Beta for 2.2 update now available!
Cerevant
Member Posts: 2,314
A beta build of the 2.2 update for BG:EE, BGII:EE and SoD is now available on an opt-in basis. Please note that these builds are a work in progress, and the fixes planned for inclusion may change. Issues to be addressed in this build include those listed in the Upcoming Patch Preview thread.
To participate in this beta, you must first have purchased the game on the platform you wish to test on. Note that purchasing on Beamdog gives you access to the PC and Mac versions, while purchasing on Steam or GoG gives you access to the PC, Mac, and Linux versions.
Steam: Opt in to the beta for PC, Mac, or Linux by installing the game using the Steam client, then doing the following:
GoG:: This beta will not be available on GoG, but we are investigating the possibility of supporting betas on GoG in the future.
To participate in this beta, you must first have purchased the game on the platform you wish to test on. Note that purchasing on Beamdog gives you access to the PC and Mac versions, while purchasing on Steam or GoG gives you access to the PC, Mac, and Linux versions.
Steam: Opt in to the beta for PC, Mac, or Linux by installing the game using the Steam client, then doing the following:
- Right-click on the game, and choose Properties.
- Click on the Betas tab.
- Enter the beta access code for the game you are testing:
- Baldur's Gate: Enhanced Edition / Siege of Dragonspear - aeK4fiexKuz4voav
- Baldur's Gate II: Enhanced Edition - zee5Ahgegoh4Ohgh
- Click on "Check Code."
- Under Select the Beta..., choose the option ending in "_beta" from the dropdown.
- Click Close.
GoG:: This beta will not be available on GoG, but we are investigating the possibility of supporting betas on GoG in the future.
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Comments
I checked all the items and... unless I am high, their artwork look AWESOME! Definitely better! It's like you polished all of them! They look beautiful!
Will next patch fix it?
But what about the German localization for SoD's BG:EE copy? Will German beamdog players have to wait for yet another round? Can't say I'm liking this.
ref: Custom Soundsets Should Work
I never was in any beta program or have applied to one.
Edit: The BG1 launcher offers an update as well, the SoD launcher does not.
I never look into "Troubleshooting" for beta info (as it's not really troubleshooting), and I was just lucky that @Dee guided me here.
Or great a new category which is "Open beta" or something like that.
It now shows the picture, but the interface is the blue one instead of the black one. The text is not well centered on the picture either:
I would say that now MP very much resembles the 1.3 version's MP, but with even less crashes. I see a lot of MP bugs that appeared with 2.0 are now fixed. Kudos for all that!
once again thinking about a new run, and better start with that than with 2.1 ...
Modding Feature: M_*.lua
The engine will now recognize and load additional M_*.lua files, allowing modders to create small lua files and use them in game (such as M_portrt.lua). For example, you can create a file called M_cport.lua that contains the following: Drop the file into your override folder, and the portraits SCOTTL and SCOTT2L will be added to the available portraits using the assigned genders (1 for male, 2 for female).This means you can package a lua file with your portrait pack and configure the display of custom portraits ahead of time, without worrying about breaking compatibility with future updates.
Looks like I will need to do an adaption...to accommodate this. I had already spotted the M_*.lua format and adopted that in advance.
This also takes a lot of the hassle of the registration process... thanks for the update @Dee
I was digging around in NearInfinity the day after 2.2 beta came out to see what I could find, and I found the code that allows the M_*.lua files... I guessed as much so purposely called the lua file for my mod: M_BG.lua
So... for 2.1 I have a DoFile command to call the M_*.lua file and obviously for 2.2 and later this won't be necessary ...
I've also already adapted my mod process to include generating a M_cport.lua file at the same time as my M_BG.lua
Like can we get a portrait wheel that shows the portraits in the portrait folder, whatever those may be at the time?
You should add
Infinity_DoFile("M_cport")
into your UI.menu file after
listMetaInfo = {}
And create the file @Dee posted.
Although this is good, it still doesn't change the way the UI works so we still have to move through portraits.
@Mr2150 's method gives you a scrollable wheel, lets you add a description and enables search by name, though.