Feature #31382

Request for selected PST:EE improvements to be backported into previous engine (list inside)

Added by swit swit almost 2 years ago. Updated about 1 year ago.

Status:SubmittedStart date:07/04/2017
Classification:Public ItemDue date:
Assignee:-% Done:

0%

Category:-
Target version:-
Found In Version:Public Bug Reports - 2.3.67.3

Description

Considering the official stance on PST:EE improvements and other games updates is that there won't be feature parity between engines anymore, I'd like to request following features unique to PST:EE to be backported into engine used by BG:EE and IWD:EE. Hopefully at least some of them will be included in the uppcoming patches:

1. LUA GUI command that can be used to check in-game variable (in patch 2.x there is no way to do so, which is limiting what we can achieve in GUI code) - Internal report: #34070
- Infinity_GetScriptVarInt

2. Setting and checking BITs (very useful for scripting for obvious reasons) - Internal report: #34071
- 404 BitSet(S:Name*,S:Scope*,I:Bit*Bits)
- 405 BitClear(S:Name*,S:Scope*,I:Bit*Bits)
- 0x40f7 BitCheck(S:Name*,S:Area*,I:Bit*Bits)

3. Increasing global variable only once (needed to implement PST like Alignment changing system without hacky workarounds) - Internal report: #34072
- 446 IncrementGlobalOnce(S:Name1*,S:Area1*,S:Name2*,S:Area2*,I:Val*)

4. Actions that would make adjusting cutscenes to work with different framerates easier - Internal report: #34073
- 469 WaitSync(I:Amount*)
- 470 WaitForVoiceChannel()
- 471 PlaySoundThroughVoice(S:Sound*)

5. Actions responsible for setting zoom level (at the resolution we want the player to see particular cutscene and then reverting it back once it's finished) - Internal report: #34074
- 463 SetZoomViewport(P:Point*)
- 464 StoreZoomLevel()
- 465 RestoreZoomLevel()

6. TAB highlighting in PST is awesome. Displaying additional icons and highlighting Info and Travel Triggers would make BG games even better. - Internal report: #31405

History

#1 Updated by Anders Svensson almost 2 years ago

  • Project changed from BGII:EE Public Bugs to Infinity Engine Public Bugs
  • Description updated (diff)
  • Status changed from New to Submitted
  • Found In Version changed from Next Update to 2.3.67.3

#2 Updated by Thomas van Golen almost 2 years ago

Maybe #31822 could be added to this report as well as the internal report?

swit swit wrote:

Doors in an ARE file are the "door" objects that the user interacts with. These objects can have script attached. PST:EE introduced new feature that makes doors recognizable by Clicked(O:Object*) trigger - previosuly this trigger was reserved only for ARE trigger regions. I'd like to request this feature to be backported into patch 2.x games (BG:EE, BG2:EE, IWD:EE) where this functionality is not present - I've tester it with the following code attached to Door script:

IF
  Clicked([ANYONE])
THEN
  RESPONSE #100
    DisplayStringHead(Player1,1)
    DisplayString(Myself,1)
    Continue()
END

Only PST:EE displays these strings when you click on the door.

#3 Updated by Anders Svensson over 1 year ago

  • Description updated (diff)

#4 Updated by Zed Nocear over 1 year ago

Is it possible to add to next engine version for BG:EE/IWD:EE actions and triggers allowing to manage the weapon proficiencies like in PST:EE:

0x410a Proficiency(O:Object*,I:Slot*WProf,I:Value*)
0x410b ProficiencyGT(O:Object*,I:Slot*WProf,I:Value*)
0x410c ProficiencyLT(O:Object*,I:Slot*WProf,I:Value*)
0x410d ExtraProficiency(O:Object*,I:Value*)
0x410e ExtraProficiencyGT(O:Object*,I:Value*)
0x410f ExtraProficiencyLT(O:Object*,I:Value*)
441 IncrementProficiency(O:Target*,I:SlotNum*WProf,I:Modifier*)
442 IncrementExtraProficiency(O:Target*,I:Modifier*)

It's useless for main plot of the games but could allow interesting modding, what is impossible for now.

#5 Updated by Daniel Rehr over 1 year ago

I would like to request the following Baldur.lua options to be backported from PSTEE to BGEE, BG2EE and IWDEE:

Game Options: Allow Spacebar In Dialog - Badly needed! Current situation provokes skipping dialogs, since spacebar is also used for toggling Game Pause.
Graphics: Disable Area Map Zoom - Helpful for weaker systems or to increase performance of (modded) maps using old palette-based tilesets.

#6 Updated by Filip Flechtner over 1 year ago

Zed Nocear and Daniel Rehr: This ticket is already submitted, so other features should be reported separately. Ideally we would have one ticket per feature.

#7 Updated by Anders Svensson about 1 year ago

1. LUA GUI command that can be used to check in-game variable (in patch 2.x there is no way to do so, which is limiting what we can achieve in GUI code) - Internal report: #34070
- Infinity_GetScriptVarInt

Fixed in version 2.5.11.0. Infinity_GetContentHeight added as well.

2. Setting and checking BITs (very useful for scripting for obvious reasons) - Internal report: #34071
- 404 BitSet(S:Name*,S:Scope*,I:Bit*Bits)
- 405 BitClear(S:Name*,S:Scope*,I:Bit*Bits)
- 0x40f7 BitCheck(S:Name*,S:Area*,I:Bit*Bits)

Fixed in version 2.5.11.0.

3. Increasing global variable only once (needed to implement PST like Alignment changing system without hacky workarounds) - Internal report: #34072
- 446 IncrementGlobalOnce(S:Name1*,S:Area1*,S:Name2*,S:Area2*,I:Val*)

Fixed in version 2.5.11.0.

4. Actions that would make adjusting cutscenes to work with different framerates easier - Internal report: #34073
- 469 WaitSync(I:Amount*)
- 470 WaitForVoiceChannel()
- 471 PlaySoundThroughVoice(S:Sound*)

Fixed in version 2.5.11.0.

5. Actions responsible for setting zoom level (at the resolution we want the player to see particular cutscene and then reverting it back once it's finished) - Internal report: #34074
- 463 SetZoomViewport(P:Point*)
- 464 StoreZoomLevel()
- 465 RestoreZoomLevel()

Fixed in version 2.5.11.0.

#8 Updated by rede 9 about 1 year ago

Anders Svensson wrote:

1. LUA GUI command that can be used to check in-game variable (in patch 2.x there is no way to do so, which is limiting what we can achieve in GUI code) - Internal report: #34070
- Infinity_GetScriptVarInt

Fixed in version 2.5.11.0. Infinity_GetContentHeight added as well.

2. Setting and checking BITs (very useful for scripting for obvious reasons) - Internal report: #34071
- 404 BitSet(S:Name*,S:Scope*,I:Bit*Bits)
- 405 BitClear(S:Name*,S:Scope*,I:Bit*Bits)
- 0x40f7 BitCheck(S:Name*,S:Area*,I:Bit*Bits)

Fixed in version 2.5.11.0.

3. Increasing global variable only once (needed to implement PST like Alignment changing system without hacky workarounds) - Internal report: #34072
- 446 IncrementGlobalOnce(S:Name1*,S:Area1*,S:Name2*,S:Area2*,I:Val*)

Fixed in version 2.5.11.0.

4. Actions that would make adjusting cutscenes to work with different framerates easier - Internal report: #34073
- 469 WaitSync(I:Amount*)
- 470 WaitForVoiceChannel()
- 471 PlaySoundThroughVoice(S:Sound*)

Fixed in version 2.5.11.0.

5. Actions responsible for setting zoom level (at the resolution we want the player to see particular cutscene and then reverting it back once it's finished) - Internal report: #34074
- 463 SetZoomViewport(P:Point*)
- 464 StoreZoomLevel()
- 465 RestoreZoomLevel()

Fixed in version 2.5.11.0.

What about [6]? It would be the most awesome.

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