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#41 King Diamond

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Posted 06 April 2005 - 03:39 AM

Will the BG1 Baldurdash fixes install only when BGT is already installed?


Yes. BGT has some bg1 fixes already incorporated but not for 100%. v1.2 covers the rest.

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


#42 cujo

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Posted 06 April 2005 - 04:34 AM

Will the BG1 Baldurdash fixes install only when BGT is already installed?


Yes. BGT has some bg1 fixes already incorporated but not for 100%. v1.2 covers the rest.

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Thanks King Diamond I'll do a new install of all the WeiDU mods over the weekend. :thumb:

#43 King Diamond

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Posted 06 April 2005 - 09:54 AM

Next update.

HUNDREDS of incorrect resources references fixed (to non-existing BAMs, ITMs, CREs, WAVs, SPLs etc.).

Both BGT and ToB.

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


#44 King Diamond

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Posted 11 April 2005 - 09:51 AM

Small fix for Oublek's dialog (Prism and Brage quest).

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


#45 King Diamond

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Posted 13 April 2005 - 07:10 AM

Fix for nearly 160 original ToB scripts with invalid Dead("....") triggers added + fix for several invalid scripts included in BIF in already compiled form (but compiled code is invalid).

Those triggers contained various BS like:
!Dead("astSeenBy())")
!Dead("astSeenBy(Myself))")
!Dead("astHeardBy())")
!Dead("astHeardBy(Myself))")
!Dead("yself)")
!Dead("astAttackerOf(")
!Dead("astAttackerOf(LastSeenBy(Myself)))")
!Dead("astTrigger)")
Dead("astTrigger)")~
that were cloned by some hired Microsoft programmers all over there....

Edited by King Diamond, 13 April 2005 - 07:19 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


#46 Vlad

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Posted 14 April 2005 - 02:39 AM

Fix for nearly 160 original ToB scripts with invalid Dead("....") triggers added + fix for several invalid scripts included in BIF in already compiled form (but compiled code is invalid).


I have made this fix in TS some time ago. It's very simple:

APPEND ~TRIGGER.IDS~
~0x4051 Dead(O:Object*)~

#47 King Diamond

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Posted 14 April 2005 - 03:43 AM

I have shown original syntaxis: there was Dead("astSeenBy())"), not Dead(LastSeenBy()).....

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


#48 CamDawg

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Posted 14 April 2005 - 04:28 AM

I don't think Dead(O:Object*) would work anyway. Dead("foo") works by checking that the value of the global variable SPRITE_IS_DEADfoo is > 0. Using a generic object fails because the global SPRITE_IS_DEAD is never set AFAIK. Even if it was set, it would not be unique.

The Fixpack solved this by altering the Dead triggers which use objects to use custom StateChecks, in addition to the numerous typo fixes.

edit: Dead() checks if SPRITE_IS_DEAD is greater than 0, not equal to 1 as I originally stated.

Edited by CamDawg, 14 April 2005 - 04:36 AM.

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#49 Vlad

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Posted 14 April 2005 - 06:35 AM

KD, if you take a look into original ToB TRIGGER.IDS, you'll see the following offset:

0x4051 Dead(S:Name*)

The programmers had nothing to do to this problem. It's a pure scripting issue because name always means "Name" or in other words "STRREF". The scriptors of the game just mixed two triggers Dead(S:Name*) and Died(O:Object*). Where it is "STRREF" argument there should be Died(O:Object*). It's obvious. What I suggest is to add to the TRIGGER.IDS to the same offset the correct trigger:

0x4051 Dead(O:Object*)

Then the program would recognise the both cases.

The same you may do with the following broken area flag 1 OUTDOOR in AREATYPE.IDS:

APPEND ~AREATYPE.IDS~
~1 OUTSIDE~

I don't think Dead(O:Object*) would work anyway. Dead("foo") works by checking that the value of the global variable SPRITE_IS_DEADfoo is > 0.


This is exactly the issue here. Are you sure what I suggested doesn't work? It just works fine for me. But of course you may always use just Die() trigger and be on the safe side if you are not sure about either Dead or Died.

Edited by Vlad, 14 April 2005 - 06:37 AM.


#50 horred the plague

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Posted 14 April 2005 - 06:56 AM

KD, if you take a look into original ToB TRIGGER.IDS, you'll see the following offset:

0x4051 Dead(S:Name*)

The programmers had nothing to do to this problem. It's a pure scripting issue because name always means "Name" or in other words "STRREF". The scriptors of the game just mixed two triggers Dead(S:Name*) and Died(O:Object*). Where it is "STRREF" argument there should be Died(O:Object*). It's obvious. What I suggest is to add to the TRIGGER.IDS to the same offset the correct trigger:

0x4051 Dead(O:Object*)

Then the program would recognise the both cases.

The same you may do with the following broken area flag 1 OUTDOOR in AREATYPE.IDS:

APPEND ~AREATYPE.IDS~
~1 OUTSIDE~

I don't think Dead(O:Object*) would work anyway. Dead("foo") works by checking that the value of the global variable SPRITE_IS_DEADfoo is > 0.


This is exactly the issue here. Are you sure what I suggested doesn't work? It just works fine for me. But of course you may always use just Die() trigger and be on the safe side if you are not sure about either Dead or Died.

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I've said it a dozen times over the years, or more. Adding Dead(O: Object*) to trigger.ids will cause a major problem in existing scripts. I wished it did work, it makes logical sense--but it doesn't. It works in all subsequently made scripts, but will cause all the existing scripts that have a proper name in the slot to self-destruct. I tried it once, and all the Dead(e.g, "Keldorn") type triggers were fubar'ed. The most reliable procedure I've found is a simple hit point check: HPLT(LastSeenBy(Myself),1). The last I knew, zero or less hit points in BG2 means you're dead meat. It's what I've used in every script I've done for BP. And I'm 100% sure that it works.

#51 SimDing0

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Posted 14 April 2005 - 07:37 AM

How does adding Dead(O:Object*) break existing scripts? It'll probably stop them decompiling correctly, which could be fixed by renaming the new trigger to something like Dead2(O:Object*). Not that it matters, since I'm sure that Dead(O:Object*) doesn't work.
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#52 horred the plague

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Posted 14 April 2005 - 01:29 PM

How does adding Dead(O:Object*) break existing scripts? It'll probably stop them decompiling correctly, which could be fixed by renaming the new trigger to something like Dead2(O:Object*). Not that it matters, since I'm sure that Dead(O:Object*) doesn't work.

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Actually, you're right. It doesn't break previously compiled scripts, but it prevetns any changes from being made to them, ever again. At least, working changes... :P

#53 Kamui2040

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Posted 15 April 2005 - 02:40 PM

found the following error regarding baldurdash v1.2 weidu installation upon a clean soa+tob+official patch from bioware
ERROR locating resource for 'COPY'
Resource [CULTASS.CRE] not found in KEY file:
[./chitin.key]
Stopping installation because of error.
i checked the override folder as well as the chitin.key and this creature is not to be found.

#54 King Diamond

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Posted 16 April 2005 - 04:51 AM

found the following error regarding baldurdash v1.2 weidu installation upon a clean soa+tob+official patch from bioware
ERROR locating resource for 'COPY'
Resource [CULTASS.CRE] not found in KEY file:
        [./chitin.key]
Stopping installation because of error.
i checked the override folder as well as the chitin.key and this creature is not to be found.

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Thanx. Fixed. It is BG1 creature and it was mistakenly placed in the main TP2 section.

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


#55 King Diamond

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Posted 10 May 2005 - 05:52 AM

Some BG1 items removed from the patching - BGT installation will make those fixes obsolete.

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


#56 King Diamond

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Posted 21 May 2005 - 06:13 AM

Another small update for some BG2 items on the start of the game (undroppable key and IGIBBER with morale 1).

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


#57 King Diamond

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Posted 13 June 2005 - 12:35 AM

Version updated to 1.3: updated to WeiDU v183 (no more nasty .dlg.dlg's left in override; overall performance optimized; bg1 removed after they've been implemented in BGT-WeiDU, so it's pure BG2 from now; few minor fixes added as well).

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


#58 GekkeR

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Posted 13 June 2005 - 03:21 AM

I've been wondering if bdash should be installed before or after the BG2 mods (like ascension, tdd-weidu, etc).

#59 Ascension64

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Posted 13 June 2005 - 04:20 AM

Thanks for removing BG1 fixes from BDash and allowing them to be included into BGT-WeiDU. It makes much more sense from a user perspective to only install one thing.

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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)


#60 King Diamond

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Posted 13 June 2005 - 04:40 AM

I've been wondering if bdash should be installed before or after the BG2 mods (like ascension, tdd-weidu, etc).

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It better be installed after all other mods because they could overwrite some fixes.

And plz notice that the 2nd part of it (Text Updates) is English only.

P.S>
2Asc
As for BGT-WeiDU there's one known issue.
AATAQAH.DLG. You may notice that there's 1 warning message about it during BGT-WeiDU installation when it patches it for "Imoen2" deathvar. It is because it contains some bad Dead(..) trigger spelling that is getting fixed by BDash for BG2.
There's nothing wrong btw - WeiDU recovers from that situation by quoteing invalid object name and that allows to continue current BGT and further BD installations.

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