Icewind Dale: ToEE - Total Conversion

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

Remove all ads!
  1. Shiningted

    Shiningted I changed this damn title, finally! Administrator

    Joined:
    Oct 23, 2004
    Messages:
    12,740
    Likes Received:
    374
    The depths just have you drop down slightly (usually in water). They don't have a combat advantage I believe, and there used to be a CTD issue long long ago (reported by some) if you tried to engage the goblin that had Black Jay's ring from above (next to the church) as the clipping apparently involved some actual z-axis element (ie you were literally above him to the engine, and it seems to have struggled). Probably best not to mess with such things. As long as it looks right and there is cover / blocking along the right lines, I don't believe it matters that a PC in a 'valley' and an NPC on a 'mountain' are on the same level to the engine.

    EDIT: Got the Kuldahar maps but may be a day or two before I have a crack as I am very busy with a new job.
     
  2. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    Congrats on the new job Ted, and thanks for the explanation. I'll re-read the world ed documentation thread and try again with sectoring Kuldahar Pass then.
     
  3. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    OK, Kuldahar Pass maps added successfully, door transitions working as intended, and altered Hrothgar's dialogue to teleport players to Kuldahar Pass instead of ending the game, some more work to the sectoring to do - reversing opening doors, and editing the sound schemes etc... then adding more NPC's. the Orc Cave residents and Kuldahar Pass' badies.

    EDIT: Finally managed to get the Kuldahar map split correctly, though I had to use a somewhat unconventional method.

    I opened the map I edited in Gimp 2.8 in paint, saved it as a .BMP file, split it with the .BMP splitter then bulk image converted the files to .JPEG format.
     
    Last edited: Oct 25, 2016
  4. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    I'm going to need to tackle the World map editing soon, now I have 2 game.areas to play with.

    IIRC I have to edit Temple.dll with worldmapper to fix the map numbers and spawn locations, then Path mapper to join them up with dots... Oh it's been a while since I was last using both of those tools.
     
  5. Shiningted

    Shiningted I changed this damn title, finally! Administrator

    Joined:
    Oct 23, 2004
    Messages:
    12,740
    Likes Received:
    374
    Ok, I will try to get the buttons in place tonight and send it over and you can have a go at the pathing tools.
     
  6. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    Cheers mate, I'll have a crack at adding a few random encounter maps in the mean time. :D

    Edit:
    How does the game know which game.area each map belongs to? Is that defined in map.php as well as the hex ground.mes number? Because saves in Hrothgar's house are currently showing as being in Kuldahar pass... where it isn't.

    Edit 2:
    I'll upload a new version of the IWD module files I have created this morning, I left my pc on last night as it was still creating the mini maps in world ed - which takes a lot of time - this way we can be working on the same base set of files to save confusion.

    Edit 3: Still uploading *sigh*
     
    Last edited: Oct 26, 2016
  7. Shiningted

    Shiningted I changed this damn title, finally! Administrator

    Joined:
    Oct 23, 2004
    Messages:
    12,740
    Likes Received:
    374
    screen0000 copy.jpg The association with game.area must be something in the dll (probably akin to the bits Spellslinger hacked to add extra game areas) but I have not been able to find it, and I had a bit of a look last week for the same reason. What precisely does 'Worldmapper' do? I get that one tool adds the pathing but what does the other tool do?

    I've run out of time to do the buttons tonight but I got the worldmap itself done. The files are in the attached zip and go to data/art/interface/worldmap_ui Should have the buttons done in 24 hours.
     

    Attached Files:

  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    Pathmapper made the red dotted paths between world map areas, I believe Worldmapper can edit the map numbers and spawn locations for the associated game.area numbers. Though Its been a very very long time, I do remember Worldmaper was a little quirky and somewhat lacking in the UI department?
     
  9. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    I don't think all maps are linked to game.areas in the .dll though, as only the maps that can be travelled to on the world map are listed... Which makes me think the map.php file lists that info.

    EG. Hommlet is game.area 1, but every map in the area also get listed as in Hommlet on the save data, also quests given/completed on those maps go in the Hommlet Quests tab.

    I'm thinking perhaps the 2 other hex digits in map.php (the first set is for ground.mes number) defines the game.area associated with that maps' parent game.area.
     
  10. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    Right, new download link is available here, Hrothgar doesn't have his Warhammer of Sparks +2 in this build ( I fixed that after creating the modpack and while waiting for it to upload), and I still need to add those Orcs, I'll get on to that next, promise.
     
  11. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,622
    Likes Received:
    538
  12. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    Ah crap, so I'm going to have to reshuffle all my map numbers or face .dll hell. :(

    I guess I'll do that and upload another new build later then.
     
  13. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,622
    Likes Received:
    538
    C'mon, it's just editing a few bytes in a table. Not even remotely close to DLL hell, trust me on that one ;)
     
  14. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    254
    Grrrr, well I guess I could give it a go, but I'm no coder by any means. The fact I've made ANY mods that work surprises the crap out of me, and the full extent of my own dalliances into temple.dll were mods to PC/NPC numbers, and raising the maximum followers (Charmed NPC's/Commanded Undead/Animal Companions).

    Edit:
    @Sitra Achara - What do you edit Temple.dll with? I popped it open with a hex editor and can't even find the string you mentioned... I could however list the map numbers I'm using, and which game.area they should belong to if you fancy lending me a hand?
     
    Last edited: Oct 26, 2016
  15. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,622
    Likes Received:
    538
    I'm using XVI32.

    You need to go to address $0x6ECD0 (in XVI32: Ctrl + G, put in the address $6ECD0, and set Go mode → absolute).
    In the Co8 DLL you'll then see the following sequence of bytes (highlighted relevant part in red)

    upload_2016-10-26_22-20-43.png

    The first byte corresponds to the area ID of map 5000, the second to the area ID of 5001, and so on, up until map 5115 (the last byte in the highlighted block).
    Remember that 00 is actually area ID 1 (Hommlet), 01 is area ID 2 (Moathouse), etc.
     
Our Host!