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BGEE Graphics Overhaul v1.3 issues


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#1 Argent77

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Posted 01 February 2015 - 06:15 AM

I've noticed several small and not so small issues if you installed the mod with the patched night tilesets (and one issue with an unpatched map).

Map AR0100: A duplicate lamp post in the lower left area if the door to the nearby house is closed.

Spoiler


Map AR0600: A couple of missing tiles in the upper left area if the door to the nearby house is closed.
Spoiler


Map AR0800:
- A couple of missing tiles in the lower area if the door to the nearby house is closed on the patched map.
Spoiler

- A couple of misplaced tiles at the same location on the unpatched map.
Spoiler


Map AR1100:
- Incorrectly colored tiles at the entrance to the Seven Suns and the General Store to the left when the doors are closed.
Spoiler

- Several misplaced tiles in the lower part of the map when the doors are closed.
Spoiler


Map AR1300: A whole misplaced stairway and a couple of adjacent tiles at the building in the center of the map.
Spoiler


Edited by Argent77, 01 February 2015 - 09:12 AM.


#2 Yovaneth

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Posted 01 February 2015 - 12:36 PM

.wed file screws ups... They look familiar enough for me to think I had these and fixed them in the BGT and BGTuTu versions. Many thanks for the info.

 

-Y-



#3 -Hurricane-

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Posted 02 February 2015 - 11:45 PM

From bggraphics.tph / bggraphics.bak:
 
    ACTION_IF FILE_EXISTS_IN_GAME ~ar6700.are~ BEGIN //If BGT
  		OUTER_SPRINT Beregost ~AR6700~
		END

    ACTION_IF FILE_EXISTS_IN_GAME ~ar6700.are~ BEGIN //If BGT
  		OUTER_SPRINT Beregost ~AR3300~	// If BG:EE
		END

I don't think the second replacement does what you want it to do. :)

#4 The Imp

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Posted 03 February 2015 - 04:33 AM

I don't think the second replacement does what you want it to do. :)
Well, yeah, if the ar6700.are doesn't exist in the BG1EE game. And it doesn't in the vanilla BG1EE game.
So we think that it would be better if the check and the following command was say like this:
    ACTION_IF GAME_IS ~bgt~ BEGIN //If BGT
  		OUTER_SPRINT Beregost ~AR6700~
		END

    ACTION_IF GAME_IS ~bgee~ BEGIN 
  		OUTER_SPRINT Beregost ~AR3300~	// If BG:EE
		END

    ACTION_IF GAME_IS ~tutu~ BEGIN 
  		OUTER_SPRINT Beregost ~FR3300~	// If BG Tutu
		END

Edited by The Imp, 03 February 2015 - 04:36 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#5 Yovaneth

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Posted 04 February 2015 - 01:28 PM

From bggraphics.tph / bggraphics.bak:
 

    ACTION_IF FILE_EXISTS_IN_GAME ~ar6700.are~ BEGIN //If BGT
  		OUTER_SPRINT Beregost ~AR6700~
		END

    ACTION_IF FILE_EXISTS_IN_GAME ~ar6700.are~ BEGIN //If BGT
  		OUTER_SPRINT Beregost ~AR3300~	// If BG:EE
		END

I don't think the second replacement does what you want it to do. :)

No, I don't either. :doh:

 

-Y-



#6 Utopolyst

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Posted 19 February 2015 - 04:10 AM

Okay, so far so good, so bad. :crazy:

 

I think I'm having the same problem with bgee 1.3 as ScuD: AR4300 (North Nashkel Road, where Portalbendarwinden tends to his garden) crashes when coming close the water in the south. Any clues?


Edited by Utopolyst, 19 February 2015 - 04:11 AM.

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