Icewind Dale: ToEE - Total Conversion

Discussion in 'Icewind Dale Total Conversion' started by Allyx, May 7, 2016.

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  1. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Yeah It was more venting than helpful...

    Basically as I have it now, the Townspeople have this script in their file:

    Code:
    from toee import *
    from utilities import *
    from scripts import *
    
    def san_dying( attachee, triggerer ):
        if should_modify_CR( attachee ):
            modify_CR( attachee, get_av_level() )
        game.global_vars[23] = game.global_vars[23] + 1
        if (game.global_vars[23] >= 2):
            game.party[0].reputation_add( 92 )
        return RUN_DEFAULT
    
    def san_start_combat( attachee, triggerer ):
        if game.global_flags[20] == 0:
            if (leader != OBJ_HANDLE_NULL):
                leader.begin_dialog(attachee, 690)
                game.global_flags[20] = 1
        else:
            game.new_sid = 0
        return RUN_DEFAULT
    
    def san_enter_combat( attachee, triggerer):
        attachee.float_line(690,triggerer) # "Hrothgar! Help me..."
    
        return RUN_DEFAULT
    
    def Hrothgar(attachee,triggerer):
        if game.global_flags[20] == 0:
            game.obj_create(14006, game.leader.location)
            game.particles("sp-summon monster I", 14006)
            game.sound(4033, 1)
            game.global_flags[20] = 1
        else:
            game.new_sid = 0
        return RUN_DEFAULT
    
    So When attacked, it calls line 690 from the dialogue file:
    Code:
    {690}{Hrothgar! Help me...}{Hrothgar! Help me...}{}{}{}{game.particles( 'sp-Curse Water', npc ); Hrothgar(npc, pc); game.global_flags[20] = 1}
    {691}{E:}{}{1}{}{1}{}
    Hrothgar (singular) appears and attacks. IF Hrothgar dies (he shouldn't, but it is possible to kill him currently):
    Code:
    def san_dying( attachee, triggerer ):
        if should_modify_CR( attachee ):
            modify_CR( attachee, get_av_level() )
        game.global_vars[23] = game.global_vars[23] + 1
        if (game.global_vars[23] >= 1):
            game.party[0].reputation_add( 92 )
            game.global_flags[20] = 1
        return RUN_DEFAULT
    
    def san_first_heartbeat( attachee, triggerer ):
       if (game.global_flags[20] == 1):
          attachee.object_flag_set(OF_OFF)
       return RUN_DEFAULT
    
    game.global_flags[20] == 1 which should tell Hrothgar in his house to set flag OF_OFF only it doesn't. the global_flag IS set, the console told me so, but the OF_OFF command, either set or unset does not stop Hrothgar spawning in his house.
     
  2. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Ok, so I did a little testing today, it would seem that Temple+ is preventing Aspel's wolf problem quest from completing, not sure why, but it completes just fine when launching the game with TFE-X.

    It doesn't explain why Hrothgar isn't working though... I will try setting the OF_OFF flag on his model in that room with World Ed and see if tha helps.

    EDIT: I figured it out, I had to give Hrothgar's proto the OF_OFF object flag in World Ed to get it working.

    I've also noticed that Temple+ doesn't have the same problems as TFE-X does when it comes to Maplimits.mes settings that are too small for your selected resolution, good thing I don't have photosensitive epilepsy 'cause that strobe effect could have brought on a seizure.

    On a related note, is someone who uses TFE-X on the largest resolution size able to test a Maplimits.mes file for me? I can't test the internal Easthaven buildings at 1600 x 1050 resolution as my screen doesn't support it :( File attached below, extract it to the ToEE root folder when the IWD mod is loaded and patched to patch 2 to make it work.
     

    Attached Files:

    Last edited: May 7, 2017
  3. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Uploaded Patch 3 in the other thread as a gift to @FDR4PREZ to make all his Hrothgar battling dreams come true.
     
  4. Sitra Achara

    Sitra Achara Senior Member

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    Strange. My guess would be something related to game areas that you may have changed in the DLL file and Temple+ overrides, but I'll have to look into it to be sure.

    That sounds very dubious. Are you sure you didn't permanently switch him off?
    My guess would be that the first_heartbeat fails to fire for some reason (this is not an uncommon issue). It's better to rely on san_heartbeat for that reason, which has been Co8 scripting practice for a while now. I'd test this by changing some dummy global_var at the beginning of san_first_heartbeat to see if it fired at all.

    Yeah I fixed that to allow non-Co8 users to enjoy hi-res without having to mess with maplimits.mes.
     
  5. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: the Hrothgar On/Off thing, the script was correct, but as his mob didn't have the OF_OFF flag at all, so it was failing to function.

    I suspect that @WinstonShnozwick had a similar problem with the Soulknife blade, he instead set the object flag in the protos, but didn't script the item to unset OF_OFF to make it vanish.
     
  6. Sitra Achara

    Sitra Achara Senior Member

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    Setting OF_OFF should make it vanish regardless of the proto/mob properties. I don't think that's the real issue.
     
  7. FDR4PREZ

    FDR4PREZ Established Member

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    Sweet, thanks!!!

    Battling him was fun, but now I fear I will only be getting a Hrothgar-spanking from him...

    I might actually need to use some tactics rather than bum rushing the poor guy
     
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I did manage to beat him a few times once my players had gained a level or two, I think I'll give him a potion of haste for the final build though.
     
  9. FDR4PREZ

    FDR4PREZ Established Member

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    Yeah, after we complete the Cave and other tasks, we should be able to gang up on him. I was just having fun seeing him get beat up by a bunch of 1st level characters.

    Everard already mops the floor with us and if Hrothgar also shows up then I think it is nitey-nite time for sure.

    I know the whole point is not to kill either of them (especially Hrothgar) since there is no way forward in the game, but since the rest of the game is not available at the moment, then why not have some fun in the town?
     
  10. FDR4PREZ

    FDR4PREZ Established Member

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    @Allyx - I've been working through the new Patch 3, and I am having trouble with the maps for the Mill, the beetle cave and Ghereg's tower.

    There are two issues:

    1) When dialog starts with the orcs in the first level of the mill, the little boy in the second level, or when dialog starts with Ghereg, the screen jumps out of the room into a black void and it is impossible to move back to the people because of issue #2.

    2) In the Mill (all levels), Ghereg's Tower, and the beetle cave, whenever your mouse touches the edge of the screen, for scrolling around the map, then the screen jumps out of the room into a black void and it is impossible to move back to the people.
     
  11. Shiningted

    Shiningted I want my goat back Administrator

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    That would probably be the maplimits issue Allyx mentioned with the patch.

    Confirmed :)
     
  12. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Yep, I thought that mihgt be the case, its will be a simple fix, and just one file needs to be edited.

    I was fixing the map limits for the Easthaven maps and in a moments lapse of attention, applied the same map limits parameters to those maps too.

    I'll take a look and post a fix for it.

    Are you able to run the game in TFE-X's highest resolution setting at all? If so could you check Easthaven's interior buildings and see if the map frame strobes when moving the screen edges for me?
     
  13. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Ok, new patch time.

    I have fixed the maplimits for all Kuldahar Pass maps, nudged the stair up icon on the middle level of the mill to the left a bit to make it easier to access, and nudged the door icon on Kuldahar Pass North up a little as the new map limits made the original placement difficult to click on. Also adjusted the number of magical +1 arrows in the beetle cave down to 9 as they should be.

    IWD Demo Patch 4 is available here.
     
    Last edited: May 22, 2017
  14. FDR4PREZ

    FDR4PREZ Established Member

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    Patch 4 fixed up the map issues.

    I used a party of 5 and finished them at level 4. I think my next play session will be with only three peeps.

    The only two things that stood out to me is:

    (1) when my druid gave the cure to Ghereg and he ran out of the tower the tent remained red. If I exit/reentered, then it was green. This was previously mentioned, but I don't recall if it was something on the to-do list.

    (2) in the Pass, a few of archers decided not to arch. They decided to run up to my peoples and do melee instead of using their arrows.

    Oh, and I now recall seeing 4 shaman in the orc cave when previously there were only two. Is that correct?

    In regards to the resolution, my laptop has a max resolution of 1920x1080, but I leave it set to 1280x720. For TFE-X's setting, I have the game set to 800x600 in windowed mode so I can multi-task while playing.

    If desired I can max out my resolution for my display and for TFE-X and load up a saved game from Easthaven. Just let me know if you want me to give it a shot.
     
  15. Shiningted

    Shiningted I want my goat back Administrator

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    Yeah, I thought that got a fix. Hmmm...
     
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