Edited by RutgerHauer, 06 April 2012 - 07:02 AM.
The coding
#1
Posted 06 April 2012 - 07:01 AM
#2
Posted 06 April 2012 - 09:10 AM
#3
Posted 06 April 2012 - 10:43 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
#4
Posted 07 April 2012 - 08:09 AM
#5 -Harted-
Posted 25 July 2012 - 12:46 AM
If I change names of files manually, mod will be work correctly, or I must change anything more in .tp2 file?
P.S. Sorry for my bad english
#6
Posted 27 August 2012 - 05:59 AM
Sent the files to Miloch/et al. who currently maintain this mod sometime last year; assumed it had gone through.
崇高与滑稽
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#7
Posted 27 August 2012 - 08:38 AM
It was not, for several reasons. Although it is probably a fairly minor change in the patching code, it results in a fairly major change downstream. All the animation files need to be renamed, as well as 2da references (e.g. for soundclips) and thus all the major archives would need to be reuploaded. Then all the references in the tp2 code to animation files (and there are many of these for component filechecks) and, most time-consuming of all perhaps, all the references in all other mods, at least a handful of which use the existing IA schema (some quite large, like the Vecna mod). And all that has to be fixed more or less simultaneously so we don't get folks trying to use two different schemes. And if all that's being fixed, we may as well address the other outstanding IA fixes and work in progress. I would like to have had to time to do all that but have not even had access to my mod development computer for several months. (Nice to see you around again btw Erephine... it's been a while .)There was also a fixed version for the ANSI issue, but it looks like it was never released.
Having said all that, the workaround as posted in the readme works as verified by beta testers with Russian OSes etc. You have to do it correctly and in the right order of course (for example, I don't think it will do much if you change it after the install). Or if it doesn't work on some OS versions, we need more information than what's been posted.
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
#8
Posted 27 August 2012 - 09:14 AM
Likewise. Good to be here, too
崇高与滑稽
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