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View Code? Open in Web Editor NEWGemRB is a portable open-source implementation of Bioware’s Infinity Engine.
Home Page: https://gemrb.org
License: GNU General Public License v2.0
GemRB is a portable open-source implementation of Bioware’s Infinity Engine.
Home Page: https://gemrb.org
License: GNU General Public License v2.0
Describe the bug
BG2, BGT. Mostly nameless NPCs such as; Commoners, Guards, Peasants, and Beggers who have move around AI stick to the north of the map too often.
GemRB version:
To Reproduce
Go to Beregost leave your party standing in one place for a long time. No easy way to reproduce the bug fast. Loading same area multiple times may also reproduce the broken wander around AI.
Expected behavior
NPCs should not wander off so far from their original location. Take a look at the Begger in Nashkel. He should be circling around Belching Dragon Inn and not north of the Helm's Temple.
Devas, solars and planetars need some different blending to be drawn right, it looks like strong lightening and blur (top original, bottom gemrb):
Perhaps it could be achieved by hacking on a permanent fx_glow_rgb, fx_set_color_rgb_global or similar. We also have an unimplemented IE_VVC_GLOWING that might have been similar.
Reverse engineering suggests they use two more glow layers (G1 and G2 ), similarly as if they had gear equipped (eg. helmet and weapon). The weapons use the BW and S1 suffixes (eg. MSOGG2BW), but for MSOL, we definitely need to draw MSOG (currently not assigned to anything)! And the same for MASL and MASG!
The following 1PP investigation is a dead end.
1PP also changes solars, binary patching out the thick black outline, maybe more (not documented). Other than that, we already render that version correctly. Need to check how they disabled the glow first... They just redrew the bams, but that can't be it, since also the files in the original are sharp. So the binary patching took care of the glow. >:(
https://user-images.githubusercontent.com/121515/56093717-5b52c080-5ecc-11e9-9cdb-82654c94a9ab.jpg
https://user-images.githubusercontent.com/121515/56093724-6574bf00-5ecc-11e9-980e-0ace1615a654.jpgThe mod just (300_solar_fix.tph) does the patching and rewrites the files with its own from either 1pp/additions/solars/superglowy/ or 1pp/additions/solars, depending on what you chose at:
There are two choices for the appearance of weapons wielded by solars. Please pick your preference:
- New appearance (solid object with glow)
- As in BGII vanilla (blurry bright glow all over)
Perhaps useful list from Insomniator (compare IESDP explanation):
bLightSource used:
13xx
7F3B MSOL
7F3C MASL
7310 MFIE
7311 MFIS
7312 MFIE
7313 MFIS
7314 MFIE
many effects:
0Bxx
0C0xx
....
IWD2 had a really nice actionbar, where the user could repurpose most of the buttons as they pleased. We don't support that yet. This is blocked by #127.
Once done, it should be used for all games by default, as there's no need to have two implementations. Just make it opt-in elsewhere.
Describe the bug
Baldur's gate 1 (GOG version) battle weapon effect won't play. I tried serveral weapon such as staff, dagger, sword, bow but no clash, bang, wiff,etc. sound effect
GemRB version: 0.85
To Reproduce
Battle with enemies.
Expected behavior
Have weapon sound effect like original.
Issues:
Somewhat helpful chart:
https://gwendolynefreddy.github.io/docs/spellholdstudios/ia_animations_ref_chart.html
Most of #86 has already been merged. Remainder to check, test and think about:
Description
Tobex and EE addition akin to ActionOverride, just for triggers. TriggerOverride is exactly like that, but only a WeiDu shorthand, while NextTriggerObject is a trigger that affects the sender of the next trigger in its block.
Complexer mods use it and things can subtly break without.
This can all be done in ReadCondition and ReadTrigger. Also add NextTriggerObject to gemtrig.ids. In EEs it's at 0x40E0, while TobEx and us at 0x4100.
We have them implemented and most of the data in (it varies per terrain type). We need to add any missing data for all games in pathfind.2da (by memory most are copies of the bg2 one).
And it doesn't sound as smooth as the original, at least in bgs. Perhaps this will go away with the pathfinder rewrite #106 .
This is a short overview on how it works. ToBeX externalized the sounds to aniwksnd.2da, similar to us, but maybe its code is also worthy a peek.
WED files have a MovementType
field, but I haven't checked if it was used in the data. Even if it is, it could be completely unrelated to this issue.
One of the missing things to finish #89 are the armor sounds:
ARMOR - ARM_XX sounds (tings and twangs as actors in armor move around)
Open questions:
The mapping should then be put into a 2da and the core should then use it to play the sounds.
Anyone that wants to help with this research: run the original games, equip random armors and have a single character walk around in them.
Describe the bug
BG2, BGT. When hiding in shadow your NPCs will not give proper comment "Now you see me, now you don't." ~ Imoen
Description
Favorite Spell doesn't not get updated in the NPC record card - information is missing. Number of days and hours a NPC spent with party is incorrect. It displays the current in-game day and hour you playing.
Time Spent with Party applies to all classes
Favorite Spell applies to all spell casting classes.
Sorry for dark looking screenshots I played with dimmed screen when making those pics.
In the original, shift+click created navigational waypoints. We already have Movable::AddWayPoint and an action is using it, but it should also be bound to the mouse — with the shift modifier. See the other similar cases in GameControl.
Description
We currently highlight doors with the same color as containers. TAB was used in some games for this highlight (we use ALT for everything).
The color was light purple (red in iwd2), not the container blue. We need to externalize these colors into a table and then use that in core. This has been done — the table is colors.2da and one can use gamedata->GetColor("color-row-name") to get a specific entry.
And PST is just annoying, but this can be ignored for now:
Highlighting of containers, doors etc. in PS:T was done differently
- no edge line
- instead of almost opaque polygon drawn over it, in PS:T the object changes hue from whitish to cyanish, as if the red channel was set to 0 or something like that. Possibly it's done by calculating pixel lightness in HLS space and then mapping it to cyan gradient or st. like that.
iwd2 uses quite complicated spellcasting ai. Some of the triggers have side effects. Is that the only reason why the ai currently sucks much of the time?
also currently a kuldahar cutscene breaks; even before that, the game breaks in the ice temple.
will this be just an assortment of iwd2-only fixes and addons or will it require a schism from the other engines?
Describe the bug
Baldur's gate 1 (GOG version) won't play battle music.
GemRB version: 0.85
To Reproduce
Start combat with enemies.
Expected behavior
Play battle music like original game
The branch accumulated tons of GUI, but also some unrelated work. It includes a windowing rewrite that also upgraded text handling and drawing significantly.
See the branches bugtracker (started before the main repo had this one) and the subviews label here. We could also move the old ones over and relabel them.
Stuff to reverify (merge problems):
Stuff to do after the merge:
Among other things, this should fix the following reports (recheck when done):
New features and fixes:
When an overkill occurs, a petrified or frozen enemy is damaged, the actor is gibbed. We support this, but there is no visual feedback.
Info from kjeron:
Chunking causes a permanent animation change (to EXPLODING_TORSO animation) and a (hair/skin/major/minor) color change (all to a red color). It depends on the death type.
Chunked Death and Destruction Death result in animation [0x230][EXPLODING_TORSO], and set all color indexes to 70.The explosion is a mix of all the EXPLODING_PART animations, in relatively bipedal quantities.
I don't know exactly what generates the "explosion", but it is similar to that created by projectiles using a "Fragments Animation", like "TRAPSNAR.PRO". Change it to "EXPLODING_TORSO" and you will see a similar explosion (just with more body parts and no variety).[0x200][EXPLODING_ARM], [0x210][EXPLODING_HEAD], [0x220][EXPLODING_FOOT], [0x230][EXPLODING_TORSO], and [0x240][EXPLODING_LEG] all use the various cycles of "SPBLOOD.BAM". Arm is cycle 1, head is cycle 2, leg is cycle 3, torso is cycle 4, leg is cycle 5.
The "explosion" is rather unique, as it actually causes the creature to "jump" in place, which can be seen if you reset the animation during the explosion.Exploding Stone and Exploding Frozen Death result in animation [0x100][CHUNKS], and set all color indexes to 72(stone) or 71(ice). It uses "SPCHUNKS.BAM"
Chunk coloring was also supposed to be animation tied, but maybe for some other chunks (like what??) or for gibbing critters with non-default blood colors (bloodclr.2da). extanim.2da has COLOR_CHUNKS, but only one entry. Green skeletons in iwd2 Kuldahar already get recolored nicely, so it looks like there's nothing left to be done wrt colors besides handling SPCHUNKS palettes (and itself, since we now always use SPBLOOD).
Actor::ChunkActor should likely call Map::Sparkle to animate the particles, but the explosion fragment mode (or a new one) needs to be added first. See PAF_FRAGMENT and fragments
in Particles.h (finish implementation) and SPARKLE_EXPLOSION, which is likely the same reason for #141 . Otherwise there is no fountain of flesh and the chunks all appear unanimated in the same spot.
some iwd2 logic: https://github.com/alexbatalov/iwd2-re/blob/main/src/CGameAnimationTypeEffect.cpp#L33
some nice examples (even bouncing): https://youtu.be/3AqKKJnGS08?si=bmYj7GFW3_85xoqE&t=312
Standardise user paths on linux (icon location should already be fine). Instead of using ~/.gemrb, we should be putting it to $XDG_CONFIG_HOME.
spec: https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html
Description
Applies to Baldur's Gate 2, Baldur's Gate Trilogy. When buying a item the game will play its specific sound. Helmets, potions, weapons, misc items all have specific sounds by the category they belong to. The file name with those sounds starts with GAM_Number.WAV. We already play the sound when you play with the item in your inventory just not yet when you buy a item. When buying multiple items the sound will play for the item selected which is on the top of the list.
The heuristic we use for the amount of learnable spells in chargen is slightly wrong. These are the spells that you get into your mage spellbook as a starting gift. We need to create splsrckn.2da like tables for wizards&bards, filled for all levels; mxspl*.2da is not helpful there. And then remove the +1 general bonus in LUSpellSelection.py.
A discussion was had here:
https://www.gibberlings3.net/forums/topic/28127-character-levels-up-to-25m-xp-on-bg2-tutorial/?tab=comments#comment-245081
The amount of spells you can memorize after you start the game is the same for both gemrb and the vanilla engine and is exactly what the mxsplwiz file says. The number of "known spells" you get to choose during character generation is different though. GemRB gives you mxsplwiz+1 spells while i believe the vanilla engine gives a fixed amount of spells regardless of what mxsplwiz says.
I changed mxsplwiz to give only 1 spell for every level and to give 8 spells. In both cases, during character generation, i got to choose "7 6 5 5 4 4 3 2 2" for "known spells".
Bards also get a fixed number regardless of mxsplbrd which is "6 5 4 4 3 3 2 1 1" so one less than a mage (without modifying mxsplbrd, they only go up to level 6 of course).
bg1 and iwd1 can use the same table, so just put it to unhardcoded/shared/.
Zelazko's results match:
TOB
Fighter-Mage-Thief (11/12/13): 7 6 5 5 4 4
Fighter-Mage (13/13): 7 6 5 5 4 4
Mage (16): 7 6 5 5 4 4 3 2
Kited Mage (Necromancer): 8 7 6 6 5 5 4 3
Bard (21): 6 5 4 4 3 3
SOA
Fighter-Mage-Thief (5/5/6): 7 6 5
Fighter-Mage (6/6): 7 6 5
Mage (7): 7 6 5 5
Kited Mage (Necromancer): 7 6 5 5
Bard (8): 6 5 4
mage lvl1: 2
bard lvl1: 0 (mx starts at level2)
So the table should have spell levels for columns and classes for rows, while we use the mxspl* to know which levels to grant — you can't learn spells you won't be able to cast yet.
Describe the bug
The problem is known and noticeable in Gorion's death cutscene and even in mods that use Sarevok BG1 animation 0x6404 e.g. Sarevok (Wiederherstellung) Restore mod.
iwd2 for example uses gold for xp. So we need new entries in the colors.2da table of each game's unhardcoded/ folder and then use them in core (DisplayMessage). See GameData::GetColor
on how to fetch the new colors from the table. The colors would replace the old DMC_BG2XPGREEN (...) defines. (done)
PST:
Dialog text color #8CA27B (currently #70FF70) Response option color #FF2C21 (currently #FF0000) Response number color #84C7D6 (currently #FF0000, and wrong format) Dialog creature name color #B59E73 (currently #B9B63F) Dialog PC name color #84C7D6 (currently #A2A0A4) Dialog chosen response text #9CC7D6 (currently #8080FF) gained item/xp color #C6FFC6 (currently #BCEFBC)
Journal messages. Load/Save hints. Save messages ... look at where all the DMC_ GUIColors enum constants are used.
Only PST has walk/run speed defined in nice ini files, one per animation. EEs later adopted the same mechanism. All the other engine versions had it hardcoded in the animation code. In this case we currently default the speed to the count of frames in the first cycle of the walking animation.
Character speeds are therefore mostly too fast, especially in bg1 (also causing its boots of speed to have no effect (sets the speed to the same value, instead of using a % modifier like in bg2). Another example: the goblins in the starting dungeon move twice as fast as me (from their animation frame count they get a speed of 17).
The pathfinder upgrade #106 fixes this speed difference only for the general case.
Some excellent research, especially on page 2. Disabling this code so that everyone has a base speed of 9 seems to work ok.
The new EE table is extspeed.2da, but look up the research link for a more readable version. We need to create one for all games except PST. Perhaps it can be shared, since the bg1/bg2 speed difference is currently handled elsewhere.
A copy of the table from the post:
Anim ID HEX Creature Frame Count extspeed.2da
4096 1000 WYVERN_BIG 9 8
12288 3000 ANKHEG 21 6
25600 6400 DRIZZT 10 9
28672 7000 HALF_OGRE 10 7
28928 7100 BASILISK 13 6
28929 7101 BASILISK_GREATER 13 6
29184 7200 BEAR_BLACK 12 9
29185 7201 BEAR_BROWN 12 9
29186 7202 BEAR_CAVE 12 9
29187 7203 BEAR_POLAR 12 9
29696 7400 DOG_WILD 7 10
29697 7401 DOG_WAR 7 10
29698 7402 DOG_MOON 7 10
29952 7500 DOPPLEGANGER 10 7
29953 7501 DOPPLEGANGER_GREATER 10 7
30464 7700 GHOUL 10 5
30465 7701 REVEANT 10 5
30466 7702 GHAST 10 5
30720 7800 GIBBERLING 13 7
31232 7A00 SPIDER_GIANT 12 8
31233 7A01 SPIDER_HUGE 12 8
31234 7A02 SPIDER_PHASE 12 8
31235 7A03 SPIDER_SWORD 12 8
31236 7A04 SPIDER_WRAITH 12 8
31488 7B00 WOLF 7 10
31489 7B01 WOLF_WORG 7 10
31490 7B02 WOLF_DIRE 7 10
31491 7B03 WOLF_WINTER 7 10
31492 7B04 WOLF_VAMPIRE 7 10
31493 7B05 WOLF_DREAD 7 10
31494 7B06 WOLF_SHADOW 7 10
31744 7C00 KOBOLD_XVART 8 7
31745 7C01 KOBOLD_TASLOI 10 7
32000 7D00 ZOMBIE 12 5
32512 7F00 TROLL 10 7
32522 7F0A GREATCAT_PANTHER 12 10
32523 7F0B GREATCAT_LEOPARD 12 10
32525 7F0D LICH 20 6
32527 7F0F TROLL_SMALL 10 7
32557 7F2D WYVERN_FAMILIAR 10 8
32559 7F2F SPIDER_SMALL 12 8
32768 8000 GNOLL 14 8
33024 8100 HOBGOBLIN 14 7
33280 8200 KOBOLD 9 7
36864 9000 OGRE 14 8
40960 A000 WYVERN 9 9
53248 D000 EAGLE 7 10
57424 E050 LICHBLACK 18 6
57456 E070 MINOTAUR 16 8
57520 E0B0 TROLL1 18 7
58368 E400 GOBLIN_AXE 17 7
58384 E410 GOBLIN_BOW 17 7
58400 E420 GOBLINELITE_AXE 17 7
58416 E430 GOBLINELITE_BOW 16 7
58624 E500 LIZARDCASTER1 18 6
58656 E520 LIZARDGOLEM 18 6
59136 E700 OROG1 18 7
59152 E710 OROG2 18 7
59168 E720 OROG3 19 7
59392 E800 ORC_MELEE1 19 7
59408 E810 ORC_RANGE2 19 7
59424 E820 ORC_MELEE3 19 7
59440 E830 ORC_RANGE4 19 7
59456 E840 ORC_SHAMAN 19 7
boots of speed: iwds sets to 13, bg1 to 11, bg2 to 200 %
character animations look the same with the same frame counts.
ar1200 (windspear) is a good test area: has too fast ankhegs together with too slow wild dogs.
Setting them on won't enable those options. Also when you load a savegame or quit and start the game again those options will be marked off.
Feedback options:
-Actions
-Selection Text
-Combat Information
-State Changes
-Misc
Feedback To Hit Rolls works correctly.
Sound option:
-Battle Cries
This is probably related to NPCs constantly repeating battle cries I mentioned before.
At first I thought it was 1PP GUI mod messing with those options but I checked on BG2 with TobEX and BG2Fixpack and replicated the same results.
The pathfinder needs to fulfil several requirements:
new:
IsParyMember()? Then can ignore and bump anyone with GetStat(IE_EA) < EA_EVILCUTOFF.
If GetStat(IE_NPCBUMP) > 0 one can bump everyone.
Other cases can't bump anyone.
Since our search map doesn't store actor info, we need to add more bits and rethink the uses of PATH_MAP_PC/PATH_MAP_NPC/PATH_MAP_ACTOR, so we can infer more about the setter of the blocked area.
kmfrick is working on a theta* based pathfinder.
Good test cases:
Describe the bug
The first challenge in the pocket plane, if you're of good alignment, sees you fighting ogre mages (chevil03.cre, spawned simply by the area script of ar4500) in the second half. They turn invisible by script all the time, so they're almost impossible to kill.
They have a ring of permanent invisibility on, but also the ogmagi01.bcs has this broken block (nothing sets the timer):
IF
!StateCheck(Myself,STATE_INVISIBLE)
!GlobalTimerNotExpired("Invis","LOCALS")
THEN
RESPONSE #100
ApplySpell(Myself,WIZARD_INVISIBILITY) // SPWI206.SPL (Invisibility)
END
Either thing by itself is problematic and together only worse. Should equipped effect application be delayed? Which of the two is the actual source of invisibility in the original?
https://youtu.be/pJJoDLfZ1gM?t=716 the original does cope with this bs.
BG2. Such spells e.g. Cone of Cold or Burning Hands don't hit the target in their cone, if you target them directly. When working correctly both spells get larger angle/range as levels of the caster increases.
Imoen's targets should have taken damage from the spell. Imoen is level 9 mage. Level 10 mage casts cold cone 10 feet in diameter and 50 feet long. 5 feet long and 1 feet in diameter per level of the caster.
Description
Together the two classes need more space than is available. The original mitigated this by adding one of them to the innate menu — thieving (unlock/disarm/pickpocket).
We can do the same by teaching them a real innate of our own that sets the required variables to trigger thieving and never depletes. Might be easier to hack Spellbook.SetupSpellIcons when it gets called from the UAW_INNATES handling code. Easier to keep it configurable that way too.
Will probably need SetupControls to be ported to python first instead. The two needed buttons are for modals, so they need to persist and be properly toggleable.
Of course, restore our action bar 2da, so the class gets its turn undead button back too.
Similarly, Cleric/Ranger has no access to hide in shadows/stealth.
ToBEx has Universal Four Inventory Weapon Slots. EE has an externalised table:
https://gibberlings3.github.io/iesdp/files/2da/2da_bgee/numwslot.htm
Khelban wrote a little hack here:
https://www.gibberlings3.net/forums/topic/26535-gemrb-bg2-weapon-slots-and-other-questions/
What's missing is it working immediately and now there's no need for a game flag, but add a similar table instead — we don't need the inexistent kits and classes.
The actionbar is left untouched, so this is a relatively simple change.
We have the define, but we don't use it. Normal area ambients loop anyway, as something is setting AL_LOOPING via GEM_SND_LOOPING or interval/period variance of 0 has the same effect as looping or something else altogether.
Description
We currently ignore this table. https://gibberlings3.github.io/iesdp/files/2da/2da_tob/sndchann.htm
Remaining TODO:
RESEARCH all the mappings and implement, will fix too loud magic missile hit sound. Maybe also Saradush soldier NPCs' loud grunts.
Additional context
Describe the bug
All ranged weapons except the long bows and crossbows have reduced range in GemRB i.e. short bows, darts, slings, thrown daggers, axes, hammers (mod), thrown spiritual hammer priest spell lvl 2 (mod), Melf's Minute Meteor ( lvl 3 spell), Melf's Explosive Meteors lvl 5 wizard spell (mod DSotSC me thinks). I prepared spreadsheat with table listing vanilla and gemrb distances for each ranged weapon.
GemRB version:
To Reproduce
You only need to install DSotSC for melf's explosives meteors and Thrown Hammers from Spellhold Studios.
Expected behavior
If you compare e.g. sling bullet thrown distance in GemRB and vanilla engine you will notice that on GemRB engine the distance is significantly reduced.
Weapon Name | Vanilla Pixels | GemRB Pixels | Feet/Yards Range |
---|---|---|---|
Heavy Crossbow | 430.3 | 430.6 | 100 ft |
Light Crossbow | 430.5 | 430.6 | 100 ft |
Composite Bow | 430.5 | 444.5 | 100 ft |
Long Bow | 430.6 | 430.3 | 100 ft |
Short Composite Bow* | 430.1 | 430.8 | 100 ft |
Short Bow | 430.0 | 337.2 | 75 ft |
Sling | 430.1 | 232.5 | 40 ft |
Dart | 249.3 | 92.7 | 15 ft |
Thrown Axe | 245.5 | 93.6 | 15 ft |
Thrown Hammer* | 245.7 | 89.2 | 15 ft |
Thrown Spiritual Hammer* | 249.2 | 84.2 | 15 ft |
Thrown Dagger | 245.3 | 93.6 | 15 ft |
Melf's Minute Meteors | 238.6 | 97.1 | 70 yards |
Melf's Explosive Meteors* | 233.1 | 96.7 | Range: Caster Only [that's what spell description says] |
Dark Bolt* | 265.0 | 90.8 | Range (feet): 1 [that's what NearInfnity effects field show] |
Starred* weapons are from the mods.
Thrown Hammers mod here: http://www.shsforums.net/files/file/654-thrown-hammers/
Melf's Explosive Meteors from DSotSC v3.0 beta here: https://github.com/K4thos/DSotSC
Short Composite Bow from Rogue Rebalancing component extra equipment for thieves and bards here: http://www.shsforums.net/files/file/952-rogue-rebalancing-mod-platform-independent/
Dark Bolt - Divine Remix v8 beta https://www.gibberlings3.net/mods/kits/cleric/
Describe the bug
When a party member gets imprisonment and maybe petrification, others get a chance to react. It's all scripted. We also kick them out of the party, but that can trigger the wrong dialog from the leaver while they shouldn't be talking at all.
GemRB version: git
To Reproduce
Description
the original used several bitmaps to decide when attacks happen, when to animate what and so on. Should also fix arrows sometimes appearing behind the shooter (APR > 1).
Should also fix animation speed, which should slow down for slowed actors and speed up for hasted ones.
In EEs it's also possible to override the bitmaps per animation type:
https://forums.beamdog.com/discussion/77548/attacks-per-round-round-base-file-association-info-dump
At least bg1&iwd2 also have rbzomb{1,2}.
Look at m_combatRounds in iwd2-re: https://github.com/search?q=repo%3Aalexbatalov%2Fiwd2-re+m_combatRounds&type=code
Describe the bug
BG2, BGT. Party member under the effect of the spells of Domination/Charm/Dire Charm/Feeblemindness/Panic can be controlled by clicking on the portrait.
Expected behavior
Player should not be able to click on the portrait and control those affected NPCs. However Chaos lvl 5 wizard spell, and Rigid Thinking lvl 3 priest spells works correctly and you can't gain control over your in-party NPC by clicking on its portrait.
Describe the bug
Applies to BGT only. I checked the area with BG1 ran on GemRB - the area AR0200 load crash free there.
BG1 - AR0200= BGT AR7300.
The game crashes during or after loading area AR7300 with leaning toward crashing more often during loading.
Crash on loading area AR7300 does not happen on vanilla engine.
The last windows build that does not crash on loading area AR7300 is gemrb-win32-ad1ea3d from 2019-02-17.
GemRB version:
To Reproduce
Steps to reproduce the behavior:
Apparently all but iwd2 evaluated all the conditions, not stoping at first success. Discussion here:
https://www.gibberlings3.net/forums/topic/30083-iwd2-or-trigger-works-differently/
Initial RE discussion:
https://www.gibberlings3.net/forums/topic/20012-short-circuiting-or-trigger
We implement the sane iwd2 approach by default, but it looks like we'll need a game flag (search for GF_). Easily done in Condition::Evaluate.
Description
Adjust stats reroll randomization to similar to original game for balancing overpower character creation.
Detail
The stats reroll is higher randomization than origin in BG1. For example, sum of stats in original game rerolls maybe around 70 to 80, higher and lower stats is harder to get (bell curve distribution) but gemrb look like randomization is greater than original. This lead to easier to create overpower character.
Description
Make it possible to use different combat logic, so other rulesets or tweaks can be made.
https://github.com/gemrb/gemrb/projects/1
When you run bg2 for the first time, there's a popup window with some useless text. We can reuse it to show the path to the log file and/or other useful instructions.
The window is part of the same window pack, so start by looking at Start.py / Start2.py and Near Infinity to open up the window pack CHU file. This will enable you to see the window number and control ids. Then just set it up similarly as all other windows are. Make it be shown only if the baldur.ini config "First Run" is not 2 and set it to 2 when run (GemRB.GetVar / GemRB.SetVar + GemRB.SaveConfig).
Before a spell is cast, unless it has 0 casting time, we draw a casting animation (energy manifesting) in front of the caster, depending on the spell school.
It's done by Spell::AddCastingGlow invoking the CastingGlow (fx_casting_glow) effect. Which just guesses where to position the glow relative to the caster. These offsets are currently hardcoded in ypos_by_direction, xpos_by_direction and 12 as a factor of the actor personal space (circle) size.
Which means that for some sizes it can be too high/low or too close. Needs testing alongside the original with samples like halflings, dragons, balors, yuan-ti. In the best case, we find a better formula that fits everyone, in the worst, we create a new table with per-animation overrides.
Plus, should it rotate with the caster if he rotates? Check the final iwd1 fight, when Everard approaches the gate.
Description
BGT TWEAK mod has a nice component to disable hostile reaction after charm wears off. Unfortunately component does not work on GemRB. Maybe add it as toggleable feature in the ini file?
GemRB_Window_SetupControls
is currently a GUIScript.cpp function, but we need it to be more flexible in the similar way SetupSpellIcons was ripped out and moved into what is now Spellbook.py.
Approach: Create a SetupControls function in GUICommonWindows.py and start migrating logic from the c++ version. Perhaps new private GUIScript functions will be needed to make it possible. Change the user(s) to use the new SetupControls.
A bit of a blocker for #96 and #135 , but kinda blocked by #95 .
It's 2019. A free certificate can be got from Let's Encrypt. DNS or file verification. 3 month validity, so a script needs to be used to refresh the cert a few days before expiry.
EDIT: So the idea is to move to the Jekyll static site generator, since github supports it natively and have the actual site in a separate repo. We then get SSL for free for no hassle. We need to find and/or design a template (theme) and then move the actual content over.
Description
Applies to BG2 and BGT. All fighting classes paladins, rangers, fighters, monks, and barbarians have access to guard widget next to the weapon slots. The feature does not work on GemRB at all. You can't use this feature to guard a NPC or mark circle of the area your NPC should guard. On vanilla engine NPC who was given order to guard circled area will attack the enemy as soon as the creature enters the circled area but not outside the circle.
Additional context
The widget shield is gray indicating this feature is missing enhance image to see it.
Vanilla circling guarding area.
Fully visible squares with one corner neighbour invisible need alpha of the adjacent corner to the invisible square tuned down (uh, I hope it is clear what to do, look for artefacts in the fog of war edge).
Describe the bug
As soon as a tiefling NPC joins party it's Animation ID shifts to human. Same goes for any NPC with different animation ID from it's race. The animation ID will shift to its race overriding custom animation ID.
Examples:
Death Knight from Durlag Tower has human race in default BGT/ BG1:EE and his animation gets swamped to human
Haer'Dalis tifeling male bard animation ID 0x6001 changes to human male bard 0x6300
Fade mod NPC - tiefling female bard animation ID 0x6311 changes to human female bard 0x6310
Tenya is a female human cleric NPC but has non human animation ID 0x6011 but after joining the party her animation ID changes to female human cleric 0x6010
To Reproduce
Have Haer'Dalis join the party and see his animation ID to change to human bard.
Description
This was a big ugly mess in the originals, except for pst, which used ini files (resdata.ini + one per animation id). We should move everything over to the same system and abandon avatars.2da, unless it somehow remains relevant. EEs opted for the same thing.
The individual files can then contain all the exceptions and tweaks that are now sprinkled in CharAnimations. Several of the animation types will be obsolete, as we have a few just due to missing frames and/or orientations.
https://gibberlings3.github.io/iesdp/file_formats/ie_formats/ini_anim.htm likely includes all of the old original research for resdata.ini (recheck if we miss anything): https://www.gibberlings3.net/forums/topic/1818-resdata-info/?tab=comments
python2 will get EOL-ed in 2020, so we need to move forward, to python3. Even exotic platforms have a port by now, so we can consider dropping v2 support if maintaining compatibility with both would be a hassle.
Pointless to start work before #95 is done though, since that already includes substantial changes to the GUIScripts plugin.
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