This is an old meta report. Please open individual issue reports when you find them.
Done
Done- PVRZ format Add support for PVRZ files #1099
- BAM2 format support, go implementation
- adapted TIS format support, go implementation + has a shorter PVR page and different naming convention + page == -1 means full black
- MOS2 format support
- WED2? Is it even used? go implementation (perhaps also jwed is a useful reference)
- BMPv5 format Missing BMPv5 support #2080
- BAMv1 started using its alpha channel (only in the GUI)
- d1c04fa but add a game flag
- TLK: ees changed the layout and dialog.tlk is now only found in per-language folders
- CRE: new creature flag bits
- Add GameType == "bg2ee" wrapper to GameCheck and use that instead
- Merge GUIScript changes into bg2, the same way iwd and how are sharing them
- WBM: the cartoons are in WEBM format, which our VLC plugin can play ... but not tested
- new tokens, PRO_CLASS is already there, BP probably not needed (black pits?) and the other one just requires a new entry to bgee's gender.2da
- merge identifiers Syncronize and limit key IDS values #2257
- Tooltips use white text (currently we use the bg2 background bam, so the color does not matter)
- Move SavePath block in example configs above the here-be-dragons warning (~/.local/share/gamename on linux)
- support for more lookup/override dirs https://gibberlings3.github.io/iesdp/appendices/override.htm (are they really used? Seems just like a performance degradation)
- "hide in plain sight" is hardcoded
- [bug] IWD1 & BG2: nothing grants racial infravision #483
- sod added a shorthand for drow equipment destruction:
DestroyAllFragileEquipment(ADAMANTINE)where the material is a new bit in ITM - (extra) lookup path in user dir
- [feature] nexttriggerobject / triggeroverride support #90
- Implement the missing tables from Which data files are we not using yet? #348
Extract actual TODOs from these:
- recheck this list of novelties: some may still need implementing
- check IESDP for new and changed actions
- check IESDP for new and changed triggers
- check IESDP for new and changed opcodes (especially bgee-only files in _opcodes)
- check all the new 2da files on IESDP Which data files are we not using yet? #348
- add new objects
Misc
- new portrait sizes (now we manually force the smaller size)
- ^ color tags in strings
- SoD uses fog, so readd the setting of WB_FOG and find a good way to visualize it (original sucked)
- use fogarea.2da and fogpt.2da settings
- file format differences
- TIS: add water overlay transparency support (see TODO in AREImporter)
- CRE: new fields in the old unused proficiency fields (see 0x007b)
- TOHv2 support
- MOS: except for pstee, the ees autogenerated the minimaps, so recheck if they are missing for the newly added areas
- ARE area animations also support WBM instead of BAM/PVRZ (see bits in AreaAnimation.h)
- Implement the missing tables
- campaign.2da: set
Game::CurrentCampaignwhen parsing and implement GameScript::MoveToCampaign- also save these fields in GAMImporter, not just read them
- enginest.2da support is needed for bgee to be readable (and probably a strref-strref remapping for the py side; or a we go and start using constants)
- the EE engine supports an alternate string reference algorithm (mostly used in UI code): virtual strref = 0xf00000 + ENGINEST.2DA row index
- 7eyes.2da (related to the updated 7 eyes iwd opcode(s))
- campaign.2da: set
- Once it's good enough, add Autodetect.py with some marker files (check Weidu)
TODOs:
- search our code for "TODO.* ee"
- other reported EE issues/features
For later:
- eventually we also have to decide about the GUI layer
- use Lupa or a manual translator, so we can reuse more of our python code?
- [feature] fully externalised char animations #93
- black pits 1 & 2
- needs campaign.2da support first
- startbp.2da (black pits start.2da, for some reason not part of campaign.2da)
- tbpparty.2da (predefined party, similar to iwd2?)
- support bgee without sod or not?