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, I've been fiddling with the pre-existing clipping files and think I have a grasp on it now, if you want to have a crack at it, you're welcome to of course. I've almost finished the main Easthaven map though, not tested it yet mind you.

    I think I'll finish this map and test it, then knock up the next batch of maps for sectoring, then go back to adding the .mobs in Easthaven.
     
  2. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    No worries, but I'll need your new "now with doors!" version of Easthaven ;) But if you've got it, that's fine.
     
  3. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Nope, I thought I did, but once I tested I realised I had misjudged how the thing works completly.

    I've left the doors on the map and removed the clipping data... The warehouse doors are a touch too big though, they may need to be extracted in WB, resized (about 85% I think) and replaced, then clipped... unless there are a set of double doors that aren't rounded at the top that I'm not aware of?
     

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  4. Gaear

    Gaear Bastard Maestro Administrator

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    Al, it's possible you tried with a clipper that was 'facing' the wrong direction. That happens sometimes - for whatever reason, some don't have blocking properties from behind or whatever. Also you have to set all the clipping settings to on in order to see the effects properly in WorldEd.

    The best/easiest method for casual clipping work is to look through the innumerable and impossibly named clippers and find a few that are really basic rectangular shapes that work. And then remember them, because you'll have to reload them every time.

    They're also scaleable in almost every direction and dimension btw. If you play with all the little handles, you'll soon get the hang of it.
     
  5. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    That's what I planned to do, so it's good to hear it works. :)

    btw thanks for those .d file suggestions on previous page Ineth.
     
  6. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Thanks @Shiningted I've just converted and added Hrothgar's voice files one by one and tested to make sure that works, and it does :D

    Also tried out the dialogue file converter you made out, seems to work from the filepath you suggested, but not from where I'd put it on my D: I used it to make Everard's .dlg file since he's in Easthaven too in the Tempus Temple.
     
  7. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Oooo, I meant to send Everard over, I'll do so shortly as I have done the quest for him (the Freed_Everard one when you first return to Easthaven, and one where some shard in the Temple wants you to kill him). I haven't done .py stuff for him for those sections though because they will be dependent on map # to determine.

    EDIT: I checked, the Everard file was in the zip I pasted on page 25, dlg zip # 3, he's #00438.
     
    Last edited: Jul 11, 2016
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Thanks for that Ted I must have missed it before.

    I've made some serious progress modding today, bored of seeing maps devoid of life, I've added .mobs for all NPC's in and around Easthaven with the exception of the Orc caves.

    They will still need fine tuning, most are still ToEE's Hommlet residents in all respects, and Everard will need some healing/raise dead lines added to his dialogue file, and Grisella will need a rumour response in hers.
     
  9. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Yeah, I also haven't done the stores lines obviously and interestingly Quimby (innkeeper) and Everard both do their thing - selling abstractions such as rooms and healing - via a store page. not sure what that looks like or if wee want to emulate it or just go the ToEE route.

    Re clipping, those doorframes you found in Filliken's seem to do the trick nicely. I've modded and/or added them here and there, and have some very nice clipping effects going on now. Pic attached (not sure if you can see but I'll assume you know what is what). I mainly focussed on the ones where there is an overhanging eve and clipping is really needed. Otherwise I just turned the other doors around so they opened outward and that solved most of the problems, is that an option?

    Love the arch you found too, I've incorporated that inside the temple. clipping.jpg Ugh, this is so compressed you can barely see the doors? O well, trust me ;)

    I am having some crashing problems with Easthaven that is suggestive of a map that needs sector sorting (you can run the map once, but if you go back to it a second time you get freezes, empty circles, particle effects going insane etc). The game loads, and WorldEd loads it, but these problems occur intermittently. Still working on it.

    Also, apologies about saying the doors would reset on map reload, apparently they don't (which is a problem imho - no one is going to leave their doors open in those climes). Will try to fix. Anyways, I have been thinking about various issues re the doors and will finish the clipping before worrying about anything else.
     
  10. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Very nice, love the archway inside the temple too, I didn't think of that one. I realised yesterday that Old Jed's house map and one of the other non descript houses have their jump points switched around, and I didn't notice until I put people on them.

    How do you get the guest book to work exactly? I added the scenery item to Quimby's desk, but it doesn't do anything,
     
  11. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    @ineth I was looking for the float lines from the children in Easthaven about the squirrel "Poke it with a stick" etc... but I can't find a file with those lines in, Nearinfinity lists the dialogue file for those characters as dchilgen.dlg but that file has only random responses - none of which are about the squirrel. I'm guessing this file kicks in on the party's return to Easthaven later in the game?
     
  12. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    To get the book to work, try a san_use with the command game.party_pool().
     
  13. sirchet

    sirchet Force for Goodness Moderator Supporter

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    @Allyx im pretty sure those kids are tormenting the squirrel right from the start.
     
  14. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    @sirchet I know, I should just copy what they say onto paper, and recreate it the old fashioned way.
     
  15. ineth

    ineth Member

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    The DLG only defines the dialog tree for when you actually talk to the character using the dialog UI.

    Lines that float above a character's head, are defined through the character's script (BCS).

    Open the area (e.g. AR1000) in NearInfinity, then select a character in the 'Actors' list (e.g. "Boy 1"), and click 'View/Edit'.
    You'll see up to 6 scripts (BCS files) associated with the character.
    You'll also see a link to the character's CRE file (creature/character definition), which in turn also has the same 6 script slots - but for each slot, the value defined by the actor list in the ARE takes precedence over the value in the CRE file itself.

    The "Default script" slot is usually the most interesting.
    In the case of "Boy 1" (Jeffy) in Easthaven, it refers to the script EHBOY1.BCS which contains the following code block:
    Code:
    IF
        !Global("CREATURE_STATE_VARBit3","LOCALS",1)
        !GlobalTimerNotExpired("#localtimer","LOCALS")
        Detect([PC])
    THEN
        RESPONSE #100
            DisplayStringHead(Myself,2964) // "Let's poke him with a stick."
            SetGlobalTimer("#localtimer","LOCALS",14)
            Continue()
        RESPONSE #100
            DisplayStringHead(Myself,2955) // "I'm gonna ask if we can keep him."
            SetGlobalTimer("#localtimer","LOCALS",17)
            Continue()
        RESPONSE #100
            DisplayStringHead(Myself,2956) // "Can he do any tricks?"
            SetGlobalTimer("#localtimer","LOCALS",17)
            Continue()
    END
    This causes one of three lines to randomly appear floating above his head every few ticks (checked using a timer), unless he's already busy with another action like randomly walking back and forth (checked via the "CREATURE_STATE_VARBit3" variable).

    PS: In case you're wondering why the "CREATURE_STATE_VARBit3" variable has such a weird name:
    In the original IWD edition of the Infinity Engine, each spawned creature had a bit field associated with it, to represent custom state information. There were special script functions to read and set the individual bits.

    But IWD:EE uses the EE edition of the Infinity Engine, which is based on the original BG2:ToB edition of the engine, and doesn't use this bit field mechanism.
    So whenever a script accessed a flag from a creature bit field, it was converted into a named variable access using a variable name starting with "CREATURE_STATE_VAR".
     
    Last edited: Jul 14, 2016
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