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Support for non-ANSI systems


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#61 Miloch

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Posted 01 March 2014 - 04:01 PM

Why not...

I don't think it's a question of why anymore... but more of a when various people have the time and patience to upload 1(2+ in archives) GB's files and a compatible BGMain.exe patch series... with Miloch being rip apart in various other projects etc.

 

AKA, if you can make the .exe patch so that we can use the normal ANSI letters in the animation letters, you are more than welcome to remake the v5 beta of the install file, and thus fix this issue completely.

Sorry I've been too busy to check up on this until now but yeah, what Jarno said. Erephine in fact already changed the code to enable normal ANSI prefixes that we both agreed on. I just haven't had the time to update the patch, the tp2, the archives etc., and there will be a huge amount of work for EE compatibility, which will be totally different, and which we are in fact working on right now, so I'm waiting until there's a finalized schema for that before getting back to this. Yes, the current mod can pose a problem for non-European systems, but apart from that, it seems fairly stable, so I don't know if we want to introduce variants and more complexity to an already complex scheme if folks can just be patient a bit longer.


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


#62 The Imp

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Posted 01 March 2014 - 05:38 PM

, ...if folks can just be patient a bit longer.

Erhm, would you consider allowing pro5 to have access to the "files being worked on", cause I am pretty sure he could... you know... do most of the work for you... without him needing to wait at his end and all. Yeah, I know you are busy guy and all ...


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#63 Miloch

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Posted 02 March 2014 - 12:56 PM

Erhm, would you consider allowing pro5 to have access to the "files being worked on", cause I am pretty sure he could... you know... do most of the work for you... without him needing to wait at his end and all. Yeah, I know you are busy guy and all ...

I'd already offered to pawn it off on him if I can collect everything together. I have no issue shifting work to him given what I had to go through with P5 Tweaks when pro5 disappeared. :D


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


#64 The Imp

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Posted 11 August 2014 - 01:47 AM

1) I wonder if we can use "chcp 65001" or "chcp 437" (en-US) for the part when IA are installed and skip OS codepage changes.

 

2) Can I check this via filenames or maybe I need to load some map with creatures that use one of the new animation with problematic file?

1) Well the chcp is likely to be the 850(Latin I) instead of the 437(en-US), there probably is no difference in InfAnim... but anyways you need to also make the switch back after the InfAnim... and that could be tricky.

2) Well, you should be able to sort the compatibility via the override folders file content. Say for example, you make an install with the codepage 1252 on one install(just the base game, BG2 Fixpack, Infinity Animation and one of the addon archives ), and then another using your trick above, and then use a diff comparison of the two Override -directories. There should be no difference, so add one non game file to one of the directoies to make sure the diffing works.


Edited by The Imp, 11 August 2014 - 09:32 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#65 Creepin

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Posted 13 August 2014 - 10:46 AM

I have to know how I can check that IA was installed properly using my trick. 
 
Can I check this via filenames or maybe I need to load some map with creatures that use one of the new animation with problematic file?
I once was wondering too whether IA installed correctly, and I've got cool advice on how to quickly check it here. You could either follow it to the letter, or, if you've already installed IA content packs, skip to the step where you're changing PC animation.

P.S. Oh god, could it finally be so that I won't have to struggle with codepage each time I'm reinstalling BWS? Truly blessed times! :)

The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)