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Bug Report - BGT-WeiDU v0.94


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#201 -Guest-

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Posted 08 June 2005 - 01:59 PM

Just tested it with 4 reinstalls ,
BGT-weidu 0.94 (fixed 1 and 2) keeps asking me for a cd.
(no I don't have any bg+tosc+bg2+tob cd in my drive , or any other cd)
It must be something with my 5cd release + tosc.

I tried reinstalling bg1+tosc a couple of times as well (starting a game before modding bg2).
But nothing seems to matter.

#202 GekkeR

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Posted 08 June 2005 - 02:01 PM

doh forgot to login , sorry :)

I can enter any cd (not bg ones or the install will be broken) and the error will go away.

Edited by GekkeR, 08 June 2005 - 02:10 PM.


#203 Ascension64

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Posted 08 June 2005 - 04:25 PM

doh forgot to login , sorry :)

I can enter any cd (not bg ones or the install will be broken) and the error will go away.

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You mean if you put in a blank CD-R or even Windows XP, there is no error?

That would be very odd, because the only time when such errors occur is when WeiDU is extracting the tilesets from Baldur's Gate I. It is possible that it is looking for the non-existant BIFFs that are referenced by chitin.key and an error is caused that way.

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#204 GekkeR

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Posted 11 June 2005 - 05:36 AM

Finally got my install right it seems :)
Having a blast and found no bugs as of yet (going to save dynaheir atm)

Except one thing seems a bit strange.
I'm not sure what those npc's are eating but they've got some strange gas problem :

Whew

Not sure why this is happening (I can work my way around NI a bit , but not too well yet).
It might be some mod I installed :
WeiDU.log

It's not really gamebreaking but kinda odd B)

Edited by GekkeR, 11 June 2005 - 05:37 AM.


#205 King Diamond

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Posted 11 June 2005 - 05:48 AM

This is a Baldurdash for BG1 fixes to include in BGT-WeiDU. Just add a piece of code at the bottom of main TP2 and 1 small directory. It makes the mod independent.

BDash4BGT.rar

It contains several imortant fixes the absence of which could make BGT-WeiDU game even crashed (contains 1 creature that doesn't exist in a plain mod install).

P.S. I made every dialog patch language independent - there're no text strings at all. That will make Ascension64 happy I hope.... :)

P.S>S> Ah, yes... there's an updated AR8000.BAF - all OnCreation() actions moved on top.

Edited by King Diamond, 11 June 2005 - 05:54 AM.

(last update: 02-12-2008)
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#206 King Diamond

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Posted 11 June 2005 - 06:33 AM

2Asc
1) Are you taking care about bg1\override\ as it was told about some time ago?
2) If so do you rely on baldurdashed bg1 configuration or just original one? I mean existing non-weidu baldurdash for bg1 package.

View Post

Yes, bg1\override is taken care of but ONLY the .DLG and .BCS files of the vanilla bg1 install (i.e. no baldurdash). There aren't many at all.

View Post


How about CREs? It seems they contain some fixes...

I mean
xcopy "%BG1PATH%\override\*.CRE" BG1CRE /q /y
in the BGT-PreSetup.bat that will close all questions.

Edited by King Diamond, 11 June 2005 - 06:44 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
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#207 Ascension64

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Posted 11 June 2005 - 05:42 PM

2Asc
1) Are you taking care about bg1\override\ as it was told about some time ago?
2) If so do you rely on baldurdashed bg1 configuration or just original one? I mean existing non-weidu baldurdash for bg1 package.

View Post

Yes, bg1\override is taken care of but ONLY the .DLG and .BCS files of the vanilla bg1 install (i.e. no baldurdash). There aren't many at all.

View Post


How about CREs? It seems they contain some fixes...

I mean
xcopy "%BG1PATH%\override\*.CRE" BG1CRE /q /y
in the BGT-PreSetup.bat that will close all questions.

View Post

That's what I meant sorry. I never imported BCS.



Thanks for the BDash fixes. I'll work them in.

Edited by Ascension64, 11 June 2005 - 05:44 PM.

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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)


#208 GekkeR

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Posted 13 June 2005 - 08:00 AM

Although this is probably fixed in 0.99 and is not really disturbing if you've played bg2 already.

The biography of (at least) the main player is taken from BG2 , which ofcourse contains nice spoilers about everything happening in BG1 :devil:

Also Jaheira's, Imoen's and Minsc's biography aren't showing , but that might be one of the mods I installed.

Khalid and Dynaheir are showing correctly (from a quick look).

#209 SimDing0

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Posted 13 June 2005 - 08:07 AM

Here's a challenge, guys: In BG1, the player's biography changed depending on race and class. BG2 doesn't support this, so presumably both Tutu and BGT are stuck with a single biography to suit all. SetPlayerSound can't resolve this, since the PC's biography isn't a set string as such. So, bonus points all round if you can find a way to implement the dynamic biographies from BG1. My current thought is embedding a custom token in an otherwise blank biography string, but I haven't tried it yet and I suspect it'd interfere heavily with user editing.
Repeating cycle of pubes / no pubes.

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#210 King Diamond

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Posted 13 June 2005 - 09:57 AM

I propose to include this small extra part into the mod.

NPCAlive.rar

This is a new style of "<NPC_name>Alive" variables handling. And I hope it covers all aspects of possible sequencies of chars' death/actions/and-all-around.

As I asked there:
http://www.shsforums...showtopic=15817
and from ppls answers it seems that everything is not so perfect there and it's very reasonable to have a possibility for doublechecking of NPC's death state. At least it won't harm.... :)
So I hope I found an optimal way to code that.

1) All NPC scripts extended top with a simple piece of code:
IF
	Die()
THEN
	RESPONSE #100
  SetGlobal("BGTNPCNAMEAlive","GLOBAL",0)
END

IF
	Global("BGTNPCNAMEAlive","GLOBAL",0)
THEN
	RESPONSE #100
  SetGlobal("BGTNPCNAMEAlive","GLOBAL",1)
  Continue()
END
Top extension fof OVERRIDE scripts means that if NPC is dying in the current script pass the one and only executed block will be the block that resets a var (keep in mind that OVERRIDE script has a top priority too). In the other case if an execution point will reach 2nd block in any case that will mean that NPC is alive and the var will be set properly once again.

2) I removed all _Alive vars handling from all NPCs dialogues. It's not necessary anymore for them to be there. Btw, they were absolutely incomplete and appeared here and there without clear system.

3) AR0015.BCS. Starting script should set ALL _Alive vars to 1, because in theory party can make a transfer to BG2 without interaction with some NPCs that (in old style) would mean that their Alive var stay =0. That's wrong.

4) CREs for SKIE, GARRICK, FALDORN and BRANWEN modified to use newly created BCSs; IMOEN's CREs modified to use already existing script.


In general, this patch provides strong feedback for any other present or future mods that have a necessity to check NPC death state because it covers ALL existing NPCs in a regular way that is a best programmer's choice... :)

I would even notice that 'Alive' vars system in mod's readme... :shifty:
There's only 1 strong requirements for the other mods that will to modify NPCs OVERRIDE scripts. If they are going to EXTEND_TOP them they must close all their action blocks with Continue().

So, doesn't that mean that we have to start to include some kind of Programmer's Guide into every mod...? ;) :lol:

Edited by King Diamond, 13 June 2005 - 10:08 AM.

(last update: 02-12-2008)
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CtB, v1.11
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#211 King Diamond

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Posted 17 June 2005 - 09:32 AM

Having noticed that the only incompatibility between BGT and SoS I propose to rename BGT AR4202.ARE to AR420D and to close all questions.

ar4202sos.rar

+ corresponding MASTAREA.2DA entry should be changed as well.


Btw, now I'm in a process of existing Horred's SoS-WeiDU v101 revision.
The current progress is following: several errors in dialogues fixed (there were wrong labels refferences); several installation/biffing issues fixed; all patches for original BG2 resources recreated as a pure WeiDU (without any files copying); a load of redundant files removed. All that reduced a filesize for download from 96Mb up to 68.7Mb. There're still some things to do: to optimize an overall installation process, all things about TRAnslation etc.

(last update: 02-12-2008)
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SoS, v1.13
TDD, v1.12
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CtB, v1.11
RoT, v2.1
----------------------------------------------
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#212 Ascension64

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Posted 18 June 2005 - 01:49 AM

Having noticed that the only incompatibility between BGT and SoS I propose to rename BGT AR4202.ARE to AR420D and to close all questions.

ar4202sos.rar

+ corresponding MASTAREA.2DA entry should be changed as well.


Btw, now I'm in a process of existing Horred's SoS-WeiDU v101 revision.
The current progress is following: several errors in dialogues fixed (there were wrong labels refferences); several installation/biffing issues fixed; all patches for original BG2 resources recreated as a pure WeiDU (without any files copying); a load of redundant files removed. All that reduced a filesize for download from 96Mb up to 68.7Mb. There're still some things to do: to optimize an overall installation process, all things about TRAnslation etc.

View Post

Unfortunately, I have already changed AR4202 to AR4199. And concerning all other compatibility that I have mentioned, I have renamed appropriate BGT-WeiDU resources and references to fit. That includes AR9800 and many other things too.

Edited by Ascension64, 18 June 2005 - 01:50 AM.

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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)


#213 King Diamond

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Posted 18 June 2005 - 03:31 AM

Unfortunately, I have already changed AR4202 to AR4199.  And concerning all other compatibility that I have mentioned, I have renamed appropriate BGT-WeiDU resources and references to fit.  That includes AR9800 and many other things too.

View Post


Good. That's the same and the name doesn't matter. :)

(last update: 02-12-2008)
----------------------------------------------
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TS-BP, v6.10
CtB, v1.11
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----------------------------------------------
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#214 -Guest-

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Posted 18 June 2005 - 08:12 PM

I have recently installed version 0.94b fix 2. This may be a little late for a bug report, but I have noticed a couple of minor bugs it may be worth checking if they are still bugs in the 0.99-in-progress Ascension64 is working on.

In Candlekeep, one of the watchmen asks you to get his sword from his chest in the barracks. If you try and get it for him, the other guards in there accuse you of stealing.

Ajantis, the Paladin starts carrying a Bastard sword, but not with the skill to use it. He should either be given stars in Bastard swords, or he should start with a long sword

while trying (unsuccessfully) to install this on linux using wine, I noticed the follwing lines under "Importing music from Baldur's Gate:TotSC..." in BGT-Complete.BAT

ren md music\TDay
ren copy "%BG1PATH%\music\TDay1\TDay1a.ACM" music\TDay\TDaya.ACM

ren md music\TNite
ren copy "%BG1PATH%\music\TNite\TNitea.ACM" music\TNite\TNitea.ACM

I'm not sure what these are trying to achieve, but I don't think they will work. It looks as if you are tryng to rename md & copy. Are these supposed to be commented out, or are they needed?

Over all, however, it seems to be working very well.

#215 King Diamond

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Posted 20 June 2005 - 12:00 AM

In Candlekeep, one of the watchmen asks you to get his sword from his chest in the barracks. If you try and get it for him, the other guards in there accuse you of stealing.

Ajantis, the Paladin starts carrying a Bastard sword, but not with the skill to use it.  He should either be given stars in Bastard swords, or he should start with a long sword


Thanx for pointing that. Strange, but I've never been caught by watchmen.... :D
fixfixfix.rar


while trying (unsuccessfully) to install this on linux using wine, I noticed the follwing lines under "Importing music from Baldur's Gate:TotSC..." in BGT-Complete.BAT

ren md music\TDay
ren copy "%BG1PATH%\music\TDay1\TDay1a.ACM" music\TDay\TDaya.ACM

ren md music\TNite
ren copy "%BG1PATH%\music\TNite\TNitea.ACM" music\TNite\TNitea.ACM

I'm not sure what these are trying to achieve, but I don't think they will work. It looks as if you are tryng to rename md & copy. Are these supposed to be commented out, or are they needed?

Over all, however, it seems to be working very well.

View Post


Forget it. It's just incorrect commenting.... :^^:

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
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CtB, v1.11
RoT, v2.1
----------------------------------------------
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#216 Ascension64

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Posted 20 June 2005 - 04:39 AM

In Candlekeep, one of the watchmen asks you to get his sword from his chest in the barracks. If you try and get it for him, the other guards in there accuse you of stealing.

Ajantis, the Paladin starts carrying a Bastard sword, but not with the skill to use it.  He should either be given stars in Bastard swords, or he should start with a long sword


Thanx for pointing that. Strange, but I've never been caught by watchmen.... :D
fixfixfix.rar


while trying (unsuccessfully) to install this on linux using wine, I noticed the follwing lines under "Importing music from Baldur's Gate:TotSC..." in BGT-Complete.BAT

ren md music\TDay
ren copy "%BG1PATH%\music\TDay1\TDay1a.ACM" music\TDay\TDaya.ACM

ren md music\TNite
ren copy "%BG1PATH%\music\TNite\TNitea.ACM" music\TNite\TNitea.ACM

I'm not sure what these are trying to achieve, but I don't think they will work. It looks as if you are tryng to rename md & copy. Are these supposed to be commented out, or are they needed?

Over all, however, it seems to be working very well.

View Post


Forget it. It's just incorrect commenting.... :^^:

View Post

LOL, did I do that? I'll fix it up

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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)


#217 Ascension64

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Posted 21 June 2005 - 11:39 PM

Is someone able to explain to me how random treasure works? Xvarts and ogres seem to drop high level scrolls and enchanted axes on me, which is a little bit unbalanced.

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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)


#218 King Diamond

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Posted 22 June 2005 - 09:35 AM

Is someone able to explain to me how random treasure works?  Xvarts and ogres seem to drop high level scrolls and enchanted axes on me, which is a little bit unbalanced.

View Post


This is my theory.....

1) There're RNDTRE01..05.ITM. Number corresponds to RNDTREAS.2DA rows (exactly 5).

2) RNDTREAS.2DA columns seems to be just the random choices from 2 to 20.

3) RNDTREAS.2DA cells values:
- numbers = gold amount
- ITM names - items
- RNDMAG01, 02 - RNDMAGIC.2DA rows (2 rows)
- RNDSCR01..03 - RNDSCROL.2DA rows (3 rows)
I believe the same system will be for RNDEQU01..03 (RNDEQUIP.2DA) and RNDWEP01..03 (RNDWEP.2DA) - number is a row number - but there're no such entries in RNDTREAS to check out.

As far as BG1 and BG2 2DAs differ completely there're some heavy unbalanced issues.


So, now is my idea how to implement BG1 tables there.

We can make additional RNDTRE06..10.ITM. They will correspond to the rows in RNDTREAS.2DA from 6th to 10th that don't exist yet.
Then we can add those 5 rows - full BG1 RNDTREAS.2DA table. The same for other 4 2DAs - bg1 tables will go to the bg2 ones bottom.

All RND indexes inside those new rows should be incremented correspondingly (RNDMAG01 to 04 'coz 3 new rows added to RNDMAGIC.2DA etc.). That won't effect anything from BG2 'coz none of BG2 creatures have anything from RNDTRE06..10.

Now the new rows in RNDTREAS match exactly the new rows indexes.

Then we can replace all accurances of RNDTRE01..05.ITM in BG1-only creatures (is it possible to differ? but we can switch fully to BGcre_names scheme there to be absolutely sure about that) with 06..10.

In a theory this should work.... :rolleyes:

[EDIT]
********************************
Here it is: :)
RNDTRE.rar
********************************

Edited by King Diamond, 22 June 2005 - 10:12 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


#219 hlidskialf

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Posted 22 June 2005 - 10:26 AM

Here's the limits:

RndTreas.2da is the master file.
- Entries for specific items (sans .itm suffix) can be listed here
- Entries for RndMagic.2da can be listed here. Referencing RndMag02 will pick from the second line in that .2da file.
- Entries for RndScrol.2da can be listed here. Referencing Rndscr02 will pick from the second line in that .2da file.
- Entries consisting of numbers, eg: 004, will drop gold of the number value instead of an item or .2da reference.
- Direct references to RndWepxx items will produce a non-droppable items without bam or strref reference.

RndMagic can also recurse into RndScrol and RndWep for additional item possiblities.
RndEquip.2da is not used.

All rndxxxxx.2da files are limited to 20 columns, but can be expanded to unlimited rows. Adding a new rndtrexx.itm, with a matching row entry on the RndTreas.2da file will allow this.

FYI, the max gold to drop this way is 256 pieces. More than that listed will max out at 231. (Which we recently figured out is the remainder when you divide 256 into 999.)
I've been modding heavily with this stuff of late. ;)

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#220 Ascension64

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Posted 22 June 2005 - 04:18 PM

Here's the limits:

RndTreas.2da is the master file.
- Entries for specific items (sans .itm suffix) can be listed here
- Entries for RndMagic.2da can be listed here. Referencing RndMag02 will pick from the second line in that .2da file.
- Entries for RndScrol.2da can be listed here. Referencing Rndscr02 will pick from the second line in that .2da file.
- Entries consisting of numbers, eg: 004, will drop gold of the number value instead of an item or .2da reference.
- Direct references to RndWepxx items will produce a non-droppable items without bam or strref reference.

RndMagic can also recurse into RndScrol and RndWep for additional item possiblities.
RndEquip.2da is not used.

All rndxxxxx.2da files are limited to 20 columns, but can be expanded to unlimited rows. Adding a new rndtrexx.itm, with a matching row entry on the RndTreas.2da file will allow this.

FYI, the max gold to drop this way is 256 pieces. More than that listed will max out at 231. (Which we recently figured out is the remainder when you divide 256 into 999.)
I've been modding heavily with this stuff of late. ;)

View Post

Wow, that's very detailed stuff hlid. And KD is just too quick, that sounds like a good idea. I'll work out a REGEXP patch for all the CREs. Thanks both of you. :D :thumb:
UPDATE: Too easy. In and working. Thanks again.

Edited by Ascension64, 22 June 2005 - 06:26 PM.

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Baldur's Gate Trilogy-WeiDU and Mods
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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)