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The Black Wyrm's Lair Terms of Use |
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#1
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Forum Member Posts: 19 Joined: 23-March 06 ![]() |
Currently reviewing TS v6.11 code alongside DR code to look for what could be causing hassles. ETA on summary is 6 weeks unless I am sidetracked (plenty of stuff going on) - please feel free to drop off specific problems on G3 or PPG or SHS boards.
(IA compatibility is a completely different question, please see the readme in that mod for more information). While each of us in the IE community are allowed their own opinions, I think a constructive way of addressing those questions would to be to go to the NPC mod makers in question, and ask the same question. My current Tutu and BG games run with a large mod loadout for testing, and they all work extremely well, including several BWL mods (TGCep1 and Herbs and potions, and Jastey's Slime Quest on Tutu). At SHS, there is a section of MegaModders who successfully handle various versions of BP/BGT/etc., incorporating TS and NEJ, etc, on the same installs as many other NPCs from PPG and G3, et al. I understand the frustration of two opposing philosophies of modding, but I am afraid that the choice of words indicating that development of G3 mods makes them widely incompatible is neither accurate nor fair. Nor is the development process a short one; widespread testing among several platforms, with anywhere between a handful of beta testers and an entire set of 12 or so folks specifically providing testing and feedback (depending on the mod, of course). Cooperation among teams of coders and an open policy of producing joint public code and testing it, then writing up tutorials on it and updating it with feedback allows modders access to many helpers, making coding review a strong and vibrant process. The way to get folks to be able to identify the specific incompatibilities and give information on tracking the difficulty down is to experience the problem, get a savegame, and write up what the specific dialogue/action was that was taken. Then the modders in question can attempt to isolate and fix whatever is causing the trouble (assuming they wish to be friendly enough to help eachother out). |
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#2
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Forum Member Posts: 24 Joined: 31-August 06 ![]() |
Intro: I'm not g3 modder, nor bwl modder, nor (insert any other comuunity here) modder. I prefer to talk to people / do things whereever it's convenient for me, and my point of view is not inspired by some Big Modder, whom I trust without questions.
(hopefully it will save me from being consumed by one side of the Force and thrown into Blood War) And my remark: Baronius, not including things into a fixpack (a fixpack, not the fixpack), because some other mods could use them is not an argument. If mods rely on bugs, the mods should be adjusted, not a fixpack. I'm sure there are plenty of issues adressed by baldurdash, that could make other mods not function as they're supposed to if they will not be taken into account. But what consider a bug is a way another question, and I agree g3fixpackers sometimes overdo things. -------------------- Unique Artifacts mod for BG2ToB or BGT.
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#3
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![]() The Tactician ![]() Distinguished Developer Posts: 7793 Joined: 1-December 05 ![]() |
Baronius, not including things into a fixpack (a fixpack, not the fixpack), because some other mods could use them is not an argument. If mods rely on bugs, the mods should be adjusted, not a fixpack. You have apparently missed the point as did the other poster when he wrote: QUOTE One obvious question springs to my mind. Why not just install the Fixpack and develop your mod based on its adjusted dependencies, rather than develop your mod on an unfixed game and claim that the Fixpack 'breaks' your mod? The point which you (both) missed is that many of the modifications the BG2 fixpack applies to the game are not really "bugfixes" at all (despite what the fixpackers claim); they are rather subjective arbitrary (sometimes cosmetic) tweaks. (And no, we don't develop our mods on an 'unfixed' game; we use Baldurdash as the base and we fix whatever other bugs baldurdash has not fixed in our own mods.) Other reasons for which we do not support BG2 fixpack or do not base our mod developments on it are discussed in the related other topics. I suggest people to read other related topics before sending comments which have been repeatedly answered before. We seem to be falling into repetition loops again. I don't think that I will send any other post to this topic because everything mentioned here have been addressed to before. This post has been edited by Sikret: Oct 23 2007, 09:56 AM -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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Lo-Fi Version | Time is now: 9th August 2025 - 07:54 PM |