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Stutter related tools


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#1 Sasha Al'Therin

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Posted 12 May 2012 - 08:31 PM

Two tools to address some of the stuttering problems commonly associated in the Infinity Engine games.

#1 is a mod version of Suslik's script side solution for those individuals who do not wish to use Tobex in their games

The mod version is a work in progress as I do not have any games with the stuttering problem to actually test it out. This is designed using his instructions. It does install and it does 'run'. I can not claim that it actually solves the stutter problem. However, since it is based on Suslik's instructions and he claims that it works, it should do the job.

It is primarily meant for the BG2 engine tho there is attempted usage for other IE games. BG & ToTSC however are blocked from use as the number of variables allowed is a fixed value.

After some consideration and a mention by Suslik that his use of baldur.bcs was merely temporary, I've provided version 2 which uses only a party AI script. Again the same as version 1, it 'runs' but I can't claim that it actually solves the stutter problem since I cannot test that particular ability.

Download Version 1: http://sasha-altheri...ods/abGVSCF.zip
Download Version 2: http://sasha-altheri...s/abGVSCFv2.zip

***********************************************************************

#2 is yet another version of the script stutter check developed by the bigg

This incorporates Jarno's LStest but expands upon it to be useful in other platforms besides BG2. There is also an option to apply the test to only one script. Being able to apply the test to only one script is handy when you already know that only one creature is being affected. The single script option also goes ahead and outputs the associated baf file so that the culprit block may be readily examined after being determined.

I am unsure if the AT_EXIT command which calls the weidu.exe to decompile the script file is specific to Windows OS's only. Non-Windows users may attempt it and report back as to the functionality.

Download: http://sasha-altheri...ods/abSSGSC.zip

Edited by Sasha Al'Therin, 13 May 2012 - 06:38 AM.

My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm


#2 Miloch

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Posted 14 May 2012 - 02:03 AM

I am unsure if the AT_EXIT command which calls the weidu.exe to decompile the script file is specific to Windows OS's only. Non-Windows users may attempt it and report back as to the functionality.

AT_EXIT is not OS-specific, but the actual command-line syntax may be different. But why would you use that to compile/decompile a script instead of native WeiDU commands?

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


#3 Sasha Al'Therin

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Posted 14 May 2012 - 03:04 AM

I am unsure if the AT_EXIT command which calls the weidu.exe to decompile the script file is specific to Windows OS's only. Non-Windows users may attempt it and report back as to the functionality.

AT_EXIT is not OS-specific, but the actual command-line syntax may be different. But why would you use that to compile/decompile a script instead of native WeiDU commands?

because the tp2 commands don't output in baf file format. The weidu command line options do. So the AT_EXIT launches that.

My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm


#4 Miloch

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Posted 14 May 2012 - 07:17 AM

because the tp2 commands don't output in baf file format.

Well, actually it does - you're already doing a DECOMPILE_BCS_TO_BAF in your tp2. You could just (in theory) do an INNER_ACTION BEGIN, COPY ~override/%SOURCE_RES%.bcs.baf~ ~%SOURCE_RES%.baf~ instead of the AT_EXIT if you want a decompiled version in the main game folder. (You'll have to check the exact syntax though - IIRC WeiDU does something like a double extension, i.e. .bcs.baf when it decompiles files, not sure though.)

I would recommend putting these all in one mod to avoid clutter if they do similar things. Just do separate SUBCOMPONENTs for the different versions of the first and a second component (i.e. BEGIN) for the second mod. That way, everything stutter-related could be in one updated mod tool.

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


#5 Sasha Al'Therin

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Posted 14 May 2012 - 07:34 AM

Well, actually it does - you're already doing a DECOMPILE_BCS_TO_BAF in your tp2. You could just (in theory) do an INNER_ACTION BEGIN, COPY ~override/%SOURCE_RES%.bcs.baf~ ~%SOURCE_RES%.baf~ instead of the AT_EXIT if you want a decompiled version in the main game folder. (You'll have to check the exact syntax though - IIRC WeiDU does something like a double extension, i.e. .bcs.baf when it decompiles files, not sure though.)

You will need to point to a mod that actually does this. theory while fine and good is not something I want to delve into for a simple tool to help someone track down problems in their game setup.

I would recommend putting these all in one mod to avoid clutter if they do similar things. Just do separate SUBCOMPONENTs for the different versions of the first and a second component (i.e. BEGIN) for the second mod. That way, everything stutter-related could be in one updated mod tool.

The two actually do different things. One is a script side fix solution to a particular problem. The other is used to check for possible script blocks causing stutter issues. There are already subcomponents in the one that is intended to aid in tracking down script caused stutter.

My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm


#6 Wisp

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Posted 14 May 2012 - 09:26 AM


Well, actually it does - you're already doing a DECOMPILE_BCS_TO_BAF in your tp2. You could just (in theory) do an INNER_ACTION BEGIN, COPY ~override/%SOURCE_RES%.bcs.baf~ ~%SOURCE_RES%.baf~ instead of the AT_EXIT if you want a decompiled version in the main game folder. (You'll have to check the exact syntax though - IIRC WeiDU does something like a double extension, i.e. .bcs.baf when it decompiles files, not sure though.)

You will need to point to a mod that actually does this. theory while fine and good is not something I want to delve into for a simple tool to help someone track down problems in their game setup.

Without endorsing the practice in any way, you can simply use
COPY_EXISTING foo.bcs "bar/foo.baf"
  DECOMPILE_BCS_TO_BAF

The AT_NOW call should work fine on non-Windows [1, 2], but you may want to restrict the copying into something like this:
ACTION_IF !(FILE_EXISTS ~weidu.exe~) AND FILE_EXISTS setup-abSSGSC.exe AND "%WEIDU_OS%" STRING_EQUAL_CASE win32 THEN BEGIN
COPY ~setup-abSSGSC.exe~ ~weidu.exe~
END
because the mod can be installed without the mod exe existing and the whole thing is only relevant to Windows.

1. It will not work on Macs that use the analogy of the conventional Windows way, i.e., an executable setup-modname file.
2. WeiDU for Linux currently ships as "WeiDU" and Linux is case-sensitive, but it is outside of your control anyway (and Bigg said he would lowecase it next release, IIRC). Just mention that the mod makes an external call to "weidu" and it should be fine.

Edited by Wisp, 14 May 2012 - 09:32 AM.


#7 Sam.

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Posted 30 November 2012 - 10:33 PM

FYI, I just used #2 abSSGSC in BGEE and it worked perfectly. I did update WeiDU just to be on the safe side, though.

Cheers! :cheers:

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

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