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Aurora's Shoes and Boots v5.2.2


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#1 Sam.

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Posted 13 November 2017 - 10:23 AM

Aurora's Shoes and Boots was patched some time ago with all of the latest fixes from BWFixpack and the forums here, but it seems my post about it was eaten by one of SHS's HD failures.  Note that EE compatibility HAS NOT BEEN ADDED to this version; only the existing bug fixes.

 

Aurora's Shoes and Boots v5.2.0 can be found on GitHub

Download

Readme [English] [French]


Edited by Sam., 19 July 2019 - 07:43 PM.

"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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#2 Lava Del'Vortel

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Posted 13 November 2017 - 10:56 AM

Are you going to work on EE version of Aurora? It's a pity there is no version of the mod for plain EE.



#3 Sam.

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Posted 15 November 2017 - 09:53 AM

Lava Del'Vortel, on 13 Nov 2017 - 18:56, said:

Are you going to work on EE version of Aurora? It's a pity there is no version of the mod for plain EE.

I would like to eventually, but I'm afraid my free time is about to get even more scarce so I can't make any promises.  Roxanne had an interim EET compatible version for a while and there was some discussion with Miloch about its release, but I guess that discussion might have gotten eaten by one of SHS's HD failures also.  Roxanne's version dropped compatibility with any version of the game except EET, and also dropped around half of what the original mod offered.  I wasn't a fan of that approach, but to each their own.


"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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#4 Lava Del'Vortel

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Posted 15 November 2017 - 10:18 AM

I know that version and I think I also took part in that discussion. But I never found out what was the problematic part. Animations? All that would need to be done is leaving the code to add animations for the original BG2 + copy the missing animations (from IWD EE / SoD) for BG2EE version of the game. EE uses the same animation list as any other EE game, so the ones used by Aurora are probably there, just bams must be copied.

 

Not sure what else could be problematic...



#5 Roxanne

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Posted 15 November 2017 - 10:58 AM

Sam., on 15 Nov 2017 - 17:53, said:

I would like to eventually, but I'm afraid my free time is about to get even more scarce so I can't make any promises.  Roxanne had an interim EET compatible version for a while and there was some discussion with Miloch about its release, but I guess that discussion might have gotten eaten by one of SHS's HD failures also.  Roxanne's version dropped compatibility with any version of the game except EET, and also dropped around half of what the original mod offered.  I wasn't a fan of that approach, but to each their own.

The part that was left out of the *reduced* Aurora was the main part that dealt with XP distribution, store prices, item prices etc. In one word all the tweaks the mod added for the old game.

 

Instead just the shops and mini-mod events were extracted. In discussion with Miloch etc it was clarified that this part was released as *Deep Gnomes on the Sword Coast* and was to be understood as a teaser for the 'real' Aurura mod. EET was still young at that tiime, and chances were that a dedicated tweak mod would take care about that other aspect of the mod.

 

Since then, there has not been any further development from any side, unless you count the latest update for EET_Tweaks.

*Deep Gnomes* was made EET exclusive because a) there is a fully functional Aurora mod for the classic game and no need for change (update made by Sam just recently) b) there was high interest from players to meet at least the gnomes again in EE c) A *split* version for BGEE and another for BG2EE makes no real sense because the remaining contents is per se continuous like EET. Also, EET provides for the necessary animations per default (former 1pp etc is part of the base), so there was no need to add all that to the mod.

 

This is my knowledge of the status. The *Deep Gnomes* is still considered interim, to be removed as soon as a full Aurora EE is released. It was also confirmed that this approach was in line with the original author's disclaimer for public use of this stuff.


Edited by Roxanne, 15 November 2017 - 11:02 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#6 -jojo678-

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Posted 24 November 2017 - 10:39 AM

You can add the Italian translation of Iliot? http://www.shsforums...alian-language/ Thank you.

#7 Sam.

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Posted 24 November 2017 - 04:46 PM

jojo678, on 24 Nov 2017 - 18:39, said:

You can add the Italian translation of Iliot? http://www.shsforums...alian-language/ Thank you.

Italian translation added to GitHub as ASaB v5.2.1

 

Thank you!  Sorry it took years...


"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


#8 Sam.

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Posted 18 July 2019 - 07:33 PM

Updated to v5.2.2 on GitHub
  • Added Russian translation by Austin, Silent, and the Arcanecoast Team

Edited by Sam., 18 July 2019 - 07:33 PM.

"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


#9 ALIEN

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Posted 19 July 2019 - 03:51 AM

Sam, any chances to add mods metadata Project Infinity and have delta updates for you mods?


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#10 Sam.

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Posted 19 July 2019 - 06:27 AM

ALIEN, on 19 Jul 2019 - 11:51, said:

Sam, any chances to add mods metadata Project Infinity and have delta updates for you mods?

Take a look and see if I did it right.  If so, I'll make the latest commit a release.


"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


#11 ALIEN

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Posted 19 July 2019 - 07:31 AM

Good job Sam..

 

The "Readme" is taken from tp2 "README" keyword and will open local readme file. But it might be nice idea to have also "Readme" keyword inside metadata file  for the online readme instead.

 

Is this something which you might be interested?


Edited by ALIEN, 19 July 2019 - 07:32 AM.

Project Infinity public BETA - mod manager for Infinity Engine games

Infinity Auto Packager - automatically generate and adds mod packages to GitHub release

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#12 Sam.

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Posted 19 July 2019 - 01:34 PM

ALIEN, on 19 Jul 2019 - 15:31, said:

Good job Sam..

 

The "Readme" is taken from tp2 "README" keyword and will open local readme file. But it might be nice idea to have also "Readme" keyword inside metadata file  for the online readme instead.

 

Is this something which you might be interested?

Ideally, I'd like to be able to include links (either to local files or the web) for each translation of a mod's readme.  You can pull the default readme (usually English), from the README keyword in the TP2, but some of my mods have more than just the default.  Is there a standardized way of doing this yet?


"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


#13 The Imp

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Posted 19 July 2019 - 05:20 PM

Sam., on 19 Jul 2019 - 21:34, said:

ALIEN, on 19 Jul 2019 - 15:31, said:

...

Ideally, I'd like to be able to include links (either to local files or the web) for each translation of a mod's readme.  You can pull the default readme (usually English), from the README keyword in the TP2...

One could just put all the text to a single file and just provide a key search words for the index... or what ever it's called.

Aka,

Readme

English

p

l

a

h

 

Liesmich

Deutsh

p

l

a

h

 

Leeme

Espanol

p

l

a

h

 

...

etc

 

Aka, have you not ever read user manuals with multiple language indexes ?


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.


#14 Sam.

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Posted 19 July 2019 - 07:51 PM

The Imp said:

Aka, have you not ever read user manuals with multiple language indexes ?

Not that were easy to read, easy to navigate, and easy for multiple translators to maintain.  I guess what I could do is add links at the top to all the other translations (maybe including a country flag of the language), but I'm not sure how obvious that would be.


"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


#15 Gwendolyne

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Posted 20 July 2019 - 09:28 AM

have a look here. It is very simple.


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#16 ALIEN

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Posted 31 July 2019 - 12:22 AM

Sam., on 19 Jul 2019 - 21:34, said:

ALIEN, on 19 Jul 2019 - 15:31, said:

Good job Sam..

 

The "Readme" is taken from tp2 "README" keyword and will open local readme file. But it might be nice idea to have also "Readme" keyword inside metadata file  for the online readme instead.

 

Is this something which you might be interested?

Ideally, I'd like to be able to include links (either to local files or the web) for each translation of a mod's readme.  You can pull the default readme (usually English), from the README keyword in the TP2, but some of my mods have more than just the default.  Is there a standardized way of doing this yet?

 

Sam, please read this proposal: https://www.gibberli...&comment=271555 and provide feedback.


Edited by ALIEN, 31 July 2019 - 12:48 AM.

Project Infinity public BETA - mod manager for Infinity Engine games

Infinity Auto Packager - automatically generate and adds mod packages to GitHub release

Modder's Guide to GitHub - you cannot have progress without committing changes


#17 Sam.

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Posted 06 August 2019 - 06:34 AM

Gwendolyne, on 20 Jul 2019 - 17:28, said:

have a look here. It is very simple.

Readmes have been updated, but the French version if rather outdated, especially in the underlying code, but also somewhat in content.  Probably not worth bothering with until there is an EE compatible version anyway.

 

 

ALIEN, on 31 Jul 2019 - 08:22, said:

Sam., on 19 Jul 2019 - 21:34, said:

ALIEN, on 19 Jul 2019 - 15:31, said:

Good job Sam..

 

The "Readme" is taken from tp2 "README" keyword and will open local readme file. But it might be nice idea to have also "Readme" keyword inside metadata file  for the online readme instead.

 

Is this something which you might be interested?

Ideally, I'd like to be able to include links (either to local files or the web) for each translation of a mod's readme.  You can pull the default readme (usually English), from the README keyword in the TP2, but some of my mods have more than just the default.  Is there a standardized way of doing this yet?

 

Sam, please read this proposal: https://www.gibberli...&comment=271555 and provide feedback.

FWIW, I have provided feedback.


"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


#18 ALIEN

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Posted 18 October 2019 - 05:13 AM

@Sam

Initial implementation of the ini Readme keyword: https://www.gibberli...#comment-273291

 

Minor feedback regarding mod:

there is a 'agkaraea.rar' file inside mod: https://github.com/S...to/agkaraea.rar I don't think it's intended.


Edited by ALIEN, 18 October 2019 - 05:14 AM.

Project Infinity public BETA - mod manager for Infinity Engine games

Infinity Auto Packager - automatically generate and adds mod packages to GitHub release

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#19 Sam.

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Posted 18 October 2019 - 05:40 AM

ALIEN, on 18 Oct 2019 - 13:13, said:

Minor feedback regarding mod:

there is a 'agkaraea.rar' file inside mod: https://github.com/S...to/agkaraea.rar I don't think it's intended.

Deleted.


"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