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Worldmap bugs


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#1 Taimon

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Posted 08 December 2008 - 05:13 PM

The BGT Worldmap contains some references to non-existent entrances. (possible CTD)
This is the output of an tp2 which checks the area links:
Missing entrance "EXITS" in AR1700 (referenced from worldmap:11 [AR0020])
Missing entrance "EXITNE" in AR1700 (referenced from worldmap:12 [AR1404])
Missing entrance "EXITNE" in AR1700 (referenced from worldmap:13 [AR1304])
Missing entrance "EXITW" in AR0020 (referenced from worldmap:14 [AR2000])
Missing entrance "EXITNE" in AR1700 (referenced from worldmap:14 [AR2000])
Missing entrance "EXITNE" in AR1700 (referenced from worldmap:19 [AR1800])

The BG2 Fixpack adds a new entrance to AR1700, AR1800, AR2500 and AR2600. (CDExit)
Not sure if you are willing to include more BG2 Fixpack compatability code, though.

#2 Ascension64

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Posted 08 December 2008 - 06:14 PM

Will have a look thanks.

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#3 Ascension64

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Posted 14 December 2008 - 11:19 PM

Looks like the old BP people messed around with the BG2 parts of the map. I think I'll just rebuild the map using the vanilla SoA map as a template.

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#4 Taimon

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Posted 15 December 2008 - 05:23 AM

Any chance for BG2 Fixpack compat code? (CDExit)
Let me know if you need more info.

#5 Ascension64

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Posted 15 December 2008 - 02:11 PM

Any chance for BG2 Fixpack compat code? (CDExit)
Let me know if you need more info.

Why is it necessary?

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#6 Taimon

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Posted 16 December 2008 - 05:17 AM

It's not strictly necessary.
Like I said, the Fixpack people decided to add an entrance to AR1700, AR1800, AR2500 and AR2600.

All of the chapter six areas have no entry points--meaning whenever you traveled to them, you would get dumped randomly into the area along an edge. (In the Small Teeth Pass, you could get dumped right in the middle of the area since the eastern edge isn't accessible at all.) Fixpack altered the areas to have a defined entry point, but the worldmap wasn't referencing it--resulting in the party getting dumped into the area randomly, just as before.



#7 erebusant

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Posted 16 December 2008 - 06:15 AM

It's not strictly necessary.
Like I said, the Fixpack people decided to add an entrance to AR1700, AR1800, AR2500 and AR2600.

All of the chapter six areas have no entry points--meaning whenever you traveled to them, you would get dumped randomly into the area along an edge. (In the Small Teeth Pass, you could get dumped right in the middle of the area since the eastern edge isn't accessible at all.) Fixpack altered the areas to have a defined entry point, but the worldmap wasn't referencing it--resulting in the party getting dumped into the area randomly, just as before.

That's only if WM v7 is not installed. The Worldmap mod utilizes the new area entrances that Fixpack adds, thus the CTD's that people will get travelling to those areas if they have WMv7 installed, but not Fixpack. Frankly, I'm not certain why code wasn't utilized in Worldmap mod to allow for either type of installation, as it would be super easy to accomplish with a seperate included inlined links.tbl but that wasn't a decision I got to make.

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#8 Ascension64

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Posted 17 December 2008 - 01:15 AM

So since the BGT worldmap overwrites, the BG2Fixpack changes are essentially reverted. Then should worldmap take care of the fixes instead (or in addition to) the fixpack, since it is a world map thing?

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#9 Taimon

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Posted 17 December 2008 - 02:02 AM

I'm starting to get confused here.

I think erebusant is talking about a different issue, namely a crash to desktop when visiting these areas, if the BP-BGT-Worldmap is installed without the BG2 Fixpack. This worldmap includes the reference to the new exit and if the Fixpack is missing, the areas won't have that entrance.

I was talking about a potential BG2 Fixpack + BGT installation without the BP-BGT-Worldmap. Since BGT already contains compat code for the Fixpack, I figured you might be interested in this minor worldmap issue. (It does not cause any crashes.)
If this is too much trouble, just ignore it.

#10 Jarno Mikkola

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Posted 17 December 2008 - 02:26 AM

I think erebusant is talking about a different issue, namely a crash to desktop when visiting these areas, if the BP-BGT-Worldmap is installed without the BG2Fixpack. This worldmap includes the reference to the new exit and if the Fixpack is missing, the areas won't have that entrance.

I don't think that it actually crashes the game either, but one surely can't visit the areas without the BG2Fixpack... unless one CLUACon's between the areas.

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#11 Ascension64

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Posted 17 December 2008 - 03:25 AM

Well the current version of BGT seems to prevent going to Small Teeth Pass, which I've fixed locally by reconstructing worldmap.wmp to use the BG2:ToB stock stuff. From your explanation, BG2 Fixpack fixes a 'bug' in BG2:ToB where the party can be placed in the middle of a map because there are no entrance points. Now, since BGT overwrites worldmap.wmp, in my local version the BG2 Fixpack fixes would be reverted. I've already fixed the crash, but I think what you mean by adding 'compat code' is to incorporate the BG2 Fixpack fix into worldmap.wmp, which I don't think I will be doing. Therefore, I am proposing that the Worldmap mod have such a fix as well.

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#12 erebusant

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Posted 17 December 2008 - 03:58 AM

I'm starting to get confused here.

I think erebusant is talking about a different issue, namely a crash to desktop when visiting these areas, if the BP-BGT-Worldmap is installed without the BG2 Fixpack. This worldmap includes the reference to the new exit and if the Fixpack is missing, the areas won't have that entrance.

I was talking about a potential BG2 Fixpack + BGT installation without the BP-BGT-Worldmap. Since BGT already contains compat code for the Fixpack, I figured you might be interested in this minor worldmap issue. (It does not cause any crashes.)
If this is too much trouble, just ignore it.

But BGT itself doesn't do anything with those specific areas, it only ports BG1 over and renames those areas as something else to not conflict with BG2. Ascension64 would need either need to select between 2 completely seperate worldmap.wmp's or incorporate the Worldmap patching code into the BGT installation, and then it would only be valid assuming a specific installation order was being utilized. If BG2 Fixpack was not installed 1st, it would cause great difficulties. It would be better to leave the Worldmap patching to Worldmap Mod, or have BG2 Fixpack account for the possibility of a BGT installation.

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#13 Ascension64

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Posted 17 December 2008 - 04:48 AM

Well, the current public versions of BGT have a worldmap where the BG2 area links have been modified by the original BGT team (Bardez, horred, and yada yada). I didn't notice till all these extra world map links got discovered in the current BGT worldmap.wmp.

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#14 Taimon

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Posted 17 December 2008 - 01:50 PM

I've already fixed the crash, but I think what you mean by adding 'compat code' is to incorporate the BG2 Fixpack fix into worldmap.wmp, which I don't think I will be doing.

Yes, sorry if this was unclear. (With compat[ability] code I meant to patch the worldmap if a BG2 Fixpack installation was detected.)

Therefore, I am proposing that the Worldmap mod have such a fix as well.

It already contains the fix. (But doesn't account for installations without the BG2 Fixpack.)

By the way, I'm attaching the entrance check tp2 I used to produce the output in the first post.

Attached Files