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BG2 Improved GUI


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#221 Vlan

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Posted 28 December 2021 - 09:18 PM

Well, this spell might be a little bit hard to find ... This is the message I get in the console when the game crashes. I tried it multiple times, it's always this one, whatever it name might be. Is there any way to search for something like that in NearInfinity?

2021-12-29-06-08-27.jpg



#222 -Arthas-

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Posted 29 December 2021 - 01:33 AM

1) When you install the scaled GUI, after you have installed the widescreen mod, there are two options concerning the scaling. If using widescreen, are you supposed to install both, or just one or the other?

 

https://imgur.com/a/EZdFDJg

2) Can you add an option to force the game not to ask every time you load it to actually configure the display? Because

a) it doesn't save the settings I just tested,

2) it's annoying and messes up with widescreen and so on by changing the resolution you forced

3) I would like to skip it.


Edited by Arthas, 29 December 2021 - 01:41 AM.


#223 Insomniator

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Posted 29 December 2021 - 05:29 AM

Hi Vlan

Well, this spell might be a little bit hard to find ... This is the message I get in the console when the game crashes. I tried it multiple times, it's always this one, whatever it name might be. Is there any way to search for something like that in NearInfinity?


Sname1 is empty , this is problem, there is no spell name inside action datablock, no way to show icon

Can you explain what spell/item currently doing char and what type of char (will mage or something with random effects)?



#224 Insomniator

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Posted 29 December 2021 - 05:36 AM

Hi Arthas

1) When you install the scaled GUI, after you have installed the widescreen mod, there are two options concerning the scaling. If using widescreen, are you supposed to install both, or just one or the other?

second option must be available only if first option was selected and widescreen mod installed, i will fix it in next update
 

2) Can you add an option to force the game not to ask every time you load it to actually configure the display? Because
a) it doesn't save the settings I just tested,
2) it's annoying and messes up with widescreen and so on by changing the resolution you forced
3) I would like to skip it.

Sorry, i dont understanf what you talk about, "actually configure the display" ? or bgconfig.exe program ?


Edited by Insomniator, 29 December 2021 - 05:38 AM.


#225 -Arthas-

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Posted 29 December 2021 - 05:49 AM

Clicking play on baldur.exe actually makes the game ask you to set the config again because "it's the first time you load it" even if you played it already ten thousand times.



#226 Insomniator

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Posted 29 December 2021 - 05:58 AM

Clicking play on baldur.exe actually makes the game ask you to set the config again because "it's the first time you load it" even if you played it already ten thousand times.

 

is same question if game runned by shortcut to the bgmain.exe ?


#227 Vlan

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Posted 29 December 2021 - 07:57 AM

Hi Vlan
Well, this spell might be a little bit hard to find ... This is the message I get in the console when the game crashes. I tried it multiple times, it's always this one, whatever it name might be. Is there any way to search for something like that in NearInfinity?


Sname1 is empty , this is problem, there is no spell name inside action datablock, no way to show icon

Can you explain what spell/item currently doing char and what type of char (will mage or something with random effects)?


My characters are not casting anything. I tried just to normal attack with one of my fighters alone, and sooner or later, the game crashes. That is the weird part. I am still trying to find a lead here. Is it somehow possible to see the Action Datablocks in NearInfinity, so that I might look for the problem myself?


Edited by Vlan, 29 December 2021 - 08:03 AM.


#228 Sam.

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Posted 29 December 2021 - 10:00 AM


Is it somehow possible to see the Action Datablocks in NearInfinity, so that I might look for the problem myself?

You can use the old advanced search to get a shortlist of spells using that opcode:

NISearch.png

I'm a bit unclear what the actual issue causing the crash might be, but maybe start by looking through this short list for spells pointing to non-existant or corrupt BAMs?


"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


#229 Insomniator

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Posted 29 December 2021 - 02:09 PM

Vlan,

My characters are not casting anything. I tried just to normal attack with one of my fighters alone, and sooner or later, the game crashes. That is the weird part. I am still trying to find a lead here. Is it somehow possible to see the Action Datablocks in NearInfinity, so that I might look for the problem myself?

If Char dont cast anything, this component still detects some spell action assigned to char, opcode on screen is 31, this is ACTION_SPELL. I think this can be some sort of "internal" spell applied to /from this Char. Or just my algo is wrong with detecting what char currently doing. Workaround is totaly disable spell icon if spell is empty, but at same time, something may happens to the charm anyway, but we won't be able to see it.

Please check and feedback when you test it
Link https://ufile.io/8659p96z


Edited by Insomniator, 29 December 2021 - 02:10 PM.


#230 Insomniator

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Posted 29 December 2021 - 02:17 PM

Hi Sam

Is it somehow possible to see the Action Datablocks in NearInfinity, so that I might look for the problem myself?

You can use the old advanced search to get a shortlist of spells using that opcode:

I'm a bit unclear what the actual issue causing the crash might be, but maybe start by looking through this short list for spells pointing to non-existant or corrupt BAMs?

Ni doesnt help, Action is internal engine object, it track what char do now and what later. You can pause game and make orders to chars - mages cast, melee walk to enemies. EE engine introduced icons to show internal action on screen
 



#231 -Arthas-

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Posted 30 December 2021 - 04:29 AM

No it doesn't - thanks for making me discover this. The BGmain.exe has no icon, hence why I never even saw it before.

Clicking play on baldur.exe actually makes the game ask you to set the config again because "it's the first time you load it" even if you played it already ten thousand times.

is same question if game runned by shortcut to the bgmain.exe ?



#232 Vlan

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Posted 30 December 2021 - 01:57 PM

Vlan,
My characters are not casting anything. I tried just to normal attack with one of my fighters alone, and sooner or later, the game crashes. That is the weird part. I am still trying to find a lead here. Is it somehow possible to see the Action Datablocks in NearInfinity, so that I might look for the problem myself?

If Char dont cast anything, this component still detects some spell action assigned to char, opcode on screen is 31, this is ACTION_SPELL. I think this can be some sort of "internal" spell applied to /from this Char. Or just my algo is wrong with detecting what char currently doing. Workaround is totaly disable spell icon if spell is empty, but at same time, something may happens to the charm anyway, but we won't be able to see it.

Please check and feedback when you test it
Link https://ufile.io/8659p96z


Hey there, the new .dll seems to be working! I haven't gotten any crashes in the last 10 15 minutes of my testings!


Edited by Vlan, 30 December 2021 - 02:02 PM.


#233 Insomniator

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Posted 01 January 2022 - 05:53 PM

Experiments with spell icons on main screen, maybe it will be lite version of Bubb's EEex spell menu for BG2 classic

spellmenu.PNG



#234 -Arthas-

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Posted 02 January 2022 - 03:18 AM

Been trying the streched GUI. Nothing can be done about the inventory screen and the menu screen or did I install stuff wrongly? 

Setting: x=960, y=540 [wanted 1920x1080 res]

This is what I installed: 
 

~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod: v3.08
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0025
~TOBEX_AFTERLIFE/TOBEX_AFTERLIFE.TP2~ #0 #200 // TobEx AfterLife: v29.8_fix2
~BG2IMPROVEDGUI/BG2IMPROVEDGUI.TP2~ #0 #120 // Loot Panel -> Collect from all nearest bodies as one click action: 4.6
~BG2IMPROVEDGUI/BG2IMPROVEDGUI.TP2~ #0 #700 // Show Total Roll on Character Generation screen: 4.6
~BG2IMPROVEDGUI/BG2IMPROVEDGUI.TP2~ #0 #1400 // Do not clear Drained Spells: 4.6
~BG2IMPROVEDGUI/BG2IMPROVEDGUI.TP2~ #0 #2320 // Stretched GUI for HD Resolutions (1280x960 and above) -> GUI + Cursor/Tooltips: 4.6
~BG2IMPROVEDGUI/BG2IMPROVEDGUI.TP2~ #0 #2400 // Stretch GUI for Widescreen Mod, select only if Widescreen Mod was reinstalled at low resolution: 4.6

 

Edited by Arthas, 02 January 2022 - 03:21 AM.


#235 TotoR

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Posted 02 January 2022 - 12:37 PM

Hi Insomniator,

 

Thanks for all this hard work, it is much appreciated and the experiment look promising even if it seems that the icons could fill all the screen with a cleric/mage...

 

As you might know, There is a behaviour with the old engine that could be seen as a "bug" or "cheat" and can't be fixed by fixpack: as you can't equipped two-handed weapon on top of an off-hand weapon or a shield without CTD, all shapeshift items or weapons created by spells are one-handed. This is more or less a cheat, in my opinion, because you'll keep all benefit of the off-hand weapon or shield even when shapeshift to bear or slayer... In addition, you can't created 2 handed weapons without a crash, witch is a minor modding issue.

 

I wounder if you could address this "bug" by the same way as the component "Unlimited Hand Off Slot" do and make two-handed all shapeshift items?

 

By the way, happy new year to all!



#236 Insomniator

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Posted 02 January 2022 - 03:47 PM

Hi TotoR

As you might know, There is a behaviour with the old engine that could be seen as a "bug" or "cheat" and can't be fixed by fixpack: as you can't equipped two-handed weapon on top of an off-hand weapon or a shield without CTD, all shapeshift items or weapons created by spells are one-handed. This is more or less a cheat, in my opinion, because you'll keep all benefit of the off-hand weapon or shield even when shapeshift to bear or slayer...

thank for info, i will revert to original engine if it disable off-hand slot for shapeshifters/spell weapon

In addition, you can't created 2 handed weapons without a crash, witch is a minor modding issue.

to reproduce bug i only need patch existed magic weapon .ITM to make it two-weapon, right ?

I wounder if you could address this "bug" by the same way as the component "Unlimited Hand Off Slot" do and make two-handed all shapeshift items?

Unlimited Hand Off Slot must disable second weapon if first is two-hand weapon, i never tested it fully with magic weapon yet. If it is bugged, it just need to fix


Edited by Insomniator, 02 January 2022 - 04:00 PM.


#237 Insomniator

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Posted 02 January 2022 - 03:54 PM

Hi Arthas

 Been trying the streched GUI. Nothing can be done about the inventory screen and the menu screen or did I install stuff wrongly? 

Setting: x=960, y=540 [wanted 1920x1080 res]

This is what I installed: 
 
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod: v3.08
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0025
~BG2IMPROVEDGUI/BG2IMPROVEDGUI.TP2~ #0 #2320 // Stretched GUI for HD Resolutions (1280x960 and above) -> GUI + Cursor/Tooltips: 4.6
~BG2IMPROVEDGUI/BG2IMPROVEDGUI.TP2~ #0 #2400 // Stretch GUI for Widescreen Mod, select only if Widescreen Mod was reinstalled at low resolution: 4.6

yes, these 4 options are enough for stretched gui+widescreenmod

please share your TobExTweak.ini after installation, maybe some options was not activated



#238 TotoR

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Posted 02 January 2022 - 11:09 PM

Hi Insomniator,

 

thank for info, i will revert to original engine if it disable off-hand slot for shapeshifters/spell weapon


That would be great!

 

In addition, you can't created 2 handed weapons without a crash, witch is a minor modding issue.

to reproduce bug i only need patch existed magic weapon .ITM to make it two-weapon, right ?

I wounder if you could address this "bug" by the same way as the component "Unlimited Hand Off Slot" do and make two-handed all shapeshift items?

Unlimited Hand Off Slot must disable second weapon if first is two-hand weapon, i never tested it fully with magic weapon yet. If it is bugged, it just need to fix

 

For weapons created by spells, it does not seems to be linked to the weapon itself but to the way it is created... if the weapon is created in the inventory, obviously there is no issue and it can be used without issue, even with an off-hand weapon. If the weapon is created in hand (with an off-hand weapon or shield), the game crash: ASSERTION FAILED! Return Address: 0x84AC3C File: ObjAnimation.cpp Line: 20462 Expression: m_currentVidCellShield == NULL Message: (null)

 

Don't know if it will help you but at the following link you will find an example (DECASTA.ITM + DECASTA.spl) of a spell that summon a 2-handed weapon witch may lead to a crash: https://www.mediafir...dgm2/2-Handed_W

 

For 2-handed Shapeshift itm, The issue seems different as the game crash with no "ASSERTION FAILED!"  at all when equipped with an off-hand weapon or shield. I have add, in the link above, an itm from Stratagems mod (DW#SHBRP) which is used to shapeshift into bear and create CTD.

 

Cheers


 



#239 -Arthas-

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Posted 03 January 2022 - 01:46 AM

Hi Arthas
 Been trying the streched GUI. Nothing can be done about the inventory screen and the menu screen or did I install stuff wrongly? 

Setting: x=960, y=540 [wanted 1920x1080 res]

This is what I installed: 
 
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod: v3.08
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0025
~BG2IMPROVEDGUI/BG2IMPROVEDGUI.TP2~ #0 #2320 // Stretched GUI for HD Resolutions (1280x960 and above) -> GUI + Cursor/Tooltips: 4.6
~BG2IMPROVEDGUI/BG2IMPROVEDGUI.TP2~ #0 #2400 // Stretch GUI for Widescreen Mod, select only if Widescreen Mod was reinstalled at low resolution: 4.6

yes, these 4 options are enough for stretched gui+widescreenmod

please share your TobExTweak.ini after installation, maybe some options was not activated

This is my tobex ini:

Spoiler


This is what I see: https://imgur.com/a/lOOhiIc



2) I also would like to ask another thing. This is my weidu:
 

~DDRAWFIX/DDRAWFIX.TP2~ #0 #0 // DDrawFix -> Force DirectDraw Emulation: v1.0
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod: v3.08
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0025
~TOBEX_AFTERLIFE/TOBEX_AFTERLIFE.TP2~ #0 #200 // TobEx AfterLife: v29.8_fix2
~BG2IMPROVEDGUI/BG2IMPROVEDGUI.TP2~ #0 #120 // Loot Panel -> Collect from all nearest bodies as one click action: 4.6
~BG2IMPROVEDGUI/BG2IMPROVEDGUI.TP2~ #0 #700 // Show Total Roll on Character Generation screen: 4.6
~BG2IMPROVEDGUI/BG2IMPROVEDGUI.TP2~ #0 #1400 // Do not clear Drained Spells: 4.6
~BG2IMPROVEDGUI/BG2IMPROVEDGUI.TP2~ #0 #2320 // Stretched GUI for HD Resolutions (1280x960 and above) -> GUI + Cursor/Tooltips: 4.6
~BG2IMPROVEDGUI/BG2IMPROVEDGUI.TP2~ #0 #2400 // Stretch GUI for Widescreen Mod, select only if Widescreen Mod was reinstalled at low resolution: 4.6

Installing this mod last: http://www.shsforums...baldurs-gate-2/ makes the game crash when loading a savegame.

Edited by Arthas, 04 January 2022 - 01:16 AM.


#240 Insomniator

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Posted 06 January 2022 - 07:10 AM

Hi Arthas

 

2) I also would like to ask another thing. This is my weidu:
 
Installing this mod last: http://www.shsforums...baldurs-gate-2/ makes the game crash when loading a savegame.

because this mod has stupid installer:

COPY_EXISTING ~guiw10.chu~ ~override~

WRITE_SHORT "0x00000C67" "49"
WRITE_SHORT "0x00000C6F" "49"
WRITE_SHORT "0x00000CDD" "49"
WRITE_SHORT "0x00000CE5" "49"
WRITE_SHORT "0x00000F07" "49"
WRITE_SHORT "0x00000FE7" "49"
WRITE_SHORT "0x00000FEF" "49"

So it is incompatible with any mod if guiw10.chu was changed before (i mean some structs inside file shifted), Loot Panel component change this file because it require additional loot buttons

I think you just need install this font mod before any GUI mods