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The 'official' BWP Fixpack thread

BiG World Project Fixpack

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#81 dabus

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Posted 15 October 2015 - 10:56 AM

Coincidentally, this part caught my attention:
CA_AddDown=http://www.arcanecoast.ru/download/BWFixpack_aurora_fix.7z
CA_AddSave=BWFixpack_aurora_fix.7z
CA_AddSize=1259
CA_AddTest=BiG World Fixpack\aurora\t-kobold.tpa.patch:-
Is there a fix to BWP Fixpack on Arcanecoast? If so, how comes it wasn't incorporated into, ugh, Fixpack itself? :)



Just for the record:
CA_ means that this is only used when building the mod.ini for the config-folder CA, which contains the BWS files for Classic Adventures.
You can also find other examples like stuff that's used for IWD1 only if you look into the global 1pp-file.
If you look into the BWP's mod.ini, you won't find the CA_lines. If you configure CA and check the mod.ini, you'll find.
AddDown=http://www.arcanecoast.ru/download/BWFixpack_aurora_fix.7z
AddSave=BWFixpack_aurora_fix.7z
AddSize=1259
AddTest=BiG World Fixpack\aurora\t-kobold.tpa.patch:- 

Those are very likely lines that were in the games mod.inis before we merged them into the global ini-files.
Maybe there are some more of these leftovers.
THINK! - It's not illegal.

#82 Creepin

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Posted 15 October 2015 - 11:09 AM

Thank you dabus! CA acronim did rang a bell for me, but I figured it can't be Classic Adventures because BWS don't deal with it. Now I see where I was wrong :doh:


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


#83 The Imp

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Posted 15 October 2015 - 11:41 AM

CA acronim did rang a bell for me, but I figured it can't be Classic Adventures because BWS don't deal with it. Now I see where I was wrong :doh:

How long has it been since you last used the BWS, the BWP doesn't deal with the CA, but the BWS surely does. Been doing it for year... just like with Icewind Dale, the EE games etc.


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.


#84 Lollorian

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Posted 18 October 2015 - 07:24 AM

Hi, http://gibberlings3....609#entry233357
worth including?
Ofcourse :cheers:
@Lollorian:

BWP Fixpack Official SHS Download
...
BWP Fixpack Unofficial Git Download

You really should just rename the later as "The official BWS Fixpack". :P And the best thing is, you now get to manipulate your own .tp2 file... As you have to patch it in... :devil: Seriously, that was supposed to be funny.


That would kinda imply that the BWP and BWS are separate projects (which while somewhat true would - I think - only confuse people regarding the BWPFixpack)

Let the git master repo be the up-to-date version while the SHS versions are like when releases are made :P

Edited by Lollorian, 18 October 2015 - 07:30 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!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#85 The Imp

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Posted 18 October 2015 - 08:16 AM

Hi, this be worth including?
Wouldn't reading the imoen .cre files reference and then append that be better ?

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.


#86 Creepin

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Posted 23 October 2015 - 11:38 PM

Hey Lollorian, do you think this is worth to be investigated as a potential fixpack material?

Edited by Creepin, 23 October 2015 - 11:46 PM.

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


#87 Nightfarer

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Posted 29 October 2015 - 07:44 AM

TS25MiniMod:

 

Fixpack mistyped patch:

 

setup-ts25mini.tp2.patch:

 

 

+ LPF fj_are_structure
+    INT_VAR
+    fj_type         = 2    //travel
+    fj_box_left     = 5
+    fj_box_top      = 1110
+    fj_box_right    = 55
+    fj_box_bottom   = 1220
+    fj_cursor_idx   = 30   //door
+    fj_flags        = 0x304
+    fj_vertex_0     = 5 + (1110 << 16)
+    fj_vertex_1     = 55 + (1130 << 16)
+    fj_vertex_2     = 55 + (1220 << 16)
+    fj_vertex_3     = 5 + (1220 << 16)
+    fj_loc_x        = 2 <-- This one is 20, not 2. A mistype... in any case 2 is wrong, fj_loc_x = 20
+    fj_loc_y        = 1100
+    STR_VAR
+    fj_structure_type   = region
+    fj_name             = tz25nn_ar0400_to_tzdr03
+    fj_destination_area = tzdr03
+    fj_destination_name = Exit0400
+  END
+  LPF fj_are_structure
+    INT_VAR
+    fj_loc_x       = 130
+    fj_loc_y       = 1200
+    fj_orientation = 12   //NE
+    STR_VAR
+    fj_structure_type = entrance
+    fj_name           = tz25nn_ar0400_from_tzdr03
+  END
 
 //ar0900
 // Travel Trigger

 


Edited by Nightfarer, 29 October 2015 - 07:45 AM.


#88 agb1

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Posted 02 November 2015 - 09:43 PM

I'm using the Item and Spell Revisions v4 betas.

 

Is it possible to check the version of Item Revisions in the tp2 before applying the hotfix included with the fixpack?

 

:: item_rev - Item Revisions v3
 
:: Hotfix Beta 1.16 dated September 12th 2013
 
And same for Spell Revisions?
 
:: spell_rev - Spell Revisions v3.1
 
:: Demivrgvs' Hotfix 03 dated June 26th 2013
 
:: horred the plague's 2-handed ITM animation mismatch fix
 

BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#89 The Imp

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Posted 03 November 2015 - 01:25 AM

Is it possible to check the version of Item Revisions in the tp2 before applying the hotfix included with the fixpack?
Well, to tell you the truth, this shouldn't be necessary as the fixes are created by diffing the fixed and not fixed files in the .tp2 files at least... as you can replace whole .tp2 lines, if and only if the the line is the exact match. Including I think, the line numbers. That should give you enough room to maneuver(have both fixes).

Edited by The Imp, 03 November 2015 - 05:07 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.


#90 Lollorian

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Posted 04 November 2015 - 07:55 AM

Hey guys thanks for keeping the reports coming :)

 

It will be a while before I get my hands on a PC with git access so it might be great if someone can fork over the Fixpack repo and start updating :) (yes I've asked this before but the community seems to be really picking up on the entire online repo thing these days so yeah :P)


"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!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#91 Roxanne

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Posted 04 November 2015 - 11:31 PM

Here is a possible candidate

http://www.shsforums...e-2#entry582095


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#92 Nightfarer

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Posted 05 November 2015 - 06:04 AM

@Lollorian

 

I fully rewrote ts25mini.tp2 using LAUNCH_PATCH_FUNCTION  ~fj_are_structure~. Testing with Creepin if it works as expected.

 

Once checked that everything works well, I'll pass it to you or to Leonardo to produce the new setup patch (although I can do that myself).

I have also turned the mod (all components) into english but it is in need of proofreading.


Edited by Nightfarer, 05 November 2015 - 06:08 AM.


#93 agb1

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Posted 07 November 2015 - 04:20 AM

Please add the patch described in the linked forum post to the Fixpack.

 

Wild Mage Additions compatibility with BG2EE --

 

https://forums.beamd...dditions#latest

 

This would allow BWS to install WMA on BG2EE.


BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip


#94 Roxanne

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Posted 10 November 2015 - 02:39 AM

I found this issue in Stone of Askavar v1.9 if used in BGT.

I cannot report it on their forum to which I have no permission.

It affects ar3200.bcs

 

Spoiler

Strangely enough, the bug is introduced by this

SOA/SETUP-SOA.TP2~ 0 1 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> BP-BGT Worldmap version: all areas added to worldmap (requires BP-BGT Worldmap): 1.9 BWP Fix


Edited by Roxanne, 10 November 2015 - 03:15 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#95 Lollorian

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Posted 11 November 2015 - 02:27 AM

Could someone give this commit a quick review please? I parsed through my BWP folder for any inverted dialogue tokens and found these :)

 

Reported the Sandrah one to the mod since <HESHE> is pretty active and updating :P (geddit? I used a string token there :D *crickets*)


"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!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#96 Roxanne

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Posted 11 November 2015 - 02:42 AM

Could someone give this commit a quick review please? I parsed through my BWP folder for any inverted dialogue tokens and found these :)

 

Reported the Sandrah one to the mod since <HESHE> is pretty active and updating :P (geddit? I used a string token there :D *crickets*)

I gave it a look and found nothing wrong with your commit.

 

Just for info - I checked the one in my mod and the wrong  <PRO_HERHIS> actually displayed in the game as charname's name, not as a wrong token - maybe this is why the things were not detected before.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#97 Lollorian

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Posted 11 November 2015 - 03:38 AM

Update time :D

 

@Creepin: Done :cheers:

 

@Nightfarer: Done & please do attach the fixed file :)

 

@agb1:

 

Re: Revision betas

That's not possible purely via the fixpack framework unfortunately :( The workaround would be to make sure the item_rev and spell_rev folders in the fixpack are deleted before installing.

 

Like the Imp said, however, the patch might not even install correctly if they reworked the files (or fixed them) :P

 

Re: WMA

Done :)

 

@Roxanne:

Re: Askaria

Done :)

 

@SoA:

I couldn't find this block anywhere :(


"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!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#98 Lollorian

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Posted 11 November 2015 - 03:47 AM

Could someone give this commit a quick review please? I parsed through my BWP folder for any inverted dialogue tokens and found these :)

 

Reported the Sandrah one to the mod since <HESHE> is pretty active and updating :P (geddit? I used a string token there :D *crickets*)

I gave it a look and found nothing wrong with your commit.

 

Just for info - I checked the one in my mod and the wrong  <PRO_HERHIS> actually displayed in the game as charname's name, not as a wrong token - maybe this is why the things were not detected before.

Many thanks :cheers:

 

It might be something like all PRO_-prefixed tags revert to <CHARNAME> since it's the PROtagonist :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!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#99 Roxanne

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Posted 11 November 2015 - 03:53 AM

Update time :D

 

@Creepin: Done :cheers:

 

@Nightfarer: Done & please do attach the fixed file :)

 

@agb1:

 

Re: Revision betas

That's not possible purely via the fixpack framework unfortunately :( The workaround would be to make sure the item_rev and spell_rev folders in the fixpack are deleted before installing.

 

Like the Imp said, however, the patch might not even install correctly if they reworked the files (or fixed them) :P

 

Re: WMA

Done :)

 

@Roxanne:

Re: Askaria

Done :)

 

@SoA:

I couldn't find this block anywhere :(

@SoA:

I couldn't find this block anywhere

 

It is in soa/snips/ar4300.baf >>> ar4300 being BGT ar3200 however the refence is not updated in BGT installation and furthermore the code itself does not work

Spoiler

 

It looks for two situations

A) Global("DoorS001Active","AR4300",1)
GlobalLT("CearwinQuest","GLOBAL",2)

B)Global("DoorS001Active","AR4300",0)
GlobalGT("CearwinQuest","GLOBAL",1)

However when you first enter ar3200 (North Nashkel Road) you will always have

C) Global("DoorS001Active","AR4300",0) (Does not exist)

Global("CearwinQuest","GLOBAL",0) (Does not exist)

Consequently the door supposed to be closed until you receive CearwinQuest is open and those blocks never trigger.

For BGT I therefore proposed to use

Spoiler


Edited by Roxanne, 11 November 2015 - 03:54 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#100 Nightfarer

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Posted 11 November 2015 - 04:03 AM

@Nightfarer: Done & please do attach the fixed file :)

 

@Lollorian. I will let you have the file once we're sure it works as expected. For now, I can tell you that Creepin managed to successfully install the mod using my rewritten setup :)

We're now checking that structures and areas are OK :)

Once done, I'll let you have the file :)