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  • Any more gog keys for Icewind Dale: Enhanced Edition? Its been saying codes unavailable for a week. Thanks
  • Came across this today on Github, thought of EEex, might be useful - linux, macos injector: https://github.com/kubo/injector
  • @ATigersClaw they got rid of the redmine ticket support system - url for https://support.baldursgate.com/ shows 502 bad gateway now. New support system (https://beamdog.atlassian.net/servicedesk/customer/user/requests?reporter=all&page=1) shows nothing: no tickets opened or closed for anyone.
  • Thats currently correct, but it is possible to add in patterns in EEex.db for hooks for CInfinity::SetZoom, CInfinity::SetZoomEnabled, CInfinity::StoreZoom, CInfinity::RestoreZoom, and CInfinity::ReleaseZoom etc to add in that functionality for EEEx_label function to use. (Ref EEex Docs CInfinity for others wondering about…
  • Looks like the redmine based website is gone - the one that had all the issues/requests. I'm not aware of any similar public facing replacement. I guess you have to look at that and conclude that they have finished with that and wont need it in future. So the 2.6 patch (if we ever do get it) will likely be the last.
    in Ask Beamdog Comment by fearless May 2020
  • Any word on if the 2.6 update for windows operating systems will have 64bit builds?
    in Ask Beamdog Comment by fearless May 2020
  • I think @CrevsDaak mentioned using dlsym to obtain the address of symbols. I think @CrevsDaak also initially started with log redirection if I remember correctly, so he might have some suggestions on where to start with that.
  • For Windows builds of EE games (currently only x86 versions are shipped) that use the Windows EEex loader, they use the pattern matching technique to locate addresses for functions and variables (from the PDB symbols) For Mac OS builds of EE games that use @Crevdaak's Mac OS X EEex loader, there is no need to use the…
  • As mentioned by @ALIEN, the windows builds are currently 32bit, but I had raised the question of them moving to 64bit windows build (when/if patch 2.6 arrives) in the Ask Beamdog thread, but haven't seen a response yet. If they do release a 64bit windows build, it would require a 64bit loader, with the 64bit EEex.dll,…
  • I think you are putting to much on EEex, its not a magic one stop solution, but a tool that hopefully will expand on some of the features in the game engine. Most of your questions really are about a specific mod being created by a modder to do the thing you suggested. So its up to modders to implement some of them if…
  • I updated the EEex Docs: EE Game Lua Functions by adding the basic outline of all other lua functions defined in the game. The categories added are: * buttonArray Functions * C (CLUAConsole) Functions * chapterScreen Functions * characterScreen Functions * connectionScreen Functions * createCharScreen Functions *…
  • A list of Infinity Lua Functions can be found here at the EEex Docs: EE Game Lua Functions - most are self describing, others might be less intuitive, but they haven't been expansively documented yet. @swit is looking to do something that is kind of related to your query, using EEex:…
  • DLC Builder
  • There is some relation to the CRE files. I updated the EEex docs to note and link to the appropriate sections in IESDP for the following structures: * ccreaturefileheader * ccreaturefileoffsets * ccreaturefileknownspell * ccreaturefilememorizedspell * ccreaturefilememorizedspelllevel * ccreaturefileitem *…
  • I had a look at the game in x64dbg and talked to @Bubb regarding this. There are some functions that appear to lookup a global variable for chapter: CInfGame::GetCurrentChapter and Infinity_GetMaxChapterPage. The game engine uses hashes to lookup keys for variable values, but i don't think there is a consistent memory…
  • What would happen if you added 0x1000 CRUSHING and changed the old crushing value to 0x0000 OTHER in damages.ids and dmgtypes.ids? do items like weapons and spells need to be updated to reflect the new changes?
  • I guess those other ones are hardcoded. Might be possible to track them down in memory somehow using a debugger or cheatengine if the RGBA values for those colors are known - can always try to take a screenshot of the game using print key and paste into an image program (paint, ps etc) then use the colors app (or…
  • There appears to be some font color definitions in the BGEE.lua file I imagine if you extract (using NearInfinity or other tool) the BGEE.lua file into the override folder (create override folder if it doesn't exist in the same folder that Torment.exe is located) and modify the values it may work. The colors appear to be…
  • I was reading the beamdog blog about the 2.6 BG2EE/IWDEE update and it mentions 64-bit builds - does that mean specifically that all EE games will be moving to 64-bit builds on windows - 64-bit exe's, or is it just referring to Android and other platforms?
  • There was a wiki years ago, based on one of the IE websites I think, might have been shs or g3, which did have interesting and useful information about the game engine. Stuff like the starting area - what files are used for that (could be useful for total conversions etc), files used for the gui, engine limitations and…
  • Any more thoughts on documentation? Having this on the wiki so others can help you would be a good start, or as discussed maybe a separate repo for docs, which could use github pages (like IESDP does) or other solutions (sphinx and readthedocs etc) I'm sure others would be willing to help - especially modders that are…
  • Raining monsters spell, lol
  • It take it you need a game variable that's stored in the GAM file? Is it possible to create one beforehand (I'm not versed on the exact details on how that's done so maybe its not something that can be done easily) and get the address of that game variable in memory (probably via some EEex function) and then use one of the…
  • The lua functions are using the EE game executable internal lua which is statically compiled into it. The raw bytecode (asm x86) EEex lua functions are added into the address space of the EE game executable, by allocating some memory (by the loader) for adding these functions. These EEex lua functions can then call any of…
  • I enjoyed the original games - have various version on cds, dvds etc. Im glad that the Enhanced Editions exist - yes i know i can simply mod the original games etc - which i have done in the past but now im at the stage in my life where im happy someone has put together a package where i dont have to bother will all that,…
  • Maybe a revive of the dragonlance TC and expansion of that? Thats mostly 2e from when the original books and D&D modules and player books came out.
  • Im enjoying using this UI, thanks for making this. Great work.
  • I was wondering what this was. It feels like the screen brightnesss is going up in certain places making it harder to view whats going on in certain rooms - i thought it was a renderer bug and just rolled with it for the moment figuring it would get fixed. When i open the map i can see a black square (top right of map) and…
  • found a few interesting strings from the exe:Home_zip db 'home:/*.zip',0 Install_zip db 'install:/*.zip',0 InstallDlc_zip db 'install:/dlc/*.zip',0 InstallWorksho db 'install:/workshop/*.mod',0 WorkshopEnable db 'Workshop Enabled',0 MultiByteStr db 'mod_staging/',0 Hard to say if they are hinting at anything in particular,…