|“||Are you talkin' to me? Are YOU talkin' to ME?||”|
|Archive 4: Up to December 31, 2019 (UTC)|
|Archive 3: Up to May 30, 2019 (UTC)|
|Archive 2: Up to June 13, 2018 (UTC)|
|Archive 1: Up to December 7, 2017 (UTC)|
|“|| Welcome to my user talk!|
Feel free to leave comments, questions, suggestions here – about the game, the wiki, my edits, or addressed to me in general. Or whatever you think might be suitable – in terms of this being a user talk page on a game's wiki.
(I feel free to remove inappropriate things …)
I prefer the practice of staying with a certain topic on a single page, for a better overview, rather than 'you talk to me here – I answer you on your talk page', as it's often done. So, you might find the answer to your question on my page and vice versa.
Please sign your posts with
— -- -- You talkin' to me? -- cCContributions --
Request for comment deletionEdit
Hello , i have a plea that a comment of mine will be deleted (it was done before i created my current account).
I have send you a friend request on discord to talk to you privately if you can.
Water effect Edit
Hi CompleCCity, I haven't seen you for a while. I hope you are doing great and that you are just away for holiday or something pleasant! I am finally back home after a whole month and I will be able to contribute more again. I was wondering for a while how to get the nice water effect exported with Nearinfinity like you did in this case. Then I wondered if you are able to do so, why didn't you do it here as well? Is it really hard? --Mortain87 (talk) 09:16, January 12, 2020 (UTC)
- Looking around online I found a few people talking about issues with the way the water looks, but nothing definitive. This is weird, looking at the higher quality export above it is obvious that the scene essentially has a dry riverbed fully rendered with the water overlaid on top of it. Yet in NearInfinity for BGEE, when you turn the water overlay off, you just see a completely black void at the point where the water would be. Without knowing for sure, I am going to guess this is a change made in EE due to the transition to the BG2 engine, since some people online mention compatibility issues with how it handles maps. I bet the better-looking export came from original BG1 files. A strange thing about this is that apparently no one noticed this until now?
- Unclesporky (talk) 16:22, January 12, 2020 (UTC)
- Those are original game file exports, and indeed the water is of very different quality there. The NI area viewer shows no difference in EE – so, if you want to overwrite them, Mortain87, do so (both).
- And yes, just on a small … uhm … vacation, following the holidays. Will be back next week, I guess. :) -- -- You talkin' to me? -- cCContributions -- 18:22, January 12, 2020 (UTC)
- Thank you guys for your input. So I did install an older version (the only game I kept as a hardcopy). In the details of the exe file it says version 1.0.0 last changed 18.05.1999, so I guess this is one of the original versions. I subtracted the images of this version and BGEE and it's not completely black (meaning each pixel is not identical betwenn the two images), obvious for the water but also for other things like trees, even though I must admit I only tested this on five maps so far. Water bodies of course is completely different! Crazy though that for BG south the water still looks this way. I will from now on upload the original files if everyone is fine with it.
- I hope you will enjoy your vacation to the fullest!
- Uh, wait, didn't I say, my files are from the original game, and you could overwrite them (implying: with EE maps)? As much as I like using the original artwork – in case of area maps the enhanced ones usually look better, so I'd take them instead. Hm … what about making screenshots at least of water/overlay sections, and blend them into the extracted files? Would perhaps look even better …
- And it should be with overlays. The water is shown in-game, so why remove it from the map? -- -- You talkin' to me? -- cCContributions -- 23:36, January 12, 2020 (UTC)
- Ok, sorry for the misunderstanding. I thought you meant I can overwrite them because of the resolution. Can you show me an example where the difference between the original and BGEE is better? I mean the maps do change slightly, but there is barely a difference. Do you have an example? I subtracted a few maps with the two version and I can't seem to find a map with noticeble difference.
I haven't compared the original versus enhanced versions of many maps; I think, the difference between the overlays of the maps this originally was about is noticeable. So, for a comparison, all four below. They were extracted with Near Infinity's "Area Viewer", overlays enabled but not animated; then converted with GIMP at highest individual quality settings, but with an overall quality of only 93% (higher values would be possible for single maps – unified for better comparability).
|AR1200 (original)||AR1300 (original)|
|AR1200 (enhanced)||AR1300 (enhanced)|
The original game uses different overlays for different maps which the Enhanced Edition does not. (Honestly, the water on the original AR1300 looks best, I think.)
There are more differences: besides slightly changing hue, brightness and/or contrast, the water in the pool at the Waterqueen's House has a lower waterline in EE. I guess, there are similar things on other maps, which all may count as "fixes". But how much time do you think it will cost to compare edition versions for all the maps? Why not assume that EE versions – if there are differences – have applied fixes and prettied up the graphics (well, the latter perhaps not in each and every case)? -- -- You talkin' to me? -- cCContributions -- 13:17, January 14, 2020 (UTC)
- I've tryed a few things including your previously mentioned combination of water of original version with map of EE version. The thing is the differences are very suttle if any. There are a few exception, like the level of the water at the Waterqueen's House, but you probably can count them with one hand. The changes between the two versions are in my opinion not worth of updating them in case there is already a full resolution image of the original version. Therefore I have approached the problem in the following way so far:
- If there is no body of water I will take it from BGEE.
- If there is a body of water then I usually compare it with a matlab script I wrote and if the result is almost none or minimal, then I upload the original version. This is mainly because the water just looks sooooooo much better, which overshadows probably any other improvement they implemented.
- Same goes with any interior or dungeon map.--Mortain87 (talk) 13:49, January 14, 2020 (UTC)
- From looking at this in Near Infinity, like I said it seems like EE has a version of the map image where any part that would be underwater has been replaced by a black void. I am really curious what it would look like in EE if you modded back in the old base image.
- It's possible that the water would simply remain opaque and the reason they changed it to a black void was to save a little bit on file size. But I still wonder if there is some unfixable visual glitch that happens if the water overlay isn't over pure black.
- Unclesporky (talk) 14:32, January 14, 2020 (UTC)
thanks for the welcome. I'm pretty comfy with Fandom (wikia) and did a lot in the past with Dragon's Prophet Europe. Created quite a few templates like Crafted Item. I'll let you know if I have any questions.
Migrating companion > creature Edit
I've started migration of infobox companion to creature and added various recruitment data points. Perhaps you can review and the effect on Xzar. If you're ok with this change, please let me know and I'll try to migrate more.
Cleanup of South Baldur's Gate Edit
As requested with review tag, I've cleaned up South Baldur's Gate. I've cut quite some content as it's been done (differently, but more accurately) in their respective quests, so perhaps you should review it.
I'd like to copy the quest structure to other city parts as there are a lot of side quests in each city part and it's difficult to figure out if it's worth investing time in the area. I think a compact quest overview like I did here will help with that. --Lytora (talk) 14:33, January 24, 2020 (UTC)
Possible Damaged File in Sarevok Page Edit
Hi! I didn't find a function to report a page so I'm writing here in the hope you will read it.
I downloaded a speech quote from the Sarevok Anchev page (https://baldursgate.fandom.com/wiki/Sarevok_Anchev), specifically Select 2/SAREV07/" Killing is our father's work! Embrace it as I have ". Seeing that it was in .ogg, I used an online converter to convert it to .mp3 and now I have the .mp3 which works just fine, however the SAREV07.ogg that I downloaded didn't want to be deleted or moved or anything. I downloaded it more than one time and in the end I had to use a file assassin software to get rid of it because Windows kept saying it was trying to delete it for hours on end, then saying that the file wasn't there and to "verify the item location and try again". I'm running Windows 10 and downloaded it through a normal Firefox browser. I can't tell what is the problem because the conversion to .mp3 worked just fine (even though it's missing a tiny part at the end) but the file seems damaged, so I figured I'd tell an admin in case you want to check it. Thanks for taking care of the wiki, it's awesome. Cheers!
126.96.36.199 12:23, March 4, 2020 (UTC)
- Whops, I didn't add the headline at first so my comment ended up in the above section, apologies
- 188.8.131.52 12:27, March 4, 2020 (UTC)
Illithid rod Edit
Tried to upload some pictures for a gallery but I failed a bit. The uppercase .PNG-images doesnt display at all in https://baldursgate.fandom.com/wiki/Illithid_Rod
Can you help? :D
- That's because I was really dumb – while thinking it was smart – when coding that template: it doesn't use the filetype index, but expects a lowercase "png". So, when having returned to here, I'd either have to move your uploads to a lowercase index or, which seems to be the better solution, re-code the template – and making it more flexible in the process – by making the filetype a necessary part of the parameter values.
- Give me a couple days. :) -- -- You talkin' to me? -- cCContributions -- 19:55, March 8, 2020 (UTC)
But he's also using the same name with lower and uppercase extension for different images ( vs. File:IPLOT04H00000.png for example) so some deletion/renaming is in order (and a good reason to make the file extension part of the parameter).--Lytora (talk) 19:59, March 8, 2020 (UTC) Never mind, seems that way if you enter the URL in browser cause it's referenced.
Extra CSS Edit
While you're active: Could consider adding User:Lytora/common.css to the wiki's CSS? I'm moving all artwork images to their transparent versions, looks a lot better but they need a little room to breath and this CSS does that. Also saves a lot of work, since you can just export them from Near Infinity without post processing or doing in-game screenshots at exactly the right size... --Lytora (talk) 20:06, March 8, 2020 (UTC)
Protecting unregistered users' security&privacy Edit
I was wondering if it is technically possible to hide the IP address of non-registered users. It's pretty unsafe, both security and privacy wise, to have it lying around forever in the open.
Failing that, is it possible to obscure the date, and have it display "X days" ago when more recent than a week, "X weeks ago when more recent than a month, "X months" ago when more recent than a year, etc. The minimum granularity should not be more precise than a day if possible.
So that if the user IP can't be cloaked (say because only a Fandom admin could do that, not admins from a single wiki), it is harder to ascertain who was using it because many ISP cycle IP over time.
Ideally people would just make an account, but this can't be expected of 100% of them, and I think you made the right choice in letting unregistered people modify the wiki and comment. So might as well protect them within what's technically possible. (Or punt this up to Fandom admins)
Thanks for reading! ~~Unnamed temporary contributor
Lebst du, mein Freund?Edit
So, uhh, it's been a long, long time since I last heard from you. I tried communicating with you multiple times on Discord over the last two months with no avail, and finally resorted to leaving a message here, since I am pretty concerned about how you are doing (especially with all the chaos surrounding the pandemic). If you read this message or get a notification about it via your emial, I'd really appreciate if you take a moment and get back to me either here or preferably on Discord. I hope you are safe and doing fine.
I've just been trying to expand upon some links and at the same time avoid duplication.
I was wondering if there was a way to change the parent name for this page https://baldursgate.fandom.com/wiki/Gaping_Hole_Encounter to Goblin Waylay?
With my limiting editing skills I can't seem to do so.
- Done. There's a drop-down attached to the edit button. The menu there has a "rename" option. --Lytora (talk) 07:51, April 19, 2020 (UTC)
How to edit an infobox? Edit
Hi CompleCCity, how do I edit the infobox template?
I would like to edit the infobox for weapons. I have noticed that the THAC0 item is not left-aligned like every other comparable item. It takes unneeded additional space (since it ends up on two lines) and it looks quite ugly. Is there any way this can be changed? You can see this happening in every weapon infobox, I think, for example: Varscona, The Stupefier, Crom Faeyr.
- I've fixed the infobox to set a default if thac0_mod is not provided. This is why it was horizontal: 2 closely related items should be shown on one line there. The template is at Template:Infobox item.--Lytora (talk) 06:16, May 31, 2020 (UTC)
- Hi Lytora, thanks a lot for your help.
- Not sure I fully understand the modification though: now some items (like Varscona) have a "modified by" info next to THAC0 (which is all fine), but some (such as Axe of the Unyielding or The Stupefier) do not.
- Does the "modified by strength/dexterity" information need to be added by hand to all items? – Ekrenor (talk) 13:39, May 31, 2020 (UTC)
- There are still some old pages out there (quite a lot actually), that use **item_group** instead of **general**. The default is set based on **general**: dexterity for ranged items and strength for melee. One can manually add thac0_mod for exceptions. The change from item_group to general is mentioned here. I'm migrating them manually if I see them and have time for it. --Lytora (talk) 13:48, May 31, 2020 (UTC)
Long time no see, very long …
You'd like this comment to be removed?
Wie geht's dir?
Ja, ich war lange nicht mehr da und habe lange Zeit nicht mehr Black Pits II gespielt, ausser Do Abend, Freitag und Samstag ein wenig.
Larian Studius arbeitet an Baldur's Gate III !!! Sehr spannend! Sieht sehr, sehr gut aus!