Icewind Dale: ToEE - Total Conversion

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

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  1. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    If we used my idea of slides to get around HoW then we wouldn't lose either worldmap art :D But it's not a call we have to make now - I take it adding hoW will occur after we finish IWD? Still a bit to go there ;)

    Buttons progressing: they're on their rough locations on the map, now the painful fine-tuning.
     
  2. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Awesome, thanks Ted.

    I noticed today all my work adjusting the clipping on the Easthaven interior maps had vanished, so I just spent all day redoing all of them, I need to test them all in game of course,

    I also added global lighting to all interior maps, nothing too bright though, I want the lighting effects from the candles and fires to be noticable, but not leave players and NPC's in pitch black when straying a little too far from a light source.

    I'll upload the mod again once the world map icons and locations are done.
     
  3. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    I disagree on the interior lighting, but I dare say I'd be in the minority so that's ok. The worldmap buttons should be done in a few hours - they're basically all in place except the fiddling for Easthaven and the Kuldahar Pass maps which will need some adjusting of the worldmap graphic itself.
     
  4. Sitra Achara

    Sitra Achara Senior Member

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    I've recently done some exploration into deities so I figured it might be useful to you -

    The Deity specifications are hardcoded in the DLL starting at address 0x2726F8.
    The structure of the specification is
    Code:
    struct DeitySpec{
        Alignment alignment; // the character's alignment must not oppose this
        Domain domains[7];
        Race races[7]; // races that can always pick the deity regardless of anything else; matches obj_f_critter_race; race_human doesn't count
        Stat classes[12]; // classes that can pick the deity provided the alignment is unopposed; see stat_level_X enums
        int isSelectable;
    };
    The size of the struct is 0x70 (so e.g. the offset for the next deity after the first is 0x2726F8 + 0x70 = 0x272768). The fields are all integers so they take up 4 bytes each. Note that the first deity is "None", so it's just zeros.

    The domains are enumerated 0-23, you can find which is which in mes\spell.mes.

    There's also some special hardcoding for Corellon Larethian, Ehlonna, and St. Cuthbert so bear that in mind if you use their slots. Likewise for when choosing to channel Positive/Negative energy, there's hardcoding for Wee Jas, St. Cuthbert and Obad-Hai.
     
  5. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    @Shiningted, no worries, I can drop the icons directly onto the map - Since we start in Easthaven it should always be present, and Hrothgar can't wait to tell everyone about his expedition, seems reasonable that the PC's would at least know of the Pass, even if the specific detail of it's exact location is unknown.

    @Sitra Achara, Thanks for letting me know, I will do a little digging into the details of the Forgotten Realms pantheon of deities, I'd hope altering the names, allowed domains, allowed races, and preferred weapons for each would be sufficient to pass off a 'conversion'. Do any ToEE deities have additional benefits? Eg Greater Turning that the others don't get by default?
     
  6. Sitra Achara

    Sitra Achara Senior Member

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    Preferred weapons are defined elsewhere (also hardcoded). I'm not aware of other Deity-specific properties, the rest should be tied to Domains.
     
  7. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Ok Al, here are the buttons all in position and raring to go. I've set them up as follows:

    Hommlet = Kuldahar Pass
    Emridy Meadows = Easthaven (for the return)
    Moathouse = Vale of Shadows
    Moathouse Cave = Severed Hand
    Nulb = Kuldahar
    Imeryd's Run = TotFG
    The Temple = Dorn's Deep
    Temple Well = Wyrm's Tooth
    Temple House = Dragon's Eye
    Temple Tower = Lower Dorn's Deep

    All of these are easily changed by the way, I don't think we'd got much farther than Kuldahar Pass for the main map and Nulb for Kuldahar, but if you had others in mind it's an easy change. You can see them in action below.
    Worldmap_.jpg
    I've greyed out Easthaven for now so the players know they can't go back, and the new button fades into place most effectively when you do get ready to go back there (ie when game area 5 is activated).

    I couldn't get the IWD 'you are here' symbol to work because the ToEE one pulses, and the IWD , well it just didn't work. I included it in the folder so put it in the file in the relevant spot and have a look by all means.

    EDIT: Forgot the mes file with the area names, gimme a few minutes.
     

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  8. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Here's the area names for the map - this goes in data/mes.

    Note that the Ogre Cave and Deklo Grove are currently unused.

    EDIT: One thing I didn't do is anything with the scribbling that shows when you have visited somewhere. As a concept it's a nice touch that, but graphically something I never liked. Not sure how you want to play it.
     

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  9. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Wow that looks good Ted, cheers mate.

    I've been adjusting the Scurlock Font to that used by Icewind Dale, just to see how that works out... will post screenshots when I'm done. :D
     
  10. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Meh, adjusting the font .bmp file didn't seem to work... Ah well nevermind.

    I tested out the world map buttons and a whole host of funky happenings occurred. I'll download worldmapper to try and fix the buttons with their proper locations and hope the weirdness is resolved.
     
  11. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Right, world map paths are done. Thanks again @Hazelnut.
    Next up, Worldmapper... eep.

    By the way @Shiningted, using the worldmap currently breaks my game, not sure why, but the game remains responsive, I can hover over the new icon buttons, and names in the list, but clicking on a Kuldahar Pass button teleports me to a black portion of the map, then clicking on any of the 3 buttons for Kuldahar Pass does nothing, but the game remains responsive - apart from the close map button which does nothing. and clicking on Kuldahar causes all kinds of funky stuff to happen.

    Edit: Added Temple.dll with the updated Worldmap paths. Thanks @Spellslinger.
     

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    Last edited: Oct 30, 2016
  12. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Hey Al,

    THIS thread should allow you to change your Kuldahar Pass locations to land where you want and not just black areas. For "North Hommlet", I recommend landing at Ghereg's Tower since the only reason to go back to the map is to finish that quest.

    I will try very hard to get the Kuldahar map done tonight and over to you (probably just with sectoring, not doors) and you can have fun traveling from Kuldahar Pass to Kuldahar and back :) I seem to remember I owe you the Easthaven desolate map too so I will do that next purely to put it on the map.

    Nice work on getting the pathing done that quick!
     
  13. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Ah awesome, I'll change those coordinates tomorrow and test it out, are the other game.area maps entry coordinates handles the same way? Or another way?

    Those paths I made earlier should all be the right paths, whether or not they are going in the right direction or not remains to be seen (I highly doubt they all are - but switching positive to negative and vice versa is easier than starting again from scratch).

    I also didn't include the Destroyed Easthaven game.area in the path maps as I'm unsure as to whether the map is even accessible from there, (@ineth mentioned that you teleport back to Easthaven for the final battles) or whether it should be accessible to the world map after that battle - IE to return to Kuldahar to gain access to the Heart of Winter expansion?

    I hope to get the world map working properly soon, I also have a few clipping edits to make in the Inn and in Kuldahar Pass.
     
  14. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    If you teleport, you teleport. Beats running into 1d6 kobolds on the way to the final battle - that's just shameful for all involved.

    Re co-ords, only the Hommlet map does that, because it has multiple stopping spots. Otherwise, you get the arrival co-ords from maplist.mes (Gaear, in that thread above, suggest also keeping startloc.txt in the map folder synchronised - I've never seen the game access that, but it strikes me as good housekeeping to do so). Note that the arrival co-ords for Hommlet in maplist.mes are your starting point down near Kent, and it is there - not any of the .dll co-ords - that you will go if you worldmap_travel_by_dialogue().

    You know, I am sure you told me all this many many years ago when I was asking the same things for KotB, because you had already figured it out for Verbobonc :p
     
  15. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Heh, what goes around comes around. I was poking my nose into all sorts of files back in those days though, now I've forgotten more info about modding ToEE than most people will ever know lol.
     
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