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BGT & Tutu


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#21 SimDing0

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Posted 24 November 2005 - 02:32 AM

Basically, to sum the situation up, I am developing a utility that allows a double-click-and-the-press-of-a-Y-key conversion of Tutu->BGT format. This entails looking up ResRefs in every single file installed by Tutu for, in the case of areas, specific changes, and in the case of most others things, the presence of the underscore '_', and patching accordingly. Of course, the 8 character ResRefs that have been truncated will need to be repaired, which would be achieved specifically. If such an idea works, then it should be possible to perform retrograde BGT->Tutu conversion. Sound good?

I'm sorry to say "not really". It feels to me like yet another enormous waste of time in the unfortunate saga of all of us wasting our time. Enormously. While it might be useful for converting the mods around today, and I appreciate the sentiment, I get the impression you're planning for future mods to be developed for one or the other, and since I maintain that BGT and Tutu *should in fact be the same thing*, that makes me quite sad.
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#22 Promilus

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Posted 24 November 2005 - 03:25 AM

Should be, but it isn't...mostly because it uses different ways to get the BG1 content...i.e. TuTu after installation still uses BG1 instalation directory (again...am I missing something since last year?)..BGT just copy/modify files from BG1 instalation and don't use it anymore after installation...this give some big big big BGT directory (approximatelly 7GB with some mods installed :D ). TuTu area naming give no conflicts with other mods...TuTu seemed to be more stable...still from the beginning it was little different project than TuTu...Original BGT had almost none future...this conversion to WeiDU has great future...I know TuTu has also...but it's almost impossible to merge both mods under one banner. I suppose TuTu should remain BG1 gameplay at BG2 rules mod...and BGT should remain Trilogy mod

#23 Creepin

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Posted 24 November 2005 - 05:41 AM

I suppose TuTu should remain BG1 gameplay at BG2 rules mod...and BGT should remain Trilogy mod

Indeed. This two conversions are, apart from having some obvious techninal issues, rather different ideologycally.

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#24 SimDing0

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Posted 24 November 2005 - 06:28 AM

Ideologically, maybe. Technically, not so. I've been saying for ages that it'd be remarkably easy to merge them into a single conversion with an optional transition component, and that really would solve the stupid duplication of work and mod conflicts once and for all.
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#25 Promilus

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Posted 24 November 2005 - 07:39 AM

Not necessary double work...all we need is to set up some standard of naming areas so each and every mod should be "area compatible" with others...IMHO TuTu based FW areas for BG1 areas is good idea for standard naming BG1 areas. DSC for DSotSC, ARXXXP for NTotSC....TT etc. for other mods. Then there should be none incompatibilities between TuTu and BGT..or maybe very few of them.

#26 Creepin

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Posted 24 November 2005 - 08:10 AM

...merge them into a single conversion with an optional transition component...

Now I get your point :) Truly, one standard BG1 converting mod with this "transition" thingy as an optional component shuld be fully acceptable for all worshippers of either BGT or TuTu here, IMO. Now there's this tiny catch of making such standard :(

Not necessary double work...all we need is to set up some standard of naming areas so each and every mod should be "area compatible" with others...

As I understand, there's no big problem of mod's incompatibility regarding area names. Problem is in difference between TuTu & BGT area naming, thus any mod's script that would sent you to some place in BGT will send you to desktop in TuTu & vice versa.

Edited by Creepin, 24 November 2005 - 08:10 AM.

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#27 Ascension64

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Posted 24 November 2005 - 03:49 PM

Basically, to sum the situation up, I am developing a utility that allows a double-click-and-the-press-of-a-Y-key conversion of Tutu->BGT format. This entails looking up ResRefs in every single file installed by Tutu for, in the case of areas, specific changes, and in the case of most others things, the presence of the underscore '_', and patching accordingly. Of course, the 8 character ResRefs that have been truncated will need to be repaired, which would be achieved specifically. If such an idea works, then it should be possible to perform retrograde BGT->Tutu conversion. Sound good?

I'm sorry to say "not really". It feels to me like yet another enormous waste of time in the unfortunate saga of all of us wasting our time. Enormously. While it might be useful for converting the mods around today, and I appreciate the sentiment, I get the impression you're planning for future mods to be developed for one or the other, and since I maintain that BGT and Tutu *should in fact be the same thing*, that makes me quite sad.

Fair point, and I admit I did not consider the 'future mods' aspect of such a utility. However, I honestly do not believe that such a thing will happen, because it is extremely well established (over a number of years) that Tutu is the base for the creation of BG1 mods. And so the utility is designed for 'converting the mods around today', as you say.

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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)