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Can we expect any more patches for BGEE, SOD and BG2EE?

Hi all,

I am thinking about doing another playthrough of the series with some mods, but I am wondering if I should hold off a bit and wait for any new patches.

Has anyone heard anything about future patches for these games or are they pretty much done?

Comments

  • lefreutlefreut Member Posts: 606
    Hello,

    There is at least one more patch planned but so far we have no details about the content or any kind of ETA. The team seems focused on the first patch for PSTEE.

    I hope they start to give us more news because it's been a very long time since the last update.

    If I were you, I wouldn't wait for a patch to start my playthrough, unless you want to wait many many months.
    Madrict
  • GallowglassGallowglass Member Posts: 3,356
    Yes, don't wait.

    Eventually Beamdog will presumably bring the BG series (and indeed IWD) up to v3+, where PsT already is. After they've completed the current minor patch to fix some bugs in PsT, bringing all their other products up to the same version (including mobile editions, at long last) is quite likely their next project. I expect it'll take a while, though.

    There'll then almost inevitably be another minor patch to fix further bugs which emerge from the v3 upgrade, but it'll probably not be done for a year or two. After that, however, I suspect that they'll draw the line and cease work on Infinity Engine products.
    QuartzJCDenton
  • subtledoctorsubtledoctor Member Posts: 6,949
    lefreut said:

    Hello,
    There is at least one more patch planned but so far we have no details about the content or any kind of ETA.

    ETA September. Is that not specific enough? Or maybe did you just not hear it yet. Anyway, September.


    Eventually Beamdog will presumably bring the BG series (and indeed IWD) up to v3+, where PsT already is.

    Actually PSTEE is not a version of the BGEE/BG2EE/IWDEE engine. It is a completely different engine, basically just the old PST engine with a few improvements for the UI, multiple-platform play, etc. The BG/IWD games will stay on their own track, probably going to 2.4.

    After they've completed the current minor patch to fix some bugs in PsT, bringing all their other products up to the same version (including mobile editions, at long last) is quite likely their next project.

    I used to think this, but Beamdog has never really seemed interested in bringing every game to complete parity in this way. I think this probably won't happen. (And that's not the end of the world.)
    MirandelQuartz
  • batoorbatoor Member Posts: 431
    edited May 29
    I think the Void weapons as they are need a slight buff, but I'm not sure if that applies as too much of a change for people or if anyone even cares. I don't have a problem with most of the SoD->bg2 items..but those void weapons have little to no use as they are imo.

    Also making the Commanding and Jovial voice sets from SoD available in BG2..for bhaalspawn pc consistency.

    For the latter I'm guessing EET would solve that, but not everyone will use that mod.
    Post edited by batoor on
    Gallowglass
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 11,876
    The team's efforts are now on finishing the 3.1.3 patch of PST:EE. Thus, it's difficult to give estimates about projects that will follow. We will be able to say more about future plans on our blog after that patch is out.
  • megamike15megamike15 Member Posts: 679
    i think we getting one last patch and then beam dog is moving on.
  • AndreaColomboAndreaColombo Member Posts: 5,013
    I sure hope not, given the amount of stuff that is outstanding on Redmine (and that's just the public portion available to us.)
    Aerakar
  • subtledoctorsubtledoctor Member Posts: 6,949
    Technical question: Weidu mods operate to a large degree by patching the values of specific bits in game resource files. I think I saw someone suggest that the update to 64-bit may change file structures and cause this to fail... should modding folks be concerned about this?
    Quartz
  • tbone1tbone1 Member Posts: 514

    Technical question: Weidu mods operate to a large degree by patching the values of specific bits in game resource files. I think I saw someone suggest that the update to 64-bit may change file structures and cause this to fail... should modding folks be concerned about this?

    In theory, no, but anyone who has had to do conversions knows to expect it.
    Gallowglass
  • GallowglassGallowglass Member Posts: 3,356
    Yes, as @tbone1 says. It's a fair bet that 64-bit conversion will instantly break most mods, regardless of all good intentions to the contrary, simply because such conversions are inevitably a major change to underlying code layout in memory. In particular, mod installations which depend upon editing bit-field flags will likely fail, because the offsets (and the corresponding XOR masks) will now need to be in 64-bit format, and it'll often turn out that they haven't been set up that way.

    However, with luck, a 64-bit update to the shared installer (i.e. Weidu) might be able to solve the problem simultaneously for many mods, and avoid the need for each individual mod to be separately updated ... maybe.
  • FlashburnFlashburn Member Posts: 1,247
    Are the memory leaks ever going to get fixed? BG1EE/2EE both crash once their memory usage hits around 1,200,000K when viewed in Task Manager.
    Gallowglass
  • subtledoctorsubtledoctor Member Posts: 6,949
    edited June 2

    In particular, mod installations which depend upon editing bit-field flags will likely fail, because the offsets (and the corresponding XOR masks) will now need to be in 64-bit format, and it'll often turn out that they haven't been set up that way.

    That is... a lot of mods. BUT, those mods only affect resource files - stuff with .cre, .itm, .spl, etc. file extensions. And only affects copies of those files which reside in the /override directory. Does a transition to 64-bit mean the file structure of all such files must change? Or only the game executable? Or is that a false dichotomy? (This programming stuff is way over my head.)

    Seems to me an update to Weidu would not necessarily fix such a problem; the key thing is mapping out the (new) structure of the resource files, to know which bit affects what function. Which sounds like a slow and painstaking process... :weary:

    (Man, I've been waiting to play SoD+BG2EE until they hit 2.x on iOS, so I can play them with my own mods. If the ability to mod them is taken away just when they finally get the 2.x update, I'm gonna put my head through a damn wall.)
    AndreaColomboGrond0ThacoBell
  • GallowglassGallowglass Member Posts: 3,356
    What 64-bit conversion will compulsorily change is how code is loaded and addressed in RAM.

    It similarly changes the "natural" way of storing data (both executables and resources) in files, but not quite so compulsorily; code meaning "write this integer 0 to disk" would now write 0x0000000000000000 in the disk file by default, instead of 0x00000000 previously. I suppose you could force it to read and write 32-bit formats for resource files (er ... hmmm, if your o/s doesn't forbid it ... which it might), but you'd have to re-write file I/O commands in the source code. How easy that might be to do would depend on how the existing code is written (about which I have no idea - I don't even know what language the source code is written in), and forcing a format conversion at every read and write would be inherently inefficient code which would run slower than I/O using native lengths.

    If you were starting with a blank slate, no way would you choose to force inefficient format conversions at I/O. However, given an installed base of legacy-format data, I suppose you might do it ... although it'd likely make a pig's breakfast (and therefore a bug-magnet) of your I/O code, so you'd do it only reluctantly. The more elegant coding solution would be one-off conversion of disk files to using the new natural lengths of data, i.e. change everything.

    Without forcing format conversions at I/O, you'd end up with everything stored on disk in the same sequence as before, so the same gross structure, and it'd generally make no visible difference to processes which use data a whole integer (or more) at a time. Where the difference would become visible, however, is in processes which access data at less-than-whole-integer lengths ... such as addressing bit-field flags. Integers used as bit-fields (which is how bit-fields are usually implemented) would now (by default) be 64 bits long instead of 32 bits long, so you'd therefore need to address them with 64-bit masks to pick out the correct bit to flip, and where multiple bit-field integers were concatenated into an array, the offset from each field to the next would be 4 bytes longer than it used to be, and so on.
  • tbone1tbone1 Member Posts: 514
    Things written from and to files will likely be okay. You still need to test them, but that isn't likely to be much of a problem, because1) that process is going to use a more-or-less standard set of tools that use system and library calls which will do a lot of the bit-twiddling for you, and 2) Beamdog is going to test the reading and writing of files as part of their own development. I'm not saying there will be no issues, but without knowing the code, I would guess the issues there to be minimal.

    Once you start bit-twiddling in memory, then things can more likely change. It's still not as bad as going between different companies' versions of Unix in the old days, or (God forbid) between Windows and another OS, but still, it is a change.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 11,876

    Technical question: Weidu mods operate to a large degree by patching the values of specific bits in game resource files. I think I saw someone suggest that the update to 64-bit may change file structures and cause this to fail... should modding folks be concerned about this?

    The 64 bit change does not modify the file formats on disk. If a Weidu mod patched specific bits in the .exe (as some did ages ago), those wouldn't work with the 64 bit binary.
    AndreaColomboQuartzsubtledoctorelminster
  • RaduzielRaduziel Member Posts: 751

    The team's efforts are now on finishing the 3.1.3 patch of PST:EE. Thus, it's difficult to give estimates about projects that will follow. We will be able to say more about future plans on our blog after that patch is out.

    Poor IWD...

    Anyway, I would pay for a patch/DLC that adds Psionics, Favored Souls and Warlocks to BGEE/BG2EE.
    AerakarMadrict
  • MadrictMadrict Member Posts: 125
    Raduziel said:

    The team's efforts are now on finishing the 3.1.3 patch of PST:EE. Thus, it's difficult to give estimates about projects that will follow. We will be able to say more about future plans on our blog after that patch is out.

    Poor IWD...

    Anyway, I would pay for a patch/DLC that adds Psionics, Favored Souls and Warlocks to BGEE/BG2EE.
    I would pay for that too, lol.
    Aerakar
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