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1ppv4.1.0 release - Download & discussion

are you excited looking like fool 500 release candidates

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#101 Mike1072

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Posted 21 August 2012 - 07:58 PM

So much awesomeness here....

But I most wanted to say how thankful I am for Consistent spell and scroll icons. I never imagined someone would do this, so it made my day.

#102 Erephine

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Posted 21 August 2012 - 10:27 PM

Thanks Mike :) Always good to know someone else appreciates these little details as well. It's the kind of thing many never really notice or pay attention to!

Does the same go for the helmet icons, as well?

That would be great :)

Just to be clear: we are talking about fixing the Tutu inventory icons only, right?

Shields and helmets only, or are there any other items left? (If it'd help I could check for you, if you do not have a Tutu installation handy)


Tutu helmets have their own patch content, so yes and no. It is probably closest to the 'BG1' option. Some other items have Tutu specific patches as well; armour for instance is set up to work in a specific way in Tutu.

I do have an install, so no worries :) I've added an option to use the BG2 shields on Tutu installs (whatever you set them to).

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#103 Mandark

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Posted 22 August 2012 - 10:33 AM

(btw, I checked out the new download, and assume the fix still isn't in)

Anyway, what I'm trying to say, about the helmets, is that, currently, there is also no way to have BG2 inventory/paperdoll icons for in TUTU.
So, as I see it, currently:
  • EasyTutu Vanila:
    • Uses BG1 Icons for standard shields and helmets
    • Uses a really weird mixup for the shield paperdoll images. (this vanilla buckler beeing an especially horrifying visage)
    • Uses BG2 animations
  • 1PP on EasyTutu (at the moment):
    • Always uses BG1 Icons for both shields and helmets
    • Uses the chosen animations

Also, some part of component 400 changes the splint mail icon whatever armor icon option I seem to choose :)
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#104 Erephine

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Posted 22 August 2012 - 10:52 AM

Yes. Waiting for the medium shields before I put out the next version (unless something is horrifically broken)

I've added the option for BG2 helmets in Tutu as yet another choice if you choose manual configuration and have Tutu installed.

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#105 Beleg33

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Posted 22 August 2012 - 11:39 AM

I see you haven't "fixed" IAROW01.BAM. :crying:
Am I the only one bothered with how it looks too thin near the fletching?
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#106 Erephine

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Posted 22 August 2012 - 11:55 AM

I was bothered by the shadow (which I did fix).

But I went ahead and updated the slotted image as well, just for you. :cookie:

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#107 Mandark

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Posted 22 August 2012 - 11:57 AM

Also, some part of component 400 changes the splint mail icon whatever armor icon option I seem to choose :)

So, is this the case with anyone else's install?

Yes. Waiting for the medium shields before I put out the next version (unless something is horrifically broken)

Cool. I'm actually trying to build an install package for someone who's never played any BG games before, so I'm happy to wait until it's perfect :)

By the way, love the large shields, they really take me back... Keep up the good work!
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#108 Beleg33

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Posted 22 August 2012 - 11:57 AM

:woot: Well I always fix it locally with bam workshop when I make a new install but thanks!
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#109 Erephine

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Posted 22 August 2012 - 12:08 PM


Also, some part of component 400 changes the splint mail icon whatever armor icon option I seem to choose :)

So, is this the case with anyone else's install?


This is the case with everyone's install (if you're referring to Tutu).

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#110 Mandark

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Posted 22 August 2012 - 02:26 PM


Also, some part of component 400 changes the splint mail icon whatever armor icon option I seem to choose :)

This is the case with everyone's install (if you're referring to Tutu).

I was thinking of Tutu, yes.
So, is there any way this might get reverted back to BG1?
(at a glance, the other pieces of armor (in Winthrop's inventory :P) seem to be ok)
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#111 Erephine

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Posted 24 August 2012 - 10:31 AM

I was thinking of Tutu, yes.
So, is there any way this might get reverted back to BG1?
(at a glance, the other pieces of armor (in Winthrop's inventory :P) seem to be ok)


Ohh, I see what you mean, I'd accidentally put in the wrong reference. I thought you meant changed to the BG1 icon :)

Consider it fixed.

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#112 -Guest-

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Posted 24 August 2012 - 11:12 AM

I think you may have overlooked at least one BG1 monster when you corrected the weapon overlays for 'em. Hobgoblins acquired from one of the lower lever monster summonings also wield invisible swords.

#113 Erephine

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Posted 24 August 2012 - 12:05 PM

I think you may have overlooked at least one BG1 monster when you corrected the weapon overlays for 'em. Hobgoblins acquired from one of the lower lever monster summonings also wield invisible swords.


Did not overlook them, as it turns out WeiDU would hiccough when trying to patch more than one item per creature (possibly due to how it patches the files?) and read the wrong offset. I've split the patch up and that seems to fix the problem.

Thanks for spotting the issue :)

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#114 Wisp

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Posted 24 August 2012 - 02:13 PM

Did not overlook them, as it turns out WeiDU would hiccough when trying to patch more than one item per creature (possibly due to how it patches the files?) and read the wrong offset. I've split the patch up and that seems to fix the problem.

Could you post the relevant code (or, where to look in the RC to find it)?

#115 Erephine

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Posted 24 August 2012 - 02:20 PM

Proper update should be out by tomorrow evening at the latest. :)

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#116 Wisp

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Posted 24 August 2012 - 02:28 PM

Oh, I meant more along the lines of "so I can reproduce the bug and fix it in WeiDU."

Edited by Wisp, 24 August 2012 - 02:30 PM.


#117 Erephine

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Posted 24 August 2012 - 02:39 PM

Oh, I meant more along the lines of "so I can reproduce the bug and fix it in WeiDU."


Sure. Might just have been something I did wrong (entirely possible as I am bad at WeiDU) but the file we are looking at is 210_v4_ppd_variety.tph at the very end.

Compare with this one, which as far as I can tell should do exactly the same, but actually works:

Attached File  210_v4_ppd_variety.tph   25.59K   470 downloads

Edited by Erephine, 24 August 2012 - 02:45 PM.

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#118 Mandark

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Posted 24 August 2012 - 03:33 PM

Proper update should be out by tomorrow evening at the latest. :)

Can't wait :)

In the meantime, here's another weird thing that happened to me:
Jondalar (the guy in Candlekeep that teaches you about combat) killed my character!

I'm pretty sure his quarterstaff is not supposed to deal any damage, so I'm wondering if there's a chance 204 (Colourable Quarterstaves) might be the culprit?
(the archer in the same encounter still deals the proper 0 damage per hit, which is why I'm suspicious of this component)
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#119 Wisp

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Posted 24 August 2012 - 03:51 PM

Sure. Might just have been something I did wrong (entirely possible as I am bad at WeiDU) but the file we are looking at is 210_v4_ppd_variety.tph at the very end.

Ah, yes. The problem is that the old code was using an outdated value for reading secondaryw. If primaryw was a match, the code would run ADD_CRE_ITEM, which would change the offset to the item-slot table. Rereading the value of ritemslot (and ritemstart, to be on the safe side in case the creature is unconventionally structured) before secondaryw is read fixes the problem.

#120 Erephine

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Posted 24 August 2012 - 04:44 PM

Can't wait :)

In the meantime, here's another weird thing that happened to me:
Jondalar (the guy in Candlekeep that teaches you about combat) killed my character!

I'm pretty sure his quarterstaff is not supposed to deal any damage, so I'm wondering if there's a chance 204 (Colourable Quarterstaves) might be the culprit?
(the archer in the same encounter still deals the proper 0 damage per hit, which is why I'm suspicious of this component)


I can't see anything that would patch the damage.

However, from what I can see the weapon he has equipped (staf04) hits and acts like a regular staff in BG2 whereas it has zero damage in BG1/Tutu and is undroppable. In my Tutu install the file seems correct as per BG1, but that might have something to do with the issue.

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