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FEX Listing for DS2 ?

Hello.

Is there a FEX listing for DS2?

For DS1 there was a text file named fex-1.1.txt
Is there any fex.2-x.txt around for DS2?

If there is not, how accurate is the fex-1.1 content?
I mean, can I read up to it and safely use what portions of it do still _match_ (for a lot of it does not) with the DS2 API exposed in fubi.log?

Thanks

I dont know, seems like site is almost a ghost town now.
I dont have either DS1 or 2 installed. But, I'm going to looking into modding DS1 & 2 beginning next year. Because I have a few unique ideas. Anyways, after a quick look, i dont see anything.
Dont you mean FX scripts. Can you be more specific? Give a few more details.

The site is not dead yet.
But with time the general interest in DS has faded a bit.

Likely shortly after DS3 will be out, people will find renewed interest in DS2 -- once they realize that DS3 is not really a DS game.
So it has always been. So it shall be again.

But anyway the FEX listing file I refer to is a resource made available by the GPG developers.
For the DS1 game it was the one still available at this link:
http://download.microsoft.com/download/DungeonSiege/Utility/siegeu-fex/W982KMeXP/EN-US/fex-1.1.zip

By logic there could/should be a corresponding file for the DS2 game.
But I can not find it.

Scott Bilas has the fex-1.1 list on his site as well. http://scottbilas.com/files/dungeon_siege/fex-1.1.txt

Tried to find it for DS2 also with no success. Did find that the dsdll.h will work with DS2 though. http://garage.gaspowered.com/?q=node/2303

The equivalent for DS2 is placed in a file called fubi.log by running a tool that comes with the toolkit. I found a reference on my DS site at http://dslcv1-458.fast.net/ds/flickfunc.asp but I don't appear to have made any notes about how it's created. Since I'm not at my modding machine at the moment, I can't just search the toolkit folder, either.

There may be other stuff on the site that you might find useful.

Edit: I see you already found that file. It's as good as you'll get. However, the layering of flick on top of skrit changes the way you work quite a bit. The notes on my site about using and extending flick could help.

@Ghastley
Sorry to sideline the topic, but are you still working on or planning to release Dungeon Raider?

ghastley wrote:
Edit: I see you already found that file. It's as good as you'll get. However, the layering of flick on top of skrit changes the way you work quite a bit. The notes on my site about using and extending flick could help.

Very well, and thank you. I shall take your word for it.

No, I've been modding Oblivion instead for the last couple of years. DR works as far as it goes, but then ends at areas that just drop off into the void, as I haven't built the next section of terrain.

That was one issue I have with DS mods in general. You can't easily release an incomplete mod in a continuous world, as you'll always have a "hole" where the incomplete part connects. Locked city gates, a boulder blocking the pass etc. are the only ways to hold up progress, and that constrains mods to linear play. And you still have to model the terrain beyond, up to fog distance. If you want a go-anywhere sandbox map, then there's no option but the entire world at once.

Oblivion mixes the seamless exterior with load screens to go indoors, so interior cells can be added wherever you can reasonably place a new door, which makes incremental mods easier. The problem there is that everyone expects all mods to be playable on the same map at the same time, and complain about incompatibilities between the thousands of potential mods (and combinations).

There is a bit of middle ground available for DR, though. It is already fairly linear, so I could wall off the ends on a temporary basis and then remove that in a later release (if any) and put out a beta just so other can pick the bugs out of the current state. That still means a piece of work to do, and the artificial end will be just that for now. It's worth thinking about.

The Rescue Map is almost ready for release, but that's really only intended for folks who know Lili, who's disappeared now the Forge is closed down. Maybe she'll re-surface when DS3 comes out, and I'll have to re-write it for that.