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#121 Andyr

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Posted 16 February 2005 - 07:05 AM

Why does the installer need WeiDU.exe, out of interest?
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#122 CamDawg

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Posted 16 February 2005 - 07:06 AM

The Mk3 installer uses it to BIFF via commandline.

Why is this Hypnotoad video so popu... ALL GLORY TO THE HYPNOTOAD.
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#123 King Diamond

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Posted 16 February 2005 - 07:49 AM

This is TIS2BG2 (taht's the name :) ) progress report...

1) It's done and it's working. A conversion of full set of BG1 areas takes 2 min. 30 sec.

2) During the development I have found 'FEATURES' :blink: existing in some original area resources that could cause real troubles (CTDs are the most obvious) if a proper code protection haven't been done in the main .exe. 'Famous' AR3300 (yes - it's bg1 Beregost ;) ) is in that set. So this issue is under investigation but it can take some more time to find a way to fix it.

3) Now I'm building new BGT installation package based on non-WeiDU BGT (for testing) that uses the utility. I need to check if the game will start in general.... ;)
So, it still uses a large part of original BGT (music, some WAVs, prebuilt dialog.tlk), but it necessary just to check if everything is ok with areas conversion at the moment.
At this point I need an extra help - to check if areas renaming is correct 'coz I could mess something being working on the same stuff again and again past 2 days.
So working .bat goes as an attachment. Plz pay attention at the 'tis2bg2 ..blah-blah...' section. 1st goes BG1 area name then goes BGT name to which it'll be renamed.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#124 weigo

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Posted 16 February 2005 - 08:49 AM

Hi KD,

I don't know, why Bardez didn't use the mos file.
del AREA6500\AR2631.mos /q
and I forgot that we need AR2600 for AR2626 (in BG1 code).

Edited by weigo, 16 February 2005 - 08:49 AM.

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#125 King Diamond

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Posted 16 February 2005 - 09:27 AM

Hi KD,

I don't know, why Bardez didn't use the mos file.
del AREA6500\AR2631.mos /q
and I forgot that we need AR2600 for AR2626 (in BG1 code).

View Post


AR6526 (Candlekeep) uses AR0015.wed, so we don't need any of ar6526 files except .are itself. I'm just going to make a transition ar2600(bg1)->ar0015(bgt).

Edited by King Diamond, 16 February 2005 - 09:28 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#126 horred the plague

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Posted 16 February 2005 - 09:51 AM

I'm sorry to whine again, but the BGT-Weidu is giving me CTD errors all over the place.    Its mostly when i walk over certain tiles, in outdoor areas, although the game has CTD when i've entered a random house, say in Bereghost.  I imagine you'd want some coordinates, but that is the funny thing.  I did a reinstall, and the original areas i was having problems with where fine. 

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This sounds to me like the spawns problem; BG1 and BG2 spawns are of an entirely different (well, somewhat different) nature. I fixed numerous of these in BP-BGT. Ascension: did you use the .are files from bgt, or from bp-bgt?

If you used/use the bp-bgt areas files, you'll also need my Spawngrp.2da.

KD: I assume you'll be releasing the utility tis2bg2.exe at some time? :unsure:

Edited by horred the plague, 16 February 2005 - 09:59 AM.


#127 King Diamond

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Posted 16 February 2005 - 12:08 PM

KD: I assume you'll be releasing the utility tis2bg2.exe at some time?  :unsure:

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Of course I'll do. But now I'm fighting weird bug or 'special' situation for Candlekeep area that contains 2 overlays + door tiles crossed with overlay :blink: .
For now I can't find a solution for such situation and can only receive a bad WED :angry: ....

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#128 Ascension64

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Posted 16 February 2005 - 04:09 PM

At this point I need an extra help - to check if areas renaming is correct 'coz I could mess something being working on the same stuff again and again past 2 days.
So working .bat goes as an attachment. Plz pay attention at the 'tis2bg2 ..blah-blah...' section. 1st goes BG1 area name then goes BGT name to which it'll be renamed.

I have noticed that some of the BGT areas (usually the smaller ones) use duplicated WEDs, TISs, BMPs, and MOSs which makes it all that more difficult. These area numbers don't correspond correctly to the BG1 areas. This should be a matter of going through the AREs and just changing the WED reference...

The Mk3 installer uses it to BIFF via commandline.

View Post

Same div here, and it extracts sounds and movies as well.

I'm sorry to whine again, but the BGT-Weidu is giving me CTD errors all over the place.    Its mostly when i walk over certain tiles, in outdoor areas, although the game has CTD when i've entered a random house, say in Bereghost.  I imagine you'd want some coordinates, but that is the funny thing.  I did a reinstall, and the original areas i was having problems with where fine. 

View Post



This sounds to me like the spawns problem; BG1 and BG2 spawns are of an entirely different (well, somewhat different) nature. I fixed numerous of these in BP-BGT. Ascension: did you use the .are files from bgt, or from bp-bgt?

If you used/use the bp-bgt areas files, you'll also need my Spawngrp.2da.

View Post

Ah, that is one file I did not put into the package. Check if I have forgotten to include anything else:

MODIFIED 2DAs AND IDS
AREALINK.2DA
CHPTXT-x.2DA (chapters)
DRMTXT-x.2DA (dreams)
ISLOFF.2DA (going off Werewolf Isle)
ISLON.2DA (going to Werewolf Isle)
MASTAREA.2DA
NPCLEVEL.2DA
PDIALOG.2DA
SONGLIST.2DA
SPAWNGRP.2DA
STARTARE.2DA
STARTPOS.2DA
TOSCEND.2DA (TotSC)
TOSCPUSS.2DA (TotSC)
TOSCST.2DA (TotSC)
GTIMES.IDS
MUSICLIST.IDS

Edited by Ascension64, 16 February 2005 - 04:21 PM.

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Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#129 bpfan

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Posted 16 February 2005 - 08:24 PM

Speaking of the musiclist....

One of the stumbling blocks for compatibility with BP-BGT was that the songlist was maxed. I know there's been some progress made with modding to make music keyed through other means--for example, in BG1NPC.

Can I suggest, if it's not too much work, leaving a few "holes" in the songlist, either by just dropping a few items or programming them to be triggered differently?

just a thought....

#130 horred the plague

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Posted 16 February 2005 - 09:00 PM

MODIFIED 2DAs AND IDS
AREALINK.2DA
CHPTXT-x.2DA (chapters)
DRMTXT-x.2DA (dreams)
ISLOFF.2DA (going off Werewolf Isle)
ISLON.2DA (going to Werewolf Isle)
MASTAREA.2DA
NPCLEVEL.2DA
PDIALOG.2DA
SONGLIST.2DA
SPAWNGRP.2DA
STARTARE.2DA
STARTPOS.2DA
TOSCEND.2DA (TotSC)
TOSCPUSS.2DA (TotSC)
TOSCST.2DA (TotSC)
GTIMES.IDS
MUSICLIST.IDS

View Post


I think your list is complete, Ascension. The rest of the 2DA's in BP-BGT should be taken care of by the new weidu versions (KITLIST, etc...)

BPFan--maybe the 3 music's that TS adds could be put into this format. Believe it or not, I had to cut 3 musics out of BGT to make BP-BGT. Area music files cannot be done in this manner, and that is where BGT adds all of its songs.

3 would leave "a little room" for some of the NPC mods to fit in. Maybe there are some SoA/ToB songs that could be trimmed in this fashion as well; I'm not sure at this time, though. Perhaps the makers of the music-adding mods could pitch in a bit, as well, and convert some of theirs?..... :unsure:

#131 Reiner

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Posted 16 February 2005 - 09:41 PM

I assume you mean the Spawngrp.2da from the BG-BGTv311.exe, or which is from the BP-BGT folder in a full install of BP-BGT-NEJ (I have all the files extracted into a folder for easy use) I backed up the original spawngrp.2da, copied over the new one into the override folder and loaded up the game, went to one of the common CTD problem areas and it spawned monsters this time! :thumb: Amazing that. I haven't had time to check out any other areas or anything, I have an 8am test tomorrow and had to study. If i've snagged the right file, thats awesome, if not, point me out to the correct one.

Also Ascension64, can you tell me what lines i can add to the setup-BGT.tp2 file to auto-copy weidu.exe out of the bgt3/temp folder. If i go to re-install this in a week or two i'll forget and waste 20 minutes installing only to get errors. If i can fix the .tp2 and repack it, it'll save me some time.

#132 King Diamond

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Posted 17 February 2005 - 12:09 AM

I have noticed that some of the BGT areas (usually the smaller ones) use duplicated WEDs, TISs, BMPs, and MOSs which makes it all that more difficult.  These area numbers don't correspond correctly to the BG1 areas.  This should be a matter of going through the AREs and just changing the WED reference...

View Post


Exactly as I planned to do and did already. I've not bothered myself with bg1 .are extraction/modification but took a complete set from original BGT and modified areas that should use the same WEDs to do this as it is in BG1 and as it should be.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#133 weigo

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Posted 17 February 2005 - 03:12 AM

I have noticed that some of the BGT areas (usually the smaller ones) use duplicated WEDs, TISs, BMPs, and MOSs which makes it all that more difficult.  These area numbers don't correspond correctly to the BG1 areas.  This should be a matter of going through the AREs and just changing the WED reference...

View Post


Exactly as I planned to do and did already. I've not bothered myself with bg1 .are extraction/modification but took a complete set from original BGT and modified areas that should use the same WEDs to do this as it is in BG1 and as it should be.

View Post


Where do you get the N files like AR7200N.wed or AR7200N.mos. These files don't exist in BG1.

Modification:

BP-BGT-Worldmap-v6.6 (Download)


#134 King Diamond

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Posted 17 February 2005 - 03:31 AM

Where do you get the N files like AR7200N.wed or AR7200N.mos.  These files don't exist in BG1.

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.mos - from the original BGT

[EDIT] for WED I checked .are instead. WED is there :)

Edited by King Diamond, 17 February 2005 - 03:49 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#135 weigo

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Posted 17 February 2005 - 03:46 AM

Where do you get the N files like AR7200N.wed or AR7200N.mos.  These files don't exist in BG1.

View Post


.mos - from the original BGT, AR7200N.wed is still missing. Do we require it?
I think the engine will substitute in with existing ar7200. Otherwise even bg1 would crash.....

View Post

I looked again and BG1 has all the *N.wed and *N.tis files. Only the *N.mos files are not in BG1. But I think or better I hope it doesn't matter.

Modification:

BP-BGT-Worldmap-v6.6 (Download)


#136 CamDawg

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Posted 17 February 2005 - 03:57 AM

I have noticed that some of the BGT areas (usually the smaller ones) use duplicated WEDs, TISs, BMPs, and MOSs which makes it all that more difficult.  These area numbers don't correspond correctly to the BG1 areas.  This should be a matter of going through the AREs and just changing the WED reference...

View Post


One of the factors that helped reduce BG & TotSC from its original six disc set to the three disc The Original Saga set was the elimination of duplicate tilesets. Bardez built BGT off ToS IIRC, and I know I did. Duplicating or renaming these files to make them match their area names is not really necessary.

Why is this Hypnotoad video so popu... ALL GLORY TO THE HYPNOTOAD.
____
The Gibberlings Three - Home of IE Mods

The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release.


#137 Ascension64

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Posted 17 February 2005 - 05:07 AM

I assume you mean the Spawngrp.2da from the BG-BGTv311.exe, or which is from the BP-BGT folder in a full install of BP-BGT-NEJ (I have all the files extracted into a folder for easy use)  I backed up the original spawngrp.2da, copied over the new one into the override folder and loaded up the game, went to one of the common CTD problem areas and it spawned monsters this time!  :thumb:  Amazing that.  I haven't had time to check out any other areas or anything,  I have an 8am test tomorrow and had to study.  If i've snagged the right file, thats awesome, if not, point me out to the correct one.

Also Ascension64, can you tell me what lines i can add to the setup-BGT.tp2 file to auto-copy weidu.exe out of the bgt3/temp folder.  If i go to re-install this in a week or two i'll forget and waste 20 minutes installing only to get errors.  If i can fix the .tp2 and repack it, it'll save me some time.

View Post

Here you go, replace:

///////////////////////////////////////////////////////
// Music, Sounds, Movies, and Tilesets
///////////////////////////////////////////////////////

BEGIN ~Now for music, sound, movie, and tileset installation...~

AT_INTERACTIVE_EXIT ~BGT/Install/BGT-Complete.bat~
AT_INTERACTIVE_UNINSTALL ~BGT/Install/BGT-Uninstall.bat~

with

///////////////////////////////////////////////////////
// Music, Sounds, Movies, and Tilesets
///////////////////////////////////////////////////////

BEGIN ~Now for music, sound, movie, and tileset installation...~

ACTION_IF
  NOT FILE_EXISTS ~weidu.exe~
THEN BEGIN
  COPY + ~Setup-BGT.exe~ ~WeiDU.exe~
END

AT_INTERACTIVE_EXIT ~BGT/Install/BGT-Complete.bat~
AT_INTERACTIVE_UNINSTALL ~BGT/Install/BGT-Uninstall.bat~

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#138 cujo

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Posted 17 February 2005 - 06:12 AM

Ascension64 a quick question:

Instead of telling the users to take a manual backup of dialog.tlk wouldn't it be better as first thing when installing the mod to copy dialog.tlk to dialog.bgt? this can be done in the tp2 file with

COPY ~dialog.tlk~ ~dialog.bgt~

When uninstalling in your BGT-Uninstall.bat file at the very end you can add

copy dailog.bgt dailog.tlk

This will ensure that WeiDU handles the dialog.tlk file and that if users install other mods after BGT that the uninstall will give them a clean dialog.tlk file to work with. Maybe you can add this in when making the change to include King Diamond areas?

I am hoping to have it all installed over the weekend so I can start some testing. Great work by the way and keep it up. :thumb:

#139 Ascension64

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Posted 17 February 2005 - 06:30 AM

Ascension64 a quick question:

Instead of telling the users to take a manual backup of dialog.tlk wouldn't it be better as first thing when installing the mod to copy dialog.tlk to dialog.bgt?  this can be done in the tp2 file with

COPY ~dialog.tlk~ ~dialog.bgt~

When uninstalling in your BGT-Uninstall.bat file at the very end you can add

copy dailog.bgt dailog.tlk

This will ensure that WeiDU handles the dialog.tlk file and that if users install other mods after BGT that the uninstall will give them a clean dialog.tlk file to work with.  Maybe you can add this in when making the change to include King Diamond areas?


The only problem is that the BGT-WeiDU install uses STRING_SET (yes, it modifies some existing strings in dialog.tlk) and does not output dialog.tlk till the very end of the installation process. This is the same when unsetting the strings, such that at the end of the uninstallation process, WeiDU will automatically output a dialog.tlk file and thus overwrite the restored backup of dialog.tlk. Very annoying.


I am hoping to have it all installed over the weekend so I can start some testing.  Great work by the way and keep it up. :thumb:

View Post

I would say wait for version 0.9. There have been some major fixes.

[UPDATE] Version 0.9 is almost ready. I will just need to wait for the resolution of the 'weird tile' problem in AR0015 and possibly other areas. The installation now only requires one file, which will be BGT-09-Install.exe clocked at about 15 MB. At the moment, there is 100% sound, music, and movie importation, and 99.5% tileset importation (the only new area being ARAM00). The installation is now compatible with all the current BP mods, except for the files listed in the readme, and above somewhere. If you intend to do such a thing, install BGT after TDD, SoS, TS, NeJ1, or NeJ2. BGT will also work standalone (although Tutu does a better job at this, and I would recommend Tutu for it).

Some major and minor bug fixes as well, such as WeiDU checking, incorrect patching of TAZOK.BCS, and <Invalid StrRef> in some D files (from the S&H Patch 6, since I didn't --text them when I sent them to Sean).

Tomorrow, I'll be installing this a couple of times (standalone and with BP mods) to check correct installation.

Edited by Ascension64, 17 February 2005 - 04:58 PM.

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Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#140 -Guest-

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Posted 17 February 2005 - 02:40 PM

I would say wait for version 0.9. There have been some major fixes.

[UPDATE] Version 0.9 is almost ready. I will just need to wait for the resolution of the 'weird tile' problem in AR0015 and possibly other areas. The installation now only requires one file, which will be BGT-09-Install.exe clocked at about 15 MB. At the moment, there is 100% sound, music, and movie importation, and 99.5% tileset importation (the only new area being ARAM00). The installation is now compatible with all the current BP mods, except for the files listed in the readme, and above somewhere. If you intend to do such a thing, install BGT after TDD, SoS, TS, NeJ1, and NeJ2. BGT will also work standalone (although Tutu does a better job at this, and I would recommend Tutu for it).

[right]View Post[/right]
[/quote]


To understand this right I will need both NEJ1 and NEJ2
Thanks