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Topics - Gwendolyne

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Alora / Alora NPC for BG2 updated to v2.0
« on: October 27, 2021, 05:44:11 AM »
Sorry for the delay, but I forgot to announce the new release after updating it.  :oops:

Alora has been updated to v2.0, and is now available with macOS and Linux support.

Version 2.0 is BG2, ToB, BGT, BG2:EE and EET compatible, comes with a French translation (by tonton-thon, proofread by jazira) and bug fixes.



Read the mod's readme | Download the mod at TeamBG



Change log:
  • Added alora.ini metadata file to support AL|EN's "Project Infinity".
  • Renamed setup-alora.tp2 -> alora.tp2, and moved it intomod top-folder to support AL|EN's "Project Infinity".
  • Replaced `AUTHOR` keyword with `SUPPORT`.
  • Replaced `AT_INTERACTIVE_EXIT` deprecated command with `README`.
  • Used `HANDLE_CHARSETS` function to convert string entries for EE games.
  • Added component `DESIGNATED` number and "alora_npc_for_bg2"`LABEL`.
  • Gathered Alora mod for classical BG2 and BG2:EE in one single package, and added native EET compatibility.
  • Commented code as much as possible.
  • Removed useless pdialog.2da and interdia.2da patching for BG2 standalone games.
  • bcmalor.d: Integrated Lollorian's class script trigger fixes.
  • ucmg702.baf: Added "`Continue()`" to the script block that is patched via `EXTEND_TOP`.
  • Rewrote installation procedure to use WeiDU's built-in `HANDLE_AUDIO` function.
  • Added Alora and Edwin sound clips for every translated language.
  • Fixed Alora portraits in EE games and removed portraits' installation as they already exist in games biff files.
  • Added foreign languages WeiDU prompts whenever possible.
  • Proofread tra files (jazira).
  • Added French translation (by tonton-thon), proofread by jazira.
  • Reformatted, updated and renamed readme file to "alora-readme.html" and moved it into new "readme" folder.
  • Removed useless portraits and backup folder.
  • Lower cased files.
  • Updated OggDec to v1.9.7.
  • Added archive libiconv-1.9.2-1-src.7z with iconv license info.
  • Included Linux and Mac OS versions in the same package (thanks AL|EN's Infinity Auto Packager tool!).
  • Updated WeiDU installer to v247.

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Mod Making Discussion / HELP needed : BGI MONSTER SIMPLE Animation format
« on: November 28, 2012, 10:11:07 AM »
I have ported many animations from Diablo II into I.A.

But I still have one detail to fix.

The xxxxG2-E files contains 3 attacks (Slash, Backslash and Jab). How does the engine handle with them ?

I mean when I tested them, it seemed that only the A1 and A3 sequences where played.
Maybe it depends on the type of weapon the creature is equiped with (fields Melee animations : Overhand, Backhand, Thrust) ?

Furthermore, if I want to use a range weapon, is it possible to use the BGI Simple Monster format ? And if yes, which sequences must I use for that (0-8, 9-15 or 16-23 ?).

Thanks in advance

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