ToEE_Fan_Fixes_V4-0-RC1

Discussion in 'The Temple of Elemental Evil' started by Borsook, Aug 21, 2005.

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  1. Agetian

    Agetian Attorney General Administrator

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    I totally agree here, Gaear! :thumbsup: and :doublethu ! I really think that Liv's mod must be left untouched! As for including it in Co8's next patch, I'd definitely say go for it, since it makes the game a lot more *interesting*, it's more than just a question of easier/harder. I can't imagine myself playing ToEE without Liv's mod anymore.

    - Agetian
     
  2. Borsook

    Borsook Established Member

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    Well, as I said at the begining the sole purpose of all this was to stir things up, I really believe we need a collective patch, too many good things appear as attachments in some thread and/or are published with a readme, this is discouraging esp. for beginners.

    As for modifying Liv's mod, the proposed modification was not to make things easier, actually I am whole heartedly for harded, but those specific changes instead of making things harder made them happen later, in which I as a person who never as yet finished ToEE (too many IE games) I could not find any logic. But let's forget that and erase from history ;)

    BTW - all the troubles with deceiding what to include could be averted should someone with programming skill do a patching mod-installer in a manner of Weidu.
     
  3. Lord_Spike

    Lord_Spike Senior Member Veteran

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    TOEEFE is the key to all of this. Let the people decide what new content they employ in their own games; once the modders have settled on the new content they'd like to offer up (with/without DH, for example...). Then, once it's in the front-end, let it stay there. All such contributed content should remain unmodified by the collective of co8, but individuals can (and always could) modify their own games as they see fit. If they want to make a personal mod, they can do so...and get help from the community. This mod could be a raging success or a dismal mutilation, and could be included in future additions to the front-end, or just as easily ex-cluded.
     
  4. Borsook

    Borsook Established Member

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    But Front End would include only a number of options, "certified" mods, and it might allow you to choose between mod 1 & 2 but not 5/10 from mod 1 plus 2/10 from mod 2 as would Weidu "clone" allow.

    PS. Nice to see a DSotM quote.
     
  5. Lord_Spike

    Lord_Spike Senior Member Veteran

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    Weidu...?

    If that would work, then, sure, it could be of benefit to this process. I just don't know what it is/means.
     
  6. Gaear

    Gaear Bastard Maestro Administrator

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    I think Morpheus already has some type of complex installer in his hot little hands.

    I agree with Borsook though that (ideally, at least, imo) Co8 should advocate a certain package. If Liv's and Ted's et al new content proves to be worthy (as determined by the "board?") and bug-free (as determined by play-testers), put it in!
     
  7. daetar

    daetar Member

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    This is a very tricky problem. Splitting mod "features" apart is a nice idea, but how do you do so for ToEE? If, for example, you have 2 mods that both add or remove items in protos.tab and descriptions.mes and you choose to install only one of them what happens? Your installer would either need to be smart enough to parse out the items from the unwanted mod (so basically it would have to build a custom protos.tab and descriptions.mes on the fly) or it would need to select a specific "version" of protos.tab and descriptions.mes from a list of supported possibilities. This second option would require all of the individual modders to work together and create a set of installation packs. In this case, each modder would need to create a set of files with only their own mods, then a combined set of files with all of the mods, then individual sets of the files for every possible install option. Simple enough for a case with only 2 options, but I think you can see how complex this process could be if, for example, you were choosing between three or four mods that changed quests, dialogues, added spells, updated protos.tab entities, etc. I'm not saying it can't be done, but the difficulty level of this kind of functionality is far beyond the reasonable expectations of loosely affiliated individual contributors who aren't developing against a common specification and more or less have no kind of formal source control or versioning systems in place (collaborative systems that is, I wouldn't be surprised to find at least one of the contributors here has some kind of individual source control system in place).
    It would be another story if this highly dedicated group of Co8 developers were working on this project full-time, being compensated for their contributions, and being supported financially to resolve the myriad logistical issues they need to tackle. Oh yeah, and if they had access to the ToEE source code, of course. I'm awed just thinking of the possibilities...

    ~daetar
     
  8. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Well, the current group of modders ARE making every effort to make sure their stuff is compatable with each other. So one protos.tab, description.mes etc would do it.

    For anyone who wants 'one pack' right this second, my mod was designed to roll into one a number of the things doing the rounds (there's 5 Drifter fixes already applied to a new Temple.dll, the Juggernaut fix and the new weapons / armour / etc already found in patches from Cujo and Allyx, as well as a couple things I had previously released). The next (final) release will also include the Moathouse Quest thing and be compatable with Allyx's current efforts. Otherwise, there has to be patience. The reasons for this have been explained at great length. Yes, we would all love to see Co8 4.0.0 tomorrow but its not going to happen.
     
  9. Lord_Spike

    Lord_Spike Senior Member Veteran

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    Well, Theodore, in that case, I may have to finally take the plunge!

    :gotmyatte

    Seriously, I know that "all y'all" have been working very hard to do these things, and I for one appreciate it. Soon, I'll be slingin' 6-guns with my Paladin and his pals in an effort to rid the Temple of its denizens.

    Hmmm....now, to think up some side-kicks...
     
  10. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Well the final patch should be out within 24 hours... I have only postponed it this long for, well, no other than reason that I have been distracted by other things that Keep grabbing my attention.
     
  11. Lord_Spike

    Lord_Spike Senior Member Veteran

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    I guess your mail has arrived...!


    "Have Smyth & Westrealm, Will Travel"

    No worries, Ted...it'll take me that long to get the party rolled up.

    :wyatt:
     

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    Last edited: Aug 23, 2005
  12. Agetian

    Agetian Attorney General Administrator

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    WeiDU is a very comprehensive mod making/installation program for Infinity Engine games (BG, IWD, etc.) that developed from a dialog editor utility. It allows to do crazy stuff with multiple mods, but I really doubt that it will be of much use with ToEE (since it depends on the IE-related files, such as chitin.key).

    - Agetian
     
  13. Borsook

    Borsook Established Member

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    What we would need is a Weidu-like-in-use utility not Weidu as such. One of the main problems with modding IE was that they keep all the dialogue/descriptions in one file. IN ToEE with multiple/simple structured dlg files this is not the case. But still it would help. E.g. the tool would build a new protos.tab etc. to use a simple example let's say a modder adds a quest, he would then include just a lines for it using some syntax (like [NQ1]) and the utility would give it first free entry (patching all entries in the files to have that entry). Hope I'm making myself clear.... so btw a mod that would normally be 3MB would be only 50KB.
     
  14. Agetian

    Agetian Attorney General Administrator

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    Yeah, I like the idea of that, and I kind of wanted to turn ToEEFE into a tool that would support something like that, but there is one tiny problem here: I'm out of time to develop pretty much anything right now (even ToEEWB development it stopped at the moment :( ), and I don't see many people around here who could program a tool that you are describing.... So, unless we can find someone who will assist in creating such a tool (or will be willing to continue the ToEEFE project in that way, perhaps), all we can do is just dream about it. :)

    - Agetian
     
  15. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    From my (now quite educated) understanding, Modders so far have added, and changed things to thier own liking, but not deleted anything from protos.tab/description.mes so it seems that using the latest versions of those files will work with any/all patches to date so there is currently no need to write a tool that can chop and change those files (ToEE frontend 3 pro can swap out one set for another now anyway) every time you start a game, it's the other files used by the game that makes different stuff happen anyway .mobs/.secs, scripts, dialogue files etc...
     
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