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Messages - Jarno Mikkola

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The Darkest Day / Re: The Darkest Day 1.14 bug reports
« on: January 06, 2018, 04:45:03 PM »
There seems to be a file missing from the TDD v1.14 mod, it's the dd0903lm.bam, aka the "light map" for the dd0903 map. *
Or so reports this post. It's this text:

---------------------Start Logging Session---------------------
File: CGameArea.cpp
Line: 5012
Exp: m_bmLum.GetResRef() != ""
Msg: Luminosity map missing: DD0903LM
Run Debugger?

--anyways, there's also a lot of small patches to the files in the BiG World Setup Fixpack for the TDD, from years ago, that you might wish to take a look at. If this mod ever gets to be updated.

*or the missing file is a result of the Fixpack trying to fix the dd0903.are file.. anyways, comments here or in this very thread will be welcomed.

Well, like the topic title say, there's a few fixes to the currently in use mod by the BWS, and so they are here.
So we would appreciate if you just looked at them and find anything of use in it.

Feel free to ask any questions here, or at the Mega Mod forum in SHSforums, and I'll- and presumably others will too -try to find the reason for the change. This is just a try to inform on possible fixes on to possible conflicts etc.
And you'll excuse me if I'll keep on spamming the forums, on likeminded topics.

BG1 NPCs for SoA / BWS'es fixes to BG1NPCSoA...
« on: November 08, 2017, 03:40:03 AM »
K, so the BWS has a two .d and one .baf 'fix' patches, and a one .cre-ature still in the BW Fixpacks BG1NPCSoA portion, which you probably should take a candour and check that if they need to be there, if you ever decide to update the mod.
And please shoot the messages, it knows nothing about why those are there, if they are reported on this forum and so forth. Apparently, the message is just that important. Hint, there's just a little bit of sarcasm.

Dark Horizons / Small bug in v2.11 with Belt of Sune.
« on: November 23, 2015, 01:10:02 PM »
Apparently the Belt of Sune (CMBELT02.ITM) insta-kills Quinn (CMSEC05.CRE) when entering Section area (CM3375.ARE) at Beregost. Also it kills anybody who equips it, probably by setting CHA to 0. It's descrition says it should give a +1 bonus to CHA instead.
This was not noticed by me, so I am just relaying the message, unfortunatelly really late too, hoping you get it fixed at some time. In the mean time, there is a BWP Fixpack fix for it. We'll remove it, if and when it's fixed or you contact us here in asking to do so. Happy moding.

As reported here, the current non-EE games get a very messy out come from the .tra file, specifically from the apostrophe, cause it essentially has a wrong codepage .tra file assigned to be the base for both games.
Sorry for the late report, I was trying earlier, but couldn't get through.

BG1 NPCs for SoA / Re: Wish List
« on: July 24, 2015, 01:47:27 PM »
I still wish I knew how to add animation to the game! Making the flying elephants that Tiax from this mod is always talking about come true would be awesome!
The Infinity Animations mod has a way to do it. You could even use it's resources(animation .bam files and the bgmain.exe patch), as long as you give its author the credit and detect if the mod is already installed with the required resources(to avoid the repatch & recopy).

And no, there's no (flying) elephants in InfAnims. But you could use a made up creature as the Elephant and get Tiax reaction for (yes, cheep) laughs.

Skooter / Re: Russian translation
« on: July 24, 2015, 11:29:31 AM »
I was informed that the current archive still doesn't have this .tra attached to it(because it wasn't .tra-fied in the first place). It can be retrieved from the post at here, or directly downloaded from the post at there for now. And like indicated, it of course would be best that the content would replace the primary archive(as it has the English .tra file too).

TeamBG's Armor Pack V1.01BG2EE
New cross platform for BG:EE, BGT and Tutu
Is the seller Waukeen's Promenade's Kurtz Goldenaxe char the "CMTB2EES1.cre" , cause if it is, the BGT can't use the char as it has too many letters in the character name and will produce a
File: ObjCreature.cpp
Line: 12162
-crash. Link to a thread about it.

Tutorials / Re: Understanding File Format
« on: May 28, 2014, 03:27:08 PM »
Well, the community build data sheets... or what ever one would call them is the IESDP, it has the file format infoes and a lots of other stuff.

Also having up to date Infinity Editors is somewhat a good thing, so it's not from the stone and bone club age. Latest compiled Near Infinity can be found from the links in there, and the DLTCEP from here.

Armin Kasun / Re: Temporary Absence
« on: January 23, 2014, 02:11:54 PM »
Speaking of writing, does anyone else have the problem that I do of writing something, not liking it, deleting it, writing it again, and repeating?   I have that.   In fact, the last time I reread everything I did for this attempt at a mod, I was dissatisfied with the majority of it and had the temptation to erase the whole thing and start over.  For those of you who have that problem, what's your solution for just moving on and not getting yourself in a permanent cycle?   Maybe I just need to realize that I'll never be a best-selling author.  Ah well.
Not that I am any good at writing, but I tend to store my writings to a pile of incomplete writings... to the desktops folder... name the file to whatever it's about and keep it there. This is how I have now about 9 piece compilation of odds and ends of small mods or updates to old ones coming out... hopefully this at the end of this month...
Deleting is a bad thing in this scenario, so remembering the copy-pasting to the frell list is better. Not that you'll ever use them, but you can snip a few ideas or something you had stored into them.

The reason why the fun is so much work is that it's fun work  :lilly ... yeah, you can kill me now.  :evil:

BG1 NPCs for SoA / Backup folder...
« on: October 15, 2012, 02:46:00 PM »
On the next version, could you code this section:
Code: [Select]
BACKUP ~\backup~
AUTHOR ~Smiling Imp:

To be:
Code: [Select]
AUTHOR ~Smiling Imp:
So the files will be in the mods own BG1NPCSoA -folder, and not some random folder that others might put their files into too..


Other Games / Re: Are todays games becoming boring?
« on: September 23, 2012, 05:06:56 AM »
Did you try the Mass Effect games ?

But to answer the original question, well yes, that's very true.. but really, there's only so many story starts types one can make. And yes, I realize that you made the comment 5 years ago. Good to see nothing changes. :lilly
Anyways, people tend to go with their habits, and if they like playing games they used to have good memories out of, they don't tend to like the new games, especially if the new game has flaws on it that is seemingly game breaking.

Other Games / Re: Project: Eternity
« on: September 23, 2012, 04:37:21 AM »
Anyone looking at this? 
Well, yeah, there's a lot of people that have done so... the 1.8 mils talks on it's own. Why no other mentions? Cause these forum's are slowing down, not that the PPG's forum does any better, kinda unfortunately, as the BG:EE's forums are taking people ... well, that's from my point of view.

It's being funded through Kickstarter since, I'm guessing, no major publisher would fund such a project.
Well, actually, they say they wouldn't have been able to sell the idea of the game to a publisher while the Kickstarter gave them a chance to hide the idea while still make people interested on it...

Mod Making Discussion / Re: Adding new animations to BG2
« on: September 19, 2012, 04:38:58 PM »
Thanks for replying, Jarno. Yeah, I know about Infinity Animations, but I did not think that anyone could use the resources from that mod nor did I want to have to rely on another being installed for components in mine to work. What I meant from my first post is that I know that mod names the animation slots. I was hoping to be able to create the animation, just so I learn how, then use the same animation slot name so it does not interfere or double up with Infinity Animation. Or am I misunderstanding how it works?
Well, the IA mod has two things going for it, it can be set so it does the above without the major parts of the mod(the gigabites of other mods, as they are used in the megamods)... as it's compiled from singly installable parts if one wants to set it so... and the animations are not restricted to the original BGMain.exe's limits, as the Infinity Animation has all the code needed to add as many animations as the installer want to.
There is for example theW_PackMule that does exactly what you want to it's own exported animation from the World of Warcraft game, along with it's other content... but why it's a Infinity Animation mod ? that many players like to install as many mods as possible, which creates horrors if there's no single source to unite the work done, and it also gives everyone civil enough to be on a forum member the tools to do what they can for the moding community, or use other peoples resources. As you can read from a few of the threads on the ShSforums link above, one needs only to apply for a animation slot for the animation to be included... and there's somewhat tutorial on how to actually make the whole process the animation to be valid on the of BG2 engine, and there's people to ask questions, never be afraid of that.

Item, spell and store editing / Re: Making Custom Items...
« on: September 19, 2012, 01:42:34 AM »
So.... you mean the armor would curse the person to have weaker attacks? Looks like custom scripting is the only way to do it then.
Yeah... and you might want to consider better ways to use resources. ;D

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