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BGT zeta


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#1 kharan5876

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Posted 10 December 2005 - 11:12 AM

Its out now? Don't see it on the mirrors unless the filename is still the same as before? Aside from screwed up journal entries and map string references will upgrading from beta4 to zeta mess up my save game real bad?

Edited by kharan5876, 10 December 2005 - 11:13 AM.


#2 Chevalier

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Posted 10 December 2005 - 02:52 PM

Status is uploaded, not avalible yet. Give The Wizard some time. If you play/test Betas be ready to reinstall and restart. :D

I Ride for the King!


a.k.a. Chev


#3 Ascension64

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Posted 10 December 2005 - 03:50 PM

Its out now? Don't see it on the mirrors unless the filename is still the same as before? Aside from screwed up journal entries and map string references will upgrading from beta4 to zeta mess up my save game real bad?

That and joinable NPCs you have met and had in your party will have screwed up soundsets, possibly names, and item names and descriptions in your party could be screwed up as well. At worst, an inavlid StrRef will crash your game.

Edit: Actually, if you haven't visited every single area on your world map, then CTDs will occur upon moving to certain areas you haven't visited before, since entrance names for areas have been changed. Hence, I strongly recommend a new game, or just play with BETA 4

Edited by Ascension64, 10 December 2005 - 03:53 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)


#4 kharan5876

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Posted 10 December 2005 - 04:19 PM

K, ill finish my bg2 game with beta4 then move on and do some testing with zeta and the new versions of the SBB's mods.

#5 Salk

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Posted 12 December 2005 - 01:08 PM

Congratulations on this new and last Beta release! :Bow: Keep it up! :wub:

#6 Ascension64

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Posted 12 December 2005 - 06:32 PM

Congratulations on this new and last Beta release! :Bow: Keep it up! :wub:

Let's see it on the mirrors first before you congratulate me on anything...

Also, ZETA is not a beta release.

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Baldur's Gate Trilogy-WeiDU and Mods
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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)


#7 ronin

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Posted 12 December 2005 - 10:48 PM

/me wonders when the mirrors are going to be updated. :whistling:

ronin

#8 cujo

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Posted 13 December 2005 - 01:39 AM

/me wonders when the mirrors are going to be updated. :whistling:

ronin

Check the America server. It's there. :Bow: :cheers:

It also has the Mulgore & Xavia NPC. :coolthumb:

#9 ronin

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Posted 13 December 2005 - 02:29 AM

They must have just updated it then because when I posted it wasnt there.

:woot:

ronin

#10 Ascension64

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Posted 13 December 2005 - 05:18 AM

BGT-WeiDU 0.99 ZETA is up on the mirrors at this moment. I apologise sincerely for the 'long' Uploaded-to-Available status delay. Our Mirror-Man is a very busy person, and without his hard work, none of this would even be possible. Cheers to TheWizard! :cheers:

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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)


#11 King Diamond

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Posted 13 December 2005 - 07:59 AM

At last! :cheers:

1) SEMAJ.BCS. Has several attempts to cast 0-spells by ReallyForceSpell(). Something should be put there.

2) AR3800, AR4300, AR6515, ARD000, ARD001, ARU002, ARU005, ARU006, ARU007, ARW000, ARW500 AREs. There're animations that have a reference to invalid palette BMPs + some strange animation names as well. I would fix that to block even a possibility of improper engine behavior.

3) I'd add (to the .bat) a moving of all possible resources from \override\ to the corresponding biffing BGT subfolders as far as BGT is biffing stuff already (WAVs, PROs etc.). As for now, you still have several dozens of files left there...

4) A hotfix for the game prompt string generation:
//Changes description under the SHADOWS OF AMN button  ************************************
COPY_EXISTING + ~BGT/title.tr~ ~BGT/title.tra~
 SPRINT bgt  ""
 SPRINT tdd  ""
 SPRINT sos  ""
 SPRINT ts   ""
 SPRINT nej1 ""
 SPRINT nej2 ""
 SPRINT ctb  ""
 SPRINT bp   ""
 SPRINT separator ""
 SPRINT separator2 ""
 SPRINT namets   @900043
 SPRINT nametdd  @900044
 SPRINT namesos  @900045
 SPRINT namenej1 @900046
 SPRINT namenej2 @900047
 SPRINT namebp   @900048
 SPRINT namectb  @900049
 SPRINT namestr1 @900050
 SPRINT namestr2 @900051
 SPRINT bgt	  @900052
 PATCH_IF (FILE_EXISTS ~data/TS-RULE.BIF~) BEGIN
   SPRINT ts ~%separator%%namets%~
   SPRINT separator ", "
   SPRINT separator2 @900053
 END
 PATCH_IF (FILE_EXISTS ~data/TDD-RULE.BIF~) BEGIN
   SPRINT tdd ~%separator%%nametdd%~
   SPRINT separator ", "
   SPRINT separator2 @900053
 END
 PATCH_IF (FILE_EXISTS ~data/SoS-RULE.BIF~) BEGIN
   SPRINT sos ~%separator%%namesos%~
   SPRINT separator ", "
   SPRINT separator2 @900053
 END
 PATCH_IF (FILE_EXISTS ~override\Bag02NeJ.ITM~) BEGIN
   SPRINT nej1 ~%separator%%namenej1%~
   SPRINT separator ", "
   SPRINT separator2 @900053
 END
 PATCH_IF (FILE_EXISTS ~override\EyeBite.itm~) BEGIN
   SPRINT nej2 ~%separator%%namenej2%~
   SPRINT separator ", "
   SPRINT separator2 @900053
 END
 PATCH_IF (FILE_EXISTS ~data/BP-RULE.BIF~) BEGIN
   SPRINT bp ~%separator%%namebp%~
   SPRINT separator ", "
   SPRINT separator2 @900053
 END
 PATCH_IF (FILE_EXISTS ~data/CTB-RULE.BIF~) BEGIN
   SPRINT ctb ~%separator%%namectb%~
   SPRINT separator ", "
   SPRINT separator2 @900053
 END
 SPRINT str ~%namestr1%%bgt%%namestr2%%separator2%%ts%%tdd%%sos%%nej1%%nej2%%bp%%ctb%~
 REPLACE_TEXTUALLY ~game prompt~ "%str%"
Setup.tra:
//Shadows of Amn description button text
@900043 = ~"Tortured Souls"~
@900044 = ~"The Darkest Day"~
@900045 = ~"Shadows Over Soubar"~
@900046 = ~"Neverending Journey Part 1"~
@900047 = ~"Neverending Journey Part 2"~
@900048 = ~"Big Picture"~
@900049 = ~"Check The Bodies"~
@900050 = ~Play~
@900051 = ~Shadows of Amn<TM>~
@900052 = ~ Baldur's Gate<TM> and the Tales of the Sword Coast<TM> or play ~
@900053 = ~ with the new expansion(s): ~
//End Shadows of Amn description button text

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


#12 raoul82

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Posted 13 December 2005 - 08:17 AM

Hi! I experienced a problem with BGT-weidu ZETA and BG1npcv11, it's realted to Ajantis dialogue file.
Here's the debug file text(relevant line):

WARNING: internal label [1] not found in processed DLG [AJANTJ]

Thanks for the help, Raoul

#13 Gaias

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Posted 13 December 2005 - 08:21 AM

Post was redundant. Found out what was the problem... I need glasses.

Edited by Gaias, 13 December 2005 - 08:42 AM.


#14 Promilus

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Posted 13 December 2005 - 12:20 PM

Ok...so is this version playable or what? I saw that it's about half TRA size when comparing with 99B4...so is that most of my work for nothing?? :] Another question...there are some journal entreis left to translate...can I simply translate only those which appears in the 99Z? and skip the others...
Another question-how will u convert that 99B4 TRAs into 99Z ones?
Huh...I lookend into that translation folder and it looks nice for me :P (not so many dialogs as in 99B4)...what with the rest? are they converted directly from BG1 dialog.tlk?
EDIT-I found out that most of areas are lagging-that's no "periodical slowdown" but "permanent slowdown" there :/
At 99B4 there were the same problems (even TDD) but in less areas (Trollford, Athkatla Government District and 1 or 2 BG1 areas)

Edited by Promilus, 14 December 2005 - 12:51 AM.


#15 Ascension64

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Posted 14 December 2005 - 03:28 AM

Ok...so is this version playable or what?

:lol:

I saw that it's about half TRA size when comparing with 99B4...so is that most of my work for nothing?? :]

I hope not to discourage you. What I have done is to make future translations easier, so setup.tra has been heavily reduced.

Another question...there are some journal entreis left to translate...can I simply translate only those which appears in the 99Z? and skip the others...

All the entries are still there in journal.tra, just re-ordered massively.

Another question-how will u convert that 99B4 TRAs into 99Z ones?

Manually. I did the same thing with weigo's German .tras

Huh...I lookend into that translation folder and it looks nice for me :P (not so many dialogs as in 99B4)...what with the rest? are they converted directly from BG1 dialog.tlk?

The ones in setup.tra are imported directly from BG1. I hope it works for the Polish version, so I need to find that out when you have finished the translation.

EDIT-I found out that most of areas are lagging-that's no "periodical slowdown" but "permanent slowdown" there :/ At 99B4 there were the same problems (even TDD) but in less areas (Trollford, Athkatla Government District and 1 or 2 BG1 areas)

Most people relate this problem to the override directory, but I suspect TDD and such BIFF all the files. Hence, it might be a hardware/defragment/virtual memory/etc. issue.

What is your status wth the translation? The journal entries are the most important, as well as those in the 'German translation' thread. Have you completed the others .tras previously?

WARNING: internal label [1] not found in processed DLG [AJANTJ]

Right. Looks like I haven't quite preserved the dialogue structure of all 977 dialogue files. I'll work on it. For now, BG1NPCBGT V11 will not work with ZETA.

@SBB: Please do not change anything related to BG1NPCBGT install (such as dialogue state patching, etc.) until I sort out the dialogue structure.

Edited by Ascension64, 14 December 2005 - 03:47 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)


#16 Thauron

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Posted 14 December 2005 - 04:03 AM

WARNING: internal label [1] not found in processed DLG [AJANTJ]

Right. Looks like I haven't quite preserved the dialogue structure of all 977 dialogue files. I'll work on it. For now, BG1NPCBGT V11 will not work with ZETA.

@SBB: Please do not change anything related to BG1NPCBGT install (such as dialogue state patching, etc.) until I sort out the dialogue structure.


If it might help, I've experienced the same problem but was able to work around it by extracting the BG1 AJANTJ.DLG and copying it to my BG2 override folder - of course this is NOT a solution but it made the BG1NPC install continue.

It seems 4 J files give this error message - not only AJANTJ.DLG but also Quale's and two others (I don't remember exactly which - I think eldoth's and skie's or tiax'.

#17 Ascension64

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Posted 14 December 2005 - 04:27 AM

It seems 4 J files give this error message - not only AJANTJ.DLG but also Quale's and two others (I don't remember exactly which - I think eldoth's and skie's or tiax'.

Thanks. I'll check all NPC dialogue files anyway.

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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)


#18 Promilus

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Posted 14 December 2005 - 09:56 AM

Status: pending
Availability: none
Done: 75-80% of all, 50% of journal entries
Estimated time to finish: 3-5 days.

#19 ronin

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Posted 14 December 2005 - 11:50 AM

Right. Looks like I haven't quite preserved the dialogue structure of all 977 dialogue files. I'll work on it. For now, BG1NPCBGT V11 will not work with ZETA.


I know your busy, but when can we expect a patch for this? Without the BG1NPC its kinda quiet during the game.

ronin

#20 Sir BillyBob

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Posted 14 December 2005 - 12:18 PM

@SBB: Please do not change anything related to BG1NPCBGT install (such as dialogue state patching, etc.) until I sort out the dialogue structure.

Don't worry, I wasn't planning on touching any of my mods until I know Zeta is basically working. Sounds like it has issues right at the moment.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website