Bestial Animations V2 (Patch) released! |
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Bestial Animations V2 (Patch) released! |
Apr 3 2005, 02:43 AM
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#1
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
With a few bugfixes and a minor feature or two, you may grab the new patch in the attatchment below. You may install this on top of any mod Bestial Animations is normally compatible with.
I'll list the changes here: Fixes: - Pit Fiend animation - Myconid (red) animation New Features: - Basilisk, Greater animation - Corrected Abishai creatures - Better-looking [ghoul] reveant, and [ghoul] ghast http://galactygon.blackwyrmlair.net/lostcr...oads/Patch2.EXE -Galactygon This post has been edited by Galactygon: Apr 11 2005, 11:20 PM -------------------- |
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Apr 3 2005, 05:22 PM
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#2
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Forum Member Posts: 27 Joined: 18-August 04 |
I'm getting 'unexpected end of archive' when I try and open this one.
Charles |
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Apr 3 2005, 07:59 PM
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#3
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Reuploaded. Try again please.
-Galactygon -------------------- |
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Apr 3 2005, 09:20 PM
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#4
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Forum Member Posts: 27 Joined: 18-August 04 |
It still has the same problem: more details
I'm attempting to open it in WinRar The file is 2329 Kb in size The error message is "! C:\Program Files\Black Isle\Zip files etc\Baldur's Gate II\Avatars\LC_BAnim_Patch_V2.zip: Unexpected end of archive" The file when opened has the following directory structure: "LC_BAnim_Patch_V2.zip\LC_BAnimations_Patch2\backup\0 - ZIP archive, unpacked size 200,246 bytes" containing a single file: MTANCGU.bam, with a size of 200,246 I hope this lot helps, Charles |
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Apr 10 2005, 07:06 PM
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#5
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Forum Member Posts: 27 Joined: 18-August 04 |
Hello again,
Sorry to be a pain, but I still can't get this to download - I'm using Opera (on WinXP) and I'm attempting to open the file using WinRAR - I've tried clearing the cache but I still get the same problem I described above. As no-one else has complained, I'm beginning to suspect it is just my me. Charles |
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Apr 10 2005, 09:10 PM
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#6
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
I just tried, just to check, and I get similar warnings, I use firefox and I tried with EI both are bad.
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Apr 11 2005, 11:20 PM
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#7
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
I repackaged the entire patch and included an extra feature: restored Tasloi animation.
Get it at: http://galactygon.blackwyrmlair.net/lostcr...oads/Patch2.EXE -Galactygon -------------------- |
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Apr 12 2005, 09:09 PM
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#8
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Forum Member Posts: 27 Joined: 18-August 04 |
Err... I'm still having problems...
What does "C:\PROGRA~1\BLACKI~1\Patch2.EXE The NTVDM CPU has encountered an illegal instruction. CS:7eab IP:9d5b OP:ab 7e 46 32 00 Choose 'Close' to terminate the appliction." Mean? Charles |
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Apr 12 2005, 10:02 PM
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#9
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GOD Retired team member Posts: 1728 Joined: 14-July 04 From: Ireland |
I get exactly the same thing when trying to run the patch!
(Just so Nerik doesn't think he (?) is going mad!) |
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Apr 12 2005, 10:30 PM
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#10
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
I think it's the new BulletProof FTP program I have tried for the Mac (since the previous one expired some time ago).
I'll upload it a different way, ASAP. -Galactygon -------------------- |
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Apr 26 2005, 08:21 PM
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#11
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Tired of having to work with a buggy FTP program, I decided to delay the release of the patch (v2 of part 1), but include more features than I originally anticipated.
Several of the features include a redone RACE.IDS (I actually added re-ordered the names not the values, and I added more than a hundred new PnP races that some might consider using). http://galactygon.blackwyrmlair.net/bestia...ions/Patch2.exe I really believe the download works now, since I tested it myself. -Galactygon -------------------- |
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Apr 26 2005, 08:54 PM
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#12
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IESDP Guardian Forum Member Posts: 175 Joined: 22-July 04 |
The download works fine now (and is a little over 4mb, for those who care about such things).
Finally, the Tasloi animation can be used in BG2. Looks like "The Tasloi Thread" will be joining "Dark Heart of the Xvart" on the mods-to-do list Also, the specific field in the .cre format is 1 byte, which only allows for values from 0 to 256, so several of the entries in race.ids would appear not to work. Unless, you've tested them? Also, although only a few values are listed in the stock specific.ids file, the .cre files in the game use a wider range. So, if you happen to use the same value as an already existing cre, scripts could get confused. Although, I dont know if the cre files with specific values are used in-game, or just junk. And I dont know what range of values they use. Finally, I'd ask that when the final release is done, separate components are used, so that the animations can be installed, without installing altered .ids files, or changing existing creatures. I'm sure you've already planned this, but I thought I'd mention it anyway -------------------- Visit the IESDP https://gibberlings3.github.io/iesdp/
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Apr 26 2005, 11:25 PM
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#13
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
QUOTE Also, the specific field in the .cre format is 1 byte, which only allows for values from 0 to 256, so several of the entries in race.ids would appear not to work. Unless, you've tested them? QUOTE Finally, I'd ask that when the final release is done, separate components are used, so that the animations can be installed, without installing altered .ids files, or changing existing creatures. I'm sure you've already planned this, but I thought I'd mention it anyway The IDS files don't change existing creatures, meaning that an Ankheg with a particular value assigned will still remain an Ankheg in terms of what .eff files reference that value and so on. The only conflict I can imagine are other mods that change the IDS files to a great deal. But then again, those mods wouldn't be compatible with Bestial Animations, since they most likely introduce new animations to the game. The only 2 changes I plan to make is to assign all summoned creatures the value 50 for specific.IDS to rid the game from the summoning limit, and gated creatures recieve the value of 51 in the same IDS file. That will most likely be optional. -Galactygon -------------------- |
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Apr 30 2005, 01:07 PM
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#14
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Forum Member Posts: 27 Joined: 18-August 04 |
Err... I have a problem (again) (no one else has reported it, so it's probably just me )
When I try an install this, I get the error: CODE ERROR locating resource for 'COPY' Resource [MWWESC.] not found in KEY file: [./chitin.key] Stopping installation because of error. Which appears to refer to this part of the .tp2: CODE COPY ~LC_BAnimations_Patch2/Files~ ~override~ // Waterweird COPY_EXISTING ~MWWESC~ ~override/MWWEWK.bam~ COPY_EXISTING ~MWWESCE~ ~override/MWWEWKE.bam~ COPY_EXISTING ~MWWEA4~ ~override/MWWEA1.bam~ COPY_EXISTING ~MWWEA4E~ ~override/MWWEA1E.bam~ COPY_EXISTING ~MWWEA2~ ~override/MWWEA2.bam~ COPY_EXISTING ~MWWEA2E~ ~override/MWWEA2E.bam~ COPY_EXISTING ~MWWEA3~ ~override/MWWEA3.bam~ COPY_EXISTING ~MWWEA3E~ ~override/MWWEA3E.bam~ Should these files have .bam extensions? Also there doesn't appear to be any MWWEA2.bam, MWWEA2E.bam, MWWEA3.bam or MWWEA3E.bam files in my installation - should there be? Thanks, and sorry to be a pest Charles |
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Apr 30 2005, 05:35 PM
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#15
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
It's an oversight. Some of the files no one has I do have. I simply copied them before-hand and forgot to keep that in mind.
This: CODE COPY ~LC_BAnimations_Patch2/Files~ ~override~ // Waterweird COPY_EXISTING ~MWWESC~ ~override/MWWEWK.bam~ COPY_EXISTING ~MWWESCE~ ~override/MWWEWKE.bam~ COPY_EXISTING ~MWWEA4~ ~override/MWWEA1.bam~ COPY_EXISTING ~MWWEA4E~ ~override/MWWEA1E.bam~ COPY_EXISTING ~MWWEA2~ ~override/MWWEA2.bam~ COPY_EXISTING ~MWWEA2E~ ~override/MWWEA2E.bam~ COPY_EXISTING ~MWWEA3~ ~override/MWWEA3.bam~ COPY_EXISTING ~MWWEA3E~ ~override/MWWEA3E.bam~ should really be this: CODE COPY ~LC_BAnimations_Patch2/Files~ ~override~ // Waterweird COPY_EXISTING ~MWWESC~ ~override/MWWEWK.bam~ COPY_EXISTING ~MWWESCE~ ~override/MWWEWKE.bam~ COPY_EXISTING ~MWWEA4~ ~override/MWWEA1.bam~ COPY_EXISTING ~MWWEA4E~ ~override/MWWEA1E.bam~ COPY_EXISTING ~MWWEA4~ ~override/MWWEA2.bam~ COPY_EXISTING ~MWWEA4E~ ~override/MWWEA2E.bam~ COPY_EXISTING ~MWWEA4~ ~override/MWWEA3.bam~ COPY_EXISTING ~MWWEA4E~ ~override/MWWEA3E.bam~ -Galactygon -------------------- |
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Apr 30 2005, 07:54 PM
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#16
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Forum Member Posts: 27 Joined: 18-August 04 |
Thanks, but I still needed to add ".bam" after the MWE* files to make it work, i.e. change:
CODE COPY_EXISTING ~MWWESC~ ~override/MWWEWK.bam~ to CODE COPY_EXISTING ~MWWESC.bam~ ~override/MWWEWK.bam~ is this normal? Charles |
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Apr 30 2005, 08:37 PM
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#17
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Oh yes, I forgot to add that one too. Added for V3.
-Galactygon -------------------- |
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