hzon
Member Since 11 Dec 2010Offline Last Active Dec 14 2010 02:27 AM
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In Topic: SOLVED - BP BGT WorldMap installation trouble
13 December 2010 - 05:48 AM
Thanks for fixing it everyone! Looking forward to playing on my trip across the Pacific. :> (Also, if it breaks while I'm mid-air, I will probably hunt down and kill your loved ones.)
In Topic: SOLVED - BP BGT WorldMap installation trouble
11 December 2010 - 06:29 PM
There are significant differences between v8 and v7, not just that some files are in different directories. The stuff the trimpack does is no longer necessary with version 8.
That I can believe; though that then begs the question of whether my method would break anything or not, as if it doesn't, then I might as well use it until it fails to work. I actually modified the RAR itself to reflect the modification I made (on my computer, not the available one for download).
I installed a recommended install using your "copy lib/ to original/" technique, and got a few hours into BG2 before I noticed a problem. When I came out of that first dungeon, at the promenade or whatever, I couldn't go to the slums on the world map. I could only go to the city gate, but after I visited the city gate, the slums became a valid destination. So, presumably, the linkage between areas was messed up subtly. (Or I screwed something else up. :>)
This, we can possibly pin down. Did you:
a)Add or Remove any mods from the 'Recommended' selection?
b)Use only the current BWP's mod versions?
c)Disable foreign language mods?
and d)Change any mod settings from the ones defaulted in the BiG World Project's PDF at http://www.shsforums...s&showfile=534?
I know I was having odd problems earlier with a BWP installation, even though I was going by the PDF, as always. It was a Recommended+, with a few Standard mods tossed in, and after the full install and cleanup, I had to recover back to a clean install because the game wouldn't start, though I didn't read through many of the logs to try to figure it why (Yes, I'm incredibly lazy; don't judge meh!). Instead, I chose Recommended again, removed a few of the rule-changing mods, picked the ones I'd wanted, and now it works.
As Recommended lacks the Imoen Romance, the extra stores + items, and the huge amount of kits I want, I've never tried a pure Recommended installation, but I may just to see if it works.
I actually saved a copy of that entire directory, so I can give you the files. (I haven't given up on those saves yet. :>) I used the latest BWS release (the release one, not the beta one that lets you pause/etc), upgraded it via the gui prompts, and did a recommended install of bg1 + bg2. I selected english-only (pretty sure), added the widescreen mod to the config, and then right after extraction I copied lib/ to original/ in the widescreen mod dir.
Just skimming the code, it's really happenstance that it worked so smoothly, as a lot of the code has been rewritten. You get most of the v7.1 logic because it's all in that main tp2 file that is overwritten, but everything else is changed around out from under it.
So, here are the files, but this is probably not a good point to troubleshoot from. Better would be if I recreated a recommended install where I made sure the v8 map mod was installed correctly and showed where things broke. However, I've already hopelessly messed up my current installation (making it work, or at least making it appear to work), so that would take me another couple hours to recreate, and I'm supposed to be prepping for an 18+ hour plane flight on monday. :>
In Topic: SOLVED - BP BGT WorldMap installation trouble
11 December 2010 - 05:30 PM
There are significant differences between v8 and v7, not just that some files are in different directories. The stuff the trimpack does is no longer necessary with version 8.
That I can believe; though that then begs the question of whether my method would break anything or not, as if it doesn't, then I might as well use it until it fails to work. I actually modified the RAR itself to reflect the modification I made (on my computer, not the available one for download).
I installed a recommended install using your "copy lib/ to original/" technique, and got a few hours into BG2 before I noticed a problem. When I came out of that first dungeon, at the promenade or whatever, I couldn't go to the slums on the world map. I could only go to the city gate, but after I visited the city gate, the slums became a valid destination. So, presumably, the linkage between areas was messed up subtly. (Or I screwed something else up. :>)
In Topic: SOLVED - BP BGT WorldMap installation trouble
11 December 2010 - 05:22 PM
One more thing is breaking for me when I rm that file and do a full install. Skimming the code real quick, v7.1 appears to check if a link target is valid, where v8 doesn't handle link entries that point to non-existent areas.
I was able to fix this by removing the two lines:
and
from my BGII - SOA\Worldmap\map_mods_links.tbl
Anyway, a few of the install scripts try to modify the map v7.1 code after it's untarred but before it's installed, so it's a little bit of a mess I think.
Real quick, these play with the Worldmap/ dir (like I assume mods are supposed to):
The Fixpack ones are suspicious looking.
And, here are the ones that are assuming (to an extent) the v7.1 layout, and messing with the code:
Anyway, I've never looked at any infinity engine code before, so my analysis may be totally wrong. I just want to play the fricking game. :>
Installing [Worldmap for Baldur's Gate - including colored Baldur's Gate map icons] Copying 1 file ... Which travel times do you want? 1. Original Travel Times and Area Visibility 2. Revised Travel Times and Area Visibility. PLEASE ENTER 1 OR 2 Original Area Visibility and Travel Times for BG1 & SoA/TOB+BP Family Mods Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying 1 file ... Copying 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying 1 file ... Copying 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... ERROR: cannot convert index1_ar60pb or %index1_ar60pb% to an integer ERROR: [worldmap.wmp] -> [override] Patching Failed (COPY) (Not_found) Stopping installation because of error. Stopping installation because of error. ERROR Installing [Worldmap for Baldur's Gate - including colored Baldur's Gate map icons], rolling back to previous state
I was able to fix this by removing the two lines:
DSC002 E AR60PB EXIT9000 4 2 AR5301 AR4901 AR5300 AR4701 AR4801 10
and
DSC004 E AR60PB EXITC004 3 2 AR4801 AR5301 AR4901 AR5300 AR4701 10
from my BGII - SOA\Worldmap\map_mods_links.tbl
Anyway, a few of the install scripts try to modify the map v7.1 code after it's untarred but before it's installed, so it's a little bit of a mess I think.
Real quick, these play with the Worldmap/ dir (like I assume mods are supposed to):
$ find ./ -name Worldmap ./ACBre/Worldmap ./BGT/Worldmap ./BiG World Fixpack/NTotSC/_copy/Worldmap ./BiG World Fixpack/rukrakia/_copy/Worldmap ./DSotSC/Worldmap ./Innershade/Worldmap ./soa/Worldmap ./TDD/Worldmap ./Worldmap
The Fixpack ones are suspicious looking.
And, here are the ones that are assuming (to an extent) the v7.1 layout, and messing with the code:
$ grep --recursive 'BP-BGT_Worldmap' . ... ./Setup-TDD.tp2:REQUIRE_FILE ~BP-BGT_Worldmap/Revised/TBL/new_map_mods_links_TDD.tbl~ ~Please EXTRACT ONLY the BP-BGT Worldmap mod into BGII - SoA folder for TDD to commence; more in TDD/README~ ./Setup-TDD.tp2:COPY ~BP-BGT_Worldmap/Revised/TBL/new_map_mods_links_TDD.tbl~ ~BP-BGT_Worldmap/Revised/TBL~ ./Setup-Turambar_fixes_tweaks.TP2:REQUIRE_PREDICATE FILE_EXISTS ~BP-BGT_Worldmap/Revised/TBL/new_map_mods_links_BGT.TBL~ @140 //Worldmap ./Setup-Turambar_fixes_tweaks.TP2:COPY ~Turambar_fixes_tweaks/TBL/new_map_mods_links_BGT.TBL~ ~BP-BGT_Worldmap/Revised/TBL/new_map_mods_links_BGT.TBL~
Anyway, I've never looked at any infinity engine code before, so my analysis may be totally wrong. I just want to play the fricking game. :>
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