Sam., 25 April 2012 - 12:01 AM.

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

CA Forums CA Homepage


#705 Sasha Al'Therin

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Posted 25 April 2012 - 04:10 AM

I had a .bat file I found around here that could take any font you have installed and convert it to whatever .bam you needed. I'll see if I can find it; if I do, I'll just edit this post with an attachment.

I don't know about a .bat, but there is a nifty Font BAM Generator utility here.

Yes I tried that. It takes a while to get working and once you do, not all fonts have all the symbols needed. I've yet to find one that has the TM symbol for trademark. Also when using that tool for the few bams we know are for fonts, not all text is modified. imho, It would be much simpler to see if font size in general can be adjusted.

My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm


#706 Demivrgvs

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Posted 04 May 2012 - 01:04 AM

I'll add my three wishes for the genie of hacks. :) The first one is a crucial fix imo, the second one would be very cool but it's less "urgent", the latter one is the least important one, and probably the less doable.

Opcode #219 (0x0DB) Stat: AC vs. Creature Type Modifier [219]
This opcode is supposed to grant +2 to AC and saves vs. specified creature type (e.g. Protection from Evil spell uses it), but it seems the +2 to saves wasn't implemented in the BG2 version of the Infinity Engine. Is it possible to restore the intended behaviour?

Opcode #5 (0x005) Charm: Charm Specific Creature [5]
Is it possible to make the various forms of charm work as they should? Currently when Charm Person is used by the AI against PC players it correctly doesn't make the affected creature to fight against his old allies, but when used by players a charmed target is fully controllable (spellcasting included) as if it was the Domination version of this opcode.

Hide feedback text when a spell is cast
This is probably something you'll put at the bottom of your to do list (understandable), and many players may actually like to have a text line saying "who cast what" everytime a spell is cast, but one spell in particular is in dire need of this tweak: Mislead (removing the feedback text would make Mislead really misleading, and not just II on steroids).


Is any of the above doable? I hope for at least the 1st one, because else I would have to face 2 broken spells (ProEvil) and tons of items not working as they should. :(

Cheers
Demi

#707 Ascension64

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Posted 04 May 2012 - 05:03 AM

They are all doable, just a matter of when. :)
The charm issue was discussed before. I still have yet to determine what happens when AI charms players, particularly if the charmed player gets assigned some generic 'hack something' script.

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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)


#708 phordicus

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Posted 04 May 2012 - 05:08 AM

For #1, maybe even a way to designate

1. AC bonus (actually a thac0 penalty on the creature type)
2. save bonus
3. both

There are uses for the AC bonus that have nothing to do with a fixed +2, nor Protection from Evil.
Druid Kit Enhancements 1.0 (requires Dispel Magic fix, whether ToBEx's or Taimon's)

#709 Demivrgvs

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Posted 05 May 2012 - 02:36 AM

They are all doable, just a matter of when. :)
The charm issue was discussed before. I still have yet to determine what happens when AI charms players, particularly if the charmed player gets assigned some generic 'hack something' script.

Cool! If fixing opcode #219 is easier than the rest as I hope (wasn't it fine in BG1?) I hope you can make it relatively soon...that thing is screwing my life as a modder.

For #1, maybe even a way to designate

1. AC bonus (actually a thac0 penalty on the creature type)
2. save bonus
3. both

Well, that would be utterly cool. I can already imagine quite a few things I'd be able to do with it within Revisions mods.

#710 aVENGER

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Posted 05 May 2012 - 02:51 AM

Cool! If fixing opcode #219 is easier than the rest as I hope (wasn't it fine in BG1?) I hope you can make it relatively soon...that thing is screwing my life as a modder.


Opcodes only went up to #190 in BG1:TotSC.

The Protection from Evil spell used generic AC and save bonuses in that game. It also conferred protection from charm.

#711 Ascension64

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Posted 05 May 2012 - 03:03 AM

Does any mod fix ProtEvil in BG2 so that it works just like the BG1:TotSC version?

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Retired Modder
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)


#712 aVENGER

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Posted 05 May 2012 - 03:14 AM

Does any mod fix ProtEvil in BG2 so that it works just like the BG1:TotSC version?


Not to my knowledge.

BTW, in case it matters, the charm immunity is only supposed to work against charm spells cast by evil creatures in PnP.

#713 Demivrgvs

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Posted 05 May 2012 - 04:33 AM


Cool! If fixing opcode #219 is easier than the rest as I hope (wasn't it fine in BG1?) I hope you can make it relatively soon...that thing is screwing my life as a modder.

Opcodes only went up to #190 in BG1:TotSC.

The Protection from Evil spell used generic AC and save bonuses in that game.

I can still learn a lot of things. :) Well, I guess that making ProEvil work like that is not an option, as its name would pretty much makes no sense (though the AI could use it as a sort of ProGood version), don't you agree?

It also conferred protection from charm.

I do thought about adding it, but I never did because I was unable to make it work only against evil aligned opponents. What do you think? Should I add it regardless of alignment? I'm sure BG1 players would love to have at least one counter to charm spells.

#714 Galactygon

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Posted 05 May 2012 - 05:09 AM

IMO this can be solved by having opponents cast different charm spells and then selectively use opcode 206 in the various protection from spells.

Of course, it would be even nicer if there would be a way of expanding opcode 177 to allow the checking of the alignment of the caster (and not the target!) so that the shell spell (via 146) is guaranteed to fire off if the caster is of, say evil alignment.

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#715 GeN1e

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Posted 05 May 2012 - 12:30 PM

Of course, it would be even nicer if there would be a way of expanding opcode 177 to allow the checking of the alignment of the caster (and not the target!) so that the shell spell (via 146) is guaranteed to fire off if the caster is of, say evil alignment.

Imo this is just too much hackery...
Better go for something more robust, like NWN's model, where each spell invokes a script, allowing conditioning of any complexity. It would cover a much wider field than a single 177 can.

Retired from modding.


#716 -wise grimwald-

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Posted 21 June 2012 - 11:03 PM

Whilst I haven't yet used this mod, I am about to as some of the ideas in it seem to be excellent.

Two things.

1) I am hoping that a lot of the changes will be optional.

2) I am hoping that this program can be used for Tutu in the same way that BG2 Tweaks can.

If it can, please could you place that information in a place where it will be found as it is quite important.

#717 -wise grimwald-

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Posted 21 June 2012 - 11:24 PM

What would be involved in making it so that the game could handle much larger area tilesets? I seem to recall (although I can't find it documented anywhere ATM) that although BGII can theoretically handle areas with 60x60 tiles, problems are experienced at that size, and so we are really limited to 59x59 tiles. I bring this up because the next set of modules that Classic Adventures is working on and is set to include is the Giant series (G1-3), and we are finding out that in order to scale areas large enough to accommodate/be appropriate for giants, the areas become much larger than BGII can handle, and they are so large that it isn't practical to split them up into separate areas. EDIT: I just found where SBB said

Each area bitmap can be no bigger than 5056 pixels wide by 3776 pixels tall.

which comes out to 79x59 tiles. For reference:
Attached File  PoRGiant.rar   856.08K   157 downloads

What do you think, is it even something worth looking into? Something that would fall into the realm of BGEE?


I don't know if you are aware of it, but killing a giant whose circle is not visible causes crashes in the Drizzt Saga. Not a critiscism of that mod, just something to consider when doing anything concerning giants.

#718 Ascension64

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Posted 23 June 2012 - 04:23 PM

1) I am hoping that a lot of the changes will be optional.

Fixes and modder extensions are, by default, enabled. Tweaks are all optional.

2) I am hoping that this program can be used for Tutu in the same way that BG2 Tweaks can.

The program will work with any installation of Throne of Bhaal patched to version 26498.

If it can, please could you place that information in a place where it will be found as it is quite important.

Do a search within the archive for the readme file. The download itself is only around 1 MB.

--------------
Retired Modder
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)


#719 -veyn-

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Posted 26 June 2012 - 02:03 PM

I've been recently browsing through this thread and seen the request to move "thieving" ability for C/Ts from innates menu. Not sure if it is relevant anymore (didn't see such thing done by tobex, in any case), but anyway here's the simple hack that should do that - maybe someone will find it helpful (all offsets are in file, so changes can be done with any hex editor):
Spoiler

This switches "talk" and "thieving" buttons for C/T (the reasons are 1) this requires least changes; 2) "talk" is the least useful button on C/T hotbar imo). Also note that there is probably a bug there if C/T has exactly 12 innates - last one will probably not be shown - I didn't touch that.

I've also been recently looking at extending the hotbar - on higher resolutions there is plenty of empty space on screen - but it looks to be much more tricky, even without increasing max amount of quick weapons/spells/items and/or allowing customization. Ascension64, did you by chance consider making a similar tweak in future?

#720 -veyn-

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Posted 02 July 2012 - 11:14 AM

Ascension64, do you by chance accept contributions for tobex?

I've seen a bunch of bugs in contingency list (wizard spellbook screen):
1. If character has "non-contingency" conditional spells (i.e. direct #232's on items - for instance, Item Revisions mod uses a bunch of these), the contingency list is corrupted (either empty rows are shown, or some rows look duplicated) - basically, when building rows for screen and encountering non-contingency spell, engine simply skips one row without cleaning it - so user will either a gap (empty row), or a row containing some junk.
2. "First displayed contingency id" field has inconsistent meaning in row building function and dispel button click handler: in former it means "num of contingencies to skip", in second it means "num of any conditional spells to skip". This means that pressing dispel button often dispels something unexpected.
3. Even if correct contingency iterator for dispel is found, incorrect effect can be removed from character, because non-exact match is used (parent resource reference isn't matched). This is easy to reproduce: set up two contingencies for a character (i.e. 6th level "Contingency" spell and 9th level "Chain Contingency" spell), and try to remove one of them. In one situation everything will work as expected, but in another one incorrect effect will be removed (you have to force stats refresh to see that in game; but you can also save game to disk and check which contingency remains on character).

I've fixed that locally; my changes are below. Only basic testing was done, so maybe I've still missed something.
Spoiler