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Changing biffing for megamod


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#121 ScuD

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Posted 22 January 2010 - 11:40 AM

Hello,
Got a question about compatibility issues covered in TP2 files. If not doing biffing for the big mods during the installation, how do you handle the mod checks like
ACTION_IF NOT FILE_EXISTS ~data/ROT-RULE.BIF~     // Compatibility with RoT
THEN BEGIN
...
?


I'm sure if you are only doing the biffing in the end of installation process you'll possibly have a bunch of mod compatibility issues once you start playing.

#122 Jarno Mikkola

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Posted 22 January 2010 - 11:56 AM

Hello, got a question about compatibility issues covered in TP2 files. If not doing biffing for the big mods during the installation, how do you handle the mod checks like... ?

As said earlier, the biffmeister will only bif few files that are later not modified and put them to the .bifs that are checked.

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#123 ScuD

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Posted 22 January 2010 - 01:39 PM

Thanks

#124 Lollorian

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Posted 22 January 2010 - 06:05 PM

Yup, like Jarno said, the stuff that don't patch get jampacked into those modcheck-biffs :)

Most of the megamods check for XXX-RULE bifs (TDD-RULE, CTB-RULE etc) and they now mostly contain wmv/chu/vvc/pro's (I think pro's get patched. Do they get patched? :P)

The out-of-character modchecks are BGT (BG1ARE and BG1BCS which now contain a mos file each from BG1MISC :lol:) and NTotSC1 (which contains only bmps (and bam's :doh: sorry bout that :P it isn't breaking stuff, but does increase size by 1-3 MB :devil: will remove if I need to upload an rc4)

PS: Aurora seems to now directly copy wavc files from the main package and so doesn't need the package's .bats (haven't even finished downloading aurora yet to check :P it's been paused at 35% ... because of ... ALIENS?!?!? :P It's not a problem with SHS :cheers:)

EDIT: Ah, just noticed a slight thingamajig in BGT (I forgot the possibility that BG1 might have bam's that aren't present in BGII :doh:) Removed bams from DSotSC and NTotSC (ah, yes, this is a glaring mistake by me :D) Sorry for the repeated uploads :(

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Edited by Lollorian, 22 January 2010 - 06:37 PM.

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#125 Miloch

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Posted 24 January 2010 - 11:42 AM

PS: Aurora seems to now directly copy wavc files from the main package and so doesn't need the package's .bats (haven't even finished downloading aurora yet to check :P it's been paused at 35% ... because of ... ALIENS?!?!? :P It's not a problem with SHS :cheers:)

It needs the batch files for unpacking tiz files. Don't mess with it :P. If there's a problem downloading from SHS and it isn't SHS, then it must be you :lol:.

If you're doing this big megamod biffing-related overhaul, then you should remove creature animations from all the megamods - both the tp2 code for copying them and the BAMs themselves. Installing Infinity Animations at the end before biffing will install all the correct ones, so it'll probably save you some install time and disk space, since IA despite its size only has one set of all animations, whereas the megamods have several.

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#126 Lollorian

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Posted 24 January 2010 - 04:49 PM

PS: Aurora seems to now directly copy wavc files from the main package and so doesn't need the package's .bats (haven't even finished downloading aurora yet to check :P it's been paused at 35% ... because of ... ALIENS?!?!? :P It's not a problem with SHS :cheers:)

It needs the batch files for unpacking tiz files. Don't mess with it :P. If there's a problem downloading from SHS and it isn't SHS, then it must be you :lol:

The new .bat's are in aurora\batchlog\ :) So, yeah, the biffmeister's aurora folder can be deleted ^_^ (although it won't be doing anything if it's present :P)

If you're doing this big megamod biffing-related overhaul, then you should remove creature animations from all the megamods - both the tp2 code for copying them and the BAMs themselves. Installing Infinity Animations at the end before biffing will install all the correct ones, so it'll probably save you some install time and disk space, since IA despite its size only has one set of all animations, whereas the megamods have several.

I thought IA just overwrote the megamod bams with its new bams :P (while inserting the new patchy code into the BGMain.exe)

If no, then this should be done :) But how can I know which bam's are the creature animations and which are just item icons/descs :P (unless you mean open each bam and check in NI or something ... in which case ... man, this is gonna take some time :lol:)

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#127 Miloch

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Posted 26 January 2010 - 06:56 AM

I thought IA just overwrote the megamod bams with its new bams :P (while inserting the new patchy code into the BGMain.exe)

No, it doesn't overwrite because there aren't enough slots for all animations, so it adds new ones (the whole raison d'être for IA, as they say in French). The only case in which it overwrites is if some other mods have overwritten vanilla slots, in which case it restores those slots to what they should've been (in the IA_BG2_Restores.rar module).

But how can I know which bam's are the creature animations and which are just item icons/descs :P (unless you mean open each bam and check in NI or something ... in which case ... man, this is gonna take some time :lol:)

All the existing megamod animations follow a naming convention, basically anything that starts with an M is fair game, but they are all listed here, as well as which mods use which. There's a few rogue mods that aren't included, like Sheena, RPG Kitpack, but those are also listed in Arkenor's thread.

Most mods might (if they're smart) just do something like COPY ~mymod/bams~ ~override~ which means you don't have to change any code per se, just delete the animations from the bams folder or whatever, which could be done in one fat batch file for all mods at once (maybe include as part of the BWP Fixpack or "Smoothpack" or whatever).

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#128 Leomar

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Posted 26 January 2010 - 07:48 AM

Most mods might (if they're smart) just do something like COPY ~mymod/bams~ ~override~ which means you don't have to change any code per se, just delete the animations from the bams folder or whatever, which could be done in one fat batch file for all mods at once (maybe include as part of the BWP Fixpack or "Smoothpack" or whatever).

Could that be done with a batch code (like to go through the mod folders and if it detect bams, it will delete them)? If yes, we could include the code into the Install.bat and it will be used if it detects the mod Infinity Animations.

Greetings Leomar

Edited by Leomar, 26 January 2010 - 07:50 AM.

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#129 Miloch

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Posted 26 January 2010 - 08:06 AM

Could that be done with a batch code (like to go through the mod folders and if it detect bams, it will delete them)?

Yes, that's what I was suggesting. You also just want to make sure any mods that copy creature animations file-by-file (instead of by folder) get commented out of the tp2s, which can be handled by a patch if there are any mods like that.

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#130 Lollorian

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Posted 27 January 2010 - 05:44 PM

Doh :doh: Another glaring boo-boo :D

CTB-RULE and SOS-RULE weren't being created cause the files that go in them aren't present in the CtB and SoS packages (all the megamods use some kinda standard template or something for their bif's :lol:)

So, moved the bmp's from CTB/SOS-MOS to the -RULE's and we now have .... (drumroll)

Biffmeister_RC5 :cheers:

EDIT: New one up (already :lol:)

Edited by Lollorian, 28 January 2010 - 03:36 AM.

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#131 Lollorian

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Posted 28 January 2010 - 03:37 AM

And a damn again :doh: BPv179 checks for BGTCRE.bif too (for its Improved Xvart Village component :P) I'm in the middle of an install right now, so can't search for other such strings :P (will update again if there are more)

Here be biffmeister rc6 ;) (I dunno bout you, but I'm kinda liking these fast updates :lol:)

EDIT: It's best to use the newest one, right?? ^_^

Edited by Lollorian, 28 January 2010 - 08:50 AM.

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#132 Jarno Mikkola

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Posted 28 January 2010 - 04:01 AM

Here be biffmeister rc6 ;) (I dunno bout you, but I'm kinda liking these fast updates :lol:)

Well, the faster you make mistakes, the faster upgrades, the faster results, the faster we get all this done. 8)

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#133 Lollorian

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Posted 28 January 2010 - 08:43 AM

Ok, now a purely cosmetic update ^_^ Added if exist blocks to all wildcard move operations to prevent messages like "file cannot be found in specified directory" :P Ah, yes, pure cosmetics :D

(third update in a day lol :lol:)

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"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#134 Lollorian

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Posted 28 January 2010 - 10:54 AM

Ok, no new version for now, but a slight inconvenience :P As y'all know, I removed bam's from being biffed, so now they're overwritten by many of the megamods. But NTotSC wants to xcopy its bam's so, it asks for confirmation (yes/no/all) to overwrite <_< The problem only exists with NTotSC's bams so... (and I know that xcopy can auto overwrite with /y btw :P Just wanna know whether the bam's are intended to be overwritten (for all I know, them bams could point to completely different types of items in the mods :lol:)

So:

NTotSC-NeJ
2701SA1
IARMPEN
IKRESWRD
IERON
IRINGCOP
NTotSC-SoS
ICBCL009
NTotSC-TS
IKEYBRON
INAMJI
NTotSC-DH-TDD
ICLCK51
NTotSC-TS-NeJ
ICLOAKSC
Can someone please check whether they should be overwritten?? :P

Edited by Lollorian, 28 January 2010 - 10:56 AM.

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#135 Lollorian

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Posted 04 February 2010 - 05:53 AM

Ok, so ... been a while :P Anyway,

@thebigg: Can the genbiff.tp2 be modified by the BWP Smoothpack (after a confirmation from the user :P) to not create the backups in the prod folder?? It looks like it's just a matter of deleting the line:
MOVE ~override/%BASH_FOR_FILE%~ ~generalized_biffing/prod/0/biffs/%currentFile%/%BASH_FOR_FILE%~
from the .tp2, but pessimist in me thought I should confirm first :lol:

So, if the prod isn't even created (if the user wants ofcourse :P) then there's no need for the Cleanup.bat to do that after everything's been moved and stuff :)

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When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#136 the bigg

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Posted 04 February 2010 - 06:09 AM

No, it can't - gen_biff creates biffs from the contents of the prod/blahblah folders, and if the tp2 was changed so that those folders weren't populated then empty biffs would be created ;)

deleting prod/ can be done by cleanup.bat if the user is not interested in being able to uninstall/reinstall/tweak anything after BWS has run.

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#137 Lollorian

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Posted 04 February 2010 - 06:18 AM

Ohhhh :D I understand!! So, the prod deletion stays in the cleanup.bat :P

Anyway, did I mention that the (kinda) new gen_biffv2 is noticeably faster than the v1 (or it may just be some kinda placebo effect thing cause of the scrolling text when the biffs get created :lol:)

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#138 Jarno Mikkola

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Posted 04 February 2010 - 06:31 AM

Anyway, did I mention that the (kinda) new gen_biffv2 is noticeably faster than the v1 (or it may just be some kinda placebo effect thing cause of the scrolling text when the biffs get created :lol:)

The bigg said it himself, as he upgraded the function to work 'correctly' within the WeiDU v213 when the mod was last updated.

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#139 Lollorian

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Posted 26 February 2010 - 09:56 PM

If you're doing this big megamod biffing-related overhaul, then you should remove creature animations from all the megamods - both the tp2 code for copying them and the BAMs themselves. Installing Infinity Animations at the end before biffing will install all the correct ones, so it'll probably save you some install time and disk space, since IA despite its size only has one set of all animations, whereas the megamods have several.

Ok, it's time to have a look at this :D

I've all the slots listed (from both the Animation listing and Arkenor's awesome thread :woot:) here:
Spoiler
But all the bams I have are kinda in another format :unsure: For eg: there's no MCYC, but there are MCYCA1, MCYCA1E, MCYCA2, MCYCA2E ... and it goes on :P I have no idea what could be (safely) deleted ...

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When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#140 Miloch

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Posted 27 February 2010 - 02:30 PM

MCYC is just the slot, or BAM prefix, so it really means MCYC*.bam. Pretty much any large BAM that begins with an M in a mod is probably an animation, but you can open them with BAM Workshop to double-check.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle