Jump to content


Photo

BGT:EE


  • Please log in to reply
148 replies to this topic

#101 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5155 posts

Posted 04 January 2016 - 03:49 AM

Reported. :devil:


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.


#102 Roxanne

Roxanne

    Modder

  • Member
  • 3564 posts

Posted 04 January 2016 - 05:12 AM

I did not find the following issue documented anywhere but worth notifying

file:///C:/BaldurEET/BG2EE/EET/docs/BG1%20reference%20table.htm

 

It States that the BG1 Dreams use

Global("BG1Dream","GLOBAL")

But they also use a different numbering scheme between BGT and EET, i.e. triggers using the old numbering will fail

Global after first dream (Nashkel) is now 2 while it was 1 in BGT, etc.

 

EE sets a global, in BGT increment global was used.


Edited by Roxanne, 04 January 2016 - 05:20 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#103 K4thos

K4thos
  • Modder
  • 315 posts

Posted 04 January 2016 - 06:57 AM

yeah, this is a known difference (take a look at these files). To be more precise BG1/BG:EE/Tutu/EET have the same DREAM values but for some reason BGT similarly to chapters changed it to use different numbering. I will mention it in the reference file.


Edited by K4thos, 04 January 2016 - 06:58 AM.


#104 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5155 posts

Posted 04 January 2016 - 07:18 AM

yeah, this is a known difference (take a look at these files). To be more precise BG1/BG:EE/Tutu/EET have the same DREAM values but for some reason BGT similarly to chapters changed it to use different numbering. I will mention it in the reference file.

This is likely because the BG2 game start from chapter 1 instead of the tutorial, like BG1 does, so when you use the real start of the BG2 game, you are at chapter 1. And as that's the start of the BGT uses, it is always one chapter ahead of the BG1 chapter system. Which works out fine when the mods know about it, but there was a few known problem in the past.


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.


#105 Roxanne

Roxanne

    Modder

  • Member
  • 3564 posts

Posted 05 January 2016 - 01:05 PM

MOS files for TextScreen

 

It appears that the mos files for TextScreen("myown1") etc require a larger format in EE than in BG2. My custom-made ones do not fit anymore (they work but are too small). It just looks amateurish.

Is there a way to adapt them - problem is, they were done long ago and the sources no longer exist, so I need a method to convert the existing Mos files - if that is possible at all?

 

Edit Found Tile2EE converter by Argent77 and will take a look at that.

 

Edit 2 I am too dumb to use this - it tells me input file is same as output already.


Edited by Roxanne, 05 January 2016 - 01:54 PM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#106 K4thos

K4thos
  • Modder
  • 315 posts

Posted 05 January 2016 - 04:17 PM

1. load the mos in Near Infinity

2. Export -> PNG

3. Edit the file in graphic program

4. In Near Infinity Tools -> Convert -> Image to MOS (v1)

 

Here is BG2:EE textscreen background with transparency, so you can add your image there if you like.

https://www.sendspace.com/file/ur1osy

XCF is a Gimp format, let me know if you prefer PSD or something else

 

Although please keep your images somewhere in case that EET will switch to different textscreen graphic in future. I like how the not so over designed SoD GUI looks like, so who knows :) We will see how BG2:EE patch 1.4 end up looking. Low res screen grab from the official SoD stream: http://i.imgur.com/owVoRCt.png


Edited by K4thos, 05 January 2016 - 05:02 PM.


#107 Roxanne

Roxanne

    Modder

  • Member
  • 3564 posts

Posted 05 January 2016 - 09:57 PM

1. load the mos in Near Infinity

2. Export -> PNG

3. Edit the file in graphic program

4. In Near Infinity Tools -> Convert -> Image to MOS (v1)

 

Here is BG2:EE textscreen background with transparency, so you can add your image there if you like.

https://www.sendspace.com/file/ur1osy

XCF is a Gimp format, let me know if you prefer PSD or something else

 

Although please keep your images somewhere in case that EET will switch to different textscreen graphic in future. I like how the not so over designed SoD GUI looks like, so who knows :) We will see how BG2:EE patch 1.4 end up looking. Low res screen grab from the official SoD stream: http://i.imgur.com/owVoRCt.png

Thanls for the advice, this was more or less the do-it-yourself method I invented myself. I was just asking if there was a better way but it seems okay to do it like that, Looks more acceptable in game than the too small screens at last. And anyway, you are supposed to read the text....,


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#108 Roxanne

Roxanne

    Modder

  • Member
  • 3564 posts

Posted 06 January 2016 - 02:19 PM

There is an issue with BG5300.bcs, the original unmodded version. As AR5300 in BGEE has no script assigned, it is my assumption that this script is introduced through EET. The way it is written, it blocks all additions introduced by mods with EXTEND_BOTTOM from being called.

Spoiler

Changing it to this makes it useable.

Spoiler

 

There is not yet something like fixpack in BGT to take care of such issues.


Edited by Roxanne, 06 January 2016 - 02:22 PM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#109 K4thos

K4thos
  • Modder
  • 315 posts

Posted 06 January 2016 - 03:42 PM

IF
True() //Means this is always triggering and nothing below ever will
THEN
RESPONSE #100
Weather(RAIN)
RESPONSE #100
TriggerActivation("DoorNort",TRUE)
TriggerActivation("DoorEast",FALSE)
TriggerActivation("DoorSout",FALSE)
TriggerActivation("DoorWest",TRUE)
END

this is not added directly by EET. Probably some mod that you've installed on BG:EE changed it. Check it out with ChangeLog if you still have that BG:EE installation and let me know which one did it.

 

btw. EET now uses larger worldmap (needed by IWD-in-EET mod that adds IWD1 and IWD2 areas to the game). Not sure if you are using EET Worldmap or BP-BGT Worldmap for your mod, but if you are planning to make it work on the default map and already started the work than the only change that needs to be done compared to older version is adding 1330 pixels in Y coord. Documention will be updated soon.


Edited by K4thos, 06 January 2016 - 03:46 PM.


#110 Roxanne

Roxanne

    Modder

  • Member
  • 3564 posts

Posted 06 January 2016 - 10:08 PM

IF
True() //Means this is always triggering and nothing below ever will
THEN
RESPONSE #100
Weather(RAIN)
RESPONSE #100
TriggerActivation("DoorNort",TRUE)
TriggerActivation("DoorEast",FALSE)
TriggerActivation("DoorSout",FALSE)
TriggerActivation("DoorWest",TRUE)
END

this is not added directly by EET. Probably some mod that you've installed on BG:EE changed it. Check it out with ChangeLog if you still have that BG:EE installation and let me know which one did it.

That is why I put it here - changelog claims that no mod changed it until the ones I added myself which have the EXTEND_BOTTOM and thus the problem described.

I checked both BG2 and BG1 from which it was imported. (In BG1 the area does not even have a script). The first mod to add anything is my test version of NTotSC which adds to the bottom beneath the mysterious block.

I checked with checklog both the changes to bcs and are but no result.

Furthermore, the code activates/de-activates non existing triggers (unless dooreast etc is how the travel areas at the side of outdoor maps are referred to in EE??)

btw. EET now uses larger worldmap (needed by IWD-in-EET mod that adds IWD1 and IWD2 areas to the game). Not sure if you are using EET Worldmap or BP-BGT Worldmap for your mod, but if you are planning to make it work on the default map and already started the work than the only change that needs to be done compared to older version is adding 1330 pixels in Y coord. Documention will be updated soon.

A question In forgot to ask. I add directly to the new worldmap and it works fine (for current testing I install my mod at last so I can uninstall and update frequently) I still have the code for BP_worldmap (which is currently unused by the install) - do I need to maintain it or is the direct method all I need for EET?


Edited by Roxanne, 06 January 2016 - 11:19 PM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#111 K4thos

K4thos
  • Modder
  • 315 posts

Posted 07 January 2016 - 05:31 AM

That is why I put it here - changelog claims that no mod changed it until the ones I added myself which have the EXTEND_BOTTOM and thus the problem described.

I checked both BG2 and BG1 from which it was imported. (In BG1 the area does not even have a script). The first mod to add anything is my test version of NTotSC which adds to the bottom beneath the mysterious block.

I checked with checklog both the changes to bcs and are but no result.

Furthermore, the code activates/de-activates non existing triggers (unless dooreast etc is how the travel areas at the side of outdoor maps are referred to in EE??)

strange. Unless the log function is broken in the newest weidu it should be able to find it (in BG:EE folder that has been used to import content from). Could you please upload both override/weidu.log (this is a copy of BG:EE one that has been copied to EET directory during installation) and normal weidu.log? I will see which mod could have added trigger deactivation to Fire Leaf Forset. Bug like this must be reported to author that made this change.

 

A question In forgot to ask. I add directly to the new worldmap and it works fine (for current testing I install my mod at last so I can uninstall and update frequently) I still have the code for BP_worldmap (which is currently unused by the install) - do I need to maintain it or is the direct method all I need for EET?

yes, direct method is enough. Glad to hear that. BP-BGT Worldmap is supported but not needed.



#112 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5155 posts

Posted 07 January 2016 - 05:46 AM

That is why I put it here - changelog claims that no mod changed it until...
So you made the --change-log from the ar5400.bcs -file in the BG1EE directory ? Cause, in the BG2EE directory it's exported and renamed as the bg5400.bcs, according to what I read.
Checking just to make sure that the info you give is the correct one.

Edited by The Imp, 07 January 2016 - 05:47 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.


#113 Roxanne

Roxanne

    Modder

  • Member
  • 3564 posts

Posted 07 January 2016 - 06:18 AM

That is why I put it here - changelog claims that no mod changed it until the ones I added myself which have the EXTEND_BOTTOM and thus the problem described.

I checked both BG2 and BG1 from which it was imported. (In BG1 the area does not even have a script). The first mod to add anything is my test version of NTotSC which adds to the bottom beneath the mysterious block.

I checked with checklog both the changes to bcs and are but no result.

Furthermore, the code activates/de-activates non existing triggers (unless dooreast etc is how the travel areas at the side of outdoor maps are referred to in EE??)

strange. Unless the log function is broken in the newest weidu it should be able to find it (in BG:EE folder that has been used to import content from). Could you please upload both override/weidu.log (this is a copy of BG:EE one that has been copied to EET directory during installation) and normal weidu.log? I will see which mod could have added trigger deactivation to Fire Leaf Forset. Bug like this must be reported to author that made this change.

 

A question In forgot to ask. I add directly to the new worldmap and it works fine (for current testing I install my mod at last so I can uninstall and update frequently) I still have the code for BP_worldmap (which is currently unused by the install) - do I need to maintain it or is the direct method all I need for EET?

yes, direct method is enough. Glad to hear that. BP-BGT Worldmap is supported but not needed.

 

I found the origin of that code block, it is in the BGEE version of DSotSC. Strange thing is however that this was not installed in my BGEE source but I used the EET-Version from your source that was installed in BG2EE after EET. Probably the issue is something that went wrong during my BGEE installation.

I guess we can file it under *installation error*.

The reason why nothing is found by changelog may be that nothing is stored in any backup folder searched by changelog.

No further action required in EET.

The issue will only appear in BGEE if some mod wants to add to AR5300.bcs

 

PS I still post the two logs just in case there is another oddity. Do not worry about the stuff I have in BG2EE after the general biffing, that are the mods I am testing at the moment.

Attached File  WeiDU_BGEE_FromOverrideBG2EE.log   5.63K   222 downloads

Attached File  WeiDU.log   19.97K   238 downloads


Edited by Roxanne, 07 January 2016 - 07:02 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#114 K4thos

K4thos
  • Modder
  • 315 posts

Posted 07 January 2016 - 08:36 AM

I found the origin of that code block, it is in the BGEE version of DSotSC. Strange thing is however that this was not installed in my BGEE source but I used the EET-Version from your source that was installed in BG2EE after EET.

if that is the case than probably you had BG:EE version of DSotSC by COM_Solaufein installed at some point. Theoretically it's possible that some changes will stay even after uninstalling the mod. For example if there was error during uninstallation or if author used COPY + (which doesn't make backup file)

It's always best to install supported mods on a fresh BG:EE installation.

As for your BG2:EE weidu log, you installed many mods that doesn't have EET support officially yet. There will be soon a topic on G3 forums with a list of supported mods and steps needed to make the mod compatible, so hopefully more mods will be updated to fully support EET soon. I'm offering help in converting any BG2:EE mod myself. Most mods from your weidu log already have patches prepared and awaits for response from authors if they are interested in implementing them.

So, I hate to tell it but your current installation won't work correctly. BWS doesn't implement these patches automatically yet, so the only way to install BG2 mods for now is doing it manually.


Edited by K4thos, 07 January 2016 - 08:37 AM.


#115 Roxanne

Roxanne

    Modder

  • Member
  • 3564 posts

Posted 07 January 2016 - 09:04 AM

I found the origin of that code block, it is in the BGEE version of DSotSC. Strange thing is however that this was not installed in my BGEE source but I used the EET-Version from your source that was installed in BG2EE after EET.

if that is the case than probably you had BG:EE version of DSotSC by COM_Solaufein installed at some point. Theoretically it's possible that some changes will stay even after uninstalling the mod. For example if there was error during uninstallation or if author used COPY + (which doesn't make backup file)

It's always best to install supported mods on a fresh BG:EE installation.

As for your BG2:EE weidu log, you installed many mods that doesn't have EET support officially yet. There will be soon a topic on G3 forums with a list of supported mods and steps needed to make the mod compatible, so hopefully more mods will be updated to fully support EET soon. I'm offering help in converting any BG2:EE mod myself. Most mods from your weidu log already have patches prepared and awaits for response from authors if they are interested in implementing them.

So, I hate to tell it but your current installation won't work correctly. BWS doesn't implement these patches automatically yet, so the only way to install BG2 mods for now is doing it manually.

I am well aware of this - do not take the BG2EE mod literally. I have converted a number of mods for my own use but they still show the original version number (I have not changed that in tp2). This is a developpers installation. I only try to report such things here that are not caused by those facts.

I will update the whole installation pretty soon, when some major mod I require may become available in its EET version.

 

The BG5400.bcs issue was not valid to report for EET but it is valid for BGEE.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#116 Roxanne

Roxanne

    Modder

  • Member
  • 3564 posts

Posted 08 January 2016 - 01:16 AM

I know that the following issues are rather related to BG2EE than to EET but maybe they irritate more players and may be stuff for some modder to look at.

1. When selecting the whole group or PC he/she answers with a default selected response like an NPC - appears like talking to his master in front of the PC (he/she is group leader, why does he/she acknowledge orders?)

2. In cutscene mod, picture is zoomed out as far as possible, cutscenes are thus extremely small. (Is there an additional command in scripts maybe that prevents this?)

3. DisplayString and similar text appear in one endless string across the screen there is no wrap like in BG2. (Can this be overcome by using a special formatting in tra for such text??)


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#117 K4thos

K4thos
  • Modder
  • 315 posts

Posted 08 January 2016 - 03:07 AM

1. When selecting the whole group or PC he/she answers with a default selected response like an NPC - appears like talking to his master in front of the PC (he/she is group leader, why does he/she acknowledge orders?)

he/she is responding to the player :P

 

2. In cutscene mod, picture is zoomed out as far as possible, cutscenes are thus extremely small. (Is there an additional command in scripts maybe that prevents this?)

enable "Scale User Interface" option in Graphic options. It will make all the movies to be upscaled to full screen. Without it movies play at the resolution they were encoded in - 720p for the BG2:EE and EET movies.

 

3. DisplayString and similar text appear in one endless string across the screen there is no wrap like in BG2. (Can this be overcome by using a special formatting in tra for such text??)

If you have an example that you can check in both BG2 and EE engine than send me screenshots from each game. I can leave a "feature suggestion" on Beamdog forum, or even report it as a bug if it really looks awful compared to vanilla engine.


Edited by K4thos, 08 January 2016 - 03:09 AM.


#118 Argent77

Argent77
  • Administrator
  • 1434 posts

Posted 08 January 2016 - 03:15 AM

2. In cutscene mod, picture is zoomed out as far as possible, cutscenes are thus extremely small. (Is there an additional command in scripts maybe that prevents this?)

enable "Scale User Interface" option in Graphic options. It will make all the movies to be upscaled to full screen. Without it movies play at the resolution they were encoded in - 720p for the BG2:EE and EET movies.

Roxanne is probably talking about the Cutscene mode for scripted events which resets zoom to 100%. I think this is done to avoid compatibility issues. I don't think there is a way to turn it off.
 

3. DisplayString and similar text appear in one endless string across the screen there is no wrap like in BG2. (Can this be overcome by using a special formatting in tra for such text??)

DisplayString() still wraps lines, but the default width has been significantly increased. You can test it with long lines in the game console. For example, C:Eval('DisplayStringHead(Myself, 5)') in BG2:EE is broken apart into three lines in my game. Maybe zoom effects can influence this behavior. I don't think this can be changed without manually breaking the lines in your mod.



#119 Roxanne

Roxanne

    Modder

  • Member
  • 3564 posts

Posted 08 January 2016 - 03:22 AM

1. When selecting the whole group or PC he/she answers with a default selected response like an NPC - appears like talking to his master in front of the PC (he/she is group leader, why does he/she acknowledge orders?)

he/she is responding to the player :P

Exactly, it is talking to oneself, in an RPG is not the player to identify with the game character?

2. In cutscene mod, picture is zoomed out as far as possible, cutscenes are thus extremely small. (Is there an additional command in scripts maybe that prevents this?)

enable "Scale User Interface" option in Graphic options. It will make all the movies to be upscaled to full screen. Without it movies play at the resolution they were encoded in - 720p for the BG2:EE and EET movies.

I use this scaling - I was not talking about movies but cutscenes.

 

2. In cutscene mod, picture is zoomed out as far as possible, cutscenes are thus extremely small. (Is there an additional command in scripts maybe that prevents this?)

enable "Scale User Interface" option in Graphic options. It will make all the movies to be upscaled to full screen. Without it movies play at the resolution they were encoded in - 720p for the BG2:EE and EET movies.

Roxanne is probably talking about the Cutscene mode for scripted events which resets zoom to 100%. I think this is done to avoid compatibility issues. I don't think there is a way to turn it off.
 

3. DisplayString and similar text appear in one endless string across the screen there is no wrap like in BG2. (Can this be overcome by using a special formatting in tra for such text??)

DisplayString() still wraps lines, but the default width has been significantly increased. You can test it with long lines in the game console. For example, C:Eval('DisplayStringHead(Myself, 5)') in BG2:EE is broken apart into three lines in my game. Maybe zoom effects can influence this behavior. I don't think this can be changed without manually breaking the lines in your mod.

 

Yes, this exactly fits to my observation = very long lines wrap at one point but it is VERY long, even outside of the visible screen.

I will take your advice and break the lines affected in the same way I did a linefeed for some of the textscreens to fit better.

3. DisplayString and similar text appear in one endless string across the screen there is no wrap like in BG2. (Can this be overcome by using a special formatting in tra for such text??)

If you have an example that you can check in both BG2 and EE engine than send me screenshots from each game. I can leave a "feature suggestion" on Beamdog forum, or even report it as a bug if it really looks awful compared to vanilla engine.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#120 Roxanne

Roxanne

    Modder

  • Member
  • 3564 posts

Posted 08 January 2016 - 04:11 AM

1. When selecting the whole group or PC he/she answers with a default selected response like an NPC - appears like talking to his master in front of the PC (he/she is group leader, why does he/she acknowledge orders?)

he/she is responding to the player :P

Exactly, it is talking to oneself, in an RPG is not the player to identify with the game character?

2. In cutscene mod, picture is zoomed out as far as possible, cutscenes are thus extremely small. (Is there an additional command in scripts maybe that prevents this?)

enable "Scale User Interface" option in Graphic options. It will make all the movies to be upscaled to full screen. Without it movies play at the resolution they were encoded in - 720p for the BG2:EE and EET movies.

I use this scaling - I was not talking about movies but cutscenes.

 

2. In cutscene mod, picture is zoomed out as far as possible, cutscenes are thus extremely small. (Is there an additional command in scripts maybe that prevents this?)

enable "Scale User Interface" option in Graphic options. It will make all the movies to be upscaled to full screen. Without it movies play at the resolution they were encoded in - 720p for the BG2:EE and EET movies.

Roxanne is probably talking about the Cutscene mode for scripted events which resets zoom to 100%. I think this is done to avoid compatibility issues. I don't think there is a way to turn it off.
 

3. DisplayString and similar text appear in one endless string across the screen there is no wrap like in BG2. (Can this be overcome by using a special formatting in tra for such text??)

DisplayString() still wraps lines, but the default width has been significantly increased. You can test it with long lines in the game console. For example, C:Eval('DisplayStringHead(Myself, 5)') in BG2:EE is broken apart into three lines in my game. Maybe zoom effects can influence this behavior. I don't think this can be changed without manually breaking the lines in your mod.

 

Yes, this exactly fits to my observation = very long lines wrap at one point but it is VERY long, even outside of the visible screen.

I will take your advice and break the lines affected in the same way I did a linefeed for some of the textscreens to fit better.

3. DisplayString and similar text appear in one endless string across the screen there is no wrap like in BG2. (Can this be overcome by using a special formatting in tra for such text??)

If you have an example that you can check in both BG2 and EE engine than send me screenshots from each game. I can leave a "feature suggestion" on Beamdog forum, or even report it as a bug if it really looks awful compared to vanilla engine.

 

I looked into issues 2 and 3 a bit further.

It is a massive impact on quite a number of mods (including my own but not exclusively). A lot of key scenes in mods are currently presented as cutscenes with stringhead dialogues displayed on the actors = the issues 2+3 are cumulated. You will see those scenes zoomed out so that you are not able to see what is really going on - and then an endless string of unreadble text flashes by. Not useable.

Just think of the Jarlaxle/Entreri opening scenes from RoT in Irenicus Dungeon or the duergar escape in the same area. Trashed.

Means all of this has to be re-written, probably in the nature of dreamscenes, so that they use the normal GUI.

I just estimated I have around 200 of those in my mod - maybe doing a conversion under these conditions is not such a bright idea after all. I was not expecting such impact from the EE GUI, even knowing how bad it was. The whole advantage of zoom is not available when it is needed most, too bad.

Utterly frustrating after the enormous progress I made with *SandrahEET* and how well she integrated into EET.


Edited by Roxanne, 08 January 2016 - 04:14 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*