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#141 Argent77

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Posted 11 July 2014 - 11:24 AM

Just found a small bug. Viconia's new banter is triggered repeatedly because of an incorrectly set variable (L-ViconiaBanter) in her dialog. Furthermore, it'll be triggered even if she's not a party member.



#142 Almateria

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Posted 11 July 2014 - 02:36 PM

Fixed this.

 

The earth plane map crashes because it's using ambient sounds which are stored in different BIFF files. BG2 has issues in that regard. You can either remove the ambient sounds in question (i.e. "Ambient 14" and "Ambient 15") or use COPY_EXISTING for AM0414A5.WAV and AM0414C3.WAV in your TP2 script.
 

 

just wanna mention i did this and it now works fine. which is wierd as hell as my other super mega mod install the area loads fine yet with this small-ish install (no big mods) the area crashed. i deleted the two ambient files from the area file and now it loads perfectly fine. whoo!

Fixed this.

 

Got some new Tracking lines in.



#143 Sergio

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Posted 12 July 2014 - 04:36 AM

<blockquote class='ipsBlockquote'data-author="chrisboote" data-cid="569955" data-time="1403622655"><p>
KULYOK IF U R READIN THIS I LOVE U ALSO WRITE MY STUFF

AHAHAHAHAH <3


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#144 Almateria

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Posted 12 July 2014 - 07:47 AM

That's it. You mod is getting set as "Recomended" for BWS. Thanks for you hard work and best wishes in life.

This is it, I've peaked in life



#145 Almateria

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Posted 12 July 2014 - 03:37 PM

The new version is up. It includes fixed time triggers for the Government District laborer and a new character, also in the Government District. He's a tax collector.

I'm basically trickling out content until I can make a 69 joke. The Version 7 big feature is already coded and working so



#146 Argent77

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Posted 14 July 2014 - 03:34 PM

I've encountered a couple more issues in the ToB part of the mod.

 

1. The new Saradush map icon covers the original icon on the ToB world map. Furthermore, name and tooltip of the new map icon aren't right, as seen in this screenshot (you can also check it out in NearInfinity).

Spoiler

 

2. The new entrance to Kiser's guest room is linked with the wrong exit in the living room area (Exit5014 instead of Exit5009), so your party will appear near the stairs to the cellar instead on the right side of his room.



#147 Almateria

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Posted 14 July 2014 - 04:16 PM

Well it was supposed to cover it. That's p much the point. No idea what's up with the name though? I have a graphical proof in my very own readme that it Works For Me.

e: You know what's actually wrong? The icon on your map doesn't overlap, there are like two pixels of height difference. What the

 

2. Will be done tomorrow


Edited by Almateria, 14 July 2014 - 04:20 PM.


#148 Almateria

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Posted 15 July 2014 - 12:10 AM

#2 is not true, just tested. Thank you for keeping me on my toes though.



#149 Argent77

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Posted 15 July 2014 - 01:35 AM

The worldmap issue is present in both the original BG2 and BG2:EE. This is a screenshot of BG2:ToB.

Spoiler

You can add HideAreaOnMap("AR5000") to your script to disable the original icon.
 
Regarding the second issue. The wrong exit is only present in BG2:EE. The original BG2 works fine. Not sure why Beamdog changed it.



#150 Wisp

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Posted 15 July 2014 - 07:41 AM

Someone's forgot an EVALUATE somewhere.



#151 Almateria

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Posted 15 July 2014 - 10:44 AM

Wiiiisp how do I fix this ;_; I don't know how to because I fon't get any problems at all

#152 Wisp

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Posted 15 July 2014 - 01:05 PM

Okay, it's not an EVALUATE. You need to camelCase all the arguments to sc#addWmpAre. Specifically, you give the argument "strname" while the function expects a variable called "strName". Ditto for "strdesc".



#153 Falagar

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Posted 24 July 2014 - 01:26 PM

Heya Alma, I wanted to let you know that the latest BWS setup is calling the file a defect. Though there seems to be something initially wrong with the new BWS setup anyway because of some errors, and plus I can't download anything. (Has to be on my end)

 

Also does 6.4 address the Plane of Earth Error (since it's always remain unchecked)? Also I'm reading there is a map error going on here in the above posts, does that affect Non-EE BG game? Which components you recommend that will need to remain off for right now?



#154 Argent77

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Posted 24 July 2014 - 02:20 PM

It's me again with a couple more issues. ;)

I've noticed a minor problem with the sahuagin trap in the Planar Sphere. The Weidu script block (in setup-arestorationp.tp2, starting at line 224)
COPY_EXISTING ~obssahtp.BCS~ ~override~
  DECOMPILE_BCS_TO_BAF
    REPLACE_TEXTUALLY ~CreateCreature("OBSSAH05",[2287.1655],0)~
                      ~CreateCreature("OBSSAH05",[2287.1655],0)
                       CloseDoor("DoorSoldier1")
                       Lock("DoorSoldier1")~
  COMPILE_BAF_TO_BCS
  BUT_ONLY_IF_IT_CHANGES 
doesn't work in BG2:EE because the last parameter of CreateCreature() is replaced by the corresponding symbolic reference from DIR.IDS instead. As a result the sahuagin chamber in the Planar Sphere doesn't lock you in after entering.

I'd suggest to change it to:
COPY_EXISTING ~obssahtp.BCS~ ~override~
  DECOMPILE_BCS_TO_BAF
    REPLACE_TEXTUALLY ~\(CreateCreature("OBSSAH05",.+)\)~
                      ~\1
                       CloseDoor("DoorSoldier1")
                       Lock("DoorSoldier1")~
  COMPILE_BAF_TO_BCS
  BUT_ONLY_IF_IT_CHANGES 
That way you don't have to watch out for differences caused by mods or different game versions.


There is another issue (or rather two issues) in the "Item Import" component.
1. The component is supposed to give the djinni Malaaq an additional item from IMPORT02.2DA. Since the 2DA file defaults to SW2H16 (Sword of Chaos +2) if no other items from the list are available, it will add an additional Sword of Chaos to the djinni that winds up in Charname's inventory eventually. You could remove the first sword instance from the djinni, but in this case Charname might receive another (and possibly inferior) item in place of the Sword of Chaos under certain circumstances.

2. There's also an issue in the respective Weidu script block (starting at line 2146):
COPY_EXISTING ~ar0602.BCS~ ~override~
  DECOMPILE_BCS_TO_BAF
    REPLACE_TEXTUALLY ~ActionOverride("Malaaq",MoveBetweenAreas("AR0601",[345.591],14))
                       ActionOverride("DuegarClanChief",TakeItemListPartyNum("IMPORT01",1))
                       ActionOverride("Shelf1",TakeItemListPartyNum("IMPORT03",1))~
                      ~ActionOverride("DuegarClanChief",TakeItemListPartyNum("IMPORT01",1))
                       ActionOverride("Malaaq",TakeItemListPartyNum("IMPORT02",1))
                       ActionOverride("Shelf1",TakeItemListPartyNum("IMPORT03",1))
                       ActionOverride("Malaaq",MoveBetweenAreas("AR0601",[345.591],14))~
  COMPILE_BAF_TO_BCS
  BUT_ONLY_IF_IT_CHANGES
 
Since the search string of REPLACE_TEXTUALLY contains multiple script actions, you'd also have to take line breaks and spaces between the instructions into account. You could either use a certain regular expression or (more preferably) reduce it to a single script action, such as this:
COPY_EXISTING ~ar0602.BCS~ ~override~
  DECOMPILE_BCS_TO_BAF
    REPLACE_TEXTUALLY ~\(ActionOverride("Malaaq",MoveBetweenAreas("AR0601",.+))\)~
                      ~ActionOverride("Malaaq",TakeItemListPartyNum("IMPORT02",1)) \1~
  COMPILE_BAF_TO_BCS
  BUT_ONLY_IF_IT_CHANGES
I'm using the same placeholder syntax for the remaining parameters as in the first code snippet, as MoveBetweenAreas() also uses symbolic references from DIR.IDS in BG2:EE.

Edited by Argent77, 24 July 2014 - 02:23 PM.


#155 Almateria

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Posted 24 July 2014 - 02:37 PM

uhhhghhh

life is hard and i have no spoons or whatever to deal with this all :( wish i could outsource all of the dumb stuff. ill jsut let the bugs pile up indefinitely okay?

 

You could remove the first sword instance from the djinni, but in this case Charname might receive another (and possibly inferior) item in place of the Sword of Chaos under certain circumstances.

i could also change the default item to something else

 

doesn't work in BG2:EE because the last parameter of CreateCreature() is replaced by the corresponding symbolic reference from DIR.IDS instead.

are you 1000% sure because i tested it. multiple times. with different things. dir.ids is a numbered ids file so all the textual values are functionally the same as numericals, much like idk, SPPR711 is the same as CLERIC_REGENERATE



#156 Almateria

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Posted 24 July 2014 - 02:41 PM

Also does 6.4 address the Plane of Earth Error (since it's always remain unchecked)? Also I'm reading there is a map error going on here in the above posts, does that affect Non-EE BG game? Which components you recommend that will need to remain off for right now?

 

plane of earth error is absolutely mystical and relies on the square root of the periapsis of your lucky stars orbit being a prime number sooo im not saying its broken but its brokeish on some setups.

 

Also map error doesn't affect non-ee games.



#157 Argent77

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Posted 24 July 2014 - 03:09 PM

doesn't work in BG2:EE because the last parameter of CreateCreature() is replaced by the corresponding symbolic reference from DIR.IDS instead.

are you 1000% sure because i tested it. multiple times. with different things. dir.ids is a numbered ids file so all the textual values are functionally the same as numericals, much like idk, SPPR711 is the same as CLERIC_REGENERATE

I was referring to the numeric value in the search string only. Using numbers in the replace string works perfectly well even in BG2EE.



#158 Almateria

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Posted 24 July 2014 - 03:29 PM

oh yeah, right

sorry im just really tired now. ill add it to the list of stuff i faield to code properly



#159 -Skull Bearer-

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Posted 24 July 2014 - 04:21 PM

How do you leave the Earth plane? I got there, killed the elementals when the guardian disappeared, and when nothing else happened I used cheats to port back to the plane of air. Did I miss something?



#160 Falagar

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Posted 25 July 2014 - 05:38 AM

Sounds like the Earth Plane should be put on the back burner, what I would do is save that earth plane project for last, and just work out the kinks of other projects, and just keep finding new things buried in the code. Just sounds like the Earth Plane is a lost cause for right now because how broken the devs left it.