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Hacker's Hideout => OAUA (Oriental Adventures) Worldhak => Topic started by: Olivier Leroux on May 07, 2010, 06:10:03 AM

Title: OAUA & Hacking
Post by: Olivier Leroux on May 07, 2010, 06:10:03 AM
I know I've asked similar questions before, but please bear with me.   :-[

To what degree is OAUA compatible with hacks? I assume title pics, frame, always icons, backdrops, pics, big pics and sprite are safe to import by copying or using TOOLBOX? What about wildland & dungeon combat art, PC & combat icons, combat sprites, wall art? Safe, too? Or are there any problems with the palette?

I guess CKIT hacks are off-limits, at least for designers who'd need to resort to UA tools and are not prepared to use hex editors and the like? So no changing in-game text, number of party members etc.? What about sounds (voc) and music (xmi)? And how does one go about adding new music?

Can anyone enlighten me again? Thanks!  :)
Title: Re: OAUA & Hacking
Post by: Olivier Leroux on May 07, 2010, 06:30:48 AM
Okay, I've found the answers to most of these questions myself (in the official OAUA manual, who'd have thought!  :o Heh.  :-[ ):

Quote
Importing new pics and sprites are as simple as within standard FRUA.  Walls, backdrops, titles, music and most other art can easily be imported with Toolbox or whatever tools you are accustomed to using.  It's the wildernesses, dungeons and icons that you have to be careful with, because we've changed the default UA palette around a bit to remove the duplicate colors and insert four color-cycling ranges.

Quote
OTHER HACKS

Short answer: I wouldn't try it.  Most of the programs hackers are familiar with through UAShell are simply incompatible with the OA Worldhack due to the extent of CKIT hacks in effect.

That covers art & ckit hack. Now the only questions that remain unanswered are those about sound and music.
Title: Re: OAUA & Hacking
Post by: hans on May 07, 2010, 02:52:10 PM
I replaced all the xmi tunes for each of my OA mods, so UAShell has no problem switching those.  I assume sound effect changes would be no different. 

And, just to confirm, I changed about every type of art in those mods, except the font, too, no problems, except that Wildernesses, Combat Dungeons (and, hence, Cbody &Combat Icons) use a different palette.

...So, when can we expect an OA mod from you, Olivier...?   :)
Title: Re: OAUA & Hacking
Post by: Olivier Leroux on May 07, 2010, 08:34:59 PM
...So, when can we expect an OA mod from you, Olivier...?   :)

Not too soon, I fear. I'm always torn between the many projects I've begun in UA, and if that wouldn't have been enough already I often also toy with the thought of doing something smallscale in NWN...

As for the OAUA projects, I haven't given up on the Lone Wolf & Cub design yet (but I haven't really started it either, apart from a little artwork). This would probably shape into a story-telling mini-mod at best - hopefully comparable to Darius' TMNT - and it's a bit of a waste because even though I'd do it in OAUA, it probably wouldn't have much to with the worldhack and its potential.

The other idea was a tutorial design for OAUA because I think what makes designers shy away from using OAUA is the unfamiliarity with the setting, classes, items etc. In any case it's what always makes me shy away from it, even though I thought about doing an OAUA design more than once. So, to educate myself (force myself to read the manual  ;) ) and allow other players & designers to learn by playing (and skip reading the manual), I thought of a manual disguised as a tutorial design. But I'm still scared by the story part (I have trouble with thinking up good stories even in settings I'm more or less familiar with). I started such a design last year (I think) but soon lost interest in it again (as so often).

I also thought about doing a totally non-canonic bogus OA mod (aside from the fact that OA is a bogus setting itself  ;) ) and base that mod on exploration and hack 'n' slash dungeon crawling only, to demonstrate the features of OAUA and have a little fun designing without the shackles of a storyline. Not sure if that would work and be fun to play though. Besides, I'm not known for my interest in the technical side of UA and my skills in balancing combat, heh.

In any case, I think it's a shame Brian and Darius' (and all the other folks) worked so hard to create OAUA - and everyone's loving it, I bet - but still noone but you, OA expert hans, actually makes use of it (me neither).  :( 
Title: Re: OAUA & Hacking
Post by: hans on May 07, 2010, 10:29:53 PM
My OA mods have used the Worldhack, but virtually none of the specific OA p&p game universe mythos.  They've simply been Japanese fantasies.  The last, Toudai-Oni, was inspired by a minor incident (one paragraph) I read in a book on Japanese mythology.  A plot from a samurai comicbook, like Lone Wolf & Cub, could just as easily be turned into a mod (in fact, I had considered that, myself).  Those plots often revolve around one simple social fixture or custom from historical Japan (then adding to it characters motivated by revenge or greed). 

IMHO, folks shouldn't worry about how faithful they're being to the genre.  Even Japan's pop culture most of the time plays pretty fast and loose with elements of their own history.   
Title: Re: OAUA & Hacking
Post by: Olivier Leroux on May 08, 2010, 03:34:47 AM
I agree but that's easier said than done. And do you really want to play an OAUA design centered around a gang of outlawed sorcerers that I call samurais and cute animals I call ninjas, providing you with a bunch of funny named equipment your class can't use?  ;)
Title: Re: OAUA & Hacking
Post by: Olivier Leroux on June 02, 2010, 05:01:58 AM
I haven't quite grasped how to handle event conditions in OAUA. Should I use kailung for all of them, just in case, or are there some that are safe to use in the editor? Is it that kailung offers some that aren't available in the editor or are all event conditions available in the editor too but won't work correctly if I don't use kailung to set them?
Title: Re: OAUA & Hacking
Post by: Ben J on June 02, 2010, 05:05:08 AM
Kailung?  ???
Title: Re: OAUA & Hacking
Post by: Olivier Leroux on June 02, 2010, 05:41:12 AM
Yeah, I'm trying to find out what exactly that is, too.  ;D

I mean I know it's a tool written by Brian to handle some of the new event conditions (http://frua.rosedragon.org/pc/uanews/uanl36/da-conds.htm) in OAUA that the editor can't handle but I'm not sure yet to what extent I'd need to make use of it.

The manual says:
Quote
A warning: while the new event conditions are selectable within UA, choosing them can be buggy to the point of messing with your geo, so until we can work that out (if ever), I strongly recommend you follow the directions in the article and use the OA editor Kailung to handle those bonus event conditions.

I just wonder which event conditions exactly are safe to use in the editor? All events I know from FRUA? Or are some of them modified, too, and could cause problems? For example, can I check for the new races and classes in the editor or could that cause bugs?
Title: Re: OAUA & Hacking
Post by: Ben J on June 02, 2010, 08:31:32 AM
That sounds quite complicated.

But a more important question arises: Are you working on an OAUA module?  ;)
Title: Re: OAUA & Hacking
Post by: Olivier Leroux on June 02, 2010, 10:59:22 AM
Not yet, but as stated above, I'm always toying with the idea. And right now the chances for succumbing to that temptations are a little higher than starting work on "2cities: Weaxan" even though I've got some ideas for that, too. But I think it's time OAUA gets its due and my unfamiliarity with it also makes that project kind of exciting for me.  :)

I'd like to learn more about OAUA and let players partake in what I've learned, so my hope is it will eventually serve as an enjoyable introduction to OAUA classes. Like an in-game manual but ideally showing, not telling.
Title: Re: OAUA & Hacking
Post by: hans on June 02, 2010, 10:40:17 PM
I haven't discovered a need for Kailung, yet, after several well-playtested OA mods which have used a number of new events (Macho, Do Good, Special Ability, and, IIRC, Set Time). 
Title: Re: OAUA & Hacking
Post by: Olivier Leroux on June 03, 2010, 05:52:39 AM
I just wonder which event conditions exactly are safe to use in the editor? All events I know from FRUA?

I haven't discovered a need for Kailung, yet, after several well-playtested OA mods which have used a number of new events (Macho, Do Good, Special Ability, and, IIRC, Set Time). 

Sorry, I actually meant "event conditions" not "events" in my quote above.  :-[ AFAIK, kailung isn't needed for the new events like Macho, Do Good etc. but it's the event conditions I worry about. Have you made use of them, too? E.g. if I want to check if a sohei is in the party, is it safe to set that condition in the editor or should I use kailung for it?

And I wonder what conditions Darius referred to that can be "buggy to the point of messing with your geo". Seems like he knows what he's talking about...  :-\
Title: Re: OAUA & Hacking
Post by: Olivier Leroux on June 03, 2010, 09:18:56 AM
Hm, I just wanted to test a simple combat in a one-square hut with just one bakemono and I got this weird graphical bug:

(http://farm2.static.flickr.com/1283/4665840697_49ebf1623f_b.jpg)

To be on the safe side I did a clean re-install of OAUA once again but that didn't make a difference. I also had some troubles with the installation at first and then found out they were exactly the same I wrote about one year ago (http://ua.reonis.com/index.php?topic=690.msg3971#msg3971). Sadly, the thread also reminded me what had tempered my enthusiasm to design with OAUA last time...  :-\

BTW, are any eventual OAUA ckit bugs beyond repair now that the mastermind behind those hacks has left us?  :'(
Title: Re: OAUA & Hacking
Post by: Ben J on June 03, 2010, 11:39:32 AM
I have played two games that required OAUA, and something like this has never happened.  :-\
Title: Re: OAUA & Hacking
Post by: hans on June 03, 2010, 05:40:04 PM
Sorry, I actually meant "event conditions" not "events" in my quote above.  :-[ AFAIK, kailung isn't needed for the new events like Macho, Do Good etc. but it's the event conditions I worry about. Have you made use of them, too? E.g. if I want to check if a sohei is in the party, is it safe to set that condition in the editor or should I use kailung for it?
 

I think I used several event conditions, for giving and taking away special abilities, selecting a PC based on their specab, etc. 

Title: Re: OAUA & Hacking
Post by: Darius on June 20, 2010, 06:17:58 AM
I haven't quite grasped how to handle event conditions in OAUA. Should I use kailung for all of them, just in case, or are there some that are safe to use in the editor? Is it that kailung offers some that aren't available in the editor or are all event conditions available in the editor too but won't work correctly if I don't use kailung to set them?

Hi Olivier,
You must be reading the docs from an earlier version of the OA Worldhack.  We did initially have some difficulty with getting ckit to properly handle all of those new event conditions found in OAUA, but all of that was fixed in either version 1.2 or 1.3 of the Worldhack and the documentation notes were updated stating this.  As long as you are using the current version of OAUA (and reading those documentation notes), you don't need Kailung.

Kailung, by the way, is the OA version of Brian's Scruadat program.  I do still use it occasionally for the same purpose I use Scruadat in my non-OA designs, as a supplement to the UA editor to create event copies, event loops and common text so I can squeeze more out of my dungeons.  But it is certainly not required.

And to your other question, yes, I'm afraid the OA Worldhack is as good as it will get now that Brian is gone.  Bugs will need to be documented and work arounds discovered.  Since I do have several prior versions of the ckit hacks in diff.tbl format, there is still a possibility that I might be able to isolate a specific section of code that is causing problems and revert it back to an earlier version that was working properly, or even do an analysis of the code with a decompiler, but I honestly haven't the time to do such research right now, and it appears only four or five UA'ers (including myself) are even utilizing OAUA at this time.  Instead I'm using the scraps of available time I have now trying to finish up Part II of the Tale of Twin Dragons.
Title: Re: OAUA & Hacking
Post by: hans on June 20, 2010, 03:15:43 PM
...and it appears only four or five UA'ers (including myself) are even utilizing OAUA at this time. 

Judging from the slow output of mods, there may not be that many more regularly utilizing UA, itself, sad to say.   :'(

Hopefully, a new boom of excitement and enthusiasm is just waiting to be sparked for both...   :)

Instead I'm using the scraps of available time I have now trying to finish up Part II of the Tale of Twin Dragons.
 

I'm really looking forward to that!   :D
Title: Re: OAUA & Hacking
Post by: Ben J on June 20, 2010, 03:27:50 PM
Judging from the slow output of mods, there may not be that many more regularly utilizing UA, itself, sad to say.   :'(

Hopefully, a new boom of excitement and enthusiasm is just waiting to be sparked for both...   :)

Well, there was this really epic module that got released just this month... ;)

And if Kaz-Keith and Darius and Ben S and you finish their announced modules, there's still a lot to look forward to for the community.  :)
Title: Re: OAUA & Hacking
Post by: hans on June 20, 2010, 08:53:51 PM
Well, there was this really epic module that got released just this month... ;)
 

And I'm quite enjoying it, Ben!   :D

I haven't had a lot of UA time this last month, 'cuz my mom's had hip surgery (which has gone very well, btw).  What time I have had, lately, I've been playing your mod. 

I'm disappointed, however, that half this year has almost gone by, and I still have no ULs of my own to show for it.  Rocco Taku's SHUA experiment is going to take a good deal more time before it's finished.  And when I think that last year I ULed 3 mods...!   :-[
Title: Re: OAUA & Hacking
Post by: Ben J on June 21, 2010, 04:29:47 AM
And I'm quite enjoying it, Ben!   :D

I haven't had a lot of UA time this last month, 'cuz my mom's had hip surgery (which has gone very well, btw).  What time I have had, lately, I've been playing your mod. 

Cool.  8)  (That you're enjoying my game, not the thing with your mother. Glad to hear that she's well.)

Let me know what you thought when you're done. It's quite a long trip. I myself needed over three weeks for the final walkthrough. ;)

Quote
I'm disappointed, however, that half this year has almost gone by, and I still have no ULs of my own to show for it.  Rocco Taku's SHUA experiment is going to take a good deal more time before it's finished.  And when I think that last year I ULed 3 mods...!   :-[

Oh, I don't mind waiting a year for a new hans mod.  ;)
Title: Re: OAUA & Hacking
Post by: Olivier Leroux on June 21, 2010, 05:41:26 AM
Hi Olivier,
You must be reading the docs from an earlier version of the OA Worldhack.  We did initially have some difficulty with getting ckit to properly handle all of those new event conditions found in OAUA, but all of that was fixed in either version 1.2 or 1.3 of the Worldhack and the documentation notes were updated stating this.  As long as you are using the current version of OAUA (and reading those documentation notes), you don't need Kailung.

Thanks for the clarification, Darius! Yeah, sorry, I just read the online version included in UANL #36 and didn't take into consideration that it isn't up to date anymore...  :-[


And to your other question, yes, I'm afraid the OA Worldhack is as good as it will get now that Brian is gone.  Bugs will need to be documented and work arounds discovered.  Since I do have several prior versions of the ckit hacks in diff.tbl format, there is still a possibility that I might be able to isolate a specific section of code that is causing problems and revert it back to an earlier version that was working properly, or even do an analysis of the code with a decompiler, but I honestly haven't the time to do such research right now, and it appears only four or five UA'ers (including myself) are even utilizing OAUA at this time.  Instead I'm using the scraps of available time I have now trying to finish up Part II of the Tale of Twin Dragons.

Good to hear you're still working on Twin Dragons 2.  :)

I don't know if you already count me among the four or five UA'ers utilizing OAUA but for me sadly it's always been the bugs that scared me off once I'd acquired a taste for the setting... (And I guess it's possible that I scared off other designers myself by mentioning the bugs...  :-\). Maybe I should forget about releasing the perfect OAUA mod for now and instead just actively play around with it in order to get all those bugs documented, if there's still a chance someone might be able to fix them one day.
Title: Re: OAUA & Hacking
Post by: Darius on June 26, 2010, 07:32:43 AM

Hi Olivier,
I think any bugs that are left can fairly easily be avoided, and they certainly haven't stopped hans or me from releasing fully functional mods.  The only current bugs that I'm aware of that haven't been squashed are limited to the use of a couple of spells, the "whole party is healed" message in the Temple Fix menu, and potentially the Do Good event if you have an already dead PC.  In fact, these are so easily overlooked that I would not have known they existed unless they were brought to my attention.  I certainly wouldn't let any of them stop you from bringing to life your own OA creations.   ;D
Title: Re: OAUA & Hacking
Post by: Olivier Leroux on June 26, 2010, 07:46:26 AM
Hm... I hope you're right. And do you have any idea what might have caused the graphical bug I posted a screenshot of here (http://ua.reonis.com/index.php?topic=990.msg9978#msg9978)?
Title: Re: OAUA & Hacking
Post by: Darius on June 27, 2010, 06:05:52 AM
Hm... I hope you're right. And do you have any idea what might have caused the graphical bug I posted a screenshot of here (http://ua.reonis.com/index.php?topic=990.msg9978#msg9978)?

I'm afraid not, and I was going to say I had never seen anything like that either, but I tried replicating it and I was indeed able to recreate it.  It seems to happen if you have an "open" wall (like a doorway) on the west side of your one square hut, and it doesn't seem to be specific to the dungeon art used.  I guess I'll have to add this to the list of known issues.  Again, if I had all the time in the world, I'd try testing the same thing on earlier versions of the OA Worldhack to see where it went wrong and then work to isolate the problem.  If there's anyone interested in undertaking such a project, please let me know!!
Title: Re: OAUA & Hacking
Post by: hans on June 27, 2010, 02:53:51 PM
Is it entirely a graphic (visual) bug?  That is, does the intended target still receive the damage of the attack, and the battle go on otherwise as normal?

(I'm not thinking that the stone wall is taking damage.)  :P
Title: Re: OAUA & Hacking
Post by: Olivier Leroux on June 27, 2010, 05:59:08 PM
No guarantees, I don't quite remember, but I think it was a normal combat otherwise. What you see in the screenshot wasn't caused by any attack or something, it just was there the way you see it, from the beginning of the combat to the end, independent of my PC's actions.
Title: Re: OAUA & Hacking
Post by: hans on June 27, 2010, 07:48:34 PM
Maybe we could just call that an Easter Egg, then?   ;D
Title: Re: OAUA & Hacking
Post by: Olivier Leroux on June 28, 2010, 05:21:21 AM
Maybe we could just call that an Easter Egg, then?   ;D

You mean an Eastern egg?  ;)
Title: Re: OAUA & Hacking
Post by: Darius on June 28, 2010, 11:55:37 PM
Maybe we could just call that an Easter Egg, then?   ;D

You mean an Eastern egg?  ;)

HA!   :D
Title: Re: OAUA & Hacking
Post by: Darius on December 11, 2010, 07:02:03 AM

I thought it was about time I came out of hiding to provide an update or two on the OA Worldhack.  I'm still here, and am tantalizingly close to finishing up work on The Tale of Twin Dragons Part II: Flight of Fury.  In fact I'm in the playtesting phase right now and should have that finished up this weekend, and then there is only the closing segment to add to the end.  It's taken me much longer than I anticipated, but I'm pleased with the end result.   :D

Following that, I do plan to turn my attention to rolling back the CKIT hacks to previous versions between 1.2 and 1.3 until I can find and eliminate the game crashing bugs.  I ran across another one when casting Enchanted Blade, and that spell is far too good to not be able to use.  If anyone has found any other bugs than what I've listed below, please let me know so I can do my best to track those down as well.

-- Spells causing OA to crash: Uncanny Dodge, Enchanted Blade, Creeping Darkness   :o
-- Temple Heal causes OA to freeze   ???
-- Do Good event reverted back to making Unconscious PCs unable to be revived   :'(

Thanks for your time!
Darius
 
Title: Re: OAUA & Hacking
Post by: hans on December 11, 2010, 11:50:52 AM
I'm still here, and am tantalizingly close to finishing up work on The Tale of Twin Dragons Part II: Flight of Fury.
 

I'm very much looking forward to that!   :blob7: :wav: :blob3:
Title: Re: OAUA & Hacking
Post by: Ben J on December 11, 2010, 12:29:37 PM
I'm still here, and am tantalizingly close to finishing up work on The Tale of Twin Dragons Part II: Flight of Fury.  In fact I'm in the playtesting phase right now and should have

I better catch up on Twin Dragons Part I, so I can play the sequel when it comes out.
Title: Re: OAUA & Hacking
Post by: Olivier Leroux on December 12, 2010, 06:17:45 AM
Good to hear from you, Darius!  :)
Looking forward to Twin Dragons 2!

I better catch up on Twin Dragons Part I, so I can play the sequel when it comes out.

Part 1 is not that long (less than 1 hour, if I recall correctly), so you could also play them in a row, if you like.
Title: Re: OAUA & Hacking
Post by: Darius on January 25, 2011, 11:33:40 PM

I've begun researching the remaining bugs in the OA Worldhack, and in the early stages I've discovered that the Temple Freeze bug was present since OAUA 1.0.  I was thinking it was a product of all the spell updates in OA 1.3, but it wasn't, which makes me think it is probably related to the CCH edits which have been there from the start. 

The bug can be recreated by setting up a Temple event with maximum spell level 7 and no cost for healing.  Then if you select Heal and receive "The Whole Party is Healed" message, OAUA will freeze, but I don't think any of the individual Temple spells cause the same problem.  I'll keep looking into this one to see if I can isolate the routine that is causing the issue, but in the meantime I believe it can be successfully avoided by keeping at least a low cost associated with Temple healing, or perhaps removing the "Heal" option from the Temple event menu.
Title: Re: OAUA & Hacking
Post by: Darius on February 01, 2011, 12:33:17 AM

Just a quick update on the Temple Freeze bug -- in my tests, you can still offer Temple healing for free all the way up to maximum level, and no individual spell causes any problems.  It's the Temple "Fix" that is the issue, and I was correct that the issue is related to the post-drain / pre-drain checks.  I've tried some dabbling with CKIT, and have been successful in causing it to error out instead of freeze, so right now my best option for a permanent fix is to disable the "Fix" button in the Temple event.   :P

In the meantime, you can still use Temple events, just be sure to select the healing spells individually during gameplay.
Title: Re: OAUA & Hacking
Post by: Olivier Leroux on February 06, 2011, 11:50:06 AM
While playing through the excellent "The Tale of Twin Dragons - Chapter 1" again, using OAUA1.3 and the updated design version (and no UAShell), I came across a weird bug. I have no idea what could have caused it though.

In one of the combats near the end, I noticed the pre-made Wu-Jen apparantly had no weapon equipped, although I knew he had wielded a dagger before. So I went into his inventory and in the inventory the dagger was shown as equipped but not on the combat screen. When I unreadied the dagger in the inventory and tried to ready it again, it didn't work though. The Wu-Jen was not allowed to wield it anymore.

And what's even more strange are the innumerable weird items highlighted in blue that were shown in his inventory without me having picked them up (see screenshot below). This had nothing to do with unreadying the dagger, I noticed it as soon as I checked the Wu-Jen's inventory after noticing something was wrong with the equipped weapon.

When I started playing the Wu-Jen's inventory was fine and during the rest of the game I didn't look at it, so unfortunately I can't say when things started to go wrong... Have you seen anything like this before, any idea what could have caused it?

PS: TTOTD1 was fun even on this second playthrough and I loved how the master was addressing my female PC as "daughter" instead of "son". I know the carat hack was integrated in OAUA13 but I didn't know it also offered this possibility. Are there any more gender-specific words in it? Or is there a trick to use your own words?
Title: Re: OAUA & Hacking
Post by: Darius on February 06, 2011, 01:56:22 PM

Hi Olivier,
Glad you enjoyed it the second time through!  The "daughter" and "son" references actually utilize an event condition check (if Active PC is Gender) instead of the 'carat' hack in that one instance, because the carat hack only allows for pronouns.  But between the 'carat' and the new event conditions, you can see there are lots of opportunities to personalize! 

I have never seen that bug before, and that looks like a bad one, a corrupted cch file, perhaps.  You were using the PCs that I included with the adventure, which are the same ones I used.  I know there were some serious changes to the Wu Jen level / spell progression in v1.3, so perhaps it has something to do with that, but in my memory I had rebuilt each of the PCs in TD1 because of those changes so I'm surprised it would be causing such a problem.  I'll have to try TD1 again to see if I can recreate it though.  Ugh...   :-[

I found a way to split out the automatic updater utilities that Brian had created for the OAUA releases and convert them into DIFF files that I can examine and compare, but sorting out what is what is no easy task I'm afraid.  The good news (I guess) is that most of the bugs reported in v1.3 were not bugs in v1.2 so there's hope if I can just isolate the faulty routines.  Unfortunately it may mean sacrificing some of the new features.  We'll see...
Title: Re: OAUA & Hacking
Post by: Olivier Leroux on February 06, 2011, 03:45:16 PM
The "daughter" and "son" references actually utilize an event condition check (if Active PC is Gender) instead of the 'carat' hack in that one instance, because the carat hack only allows for pronouns.  But between the 'carat' and the new event conditions, you can see there are lots of opportunities to personalize! 

Ah, very clever. I like that.  :)

Can I assume it's safe to continue TD2 by loading savegame A and using your pre-made party again, instead of transferring my corrupted character files?
And another question, TD2 doesn't require UAShell either, right?
Title: Re: OAUA & Hacking
Post by: Darius on February 12, 2011, 05:08:02 AM
Can I assume it's safe to continue TD2 by loading savegame A and using your pre-made party again, instead of transferring my corrupted character files?
And another question, TD2 doesn't require UAShell either, right?

Yes, definitely safe to continue TD2 by loading SaveGame A.  Those are the PCs I completed TD1 with and used in at least a dozen complete playtests of TD2.  I meant to ask you if you had tried reloading a Save Game in TD1, did it fix the problem with your Wu Jen? 

TD2 does not require UAShell.  In fact, if you are using UAShell, it is probably creating all kinds of problems with your OAUA installation.   :o
Title: Re: OAUA & Hacking
Post by: Olivier Leroux on February 12, 2011, 07:16:23 AM
I meant to ask you if you had tried reloading a Save Game in TD1, did it fix the problem with your Wu Jen?

No, I didn't try that. I only noticed the issues with the Wu Jen when I was nearly finished and I was able to complete the game anyway, so the thought of re-playing after loading Save Game A never entered my mind.

 
TD2 does not require UAShell.  In fact, if you are using UAShell, it is probably creating all kinds of problems with your OAUA installation.   :o

I'm not. Actually I was worried because I didn't have UAShell installed in my OAUA1.3 folder although I remember that UAShell was required for hans' most recent OAUA design. 
Title: Re: OAUA & Hacking
Post by: hans on February 12, 2011, 11:41:23 AM
...I remember that UAShell was required for hans' most recent OAUA design.
 

Yes, although I didn't make any CKit changes, stuff like new music, Cbody, & Always icons require UAShell.   :-\ 

I don't see why that would cause any problems, tho...   ???
Title: Re: OAUA & Hacking
Post by: Ben J on February 12, 2011, 01:47:07 PM
I looked into my OAUA folder, and I have two different installations: One with UAShell and one without.

I gather from this thread that I need the installation without UAShell to run "Twin Dragons" I & II?
Title: Re: OAUA & Hacking
Post by: Darius on February 12, 2011, 04:01:01 PM
I gather from this thread that I need the installation without UAShell to run "Twin Dragons" I & II?

Not necessarily -- it just depends on how you installed UAShell.  If you have an OAUA folder with a full install of FRUA and the OA Worldhack installed over that and *then* you installed UAShell, it should be fine.  But if you have a folder with UAShell already installed and then installed the OA Worldhack on top of that, then UAShell will have a nasty habit of reverting lots of files into FRUA default settings.   :P

I have UAShell installed in my OAUA directory and it's not causing me problems because I installed it after installing the OA Worldhack.   :)
Title: Re: OAUA & Hacking
Post by: Olivier Leroux on February 13, 2011, 07:54:40 AM
Yes, for playing hans' last design I did exactly that, install UAShell on top of OAUA, as explained in the OAUA installation instructions.  :)
But apparantly I haven't installed it in my most recent OAUA13 folder. So in either case, I guess UAShell can't be what was causing the issues... 
Title: Re: OAUA & Hacking
Post by: Darius on February 18, 2011, 04:11:25 PM

I've been able to recreate and isolate the cause of the wu jen's inventory bug -- it has to do with the Enchanted Blade spell.  Brian did some work with that spell to prevent an exploit, and it ended up resulting in a bad jump pointer to some scrambled bits of code.  The funny thing is, sometimes it works fine, and other times it causes the inventory issue.  Anyway, I'm probably going to try to revert Enchanted Blade back to its original state in v1.2, even if there is a potential for an exploit.  The spell in v 1.2 was definitely one of my favorites.  What's not to like about creating a magical sword that shoots lightning bolts on command?   ;D

So Olivier, you should be fine if you just avoid using the Enchanted Blade spell when playing TD2, or you could try it and just go back to a previous save if it acts up. 
Title: Re: OAUA & Hacking
Post by: Olivier Leroux on February 19, 2011, 06:32:08 AM
Good work! Okay, I'll do as you say then, thanks!  :)