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Version 20 comments/bug reports


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#1 ScuD

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Posted 29 November 2011 - 06:19 PM

Having compared my own fixes to v20 of SCSII there seems to be some stuff left out - mostly cosmetic. Please correct me if I'm wrong.

1. \help\scripts\dw#grpin.baf, \workspace\dw#asc_illasera.bcs
They still have the good old !Dead("astSeenBy(Myself))")

2. \misc\antimagicscript.ssl
I reported about ReallyForceSpellRES("%spell%d",scstarget) in the v19 bug thread. Do spells with names smthd exist? Is it a typo and if not, could you please explain why?

3. \misc\reputation.tph
I remember thebigg has provided a pretty neat solution for the component. Aside from any disagreements between you and him it is really faster This is the file I use (not accounted for Viconia-Solaufein, can be easily added):
DEFINE_ACTION_MACRO ~reputation_core~ BEGIN
COPY_EXISTING_REGEXP GLOB ~^.*\.bcs$~ ~override~
												  ~^.*\.dlg$~ ~override~
  PATCH_IF (~%SOURCE_EXT%~ STRING_EQUAL_CASE ~DLG~ && `0 != INDEX_BUFFER (~ReputationInc~)) ||
				   (~%SOURCE_EXT%~ STRING_EQUAL_CASE ~BCS~ && `0 != INDEX_BUFFER (~%WNL%163OB~))
  THEN BEGIN
	PATCH_TRY
		  DECOMPILE_AND_PATCH BEGIN
			REPLACE_TEXTUALLY ~ReputationInc(1)~ ~SetGlobal("DMWWRepBoost","GLOBAL",1)~
			REPLACE_TEXTUALLY ~ReputationInc(2)~ ~ReputationInc(1)~
		  END
	WITH DEFAULT
		  PATCH_WARN ~SCS WARNING: couldn't patch %SOURCE_FILE%, some mod broke it; leaving it untouched.~
	END
  END
BUT_ONLY
<<<<<<<< .../scsii-inlined/repadd.baf
IF
  Global("DMWWRepBoost","GLOBAL",1)
THEN
	RESPONSE #%probA%
						 SetGlobal("DMWWRepBoost","GLOBAL",0)
						 ReputationInc(1)
						 Continue()
	RESPONSE #%probB%
						 SetGlobal("DMWWRepBoost","GLOBAL",0)
						 Continue()
END
>>>>>>>>
EXTEND_TOP ~baldur.bcs~ ~.../scsii-inlined/repadd.baf~ EVALUATE_BUFFER
EXTEND_TOP ~baldur25.bcs~ ~.../scsii-inlined/repadd.baf~ EVALUATE_BUFFER
END

4. \shapeshift\dw#shnbr.itm (same for SCS)
A cosmetic comment - the description icon has some garbage, better leave blank.

Looks like you've fixed everything else :)

#2 plainab

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Posted 29 November 2011 - 08:44 PM

2. \misc\antimagicscript.ssl
I reported about ReallyForceSpellRES("%spell%d",scstarget) in the v19 bug thread. Do spells with names smthd exist? Is it a typo and if not, could you please explain why?

inside scsii\spell\spell.tph
look for the line I pointed to with a comment in all caps
DEFINE_ACTION_MACRO ~antimagic_patch_new~ BEGIN
ACTION_IF ~skip_tobex~=0 BEGIN
    COPY_EXISTING ~%spell%.spl~ ~override~
		 READ_BYTE 0x1b ~spellbyte~
		 SET ~spellbyte~=~spellbyte~ BOR 0b00000001
		 WRITE_BYTE 0x1b ~spellbyte~
   BUT_ONLY
END ELSE BEGIN
   // clone the spell
   COPY_EXISTING ~%spell%.spl~ ~override/%spell%d.spl~   // <----NOTE THIS LINE.  HERE IS YOUR ANSWER
		  // here we add an instruction to destroy the original creature
		 LAUNCH_PATCH_FUNCTION ADD_SPELL_EFFECT
			 INT_VAR
				  opcode=168
				  target=9
				  timing=4
				  duration=1
		 END
   // make the core spell
	 COPY_EXISTING ~%spell%.spl~ ~override~
	    READ_ASCII 0x0 ~template~ (0x64)
	    READ_ASCII 0x76 ~graphic~
	    READ_SHORT 0x98 ~proj~
	    READ_SHORT 0x84 ~castingtime~
	 BUT_ONLY
	 COPY ~%scsroot%/misc/antimagic.spl~ ~override/%spell%.spl~ // actually just a pristine version of Summon Fiend
		 WRITE_ASCIIE 0x0 ~%template%~
		 WRITE_ASCIIE 0x76 ~%graphic%~
		 WRITE_ASCIIE 0xae ~%spell%~ (8)
		 WRITE_SHORT 0x84 ~castingtime~
		 WRITE_SHORT 0x98 ~proj~
END
// patch the spell description
COPY_EXISTING ~%spell%.spl~ ~override~
  READ_STRREF 0x50 ~sourcestring~
		 SPRINT ~addon~ @3700
		 SPRINT ~sourcestring~ ~%sourcestring%~^~%addon%~
   SAY_EVALUATED 0x50 ~%sourcestring%~
   // patch the scroll description
   COPY_EXISTING ~%scroll%.itm~ ~override~
		 READ_STRREF 0x54 ~sourcestring~
		 SPRINT ~addon~ @3700
		 SPRINT ~sourcestring~ ~%sourcestring%~^~%addon%~
   SAY_EVALUATED 0x54 ~%sourcestring%~
   // make the CRE file
   COPY ~%scsroot%\misc\dw#cloud.cre~ ~override/%spell%.cre~
	  WRITE_EVALUATED_ASCII 0x248 ~%spell%~ (8)
	  WRITE_LONG 0x8 ~-1~
	  WRITE_LONG 0xc ~-1~
	  WRITE_ASCII 0x280 ~dw#antim~
   // make the EFF file
   COPY ~%scsroot%\misc\dw#cloud.eff~ ~override/%spell%.eff~
	  WRITE_EVALUATED_ASCII 0x30 ~%spell%~ (8)
   // make the script
   COPY ~%scsroot%/misc/ssl_out/antimagicscript.baf~ ~%scsroot%/workspace/%spell%.baf~
   COMPILE ~%scsroot%/workspace/%spell%.baf~ EVALUATE_BUFFER
END

My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm

#3 DavidW

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Posted 30 November 2011 - 12:32 AM

Having compared my own fixes to v20 of SCSII there seems to be some stuff left out - mostly cosmetic. Please correct me if I'm wrong.

1. \help\scripts\dw#grpin.baf, \workspace\dw#asc_illasera.bcs
They still have the good old !Dead("astSeenBy(Myself))")


The former needed to be verbatim identical to the Ascension version, because it was used in a substitution - but in any case, it's not actually used in modern SCSII, it's just fossil code. The latter is a verbatim copy of the Ascension script, made at install time from whatever's in Ascension. (The files in the workspace directory are inert and should have been cleared out before I distributed, though they're harmless.)

2. \misc\antimagicscript.ssl
I reported about ReallyForceSpellRES("%spell%d",scstarget) in the v19 bug thread. Do spells with names smthd exist? Is it a typo and if not, could you please explain why?


Like plainab said: they're generated by SCS itself.

3. \misc\reputation.tph
I remember thebigg has provided a pretty neat solution for the component. Aside from any disagreements between you and him it is really faster


I'm confused, because I don't recall any disagreement with theBigg and because I think my code is pretty much identical to his. (The details might differ slightly, but the basic principle is still the same.)

4. \shapeshift\dw#shnbr.itm (same for SCS)
A cosmetic comment - the description icon has some garbage, better leave blank.

No need: it's an undroppable item.

Edited by DavidW, 30 November 2011 - 12:32 AM.


#4 ScuD

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Posted 30 November 2011 - 08:43 AM

Thanks for the clarification!

#5 Fenestro

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Posted 07 December 2011 - 08:37 PM

I was unable to install "Slightyly improved Drow" and "Improved minor encounters" with Spell Revisions also installed until I corrected what I think is a typo in scsii.ini.


Correction I made in scsii.ini:

Mage_Level_No_Adjustments 0
Mage_Level_Add 0
Mage_Level_Scale 100
Mage_Ignore_SR 0
Priest_Level_No_Adjustments 0
Priest_Level_Add 0
Priest_Level_Scale 100
Mage_Ignore_SR 0		   // Changed this to: Priest_Ignore_SR 0
Sendai_Component_Is_Sendai_Only 0
AI_Does_Not_Detect_Items 0
Conceal_Prebuff_Spell_Names 0
Force_No_HLA_Repeats 0
Disable_SSL_Compilation 0
Disable_ToBEx 0


Relevant error message in .debug file:

Spoiler


#6 DavidW

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Posted 08 December 2011 - 02:13 AM

Thanks. It is a typo (but also the code is supposed to allow for the possibility that that variable is not set; I'll correct on next release.)

#7 n-ghost

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Posted 10 December 2011 - 03:34 PM

Eh, it's harmless, right -.-?

Posted Image

#8 DavidW

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Posted 11 December 2011 - 04:00 AM

Do you mean the "ERROR: Cannot perform auto-update"?

If so, yes.

#9 geg_Ma3gau

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Posted 19 December 2011 - 04:13 AM

Hi. In another topic i mentioned drow city defenders number raising with time like a snowball and having quite bad result on system performance. The developer told me that there should be a limit to about 25 drow soldiers hunting for you at a time.

Posted Image

Here is the pic with i think 30+ drow soldiers and a couple of golems on top. I tested it this way: when i finished the drow city quest and defeated the lesser demon lord, i remained in the same room to make sure i only fight spawned drow, not the guys that were in the city even before i entered it. I opened the door, spotted a drow guard( he was there before) to trigger patrols respawning and closed it promptly so that no drow outside of spawns can enter it. After some time the amount of soldiers in the room snowballed and there s pretty much no way to defeat them for my party of lvl 18s or so even if i snipe the archmage, moreover its becomes very laggy. I think its a good thing i cant defeat a drow city so i will just enter that console command to make it easier.

I would have loved to fight them in somewhat more balanced way when they spawn in waves and i have to defeat each wave before the new arrives (with no laggy performance too) even if i still lose in the end. I dont have ancient PC, my is 6 core 3.2 ghz processor and stuff, bought it this year. So i think its not rly my fault.

At which point it is safe to use the drowcity lite console command?

Edited by geg_Ma3gau, 19 December 2011 - 04:54 AM.


#10 DavidW

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Posted 19 December 2011 - 05:31 AM

I can only count about two dozen drow (I can also count about four glabrezu and about four golems).

"Fighting them in a more balanced way" is against the purpose of the component, which is deliberately extremely difficult. (I think the readme is clear on this.)

#11 geg_Ma3gau

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Posted 21 December 2011 - 09:33 PM

Wand of spell striking can breach enemies under improved invisibility. Its kind of cheaty.

#12 DavidW

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Posted 22 December 2011 - 02:29 AM

Wand of spell striking can breach enemies under improved invisibility. Its kind of cheaty.


Maybe, maybe not, but it's a vanilla-game issue - nothing to do with SCS.

#13 geg_Ma3gau

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Posted 23 December 2011 - 01:42 AM

Posted Image

So i wanted to check out cleric spell list and stumbled upon strange behaviour bug: he casts summoning spells targeting a character and the spell is ineffective. He could summon a deva a couple of rounds before no problem though and i often see summoned planetars from other casters.

#14 geg_Ma3gau

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Posted 23 December 2011 - 01:49 AM

Posted Image

Here is another bug showing how lich touch attacks on a failed save cant paralyse a target creature. You can see the special effect of paralysation when my character failed a save. When a character saves successfully there is a message for example: save vs death: 8. There is none here which proves he failed.

#15 DavidW

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Posted 23 December 2011 - 04:53 AM

I'm reasonably confident the lich issue isn't SCS - I don't touch the lich paralysing-touch item except to flag it as magical.



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