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bgt-weidu's Issues

Dagger of Venom proficiency

The weapon Dagger of Venom sold at Thunderhammer Smithy in Beregost lists a weapon proficiency of "Small Sword". Of course, this proficiency is not used by default in BGT-WeiDU since it converts everything to BG2's proficiency system.

I checked the item record in Near Infinity, and the actual "Weapon proficiency" field is set to PROFICIENCYDAGGER - 96, so I'm pretty sure this is just a display text update oversight.

Edit: Also noticed that the description text says "THACO" instead of "THAC0".

Add fixes from BG1UB: Permanent Corpses

BG1UB readme:

A few encounters in the game, such as the Ogre Mage in the Cloakwood Mines, involved corpses, but because of a coding issue, these corpses would disappear prematurely.

BG1 Game Text Update

BGT includes modified BG1 text strings with updates from Baldurdash and Ascension64 (bgt/install/english). Like many things introduced in early versions of BGT, some of these changes may be considered arbitrary, redundant or spurious. WinMerge will come in handy to catch and revise those.

Some non-dialogue string patches (creature names, item descriptions, etc.) may also need to be added to the fixpack section of the TP2 as they won't work unless specified with STRING_SET, eg 'doppleganger' vs 'doppelganger'. (Such changes will later also be suggested as additions to BG2 Fixpack).

Longbow fixes aren't fixes

Both Deadshot and Eagle Bow somehow got damage bonus.
Longbows do not get damage bonus, at all.
Composite longbows get the bonus due to increased Strength required to pull the string.

Assuming the same enchantment level, longbow gets +1 to hit over shortbow, composite longbow gets +1 to hit and +1 damage over shortbow.

Creature rare selection sounds

This was intended to be a component of Infinity Sounds, but I'd like to include it in BGT core. Good idea?

In BG1, creatures have four rare selection slots which, if present, typically play tongue-in-cheek lines after the player (right)-clicks the given creature nine consecutive times. The BG2 engine treats these soundset offsets differently making them effectively unavailable. The only way to restore the sounds is to move them to the common selection slots, which also removes the nine-click trigger condition.

Balduran's Log Book not salable

Looking at BG1/TotSC in Near Infinity shows that Balduran's Log Book is categorized as Gems with a value of 10,000 GP. This seems to be an intentional choice by the developers to allow it to be sold to vendors.

BGT-WeiDU seems to have changed it to the Books category, which while logically more consistent now makes it impossible to sell because there is literally nobody who buys books!

I will also note that BG1 EE seems to have retained the ability to sell this item, but has apparently reduced its value to 5,000 GP.

Joinable NPC rare sounds

Another component of Infinity Sounds that I'd like to include in BGT core. Any thoughts?

In BG1, joinable NPCs have four rare selection slots which often play breaking-the-fourth-wall lines once the player has selected the given character nine consecutive times. The BG2 engine treats these soundset offsets as regular command action slots, which in BGT, leads to the rare lines being played much more often than intended. On the other hand, BG2 introduces two—only two, unfortunately—rare command slots which play only after the given character has been issued orders nine consecutive times.

This component does its best to distribute the original four rare lines between the remaining common selection slots and the two rare command ones. Careful thought has been given as to which sounds would be more annoying when frequently played from the selection pool.

Here is an example. In BG1, Edwin has the following rare selection sounds:

  1. "I do not understand this 'mouse magic' that makes me do your bidding!"
  2. "Elminster this, Elminster that. Give ME two thousand years and a pointy hat and I'll kick his arse!"
  3. "Please don't disturb me while I plot to overthrow you!"
  4. "They continue under the delusion that I care at all."

As you can see, 1 and 2 would be rather annoying when played every fourth and fifth time you select Edwin, whereas 3 and 4 would be more bearable. Therefore, 1 and 2 are moved to the two rare command slots, which will be seldom played, especially if the player keeps the default command sound frequency setting.

Revise BG1 map labels

BGT arbitrarily changes some area labels and adds new non-canon names. I believe the original labels should be restored to remain faithful to the classic BG1TotSC. Any new labels should be considered tweaks (eg Sword Coast Map Labels by Miloch).

Any thoughts or suggestions?

Restored original BG1TotSC map labels:

  • English
  • Czech
  • French
  • German
  • Italian
  • Korean
  • Polish
  • Russian
  • Spanish
  • Simplified Chinese
  • Traditional Chinese

Gorion missing audio

Gorion has the following line during the cutscene in Lion's Way: "Let's hurry child! The night can only get worse so we must find shelter soon. Don't worry, I'll explain everything as soon as there is time." The associated audio file is GORIN11.wav. In the original Baldur's Gate, the associated audio plays during the cutscene, however in BGT it does not.

Interestingly, in the original Baldur's Gate, this text is associated with two strrefs according to NI: #2910 and #4446. Strref #4446 is associated with GORIN11.wav, whereas #2910 is not associated with any audio file.

In BGT, the associated strrefs are #4446 and #80288, and neither is associated with GORIN11.wav. I have found that if I manually create the association with strref #4446 with GORIN11.wav via NI, the audio clip plays as it should during the cutscene.

Add fixes from BG1UB: Appropriate Albert and Rufie Reward

BG1UB readme:

Different versions of the game and Baldurdash all affected this sequence in the game differently. The original release of the game gave the player a Horn Coral gem. Baldurdash changed it to a bandit scalp. TOTSC broke the dialogue completely.

BGT previously followed Baldurdash (bandit scalp). Planned change to horn coral gem.

Cursed scroll values inconsistent

It seems that SCRL17.ITM and SCRL18.ITM have a value of zero, while all other cursed scrolls have a value of 300. This inconsistency prevents those two specific cursed scroll types from being sold.

Firebead doesn't give 300 gp

Initiating dialogue with Firebead thirty times in Candlekeep and Beregost should add 300 gp. This doesn't work in BGT. (Andrea C.)

Empty actions had been removed from the dialogue file. NumTimesTalkedTo doesn't increment without actions (even if empty).

Planned fix: restore empty actions in the dialogue file.

Lestor talks about problems in mines even after clearing them

Lestor at the Nashkel Carnival has information about the mines that is really only useful if you haven't cleared them already. It doesn't make sense to be able to inquire about the troubles at the mines if you've already killed Mulahey. (Andrea C.)

Update the translations

All the available translations should be updated to a unified format and account for the new changes (eg cross-platform installation steps and revised map labels).

  • HTML5 Readme
    • English
    • Czech
    • French
    • German
    • Italian
    • Korean
    • Polish
    • Russian
    • Spanish
    • Simplified Chinese
    • Traditional Chinese
  • TRA files (setup, scripts, prompts, journal, dialog, worldmap)
    • English
    • Czech
    • French
    • German
    • Italian
    • Korean
    • Polish
    • Russian
    • Spanish
    • Simplified Chinese
    • Traditional Chinese

Alora fix has been overwritten

Hi,
In the commit "Move fixes from base" (12c2145) it seems that you replaced edited scripts by the base game files and fixes are moved to fixpack files. However Alora crash fix has not been ported to the fixpack section. Could you restore the fix?

64-bit cross-platform support

To do before release:

  • Update TIS2BG2 to 64-bit versions
    • Linux
    • macOS
    • Windows
  • Remove dependency on external binaries
    • MOSunpack
    • TISunpack

Restore unique BG staff

In BG1, the player can purchase Aule's Staff +3 (STAF08.ITM) from the innkeeper in Ulgoth's Beard.

BGT does not presently account for this unique weapon (with unique lore) because in BG2 STAF08.ITM is the more generic Martial Staff +3.

While the characteristics are practically identical (Aule's Staff weighs 1 pound less though), I strongly advocate its reinstatement because any unique item should be preserved throughout the trilogy.

BGT does usually do that by creating a duplicate item. In this case, it would be BGSTAF08.ITM and it would replace STAF08 in ULGOTH.STO.

The identified name and description can be imported from BG1.TRA Strings 23977 and 23978.

When SHS Forum is usable again, I will add the last strings from my BG1.TRA review. At the moment I have only a couple of hundred lines left and I should be done by tomorrow, probably before SHS is back online.

Cheers!

Setup can't find tis2bg2 on linux

[areaw500/AR1500HT.BMP] created from [bgt/bg1/DATA/AREA1500.BIF]
[areaw500/AR1500LM.BMP] created from [bgt/bg1/DATA/AREA1500.BIF]
[areaw500/AR1500SR.BMP] created from [bgt/bg1/DATA/AREA1500.BIF]
Copying and patching 1 file ...
Copying 1 file ...



Converting tilesets...
/bin/sh: 1: bgt/install/unix/amd64/tis2bg2: not found
/bin/sh: 1: bgt/install/unix/amd64/tis2bg2: not found
/bin/sh: 1: bgt/install/unix/amd64/tis2bg2: not found
/bin/sh: 1: bgt/install/unix/amd64/tis2bg2: not found
...

At first I though it's a permission problem, but they are correct:

# ls -l bgt/install/unix/amd64/tis2bg2
-rwxr-xr-x 1 user user 17956 Dec 14 23:48 bgt/install/unix/amd64/tis2bg2

My guess is $PWD is wrong for some reason... but I can't find it.

More importantly, installation doesn't fail on this.

Edit: oh wait, I'm stupid. Apparently it's still 32 bit in the last release?

./bgt/install/unix/amd64/tis2bg2
-su: ./bgt/install/unix/amd64/tis2bg2: No such file or directory

Gerde doesn't get angry when you kill more ankhegs

There are unused dialogue strings in Gerde's dialogue file when she gets angry with the player killing more ankhegs. (Salk and Andrea C.)

The way this works is that there are six ankhegG creatures in the NE forest portion of the map that were supposed to count towards the scripted quota (to ensure ankhegs killed in other places won't break the quest). But there are also other ankhegs on the map in random spawn points which confuses players as to how many eligible creatures they've actually killed. There's a mismatch in the dialogue as to the limit: "No more than ten ankhegs per party" vs. "I said a quota of four per party!".

Planned fix: Make the limit ten ankhegs and change the randomly spawned ankhegs in the area to ankhegGs.

BG1 trap oddities

These relate to original BG1, and I'm not actually sure whether they should be considered bugs, but since BGT packs an internal fixpack, I guess that's the only place to post this:

  1. Davaeorn's battle horror traps are detectable and disarmable (ar8603).
  2. Several containers in Durlag's tower second level (ard011) have traps that are marked as detected from the beginning.

Add fixes from BG1UB: Coran and the Wyverns

BG1UB readme:

A bug in Coran's original scripting and dialogue caused him to introduce himself over and over again if the player refused his quest. Thanks to this fix by Idobek, Coran should finally recognize that he had already introduced himself.

Wrong music is played.

I've noticed that the music in the temple is the same as in the taverns. The only reason I know this is wrong because I breafly played through unmodified Baldurs Gate Original Saga. I'm thinking other places might have wrong music too as indicated in
this forum thread.

I'm a compleat n00b following this guide.

I'm going to try again because it looks like I used bgt-v1.20 with bg2fixpack-v13.exe

Could the nocd patch be causing trouble?

I'm going to try reinstalling again.

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