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TS25minimod - Bugs


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#41 Lollorian

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Posted 08 October 2010 - 04:59 PM

Grazie again! :D

Onto the AR0705 patching stuff:

Old code:
Spoiler


New code:
Spoiler


Things to note:
1) FPF 1 should prolly include the "schedule" variables like the original code has, but I couldn't find an example of how to schedule 4 times :unsure:

2) LPF 3 has flags ... they're freaky (might just be the reason the original AR0400 area crashed cause I'd left out flags in its revised patching macro :doh:)

The AR0400 (originally crashing) region's flags go like so:
fj_flags        = 0b00000100000000110000000000000000
Recipe for disaster?? :devil:

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#42 -Guest-

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Posted 08 October 2010 - 06:50 PM

1) FPF 1 should prolly include the "schedule" variables like the original code has, but I couldn't find an example of how to schedule 4 times :unsure:


fj_schedule = 0b11111111111111111111111111111111
or, better
fj_schedule = 0xffffffff
or, better
fj_schedule = ` 0
that is, however, the default value for this variable, so you can skip it entirely. the other version just broke it into four separate variables.

2) LPF 3 has flags ... they're freaky (might just be the reason the original AR0400 area crashed cause I'd left out flags in its revised patching macro :doh:)


you're assembling the flags in the wrong order: you want flag4flag3flag2flag1, or

fj_flags = 0b101000001 (better: fj_flags = 0x141 // draw as background, not covered by wall, show)

and

fj_flags = 0b100000000 (better: fj_flags = 0x100 // deactivated)

the ar0400 flags should probably be 0x304, or 0b00000000000000000000001100000100 if you prefer the redundant leading zeros. that's probably not responsible for you crash, however.

#43 -Guest-

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Posted 08 October 2010 - 06:53 PM

you may also wish to upgrade to this version of the function. you shouldn't have to change anything except doing a find->replace on the title: fj_add_are_structure -> fj_are_structure.

#44 Lollorian

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Posted 08 October 2010 - 07:18 PM

Awesome! So lesson(s) for today:
- Leading 0's are redundant
- Flags go topsy-turvy
- Can't have enough of hex :D

Using fj_are_struct.tpp from now on ... will try to get some more areas patchified soon :cheers:

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#45 Fennek

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Posted 10 October 2010 - 02:53 AM

I did some more testing. There was no ctd, the exit of TDD seems to exist (blue field on the sewer entrance) and the entrance added by TS25mini is also there. :) A bit problematic is, however, that it actually should be inaccessible (and not even shown as an exit) until a certain variable is set, so that one cannot go there (before some children finally lead one there to find a halfling). Now one can actually enter the building, just to find a halflig who "doesn't have anything to say to you", since the children are not supposed to go there (to start the dialog) until the exit becomes accessible for the player.

Edited by Fennek, 10 October 2010 - 02:54 AM.


#46 Lollorian

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Posted 10 October 2010 - 05:55 AM

Uh huh :D That might have something to do with the flags not being set :P Here's a fixed thingus ...

I had a look at the IEDSP and 0x304 stands for the NPC can't pass, Deactivated and Party Required flags :unsure: Now there's also this flag (bit 6) called NPC can trigger which seems to be needed for this particular case but I'll let the gurus do the talking :lol:

Attached Files


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#47 Hoppy

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Posted 11 October 2010 - 12:42 PM

Uh huh :D That might have something to do with the flags not being set :P Here's a fixed thingus ...

I had a look at the IEDSP and 0x304 stands for the NPC can't pass, Deactivated and Party Required flags :unsure: Now there's also this flag (bit 6) called NPC can trigger which seems to be needed for this particular case but I'll let the gurus do the talking :lol:


Just use a trigger activation in the AR0400 script like TDD does. addario_assassin_den is the point of interest and we have:
IF
	!Global("adarioquests","GLOBAL",<img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' />
	Global("adariogridcopper","GLOBAL",0)
THEN
	RESPONSE #100
		TriggerActivation("adario_assassin_den",FALSE)
		SetGlobal("adariogridcopper","GLOBAL",1)
		Continue()
END

IF
	Global("adarioquests","GLOBAL",<img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' />
	Global("adariogridcopper","GLOBAL",1)
THEN
	RESPONSE #100
		TriggerActivation("adario_assassin_den",TRUE)
		SetGlobal("adariogridcopper","GLOBAL",2)
		Continue()
END

EDIT: Obviously you use the door you want closed and opened depending on your favorite global check related to the mod's quest et Voila!

Edited by Hoppy, 11 October 2010 - 12:45 PM.

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#48 Fennek

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Posted 14 October 2010 - 07:02 AM

I cannot install component 5 with the new setup-file. I get an error regarding unknown function "fj_are_structure". And the additional file in the lib-folder is actually called "fj_add_are_struct" (so the "always include" command at the beginning also caused some problems until I changed it).

#49 Lollorian

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Posted 14 October 2010 - 07:37 AM

Oh yea :P I didn't up a pack with the awesome anon's new macro :D Shouldn't matter cause Miloch did say they're prolly the same thing :) Methinks the next WeiDU will probably include the MACRO built-in or something :lol:

Attached the fj_are_struct.tpp btw ... put into ts25mini/lib/ and use with the setup-ts25mini.tp2 attached a few posts back :)

Attached Files


Edited by Lollorian, 14 October 2010 - 07:41 AM.

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#50 Fennek

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Posted 15 October 2010 - 07:19 AM

When trying to install component 5 I now get told that there's a problem (parse error;(state 495) at PLUS; GLR parse error, near text "+") with line 244, column 1-60 of the new file

FOR( num = 0 ; VARIABLE_IS_SET EVAL ~fj_%value%_%num%~ ; ++num )BEGIN

I deleded one +, but nothing changed and I have no idea of the command anyway... :whistling:

#51 Lollorian

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Posted 15 October 2010 - 08:04 AM

Unless you're somehow using an older WeiDU or something, that's a seriously freaky case :blink: I did install all the components with the new .tp2 and .tpp just a moment ago ... proof in the DEBUG attached :D

I deleded one +, but nothing changed and I have no idea of the command anyway... :whistling:

That might not work :P

++n is shorthand for n=n+1 :cheers: ... I think ...

Attached Files


Edited by Lollorian, 15 October 2010 - 08:11 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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#52 Fennek

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Posted 15 October 2010 - 08:32 AM

Clean installation was not up to date anymore... Weidu was 213... XXX... :doh: :ph34r: Installation worked fine. I also tested it ingame, entrance appears when it has to. Thanks a lot! :woot:
I guess one can throw this into the Fixpack now, to combine it with the other patch(s) for the setup-file.

Edited by Fennek, 15 October 2010 - 08:33 AM.


#53 Lollorian

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Posted 15 October 2010 - 08:34 AM

Posted Image

"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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#54 psychlopes

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Posted 16 October 2010 - 08:22 AM

any chance this mod will be translated to English, since my German is non-existant.
انا لا اتكام اللغة الالمانية

#55 Fennek

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Posted 16 October 2010 - 08:58 PM

If anyone wants to translate Japanese-English or German-English, he should feel free to do so. My (not yet complete) German translation can be found in the fixpack (ts25mini/_copy/tra/German) and there are also the readme-files. If I first translate the mod to German and then to English, this might take until Christmas - next year... ;)
(And it's always better if the translator translates into his native language...).

#56 Miloch

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Posted 18 October 2010 - 03:59 PM

++n is shorthand for n=n+1 ... I think ...

Should be += not ++ if that's what it's doing (i += 1 is i = i + 1). Dunno if ++ stands for anything in tp2 files (it's shorthand for dialogue file syntax but that's different).

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#57 Wisp

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Posted 18 October 2010 - 04:04 PM

++n is shorthand for n=n+1 ... I think ...

Should be += not ++ if that's what it's doing (i += 1 is i = i + 1). Dunno if ++ stands for anything in tp2 files (it's shorthand for dialogue file syntax but that's different).

Lollorian is correct in that ++n means n+=1. It was introduced a few WeiDU versions ago.

#58 Miloch

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Posted 18 October 2010 - 04:22 PM

Lollorian is correct in that ++n means n+=1. It was introduced a few WeiDU versions ago.

Ah. So it's undocumented shorthand for documented shorthand that saves... a whole character? Might not quite win the "most useless shorthand" award, but it's probably in the top 10 :D.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
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================================================================
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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
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#59 Wisp

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Posted 18 October 2010 - 04:29 PM

Ah. So it's undocumented shorthand for documented shorthand that saves... a whole character? Might not quite win the "most useless shorthand" award, but it's probably in the top 10 :D.

I don't know, I find it very convenient. ++ is a quick double tap whereas += is + plus shift-0 (at least on a Swedish keyboard).

Edited by Wisp, 18 October 2010 - 04:30 PM.


#60 Lollorian

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Posted 18 October 2010 - 05:04 PM

Ah. So it's undocumented shorthand for documented shorthand that saves... a whole character? Might not quite win the "most useless shorthand" award, but it's probably in the top 10 :D.

n++ is like magic, you add 1 to n but you don't specify the 1 :o ... it adds like magic! :rolleyes: (there's also the thing that this is the basic unary increment operator in most languages but ... meh, magic rocks :D)

"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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