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BiG World Setup (an attempt to update the program)


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#261 -Konrad-

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Posted 18 December 2013 - 11:41 AM

@Konrad: I guess you switched the language somewhere and/or set the Codepage to install InfinityAnimations.
Then a restart would happen and somehow that ended with a boom (because some variables were not set).

What happens if you restart the BWS by using the vbs-file after that happened?
Can you reproduce the error? Can you give a step by step guide? What buttons did you press / which settings did you use?

It looks that the mistake I made was to try to install it using VB files. It works fine with AutoIt3. Thanks for response and sorry for inconvience. 



#262 lostincarnation

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Posted 19 December 2013 - 02:45 AM

Can we use BWS with BG2EE to install BG2 mods?


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#263 dabus

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Posted 19 December 2013 - 11:46 AM

There are no checks / file-lists and so on for BG2EE, so it should fail and not accept the folder as a BG2-folder, complaining about file-versions and suggest that you patch your game or copy ToB-files.

And I don't know which mods are supported that are included in the BWP, so there's no "save route" here.


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#264 -guest-

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Posted 05 January 2014 - 07:10 AM

So... Can it be updated for the current BWP v14?



#265 dabus

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Posted 05 January 2014 - 07:53 AM

BWP was released yesterday and implementing changes need some time.
I'd need a few hours for the usual routine of running through all those changes, getting downloads, loading for yourself, configure the mods in the BWS, test if the mods extract as expected and so on. So either get things together yourself of be patient and wait a day or two.
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#266 -guest-

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Posted 05 January 2014 - 08:55 AM

Oh, I am in no way rushing you, I was just wondering, will anyone work on the update, or not; of course we can wait... So far, BWS was the only way I managed to successfully install a lot of mods without crippling the game – all of my previous installs sans vanilla had lethal bugs and CTDs, including the builds from other people that should've worked. So big kudos to you guys who develop and maintain it!

 

And a question: if I want to add a Weidu mod that isn't included in the BWP, can I just tell BWS to pause the installation and install manually? I added two Paladin kits, pausing before Divine Remix – Champion of Torm and Holy Liberator, from here: http://www.shsforums...-bgt-kit/page-2 ...as their original versions (from Crusader Pack and Oversight, respectively) were old and kind of meh... It all worked fine, but I didn't play long enough to make sure everything is ok. So, I'm not sure if this was the correct way to do that. Should I rather add the mods to the automatic installation somehow?

 

P.S.

 

And it's really great that the mods are still being in such an active development for the classic RPGs. The Fallout 2 Restoration Project just got some updates as well, and new content and fixes for two of my favourite games is the best New Year present I could ever hope for! So thanks to all the modders out there – you do crazy stuff. =)



#267 Mythrell

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Posted 08 January 2014 - 09:15 PM

Made yet another install today with the 20131203 version of BWS, I ran into couple of small issues in mods during the modified BWP "Standard" install, just figured out to share the experience with you: 

 

Amber NPC DL seems to be removed / hidden(?)

 

Following NPC's are missing english language but are marked as EN, even stating opposite in description:

Thael

Huple

Breagar (it used to have translation I think?)

Malthis

 

Tsujatha NPC v14 has something wrong in english translation, last lines in dialog file have been comment blocked off while in german version they're uncommented. I don't know if you should just uncomment them, I did and it installed properly but of course it could cause horrible bugs in the actual game.. as always :)

 

Anyways, good job with this once again, thanks for the hard work! :) 



#268 Quiet

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Posted 08 January 2014 - 11:38 PM

And a question: if I want to add a Weidu mod that isn't included in the BWP, can I just tell BWS to pause the installation and install manually? I added two Paladin kits, pausing before Divine Remix – Champion of Torm and Holy Liberator, from here: http://www.shsforums...-bgt-kit/page-2 ...as their original versions (from Crusader Pack and Oversight, respectively) were old and kind of meh... It all worked fine, but I didn't play long enough to make sure everything is ok. So, I'm not sure if this was the correct way to do that. Should I rather add the mods to the automatic installation somehow?

You can install, but promise that everything will work correctly in the following sequence, no one can.

 

Amber NPC DL seems to be removed / hidden(?)

Yep, it's temporarily unavailable.
 

Following NPC's are missing english language but are marked as EN, even stating opposite in description:
Thael
Huple
Breagar (it used to have translation I think?)
Malthis

Translation is included in the BiG World Textpack English v14.
 

Tsujatha NPC v14 has something wrong in english translation, last lines in dialog file have been comment blocked off while in german version they're uncommented. I don't know if you should just uncomment them, I did and it installed properly but of course it could cause horrible bugs in the actual game.. as always :)

Although this question is better to ask on mod support forum, but commented lines are in nearby file journal.tra.



#269 Mike1072

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Posted 09 January 2014 - 12:10 AM

Amber NPC DL seems to be removed / hidden(?)

Yep, it's temporarily unavailable.

Yeah, my bad.  I'll put up a copy in another location if I can't get the official download approved by tomorrow.



#270 Mythrell

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Posted 09 January 2014 - 01:20 AM


Following NPC's are missing english language but are marked as EN, even stating opposite in description:
Thael
Huple
Breagar (it used to have translation I think?)
Malthis

Translation is included in the BiG World Textpack English v14.

 

Well that explains a lot. It still stops the installation for the language selection question, probably something which could be easily fixed. 

 

Last break in the installation was the BGTTweak's Enemy items shatter component which failed to install, I decided to skip it. Same error as in post http://www.shsforums...-fail/?p=532250

 

All in all, it went a lot smoother than ever before so I'm happy with that :)



#271 Quiet

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Posted 09 January 2014 - 02:03 AM

Here is came the first new version of BWS in this year. )

Added:
  • Handle BG2EE and Classic Adventures
  • Enable restart of the install after Classic Adventures is installed
  • No more code changes required for adding new game-types
  • Universal IWD1&2 Translators (Russian only)
Fixed:
  • Calculate array correctly
  • Clicking "View debug" will open the log after install is finished
  • Get downloads from Sourceforge without referers to get the actual files
  • Show BG2 as games name when using BG2-style
  • Show Linebeaks in mods descriptions
  • Support answers for questions with international characters
  • Suppress oddities after changing the sequence in the selection-window
Updated:
  • BWP selection fits IP 14, TP GE 14
Yes, BWS now supports BG2EE and CA, thanks to dabus. ))

#272 dabus

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Posted 09 January 2014 - 01:15 PM

Note about BG2EE:
I did not limit the game to the supported languages. Sio other llanguages than English might bork your game. If you think we should (don't know about guys who ant to do some testing), removing some entries from the mod.ini should be easy to do for future releases.
I used the list from Mr K. over at the official forum. But since mods get updated and things get discovered, it might not be accurate.

Note about CA:
This is the first try of the CA-selection and I used the old thread created by Leomar about compatible mods, so things may be a bit rough around the edges.
The game installs fine though and I could walk around the first map and have a few dialogues. I just wanted to say that it lacks a newer source and thus (maybe) some mods that may be included are missing.

Note about adding games:
You can now throw in more folders with valid configurations into the Config folder. All it needs is an entry in the [Options]-section of the game.ini with the game-type/style and a little "description" in the Translation-XY.ini that is displayed when selecting the install-method in the second screen of the BWS. It is stored in Interact[1][3].
You will still need the know-how, but supporting other games with different mods like "knights kits", Epic Endeavours, Return to Trademeet, compilations of other WeiDU-mods or small worlds are now possible.
So if you want a "small world", start by coping the BWP-folder, edit the Interact[1][3]-value to be able to recognize your version in the game and start deleting stuff from the select.txt and your Big World starts to shrink down (or the options populating its selection-screen).

If you would support us with some instructions / weidu.logs / lists of mods about those games /compilations that are missing, it would be appreciated. :)

Edited by dabus, 09 January 2014 - 01:28 PM.

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#273 -Guest-

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Posted 09 January 2014 - 01:52 PM

Does this version also work with BWP 14 now?



#274 dabus

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Posted 09 January 2014 - 02:05 PM

Updated:
  • BWP selection fits IP 14, TP GE 14
 



And it's Quiet that did it. (I'm lucky... :D )

Edited by dabus, 09 January 2014 - 02:09 PM.

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#275 Marvin

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Posted 11 January 2014 - 06:24 AM

Just wanted to mention here that the German Textpatch mod does not seem to work with the newest BWP/BWS. While weidu.log sais it is installed, all the texts that should be German, are still English.

 

Just wanted to let you guys know.


Edited by Marvin, 11 January 2014 - 06:25 AM.


#276 dabus

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Posted 11 January 2014 - 07:20 AM

The top of the WeiDU.log just stats what items are downloaded by the BWS -- it's not an "installation was a success" marker.
Reason is - quiet obviously - a better overview for debugging and guys don't have to ask if they want to help.
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#277 Marvin

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Posted 11 January 2014 - 07:25 AM

I posted the error on the German forum as well, with some additional information as to what exactly went wrong. Maybe you can check that one out too and find he solution, which we then can post here again ;)



#278 dabus

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Posted 11 January 2014 - 07:33 AM

Already answered there.
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#279 Marvin

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Posted 11 January 2014 - 07:38 AM

Got it ;)



#280 dabus

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Posted 11 January 2014 - 08:32 AM

Leonardo changed foldernames for the textpack-folder, so old cmd-string does not work anymore. Quiet is on his way to correct that.
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