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Problem BP-Ascension - SCSII


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#1 Fennek

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Posted 24 April 2010 - 05:08 AM

In my normal installations (without BP AI) I get a problem with SCSII, better calls for help,

see here:http://www.shsforums.net/topic/42220-fixes-for-the-big-fixpack/page__view__findpost__p__485487

When I install BP Ascension and then SCSII (only call for help), I get problems with gpmage_asc, gpthief_asc and gparcher_asc.

So thief and archer are somehow added by another component/mod (old ascension components?), gpmage not. I'll try now with old Ascension.

Edited by Fennek, 24 April 2010 - 05:09 AM.


#2 Fennek

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Posted 24 April 2010 - 05:23 AM

All the files are in the old Ascension. So I guess they were not added to BP Ascension completely.

@Lollorian: In case you read this, could you have a look if you have these files (or at least .cre / .bcs which start with gp) in your mod folder / override / mod backups? The gpmage has to come from a mod I did not install...
(The other two, too, but I have them in my Megamod-installs at least, so it#s not that important at them moment, I think...).

Edit: changelog on gpmage1 + 2

[WeiDU.exe] WeiDU version 21500
[WeiDU.exe] Using scripting style "BG2"
override/gpmage1.cre
override/GPMAGE1.CRE BPv179/BACKUP/0/GPMAGE1.CRE


Mods affecting GPMAGE1.CRE:
00000: /* from game biffs */ ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ 0 0 // BG2 Fixpack - Core Fixes: v9.01 BWP Fix
00001: ~SETUP-BPV179.TP2~ 0 0 // Big Picture AI/Enhancement Mod, version 179 weidu (beta)


[WeiDU.exe] WeiDU version 21500
[WeiDU.exe] Using scripting style "BG2"



Mods affecting GPMAGE2.CRE:



I guess the problem might be related to the fixpack or BP... I'll try an installation with BP and SCS and then have another look...

I hope these files are related at all...

I did not use SCSII AI during this test. There's a probability that this AI would solve the problem with two of the gp... files, but not the third one... (what might explain my problem, but not the non-appearance in BP only installs...)

Edited by Fennek, 24 April 2010 - 05:40 AM.


#3 Fennek

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Posted 24 April 2010 - 01:39 PM

The installation (BP and SCS) was not of any help for this problem, I think. But some other were eliminated.

#4 Fennek

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Posted 25 April 2010 - 03:26 AM

That's the code from SCSII:

ACTION_IF FILE_EXISTS_IN_GAME ~yagaft.bcs~ THEN BEGIN  // Ascension installed

		COPY_EXISTING ~gpmage2.bcs~ ~override~
		   DECOMPILE_BCS_TO_BAF
		   REPLACE_TEXTUALLY ~EVILBUTBLUE~ ~0~ // this is to allow for FP having fixed Ascension
		   COMPILE_BAF_TO_BCS
		   REPLACE_BCS_BLOCK ~scsII/help/scripts/gpmage_asc.baf~ ~override/dw#alert.bcs~

		COPY_EXISTING ~gphealer.bcs~ ~override~
		   DECOMPILE_BCS_TO_BAF
		   REPLACE_TEXTUALLY ~EVILBUTBLUE~ ~0~ // this is to allow for FP having fixed Ascension
		   COMPILE_BAF_TO_BCS
		   REPLACE_BCS_BLOCK ~scsII/help/scripts/gphealer_asc.baf~ ~override/dw#alert.bcs~

		COPY_EXISTING ~gpthief.bcs~ ~override~
		    REPLACE_BCS_BLOCK ~scsII/help/scripts/gpthief_asc.baf~ ~override/dw#alert.bcs~
		COPY_EXISTING ~gparcher.bcs~ ~override~
  			   DECOMPILE_BCS_TO_BAF
			   REPLACE_TEXTUALLY ~EVILBUTBLUE~ ~0~ // this is to allow for FP having fixed Ascension
		   	   COMPILE_BAF_TO_BCS
			   REPLACE_BCS_BLOCK ~scsII/help/scripts/gparcher_asc.baf~ ~override/dw#alert.bcs~

	END ELSE BEGIN
		COPY_EXISTING ~gpmage2.bcs~ ~override~
			REPLACE_BCS_BLOCK ~scsII/help/scripts/gpmage_old.baf~ ~override/dw#alert.bcs~

		COPY_EXISTING ~gphealer.bcs~ ~override~
			REPLACE_BCS_BLOCK ~scsII/help/scripts/gphealer_old.baf~ ~override/dw#alert.bcs~
                COPY_EXISTING ~gpthief.bcs~ ~override~
   			REPLACE_BCS_BLOCK ~scsII/help/scripts/gpthief_old.baf~ ~override/dw#alert.bcs~
		COPY_EXISTING ~gparcher.bcs~ ~override~
			REPLACE_BCS_BLOCK ~scsII/help/scripts/gparcher_old.baf~ ~override/dw#alert.bcs~

	END

It's linked with Ascension. It dioes not appear in all installations, since in BP AI installations this component isn't installed at all... (so there cannot be a problem... :doh: ) Probably only if one uses SCSII AI: Better calls for helps and BP Ascension...

#5 Fennek

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Posted 25 April 2010 - 03:41 AM

If one uses Ascension mod, there's no problem. Just tested it (BWP mini install, Fixpack, Bg 2 Fixpack, Ascension[the fixes for it are still in the fixpack], SCSII better calls...

Any idea which has to be added to BP Ascension?
Or does BP Ascension include all the components from Ascension at all?

#6 Jarno Mikkola

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Posted 25 April 2010 - 05:34 AM

Any idea which has to be added to BP Ascension?

Erhm, I have no idea, but could try to open the file called gpmage_asc.baf in the successful non-BP Ascension + SCSII's ~scsII/help/scripts/ -directory and see what's there, and post it here.

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#7 Fennek

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Posted 25 April 2010 - 06:52 AM

That's the content from the file in SCSII/help/scripts (Ascension and SCSII):
IF
	Die()
THEN
	RESPONSE #100
		Shout(ALERT)
END

IF
	AttackedBy([GOODCUTOFF],DEFAULT)
	OR(3)
		Allegiance(Myself,GOODBUTBLUE)
		Allegiance(Myself,NEUTRAL)
		Allegiance(Myself,0)
THEN
	RESPONSE #100
		Shout(ALERT)
		Enemy()
END

IF
	ActionListEmpty()
	See([GOODCUTOFF])
	Allegiance(Myself,ENEMY)
	Global("ShoutedAlert","LOCALS",0)
THEN
	RESPONSE #100
		SetGlobal("ShoutedAlert","LOCALS",1)
		Shout(ALERT)
		Continue()
END

IF
	Heard([EVILCUTOFF],ALERT)
	!Allegiance(Myself,ENEMY)
THEN
	RESPONSE #100
		Enemy()
		Continue()
END

IF
	ActionListEmpty()
	!See([GOODCUTOFF])
	Allegiance(Myself,ENEMY)
	Heard([EVILCUTOFF],ALERT)
	See(LastHeardBy(Myself))
THEN
	RESPONSE #100
		MoveToObject(LastHeardBy(Myself))
END


Just in case one needs this one, too:
(BP Ascension and SCSII):
IF
	Die()
THEN
	RESPONSE #100
		Shout(ALERT)
END

IF
	AttackedBy([GOODCUTOFF],DEFAULT)
	OR(3)
		Allegiance(Myself,GOODBUTBLUE)
		Allegiance(Myself,NEUTRAL)
		Allegiance(Myself,0)
THEN
	RESPONSE #100
		Shout(ALERT)
		Enemy()
END

IF
	ActionListEmpty()
	See([GOODCUTOFF])
	Allegiance(Myself,ENEMY)
	Global("ShoutedAlert","LOCALS",0)
THEN
	RESPONSE #100
		SetGlobal("ShoutedAlert","LOCALS",1)
		Shout(ALERT)
		Continue()
END

IF
	Heard([EVILCUTOFF],ALERT)
	!Allegiance(Myself,ENEMY)
THEN
	RESPONSE #100
		Enemy()
		Continue()
END

IF
	ActionListEmpty()
	!See([GOODCUTOFF])
	Allegiance(Myself,ENEMY)
	Heard([EVILCUTOFF],ALERT)
	See(LastHeardBy(Myself))
THEN
	RESPONSE #100
		MoveToObject(LastHeardBy(Myself))
END


Guess it's the same content.

#8 Jarno Mikkola

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Posted 25 April 2010 - 07:05 AM

...

Are those both the "gpmage_asc.baf" ?
If that's so.... We can reason from that, that we can find only one reason for the warning, the SCSII makes the files, but the reason it cannot find the file in the second case is that it's making is done after the warning is checked... so the warning is there for no real reason. So the mod will be completely work even with the warning.

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#9 Fennek

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Posted 25 April 2010 - 08:20 AM

Are those both the "gpmage_asc.baf" ?

Yes, both times from SCSII/help/scripts.

If that's so.... We can reason from that, that we can find only one reason for the warning, the SCSII makes the files, but the reason it cannot find the file in the second case is that it's making is done after the warning is checked...


Maybe I misunderstand you ("SCSII makes the files"), but this/these files are shipped with SCSII and can also be found in an unused SCSII download. I also changeloged them, no results.

#10 Fennek

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Posted 25 April 2010 - 09:53 AM

Knowing not much about coding I'd nevertheless say that the file gpmage2.bcs is involved in the process in some way. This file is in Yagashura component of old Ascension mod, but not in BP Ascension. Any idea if BP Ascesnion actually includes the optional components of old Ascension mod? If yes, this file might be lacking...
Actually there is also another file in old Ascension (gpmage1.bcs) that's not in BP Ascension (Yagashura and Gromnir components).

#11 Mike1072

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Posted 25 April 2010 - 03:54 PM

You should be aware that warnings are not the same as errors. They indicate that there may be a problem, but they don't guarantee one.

The extent of this warning is that SCS is unable to update ONE script to use Better Calls for Help. I'd be surprised if anyone noticed this in-game.

#12 -Fennek-

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Posted 26 April 2010 - 04:43 AM

Please also have a look here:

http://www.shsforums...86

Question is, are BP-Ascension and SCSII compatible? This warning was only a hint that there might be a problem. SCSII can certainly handle the old Ascension script stuff, but this is not used in BP-Ascension, as it seems (causing at least the warning). It might be possible that one faces ingame the same problems as if one combines BP AI and SCSII (fist-fighting lichs etc.).
This combination is in the BWP since some weeks or one or two months, so I guess not many people actually tested it / got to the end yet.
So, anybody here who has actually tested SCSII and BP-Ascension ingame?