List of stuff we need to fix

Discussion in 'General Modification' started by Sol Invictus, Sep 25, 2003.

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  1. Impossible .You would need to add lots of new spells . You would need profesional artists to do something like that.
     
  2. Dhoom

    Dhoom BIG Troll Berserker

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    Not impossible.

    I happen to be a 'professional graphic artist'... or, at least, I was. Moved onto bigger and better things...

    But I'm still an Adobe Certified Expert in Photoshop, certified by Kinetix for 3DSMax, and Brainbench certified in Lightwave, and Maya.

    Modifying art content in THIS game will be heaps easier than BGII, that used sprites.

    Not only that, but we can either just re-texture 'common' creatures, and save even more time... animation's already there.

    If we need to make new models, I'm more than proficient in creating low & high poly meshes (low poly, for this game) -- I also have a lot of experience texture wrapping models.

    Here's some model samples of a gamge I'm working on with some other independants:

    (most of these are one-hour or less worth of work)

    [​IMG]

    [​IMG]

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    [​IMG]

    [​IMG]

    [​IMG]

    Here's some of my model/texture work, concept shot of the game world...

    [​IMG]

    The hard part about adding art content (not so much 'hard', but 'more time consuming than anything else') is adding the 2D backgrounds... and all THEY are is rendered 3D art, exported and chopped up, with an overlay of walk-maps and triggermaps on them.

    I can do those, as well, if I have to tools to make ToEE compatible walk/trigger maps.

    Heck... with the tools, we can talk rendered 3D Isometric art from ANY GAME (bits from BG, bits from BGII, bits from ToEE, bits from IWD, etc..) and use it to make our own module.

    I think it would be somewhat cool to 'redo' BGII in the ToEE engine. :D That would be a TON of work, though. But, it IS possible.
     
  3. Sol Invictus

    Sol Invictus Beholder Watcher Veteran

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    My god, I would kill to have Planescape: Torment in ToEE's engine.
     
  4. WintermuteX

    WintermuteX Member

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    @Chris Woods:

    Could you please make your fix for the cloaks available or describe in short in which files you found the errors (and your workaround)?
     
  5. Chris Woods

    Chris Woods Member

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    All change sI have made are avilable at

    http://www.cs.okstate.edu/~woodsc/mtt/mtg.zip

    I will now proceed to describe every change, the files it affects, and the in game result. This message will be very long.

    Fix for Misc Items unavailable for crafting

    Affects: /rules/item_creation.mes

    The problem stemmed from a change in nominclature at Troika at some point in time. The spell "Cat's Grace" uses the ID "cat's grace" to be referenced. The same is true for "Bull's Strength". The new 3.5 spells, "Fox's Cunning" etc., needed to create certain items use the ID "foxs cunning". Notice the lack of an apostriphie.

    Whoever did the Item_creation.mes file used an apostriphie to reference these spells, meaning they were referencing "fox's cunning". There is no spell with ID "fox's cunning" so the result was "SPELL_NONE". I removed the sppostriphie and the items became avilable for use.


    Fix for Cloaks of Resistance

    Affects: /rules/protos.tab

    Protos.tab contains the internal data for every physical object in the game. NPC's, Swords, Armour, etc. Included in the (huge) list of data for each item is the bonus' it provides. The Cloaks of Resistance (ID 6085, 6086, 6087) had the bonus saving_throw_* of 1 for all of them. I changed the Cloak +2 and Cloak +3 to get saving_throw_* of 2 and 3 respectively.


    Fix for Chainmail Boots and Gloves

    Affects: /rules/protos.tab

    The boots and gloves were of type "ARMOR_TYPE_MEDIUM", which meant donning them caused the game engine to think you were wearing Medium Armour. Worse, donning both gloves and boots caused the game to think you were wearing *two* Medium type armours, and so it applied the penality twice.

    I changed the gloves and boots to ARMOR_TYPE_NONE and they no longer cause encumberance.


    Addition of Masterwork Creation Feat

    Affects: /rules/feat.mes /rules/feat_enum.mes /rules/item_creation.mes /mes/combat.mes /mes/feat.mes /mes/item_creation.mes

    I have hijacked the "Craft Rod" feat (which sucks -- only 3 rods!) and renamed it "Forge Arms and Armor", updating all the in game UI appropriately (although I haven't edited the hover text, so it still says "This will let you make Magical Rods")

    Additionally, I have updated the index for this feat to provide a list of all base items that can be made as Masterworks (all armor, shields and weapons) and assigned what I feel to be appropriate level requirements to make them.

    The result is that: if you have the Craft Arms and Armor feat you can access a new entry on the Feats Radial Menu such that you can bring up a UI that lets you make any items as a Masterowk, theoritically for further enchanting.

    The current problem I'm addressing (and have yet to figure out) is how to link this feat in as a Level 1 feat rather then a Level 9 feat (Craft Rod). Once that is done, I intend to change the hovertext such that it gives an appropriate description and allow players to craft Masterwork items should they feel the need.


    Currently, that is all that I have done. Extract the .zip provided at the top of this email into the /data directory of ToEE. Don't overwrite "spells.mes" if it already exists, but do overwrite anything else. (None of it should exist unless you're already mucking around.)

    As soon as I figure the feat thing out, which I think will involve a patch to the Executable, (ICK) I plan to expand on the Miscelanious Magic Items available, assuming I can figure Protos.tab out better.

    Chris Woods
     
  6. SpikeyFreak

    SpikeyFreak Member

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    Some of the monster stats are just wrong.

    Frex, gnolls shouldn't have damage reduction. Easy enough to fix, but it would sure make fighting them less frustrating.

    --Two Cent Spikey
     
  7. Nomad_Wanderer

    Nomad_Wanderer Established Member Veteran

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    Excellent Work

    I also have a po man's Item Descriptions Ready to go too...

    If peeps don't want to go the "official" :) route, (I don't care eithe way) Perhaps we should circle up as many fixes as we can for a friday aggregation, a saturday/sunday compilation of fixe report, confirmation of said fixes, and a late sunday/ early monday release?
     
  8. MoonReaver

    MoonReaver Member

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    A problem I notice while importing some portraits.

    You can only import so many before the others get pushed to a point where you can't select them. The scroll bar at the side only goes down so far and doesn't seem to scale with the number of portraits.
     
  9. Mr. Underhill

    Mr. Underhill The Keeper of the Arcane Toiletries

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    -Nomad
    Sounds like a plan...or at least a road map of potentials. Having a tough time deciding whether i should play the game or edit it...hehe. oh well.
     
  10. Circe's Pet

    Circe's Pet Member

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    Here's how to add Gust of Wind and Melf's Acid Arrow to the scribe list:

    In rules/item_creation.mes edit the line that starts with

    {2} {9002 ...

    add the numbers 9214 and 9304 into the list. Order does not matter, they get alphabetized in the display. The first is Gust of Wind and the second Melf's. The 9 I believe is for scribing and the 214 and 304 are the spell ID numbers that match up with the first three numbers of a spell in SpellList.mes. The line starting with {2} controls which spells appear in the scribe scrolls list.

    Also, changing the rest of the Owl's -> Owls, Fox's -> Foxs and Eagle's -> Eagles lets you also scribe the scrolls and create wands of the same name (this also suffered from the SPELL_NONE bug).

    UPDATE: Both do actually get created, but it didn't the first time. I had my inventory full when I tried creating Gust the first time. I made space when I saw it was full, but it would not generate after that. I still cannot copy Fox's Cunning into the spell book. This reminds me of when I fixed my machined plate for my techie in Arcanum.

    EDIT: Fixed line {2} {9200 to {2} {9002, Updated the Update,
    Verified order does not matter in adding to scribe list
     
    Last edited: Sep 26, 2003
  11. Dhoom

    Dhoom BIG Troll Berserker

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    Hahahaha... me too. I modify a .py file, test it in game, and end up playing for 30 minutes :D

    MoonReaver:

    I mentioned the problem to Chris Glenn @ Troika during an e-mail thread we have going, and he's going to get that fixed for us.
     
    Last edited: Sep 26, 2003
  12. Nomad_Wanderer

    Nomad_Wanderer Established Member Veteran

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    Hey.. Ask him about the text box below the inventory panel..(the one that displays hover text)...

    Is that sizeable? (don't think so)

    Is it scrollable? (??? There is a scroll bar there...)
     
  13. Sol Invictus

    Sol Invictus Beholder Watcher Veteran

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    Also, if you can, ask him to fix the placement of the character portrait in the Track feat in resolutions higher than 800x600. It's a pretty small fix IMO.

    Here's some bugs to add to the list:
    * weapon finesse not working correctly for magical weapons
    * make it so the golden-colored class feats aren't selectable for the monk during character creation because if you select them, you can't level up at level 2.
    * fixing the reach of all 'reach' weapons in the game. Ranseurs, longspears and the like should not be useable at 5ft - this negates the usefulness of spiked chains
    * fixing it so that you cannot trip with weapons not meant for tripping. How the hell do you trip someone with a greatsword anyway?
     
  14. Nomad_Wanderer

    Nomad_Wanderer Established Member Veteran

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    Uh. Isn't that obvious? Swing at the ankles... If you hit, I pretty much gurantee they'll be tripped.. and won't be getting up :)
     
  15. Chris Woods

    Chris Woods Member

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    In 3.5ed DnD all weapons could be used to trip. The actual attack isn't made using the weapon, you are litterally trying to trip your opponent by knocking him back when he's slightly off guard, slamming him with your shield, just pushing, etc.

    Some weapons, such as Spiked Shains, give bonus' to trip, but you can do it with a greatsword because you aren't actually *using* the sword for the move.

    Besides, I don't think we need to be "fixing" things that are 3.5 ed rules but we just disagree with.

    Chris Woods
     
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