Icewind Dale: ToEE - Total Conversion

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

Remove all ads!
  1. montiac1

    montiac1 Member

    Joined:
    Feb 26, 2016
    Messages:
    26
    Likes Received:
    0
    I am feeling a bit like a pest, but I'll get it figured out. I have reactived the original module and then activated patch 4. In modules\Toee\art, I have a "ground" folder. That folder contains 44 sub-folders (22 AR folders, 6 CO8 folders, and 16 RANDOM folders) and a ground.mes file, but none of them seem to have Kuldahar-looking folder names, so guessing I'm somehow missing Kuldahar folders/files.
     
    Last edited: Nov 19, 2016
  2. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    255
    Hmm, that is interesting, I might just do that also I've been reconsidering your idea about using the doors in Easthaven to make the map transitions and dropping most of the door icons the close proximity of the door and icon means sometimes the door opens first, sometimes it doesn't, also Aspel's locked door can be entered without unlocking it.
     
  3. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    255
    Kuldahar itself has only the exterior map at this point and that hasn't been sectored completely yet, Kuldahar Pass is the area with the Goblins after leaving Easthaven.
     
  4. FDR4PREZ

    FDR4PREZ Established Member

    Joined:
    Apr 10, 2007
    Messages:
    534
    Likes Received:
    80
    I started a new game and the lower exit consistently does not work. Maybe I will rebuild it completely and try again.

    When use the lower exit from the Pass and I am standing in the black void, here is a picture of the townmap:
    purgatory.jpg

    Also the first time I entered Kuldahar I did not get the Tergon quest...odd that I got it last game. Maybe it was triggered by some other event....May Ghereg? I've not been there, yet, this game.

    Oh, and the battle with the orcs in the mill consistently crash the game. It seems to happen when only the Orc Captain makes his first attack. The other orc's first attacks are OK. so maybe the captain has a script that is causing an issue. Maybe I will have my three guys concentrate on the captain to try and kill him on the first round.
     
  5. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    255
    That is possible, I borrowed Hickory Branch's Captain Krunch for that orc but forgot to blank out his scripts in protons.tab, I'll get around to fixing him tomorrow, had a headache all afternoon today. :(
     
  6. montiac1

    montiac1 Member

    Joined:
    Feb 26, 2016
    Messages:
    26
    Likes Received:
    0
    Right. In Kuldahar Pass, I am only seeing my characters (and monsters if I move around)...pretty much everything else is black.

    upload_2016-11-19_16-57-8.png
     
  7. FDR4PREZ

    FDR4PREZ Established Member

    Joined:
    Apr 10, 2007
    Messages:
    534
    Likes Received:
    80
    Now don't go start taking Ghereg's advice of beating your head against the wall. Is there a druid or ranger near you?

    Speaking of which, I can confirm that Ghereg is the one giving me the Terjon quest.
     
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    255
    Ok, I've not had a chance to speak with Gherag yet, I guess the questlog.mes hasn't been updated (or at least included in the patch) with Gherag's quest details yet, will fix it today.
     
  9. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    255
    Did you delete anything in the modules/toee/art/ground folder? That is where the maps are meant to be. You should only be deleting the modules/toee/maps folder before applying patch 4 as the .mob files for monsters and items has changed since the base install.
     
  10. Shiningted

    Shiningted I changed this damn title, finally! Administrator

    Joined:
    Oct 23, 2004
    Messages:
    12,745
    Likes Received:
    375
    A lack of gamequestlog may be my fault, put this in your mes folder FDR :)
     

    Attached Files:

  11. Shiningted

    Shiningted I changed this damn title, finally! Administrator

    Joined:
    Oct 23, 2004
    Messages:
    12,745
    Likes Received:
    375
    Ok, here is a working random_encounter file.

    I haven't gotten the movies going yet as they will need a bit of thought. The game seems to check for 'can_sleep' when you enter a map (to show the appropriate icon in the tent / watch bit) but if you CAN sleep, it presumably doesn't have to access random_encounter.py again. It does, obviously, if you are sleeping in a dangerous area.

    Hence I suspect we will only be able to play movies in dangerous areas (but can check for inside or outside flags, at least), not play the default in-the-inn movie.

    But I will put all this to the test and try it out. For now, the file sets maps as pass_time_only or dangerous as necessary, incorporates some stuff I did previously for the Caravan map and Orc Caves so they produce appropriate monsters, sets Ghereg's Tower to safe once you have done his quest, and marks the rest of Kuldahar Pass as dangerous.

    Most importantly, I have redone the random_ecnounter.py file so there are now lists called
    sleep_pass_time_list
    and
    sleep_danger_list
    wherein you can just add each new map as you need to. These will be checked before pretty much anything else.

    Not every map has been tested, but much of it has been :)
     

    Attached Files:

  12. montiac1

    montiac1 Member

    Joined:
    Feb 26, 2016
    Messages:
    26
    Likes Received:
    0
    I just went through the same steps I thought I had gone through several times, and am now seeing all the art. Gonna go kill something! :)
     
  13. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    255
    Awesome, thanks Ted.

    I've had the chance to fully test all the content I have added so far.

    The Orc Shaman AI still needed a little work, he was casting Hold person on himself... Oops (Fixed) and didn't cast obscuring mist at all (Fixed). The Bombardier beetles didn't use their acid jet spell (Fixed), Captain Krunch (Fixed-with stripped out script hooks) didn't crash, yet doesn't spawn his random magic loot yet either. (not fixed yet)

    I have a new patch 5 ready here.
     
    Last edited: Nov 20, 2016
  14. montiac1

    montiac1 Member

    Joined:
    Feb 26, 2016
    Messages:
    26
    Likes Received:
    0
    Got patch 5 up and running. Exits back and forth between Kuldahar Pass and Kuldahar are working. Gonna do some more poking around. Anything you specific for which you need more testing?
     
  15. Allyx

    Allyx Master Crafter Global Moderator Supporter

    Joined:
    Dec 2, 2004
    Messages:
    5,009
    Likes Received:
    255
    Umm, I think most things are working as they should, I did get a crash the first time I tried resting in the Inn between day and night, you could test the new AI routines for the orc shaman and bombardier beetles, and look for any other obvious bugs or mistakes regarding camping arrangements, and the Courier Contract still isn't setting game.global_vars[3] = 2 when used, it should be but isn't.

    I need to fix Kuldahar Pass' sound schemes, add the new music audio files for the area, add localised sound cabbages in Easthaven for the jangly fisherman's equipment, and water lapping on the shores.

    I also still need to go through Pomab and Old Jed's equipment, maybe give Old Jed the Sober Elmo treatment if you convince him to lay off the sauce?

    @Shiningted you mentioned before about using the openable doors in Easthaven to transition to the maps they lead to and auto close themselves, rather than hiding Icons behind the doors, I looked into that today and couldn't figure out how to do that.

    EDIT: Should Bombardier Beetles be immune to the acid jet attacks of other Bombardier Beetles? Currently they aren't, the acid jet particles need to be green and less smokey than they currently are. I had struggled to get the acid jet working at all 'till I realised the targetting spell.txt file wasn't in the game.
     
    Last edited: Nov 20, 2016
Our Host!