Icewind Dale: ToEE - Total Conversion

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

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  1. FDR4PREZ

    FDR4PREZ Established Member

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    oh, no, don't make it tougher on my account.

    I liked it when he was casting hold on himself :rolleyes:

    Orcs aren't the smartest things around; so he gets confused and miscasts a spell, or two, who here hasn't done such?
     
  2. Sitra Achara

    Sitra Achara Senior Member

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    I'm interested in debugging jerk-stop, so if you encounter it please send a save that demonstrates the problem.
    In the Co8 mod the cause was found to be the message boxes which used to display the area descriptions. However as far as I know there are no such message boxes in IWD so something else may be causing it (I don't know if it's related to scenery objects).
     
  3. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I know it was related to scenery objects in this case, I was messing around with extracted, edited, and embedded doors in World Builder, obviously I'd messed up somehow.
     
  4. Gaear

    Gaear Bastard Maestro Administrator

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    Sounds more like a lighting/particle effect thing than JS. JS would be characters not completing their move commands and that sort of thing, not just stuttering based on faulty particle effects.
     
  5. FDR4PREZ

    FDR4PREZ Established Member

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    I am more than willing to post my saved game so you can see if I am seeing the same thing.

    Just let me know what I need to do to get what is needed so I can attach it.
     
  6. Sitra Achara

    Sitra Achara Senior Member

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    @montiac 's description from a few pages ago sounds similar to jerk-stop (move commands not working). If that's the case then I'd like a savegame with that.
     
  7. FDR4PREZ

    FDR4PREZ Established Member

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    Yes, move commands not working, and loot and things flashing, the map itself flashes, too.

    Do I just zip up the Save folder, or is there a different way to get what you need?
     
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I guess I never saw the whole jerk stop error after all? Only faulty static objects - like when Desperate Housewives was released and we had sparkly-ageddon in Hommlet and CTD's in Franks house.
     
  9. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    O sure, it always comes back to one of my mods... :oops:

    Vis-a-vis the doors, got to the bottom of that. For the door to run it's 'sticky' routine and shut itself so it is shut again after you come back to the map, you need a longer interval than the current 900ms between opening and being teleported. Specifically, you need around 2100ms (2000 is not enough, exact to the millisecond figure unknown). This is quite a pause, anyway adjust the number in py00460Doors and see.

    My recommendation is you leave it at 900ms, let people do a proper transition (that's just enough time to see the door opening) and when they come back, there is an open door and they instead access the place through the icon. That assumes you are leaving the icon there, which I think you should. Anal players can still shut the door, since I ran the script off san_unlock rather than san_use it will only fire on the door opening bit, you can shut them without being teleported.

    I also recommend (and probably should have mentioned this on 50 other things) that we don't waste too much time on this. Yes, it is cool opening the door and being teleported straight in, but these little details, while very cool, can also become time sinks. I say that as someone who got diverted on an endless number of time sinks in KotB, when my time in hindsight would have been infinitely better doing 'place monster / write quest / repeat'.
     
  10. Gaear

    Gaear Bastard Maestro Administrator

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    Yeah, sparklies and jerky movements (I assume corresponding to heartbeats) in conjunction are normally bad lights/particle effects IME, but if montiac's got incomplete moves, that definitely sounds like jerkstop. That'd be remarkable because as far as I know, true JS only ever occurred as a result of me putting in the tutorial-hijacked area description boxes - arrived with them and left with them. You're not using any of those, I assume?
     
  11. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Nope, not using tutorial chests, and the issue seems to have been fixed by more recent builds.
     
  12. montiac1

    montiac1 Member

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    Unfortunately, I no longer have the saved game with the presumed jerkstop...sorry about that. I think I had restored a game started with a previous patch (wasn't a new game), so that might have had something to do with it.
     
  13. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Ok, new patch time. Patch 6 is here this time with (hopefully) pre-buffing on the Orc Shaman and Tempus temple clerics, all ammo drops should be reduced to a maximum of 10 arrows, all Goblin bucklers have been confiscated, all random loot (unsure about the north west Orc cave chest - please check this as it should be spawning one of 2 magical shields) should be working as intended, Uligar speaks, and his intimidation check is as it is in IWD in this version (I had to console in a headband of intellect +4 to test that it works - and it does). Jermsy's back in his closet - the Bard special response is pretty funny btw. Ted's new doors fix is in (I noticed that large parties have a chance that one member will spawn behind a door on exiting the buildings, but I can fix that by blocking those areas off. All chest inventories have been fixed with IWD GP equivalent gems and other loot (not addressed loot prices for wolf pelts etc...)

    I think you have the option to tell Jhonen that you've met a blue skinned woman before you actually meet Elisa, didn't get around to check that bug or fix it, or add the Hrothgar summons spell yet, but I think this is getting very close to release ready.

    Still have to work out maplimits and add sounds for Kuldahar pass and localised sounds in Easthaven, and the improved random encounters Ted is working on.
     
    Last edited: Nov 27, 2016
  14. montiac1

    montiac1 Member

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    Can't remember if this is something that is known or even something to worry about at this point...if I go to the World Map (from Kuldahar Pass, for example) and select Kuldahar on the map, that window becomes unresponsive...I can't close the map window via the red arrow in the lower right, and I can't close the main window. The only way I seem to be able to close the window is using Task Manager (which shows TOEE still running).
     
    Last edited: Nov 28, 2016
  15. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Oh crap, I guess I forgot this Temple.dll which fixed that issue. Which patch are you using? Download that temple.dll, extract it, and put it in the root folder, that should fix the world map issue.
     
    Last edited: Nov 28, 2016
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