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Bug Report - BGT-WeiDU v0.94


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#61 King Diamond

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Posted 09 April 2005 - 07:19 AM

I don't use BP1.6. My bg installation is the same like in ascensions signature. I use the spawngrp.2da from BGT094b-Install\BGT\Modify\2DA folder.

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Look few messages above - it's taken from BP-BGT, + it contains non-existing in BGT creatures. Remove it from override and then install my update if you wish to try it.

(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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#62 King Diamond

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Posted 09 April 2005 - 09:35 AM

Several letter/bounty notes have a strange magical ability that makes them able to be put into quickslot as any magical scroll.

SCRLTAR, SCRLKAR, SCRLDRA, SCRLNEI, SCRLSUM, SCRLVAIL, SCRLZHA.ITM

I think those effects should be removed.

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


#63 Ascension64

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Posted 09 April 2005 - 06:26 PM

With the dialog importation, unfortunately, I am going to keep ploughing on with this.  The reason being that I'd rather make it easier for all those keen non-English people to work their translations, otherwise they will have to waste heaps of time translating BG1 StrRefs that probably already have been fully translated by BioWare in foreign language releases.  I don't want to waste that time, and I am taking the risk of creating more errors to help them.  Hopefully, in time, the bugs will be stamped out.

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Is it possible to make it optional? It could save a lot of debugging time at least for english-spoken ppl.... :P

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I can make it optional, but there will be NO journal support for that case because it means I would likely have to do it two times. I'd prefer not to make it optional, but I will debug it myself if this causes too many problems for you.

Edited by Ascension64, 09 April 2005 - 06:31 PM.

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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)


#64 Ascension64

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Posted 10 April 2005 - 05:10 AM

KD, any chance you can check through, and optimise if required, these ASAP?

AJANTI.D
AJANTJ.D
AJANTP.D
BAJANT.D
BALORA.D
BBRANW.D
BCORAN.D
BELDOT.D
BFALDO.D
BGARRI.D
BJAHEI.D
BKAGAI.D
BKHALI.D
BKIVAN.D
BMONTA.D
BQUAYL.D
BSAFAN.D
BSHART.D
BSKIE.D
BTIAX.D
BVICON.D
BXANNN.D
BXZAR.D
BYESLI.D
CORAN.D
CORANJ.D
CORANP.D
ELDOTH.D
ELDOTJ.D
ELDOTP.D
FALDOJ.D
FALDOP.D
FALDOR.D
JAHEIR.D
KAGAIP.D
QUAYLE.D
QUAYLJ.D
QUAYLP.D
SAFANA.D
SAFANJ.D
SAFANP.D
SHARTE.D
SHARTJ.D
SHARTP.D
SKIE.D
SKIEJ.D
SKIEP.D
TIAX.D
TIAXJ.D
TIAXP.D
VICONI.D
VICONJ.D
VICONP.D
YESLIC.D
YESLIJ.D
YESLIP.D

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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)


#65 King Diamond

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Posted 11 April 2005 - 03:42 AM

KD, any chance you can check through, and optimise if required, these ASAP?

Here it is:
Dialogues.rar
Plz notice that I changed a home directory of several files and added few extra (Coran related) so their installation should be changed a little.
All non-included files are ok already.

I can make it optional, but there will be NO journal support for that case because it means I would likely have to do it two times. I'd prefer not to make it optional, but I will debug it myself if this causes too many problems for you.


Can you make it as a separate version of mod for now? I mean not to release it as a next udated version without any option... :)
As far as there're >1200 dialogues I suspect that there will be many additional errors caused just by DLGs import. It would be much more easier to debug dialogues import at the very end of overall mod's debugging, after all other issues would've been traced and when all other dialogues bugs fixed.

Edited by King Diamond, 11 April 2005 - 03:45 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


#66 Ascension64

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Posted 11 April 2005 - 05:05 AM

KD, any chance you can check through, and optimise if required, these ASAP?

Here it is:
Dialogues.rar
Plz notice that I changed a home directory of several files and added few extra (Coran related) so their installation should be changed a little.
All non-included files are ok already.

OK, sweet. Thanks. :thumb:

I can make it optional, but there will be NO journal support for that case because it means I would likely have to do it two times. I'd prefer not to make it optional, but I will debug it myself if this causes too many problems for you.


Can you make it as a separate version of mod for now? I mean not to release it as a next udated version without any option...  :)
As far as there're >1200 dialogues I suspect that there will be many additional errors caused just by DLGs import. It would be much more easier to debug dialogues import at the very end of overall mod's debugging, after all other issues would've been traced and when all other dialogues bugs fixed.

Well, the reason I did this now is because it would cause problems and so it would be easier to fix earlier in development than later. I still feel it is necessary for the translation process, but I will try to release the original dialogues part as well to keep you happy. :D . I should say that I spent several weeks going through LINE BY LINE, and exactly by exactly every single dialogue that had a BG1 correlate, and it was bloody tedious (i.e. opened up every single pair of .D files in notepad and physically used my short-sighted eyes to compare everything) . :crying:

Absolutely every single change made to the package .D I have made WeiDU coding to compensate for, the only exception being StrRef typos. If throwing this out doesn't screw me, I don't know what will. So I am going through testing myself, unless someone else wants a go as well.

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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)


#67 King Diamond

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Posted 11 April 2005 - 07:44 AM

1)AR3508
Container 1
Trap detection difficulty should be set to 100 - not 0 as currently is.

2)AR3801 - Container 1 & 2 - the same thing

3) AR3806.ARE + .bcs
Fixing issues of Zordral possible multispawning when the party repeatedly enters and leaves a tent during a battle.

AR380x.rar

Edited by King Diamond, 11 April 2005 - 10:31 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


#68 Ascension64

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Posted 12 April 2005 - 05:18 AM

3) AR3806.ARE + .bcs
Fixing issues of Zordral possible multispawning when the party repeatedly enters and leaves a tent during a battle.


:lol: don't you just love this tactic? Thanks.

Edited by Ascension64, 12 April 2005 - 05:18 AM.

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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)


#69 King Diamond

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Posted 12 April 2005 - 05:54 AM

:lol: don't you just love this tactic?  Thanks.

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It's happened accidently.... :P

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


#70 King Diamond

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Posted 12 April 2005 - 07:17 AM

Several letter/bounty notes have a strange magical ability that makes them able to be put into quickslot as any magical scroll.

SCRLTAR, SCRLKAR, SCRLDRA, SCRLNEI, SCRLSUM, SCRLVAIL, SCRLZHA.ITM

I think those effects should be removed.

View Post



The same thing is for:
SCRL2I, SCRL2J, SCRL2K, SCRL2L, SCRL2M, SCRL2N, SCRL2O, SCRL2P, SCRL2Q, SCRL2R, SCRL2S, SCRL2T, SCRL2U, SCRL2V, SCRL2W, SCRL2X, SCRL2Y, SCRL2Z, SCRL3A, SCRL3B, SCRL3C, SCRL3D, SCRL3E, SCRL5R, SCRL5S.

SCRL3D is not included into the installation package, so the patched one 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


#71 King Diamond

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Posted 12 April 2005 - 07:45 AM

AR5100 (random encounter) still uses AR5100.bcs that launches GNOLL movie.

*********

It seems that attachments work again! :w00t:
So updtaes are here...

Edited by King Diamond, 12 April 2005 - 08:20 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


#72 Ascension64

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Posted 12 April 2005 - 08:21 PM

AR5100 (random encounter) still uses AR5100.bcs that launches GNOLL movie.

I know that and already fixed. That is because I recorded all the changes I made to each ARE file, so when you posted the music fix for the areas, I basically had to go through all my changes again. thanks for the items.

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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)


#73 King Diamond

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Posted 13 April 2005 - 09:30 AM

DRIZZT.BCS
COPY_EXISTING ~DRIZZT.BCS~ ~override~
 EXTEND_TOP ~DRIZZT.BCS~ ~BGT/Modify/BAF/aDRIZZT.BAF~
where aDRIZZT.BAF is:
IF
	!Detect([PC])
THEN
	RESPONSE #100
END
Otherwise he will kill everything and screw a party....

Edited by King Diamond, 13 April 2005 - 09:30 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


#74 King Diamond

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Posted 14 April 2005 - 11:45 AM

I've found major problem-making situation with BGT-WeiDU connected to dialogs installation.

WeiDU tracks common used labels ONLY in a context of one COMPILE command.
If you use a reference to the same internal label - for example "s35425" or just any numeric label from DIALOG1.D in 2 another dialogs D1.D and D2.D as an EXTERN reference to that statement - and then compile them separately there will be invalid references chain made. The only one situation when those dialogs would be connected properly is when all 3 dialogs placed in one directory and compiled by one COMPILE <directory> command.

This is very crucial for numeric labels' use. And this is not working with all compatibility dialogs patching in a current mod installation config. As an example - DYNAJ and DYNAP compilation with TS-compat check. They use correct references to Edwins and Minsc dialogues labels but result is wrong because of separate compilation.

The only way to avoid such situation is to gather all .D files in one place with all special checks application (just copy them there) and then to compile them all by one command.


In that way Dynah/Edwin/Minsc dialogues are broken right now. I'm trying to fix that though....

Edited by King Diamond, 14 April 2005 - 11:48 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


#75 SimDing0

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Posted 14 April 2005 - 11:47 AM

You don't have to have all the files in the same directory to compile them with one command.

COMPILE ~file1.d~
~file2.d~
~file3.d~

Works fine.
Repeating cycle of pubes / no pubes.

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#76 King Diamond

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Posted 14 April 2005 - 11:49 AM

You don't have to have all the files in the same directory to compile them with one command.

COMPILE ~file1.d~
              ~file2.d~
              ~file3.d~

Works fine.

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Yes, you're right. I meant an importance of the single command. But when you need to check a dozen of different cases one-dir-gathering seems to be more suitable solution.

Edited by King Diamond, 14 April 2005 - 11:51 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


#77 Ascension64

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Posted 15 April 2005 - 04:11 AM

You don't have to have all the files in the same directory to compile them with one command.

COMPILE ~file1.d~
              ~file2.d~
              ~file3.d~

Works fine.

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Yes, you're right. I meant an importance of the single command. But when you need to check a dozen of different cases one-dir-gathering seems to be more suitable solution.

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I was aware of that a long time ago. As much as the compatibility part of things is dodgy because of the multiple COMPILEs, it only served as temporary measure to find out which files had compatibility issues and then do a rough patch on it.

Edited by Ascension64, 15 April 2005 - 04:13 AM.

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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)


#78 King Diamond

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Posted 15 April 2005 - 05:47 AM

Finally those guys behave as it should be.
----------------------------------------------------------------

For dlg installation I've changed TP2 not to compile dialogs but to copy them into temporary directory with a finel single COMPILE


Something like this:
// Compatibility with TDD
ACTION_IF
  FILE_EXISTS ~data/TDD-RULE.BIF~
THEN BEGIN
  COPY ~BGT/Compat/TDD/KIVANP.D~   ~DLGCASH~
  COPY ~BGT/Compat/TDD/LEAVEKAG.D~ ~DLGCASH~
  COPY ~BGT/Compat/TDD/LEAVEKIV.D~ ~DLGCASH~
  COPY ~BGT/Compat/TDD/LEAVESHR.D~ ~DLGCASH~
***************************************************
[EDIT] Updated. 1 small fix for Edwin

Edited by King Diamond, 15 April 2005 - 08:13 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


#79 King Diamond

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Posted 16 April 2005 - 07:43 AM

4 scripts update: cutscenes don't show BG1 area transition screens anymore when changing areas.

BANCUT01 & 02 patches should be removed from TP2 and included BAFs taken.

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


#80 Ascension64

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Posted 17 April 2005 - 04:20 AM

4 scripts update: cutscenes don't show BG1 area transition screens anymore when changing areas.

BANCUT01 & 02 patches should be removed from TP2 and included BAFs taken.

View Post

Negative. All I need is to tell WeiDU to modify it to look like your included versions.

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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)