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Topic Summary

Posted by: Echon
« on: July 26, 2015, 06:04:57 AM »

'Not there anymore' is pretty much the definition of a broken link.
You do understand that this topic is 2 years old, and the program has been updated twice, and that DarkZephyr might have not ?
... there's no reason to actually link to the old versions... to my knowledge.

I was not arguing any of that. My point simply is that a link with points to something which is no longer there, is in fact a broken link.
Posted by: The Imp
« on: July 25, 2015, 02:58:00 AM »

'Not there anymore' is pretty much the definition of a broken link.
You do understand that this topic is 2 years old, and the program has been updated twice, and that DarkZephyr might have not ?
... there's no reason to actually link to the old versions... to my knowledge.
Posted by: Echon
« on: July 25, 2015, 02:35:33 AM »

It's not so much broken as not there anymore. You could just use the updated one from here.

'Not there anymore' is pretty much the definition of a broken link.
Posted by: The Imp
« on: July 25, 2015, 02:03:57 AM »

The download links to WeiDU 236 are broken.  Does anyone know where I can get my hands on a copy of the Windows version? 
It's not so much broken as not there anymore. You could just use the updated one from here.
Posted by: DarkZephyr
« on: July 24, 2015, 07:32:03 PM »

The download links to WeiDU 236 are broken.  Does anyone know where I can get my hands on a copy of the Windows version? 
Posted by: Wisp
« on: August 21, 2014, 12:01:19 PM »

Also the sc#addWmpAre isn't working with me. It crashed the game.
Are the entrance names correct? Incorrect entrances is a crashing offence. You can also try enabling logging and see if you turn up a clue in baldur.err (add Logging On=1 to baldur.ini under [Program Options]).
Posted by: CoM_Solaufein
« on: August 18, 2014, 11:55:00 AM »

Also the sc#addWmpAre isn't working with me. It crashed the game.
I went from the East Wood of Sharp Teeth to Wood of Sharp Teeth. Right next to each other, both in their respective array. Here's the code for them.
Code: [Select]
// Wood of Sharp Teeth
// add links from these area(s) to the new area
ACTION_DEFINE_ASSOCIATIVE_ARRAY toNewArea BEGIN
    "AR2400" => "Exitwmp"       // Peldvale
    "AR3000" => "Exitwmp"       // Spiderwood
    "AR2900" => "Exitwmp"       // Larswood
    "AR1900" => "Exitwmp"       // Bandit Camp
    "ARC012" => "Exitwmp"       // East Wood of Sharp Teeth
    "ARC013" => "Exitwmp"       // Forest of Forgotten Souls
END

// add links from the new area to these area(s)
ACTION_DEFINE_ASSOCIATIVE_ARRAY fromNewArea BEGIN
    "AR2400" => "ExitW"      // Peldvale
    "AR3000" => "ExitS"       // Spiderwood
    "AR2900" => "ExitSW"       // Larswood
    "AR1900" => "ExitNW"       // Bandit Camp
    "ARC012" => "ExitN"       //  East Wood of Sharp Teeth
    "ARC013" => "ExitN"       // Forest of Forgotten Souls
END

// Wood of Sharp Teeth
// calls the function and returns the worldmap entry number for the new area
LAUNCH_ACTION_FUNCTION sc#addWmpAre
    INT_VAR mapIcon = 11           // map icon
            xCoord  = 866          // x coordinate
            yCoord  = 491          // y coordinate
            tTime   = 2            // travel time *4, so two means eight hours
            inclSv  = 1

    STR_VAR areName = "ARC011"     // area reference, like "AR0700"
            strName = "Wood of Sharp Teeth" // area name, like "Waukeen's Promenade"
            strDesc = "Wood of Sharp Teeth" // area description which will show up when hovering the area on the worldmap

END

// East Wood of Sharp Teeth
// add links from these area(s) to the new area
ACTION_DEFINE_ASSOCIATIVE_ARRAY toNewArea BEGIN
  "AR2400" => "Exitwmp"       // Peldvale
  "AR3000" => "Exitwmp"       // Spiderwood
  "AR2900" => "Exitwmp"       // Larswood
  "AR1900" => "Exitwmp"       // Bandit Camp
  "ARC011" => "Exitwmp"       // Wood of Sharp Teeth
  "ARC013" => "Exitwmp"       // Forest of Forgotten Souls
END

// add links from the new area to these area(s)
ACTION_DEFINE_ASSOCIATIVE_ARRAY fromNewArea BEGIN
    "AR2400" => "ExitW"      // Peldvale
    "AR3000" => "ExitS"       // Spiderwood
    "AR2900" => "ExitSW"       // Larswood
    "AR1900" => "ExitNW"       // Bandit Camp
    "ARC011" => "ExitS"       //  Wood of Sharp Teeth
    "ARC013" => "ExitN"       // Forest of Forgotten Souls
END

// East Wood of Sharp Teeth
// calls the function and returns the worldmap entry number for the new area
LAUNCH_ACTION_FUNCTION sc#addWmpAre
    INT_VAR mapIcon = 10           // map icon
            xCoord  = 864          // x coordinate
            yCoord  = 428         // y coordinate
            tTime   = 2            // travel time *4, so two means eight hours
            inclSv  = 1

    STR_VAR areName = "ARC012"     // area reference, like "AR0700"
            strName = "East Wood of Sharp Teeth" // area name, like "Waukeen's Promenade"
            strDesc = "East Wood of Sharp Teeth" // area description which will show up when hovering the area on the worldmap

END
Posted by: Wisp
« on: August 18, 2014, 11:31:44 AM »

I had something strange happen. I uninstalled a mod and when I looked at my Override folder, my other mods were no longer there. So I reinstalled one of those missing mods and all of a sudden the missing mods reappeared. Is this some kind of glitch?
If I were to guess, your files were probably still there, but Explorer was not displaying them for some reason. If it happens again, you can try browsing for your files with something else (e.g., NI).
Posted by: CoM_Solaufein
« on: August 17, 2014, 01:49:30 AM »

I had something strange happen. I uninstalled a mod and when I looked at my Override folder, my other mods were no longer there. So I reinstalled one of those missing mods and all of a sudden the missing mods reappeared. Is this some kind of glitch?
Posted by: The Imp
« on: January 25, 2014, 11:29:30 AM »

Hopefully this patch means WeiDU doesn't need to change for a mod :)
This is far more preferable to the reverting... so long as there's no other mods that are hardcoded to the old. And if there is, we need to get to deal with them.
AKA, if there is and anyone runs into them, notify us and we'll deal with them.
Posted by: Lollorian
« on: January 25, 2014, 10:00:27 AM »

Hopefully this patch means WeiDU doesn't need to change for a mod :)
Posted by: Wisp
« on: January 25, 2014, 08:52:05 AM »

Hmm, is reverting the word you would use for it ? Or reconstructing the new format so it still works, but won't break the old format either... yeah, please feel free take the closest sharp object and toss it this way. :D
Yes, "reverting" is the word I would use for it. The old ADD_MUSIC contained code for not adding a new MUS file if it already existed in songlist.2da, but that part did not work due to some misconceptions. I fixed that bug so ADD_MUSIC does not add redundant rows to songlist.2da. BGT Music is hardcoded to the old behaviour of one ADD_MUSIC unconditionally equalling one additional row in songlist.2da. There is no way to reconcile the new behaviour with how BGT Music assumes ADD_MUSIC behaves, short of fixing BGT Music to not hardcode the songlist references.
Posted by: The Imp
« on: January 25, 2014, 07:09:15 AM »

Sure it's possible. This problem can be resolved either by fixing BGT Music or by reverting the fix to WeiDU. I'm guessing I'll be reverting WeiDU.
Hmm, is reverting the word you would use for it ? Or reconstructing the new format so it still works, but won't break the old format either... yeah, please feel free take the closest sharp object and toss it this way. :D
Posted by: Wisp
« on: January 25, 2014, 06:32:33 AM »

Wisp,
It's possible somehow solve this problem?
Sure it's possible. This problem can be resolved either by fixing BGT Music or by reverting the fix to WeiDU. I'm guessing I'll be reverting WeiDU.
Posted by: Imrix
« on: January 21, 2014, 01:11:04 PM »

Ah, thank you.