Pocket Plane Group

Friends and Neighbors => Weimer Republic (WeiDU.org) => WeiDU => Topic started by: erik on November 04, 2008, 02:46:11 PM

Title: GAME_IS, ENGINE_IS
Post by: erik on November 04, 2008, 02:46:11 PM
GAME_IS lacks BGT detection. Checking for bgintro.mve should be enough, I think, tutu doesn't rename the intro movie. I confused myself hopelessly adding negative detection for it in the SOA/TOB entries, however. I'll leave that to someone else.

Not that I need BGT detection in my current mod, but for completeness...

ENGINE_IS is undocumented, but better for my purposes. I'll use that.
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on November 04, 2008, 03:40:20 PM
Unfortunately, I can't change these without breaking backwards compatibility with Widescreen.
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on November 04, 2008, 03:54:13 PM
How's that? You mostly use ENGINE_IS, don't you? Adding bgt detection to GAME_IS wouldn't break that as far as I can tell...

And you only try to match IWD2 using GAME_IS in widescreen v1, at least.

Anyway, happy to report that ENGINE_IS is doing the job just fine here. :)
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on November 04, 2008, 04:51:21 PM
Right, you're correct. Done.
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on November 04, 2008, 05:51:46 PM
You'll need to find a more unique match for PST, by the way. FACTION.IDS leaked into the Icewind Dale I biffs. :o I don't have any PST around so I can't find a better one...

My plain unpatched IWD install matches both ENGINE_IS iwd and ENGINE_IS pst.
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on November 04, 2008, 06:01:23 PM
Fixed.
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on November 23, 2008, 10:20:37 AM
By the way, with DLTC/Glory of Istar demo installed, ENGINE_IS doesn't match any game. Surely it should still match ENGINE_IS ~tob~ ?

Worked around it by || FILE_EXISTS ~dltc_uninstall.exe~
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on November 23, 2008, 11:11:15 AM
In-biffs marker file, thank you.
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on November 23, 2008, 01:52:57 PM
xnewarea.2da looks like our best bet. Does not exist in bg1, soa, pst or the iwd games, exists in stock tob and also in dltc's own biffs.
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on November 23, 2008, 04:54:08 PM
Cheers.
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on November 25, 2008, 03:24:33 PM
Grumblegrumblegrumble.

Easytutu soa doesn't match ENGINE_IS ~soa~ when the bg1 and bg2 stock installs are deleted, which the easytutu install doc. says I can do with no problems. (but most of the bg2 movie files referenced in chitin disappears) And for some bizarre reason, it creates a xnewarea.2da in override, so it suddenly matches the new ENGINE_IS ~tob~.

*mutter*

So, say, tob = xpbonus.2da + xnewarea.2da + areaflag.ids then?

soa ... *mutter* ... xpbonus.2da and not (xnewarea.2da and areaflag.ids) ?

Seems to work for all cases I've seen so far, including easytutu soa and dltc.  8)
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on November 25, 2008, 04:53:38 PM
:'(
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on November 26, 2008, 04:04:14 PM
Tested my criteria. Works fine for:

BG2 SOA
BG2 TOB
Easytutu SOA
Easytutu TOB
TOB + DLTC
TOB + Classic Adventures TC
IWD (no false positives, yay)

... bgt untested (due to wine and bat files disagreeing about things), but I'd be surprised if that failed.

Case closed?
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on November 29, 2008, 05:28:00 PM
Code: [Select]
      let tutu = if game_or_engine then f "_eregost.mve" else false in
      let  bgt = if game_or_engine then f "bgintro.mve"  else false in
      let  bg2 = f "xpbonus.2da"  in
      let  tob = f "xnewarea.2da" && f "areaflags.2da" in
      let iwd2 = f "subrace.ids"  in
      let  pst = f "baator.mve"   in
      let  bg1 = f "beregost.mve" in
      let tosc = f "durlag.mve"   in
      let iwd1 = f "avalanch.mve" in
      let  how = f "howdrag.mve"  in
      let tolm = f "ar9700.tis"   in
      let ttsc = f "_durlag.mve"  in
      let res = List.exists (fun this ->
          match String.uppercase this with
          | "BG2"
          | "SOA"        -> bg2 && not tutu && not tob
          | "TOB"        -> bg2 && not tutu && not bgt && tob
          | "IWD2"       -> iwd2
          | "PST"        -> pst
          | "BG1"        -> bg1 && not tosc
          | "TOTSC"      -> bg1 && tosc
          | "IWD"
          | "IWD1"       -> iwd1 && not how && not tolm
          | "HOW"        -> iwd1 &&     how && not tolm
          | "TOTLM"      -> iwd1 &&     how &&     tolm
          | "TUTU"       -> tutu && not ttsc
          | "TUTU_TOTSC"
          | "TUTU+TOTSC" -> tutu &&     ttsc
          | "BGT"        -> bgt
          | _ -> failwith (Printf.sprintf "No rule to identify %s" (String.uppercase this))
      ) game_list in

Hopefully it's a) intelligible without knowing OCaml b) correct.

Up as 20840 in the usual quarter of hour anyway.
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on November 30, 2008, 02:12:10 PM
Every bg2 is soa in 20840.

areaflag.ids, not areaflags.2da
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on November 30, 2008, 04:14:22 PM
208.41 up in ten minutes. Can you test a bit of weidu, weigui and weinstall (including the elkhound grammar)? I had to run some changes in my Linux compiling environment (moved from Debian Sid to Ubuntu Intrepid server after losing the vmware drivers).
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on December 01, 2008, 12:47:20 PM
OK, 208.42 REALLY up in ten minutes. Apparently asking Ubuntu to consider ~/bin when accessing non-interactively is too hard.
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on December 01, 2008, 02:15:10 PM
May I recommend sshd_config :  PermitUserEnvironment and friends?  :pirate

we're still all-soa in 20842 - areaflag not areaflag_s_
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on December 01, 2008, 02:46:01 PM
Oh, I thought that ~/bin was a Basic Unix User Right - how stupid of me. Fixed the typo, up as 20843 in ten minutes, yada yada. Have you checked if the Elkhound grammar works?
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on December 01, 2008, 03:21:02 PM
Nngh. That's the new fancy parser, triggered by using VERSION and such in the tp2, right?

Almost always using it, if so... haven't noticed anything weirder than usual.

Having some "chinese values of interesting" trouble installing scsii though. "Smarter mages" failing when I've installed a whole bunch of other components in the same session, but succeeding if I quit the session, restart weinstall and install that component on its own. Which smells like weidu trouble. That's from earlier in the 208 series, though.

Can't reproduce with 20800, can with 20833 (earliest post-208.00 I have), can with 20842. You want a debug file or other debug output?
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on December 01, 2008, 03:24:32 PM
Code: [Select]
SUCCESSFULLY INSTALLED      Detectable spells and effects (required for most other components)
SUCCESSFULLY INSTALLED      Smarter general AI
INSTALLED WITH WARNINGS     Better calls for help
SUCCESSFULLY INSTALLED      Improved Spiders
SUCCESSFULLY INSTALLED      Give fiends more staying power by increasing their hit points (this component has no effect unless Improved Fiends is installed)
SUCCESSFULLY INSTALLED      Fiends cast spells like normal wizards
SUCCESSFULLY INSTALLED      Give Celestials slightly more staying power
SUCCESSFULLY INSTALLED      Celestials cast spells like normal wizards
NOT INSTALLED DUE TO ERRORS Mages never cast short-duration spells instantly at start of combat
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on December 01, 2008, 04:20:58 PM
I've had it a couple of times but ignored it as a random fluke. The fact that scsii has more KLOC than WeiDU itself further dampened my will to investigate it.
Title: Re: GAME_IS, ENGINE_IS
Post by: Taimon on December 01, 2008, 04:46:32 PM
Having some "chinese values of interesting" trouble installing scsii though. "Smarter mages" failing when I've installed a whole bunch of other components in the same session, but succeeding if I quit the session, restart weinstall and install that component on its own. Which smells like weidu trouble. That's from earlier in the 208 series, though.

Can't reproduce with 20800, can with 20833 (earliest post-208.00 I have), can with 20842. You want a debug file or other debug output?
Could you grep through the .debug looking for ERROR?
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on December 01, 2008, 04:53:15 PM
Please run as grep -B10 -A10 -i '\(error\|warning\)' to get some context and more matches.
Title: Re: GAME_IS, ENGINE_IS
Post by: Taimon on December 01, 2008, 04:55:46 PM
-A10 -B10 => -C10 ;)
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on December 01, 2008, 06:01:01 PM
Not much help in that, I'm afraid.

Eureka. Could it simply be croaking on stack size ("it" being either weidu or the wonderful perl thingie) ? Ugh. (stack size (kbytes, -s) 8192)

Code: [Select]
BIFF may be in hard-drive CD-path [./CD2/DATA/DEFAULT.BIF]
BIFF may be in hard-drive CD-path [./CD3/DATA/DEFAULT.BIF]
BIFF may be in hard-drive CD-path [./CD4/DATA/DEFAULT.BIF]
BIFF may be in hard-drive CD-path [./CD5/DATA/DEFAULT.BIF]
BIFF may be in hard-drive CD-path [./CD6/DATA/DEFAULT.BIF]
BIFF may be in hard-drive CD-path [./cache/DATA/DEFAULT.BIF]
[./DATA/DEFAULT.BIF] 5847739 bytes, 444 files, 0 tilesets
[./override/xnewarea.2da] loaded, 287 bytes
[dialog.tlk] claims to be writeable.
[dialog.tlk] claims to be a regular file.
WARNING: parsing log [WeiDU.log]: Sys_error("weidu.log: No such file or directory")

Choose your language:
 0 [English]
 1 [Espanol (www.clandlan.net)]
 2 [Polski (Yarpen)]
 3 [Deutsch (Leonardo Watson)]
Using Language [English]
[English] has 1 top-level TRA files
[scsII/tra/english/english.tra] has 466 translation strings

--
Copying 1 file ...
[./override/gpshout.bcs] loaded, 37120 bytes
Copied [gpshout.bcs] to [override/trgrd03.bcs]
Extending game scripts ...
[scsII/help/scripts/trgrd03_add.baf] loaded, 99 bytes
[./override/TRGRD03.BCS] loaded, 37120 bytes
Extended script [trgrd03.bcs] with [scsII/help/scripts/trgrd03_add.baf]
Copying and patching 6 files ...
[./override/STATE.IDS] loaded, 1668 bytes
[override/gpshout.bcs] loaded, 37120 bytes
WARNING: cannot find block matching [scsII/help/scripts/sardw_old.baf]
Copied [sarbul01.bcs] to [override/sarbul01.bcs]
[override/gpshout.bcs] loaded, 37120 bytes
WARNING: cannot find block matching [scsII/help/scripts/sardw_old.baf]
Copied [sarbul02.bcs] to [override/sarbul02.bcs]
[override/gpshout.bcs] loaded, 37120 bytes
WARNING: cannot find block matching [scsII/help/scripts/sardw_old.baf]
Copied [sarbul03.bcs] to [override/sarbul03.bcs]
[override/gpshout.bcs] loaded, 37120 bytes
WARNING: cannot find block matching [scsII/help/scripts/sardw_old.baf]
Copied [sardw01.bcs] to [override/sardw01.bcs]
[override/gpshout.bcs] loaded, 37120 bytes
WARNING: cannot find block matching [scsII/help/scripts/sardw_old.baf]
Copied [sardw02.bcs] to [override/sardw02.bcs]
[override/gpshout.bcs] loaded, 37120 bytes
WARNING: cannot find block matching [scsII/help/scripts/sardw_old.baf]
Copied [sardw03.bcs] to [override/sardw03.bcs]
Copying and patching 2 files ...
Copied [uhogre.bcs] to [override/uhogre.bcs]
Copied [madulf.bcs] to [override/madulf.bcs]
Copying and patching 3 files ...
[./override/ANIMATE.IDS] loaded, 8276 bytes
Copied [trrak01.bcs] to [override/trrak01.bcs]
Copied [trrak02.bcs] to [override/trrak02.bcs]
Copied [trrak03.bcs] to [override/trrak03.bcs]
Copying and patching 1 file ...
--
Copying and patching 1 file ...
[override/drdsht01.bcs] loaded, 37002 bytes
Copied [faldorn.bcs] to [override/faldorn.bcs]
Copying and patching 1 file ...
[scsII/help/ssl_out/help.baf] loaded, 11264 bytes
Copied [scsII/help/ssl_out/help.baf] to [override/dw#alert.baf]
Compiling 1 script ...
Processing 1 dialogues/scripts ...
Copying and patching 1 file ...
[override/dw#alert.bcs] loaded, 37002 bytes
WARNING: cannot find block matching [scsII/help/scripts/teltief_old.baf]
Copied [teltief3.bcs] to [override/teltief3.bcs]
Copying and patching 1 file ...
[./override/gpthief.bcs] loaded, 313680 bytes
[override/dw#alert.bcs] loaded, 37002 bytes
override/gpthief.bcs copied to scsII/backup/6010/gpthief.bcs, 313680 bytes
Copied [gpthief.bcs] to [override/gpthief.bcs]
Copying and patching 1 file ...
[./override/gparcher.bcs] loaded, 315285 bytes
[override/dw#alert.bcs] loaded, 37002 bytes
override/gparcher.bcs copied to scsII/backup/6010/gparcher.bcs, 315285 bytes
--
[override/dw#alert.bcs] loaded, 37002 bytes
override/chalpc01.bcs copied to scsII/backup/6010/chalpc01.bcs, 264342 bytes
Copied [chalpc01.bcs] to [override/chalpc01.bcs]
Copying and patching 1 file ...
[./override/cdtamoko.bcs] loaded, 3300 bytes
[override/dw#alert.bcs] loaded, 37002 bytes
override/cdtamoko.bcs copied to scsII/backup/6010/cdtamoko.bcs, 3300 bytes
Copied [cdtamoko.bcs] to [override/cdtamoko.bcs]
Copying and patching 1 file ...
[override/dw#alert.bcs] loaded, 37002 bytes
WARNING: cannot find block matching [scsII/help/scripts/gpmage_old.baf]
Copied [gpmage2.bcs] to [override/gpmage2.bcs]
Copying and patching 1 file ...
[override/dw#alert.bcs] loaded, 37002 bytes
WARNING: cannot find block matching [scsII/help/scripts/gphealer_old.baf]
Copied [gphealer.bcs] to [override/gphealer.bcs]
Copying and patching 2 files ...
[override/dw#blank.bcs] loaded, 6 bytes
WARNING: cannot find block matching [scsII/help/scripts/amduel_old.baf]
Copied [amduel1.bcs] to [override/amduel1.bcs]
[override/dw#blank.bcs] loaded, 6 bytes
WARNING: cannot find block matching [scsII/help/scripts/amduel_old.baf]
Copied [amduel2.bcs] to [override/amduel2.bcs]
Copying and patching 8 files ...
[./override/gith01.cre] loaded, 1156 bytes
override/gith01.cre copied to scsII/backup/6010/gith01.cre, 1156 bytes
Copied [gith01.cre] to [override/gith01.cre]
[./override/gith02.cre] loaded, 1156 bytes
override/gith02.cre copied to scsII/backup/6010/gith02.cre, 1156 bytes
Copied [gith02.cre] to [override/gith02.cre]
[./override/gith03.cre] loaded, 1156 bytes
override/gith03.cre copied to scsII/backup/6010/gith03.cre, 1156 bytes
--
Copying and patching 1 file ...
[scsII/mage/firelichspells.2da] loaded, 602 bytes
Copied [firlch01.cre] to [override/firlch01.cre]
Compiling 1 script ...
[./override/SPELL.IDS] loaded, 23974 bytes
[./override/STATE.IDS] loaded, 1668 bytes
[./override/STATS.IDS] loaded, 4195 bytes
[./override/GENDER.IDS] loaded, 202 bytes
[./override/RACE.IDS] loaded, 1005 bytes

[scsII/mage/ssl_out/firlch01.baf] PARSE ERROR at line 270 column 1-1
Near Text: (
syntax error

[scsII/mage/ssl_out/firlch01.baf]  ERROR at line 270 column 1-1
Near Text: (
Parsing.Parse_error
ERROR: parsing [scsII/mage/ssl_out/firlch01.baf]: Parsing.Parse_error
ERROR: error compiling [scsII/mage/ssl_out/firlch01.baf]: Parsing.Parse_error
ERROR: compiling [scsII/mage/ssl_out/firlch01.baf]!
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.

ERROR Installing [Mages never cast short-duration spells instantly at start of combat], rolling back to previous state
[scsII/backup/6152/UNSETSTR.6152] SET_STRING uninstall info not found
Will uninstall  35 files for [scsii/setup-scsii.tp2] component 6152.
  Restoring backed-up [scsII/backup/6152/ACTION.IDS]
scsII/backup/6152/ACTION.IDS copied to override/ACTION.IDS, 13315 bytes
  Restoring backed-up [scsII/backup/6152/gorcamb.cre]
scsII/backup/6152/gorcamb.cre copied to override/gorcamb.cre, 2596 bytes
  Restoring backed-up [scsII/backup/6152/icyuan03.cre]
scsII/backup/6152/icyuan03.cre copied to override/icyuan03.cre, 1508 bytes
  Restoring backed-up [scsII/backup/6152/chevil09.cre]
scsII/backup/6152/chevil09.cre copied to override/chevil09.cre, 2080 bytes
Uninstalled     35 files for [scsii/setup-scsii.tp2] component 6152.
SCSII/SETUP-SCSII.TP2  0 1000 Installed ~Detectable spells and effects (required for most other components)~
SCSII/SETUP-SCSII.TP2  0 6000 Installed ~Smarter general AI~
SCSII/SETUP-SCSII.TP2  0 6010 Installed ~Better calls for help~
SCSII/SETUP-SCSII.TP2  0 6030 Installed ~Improved Spiders~
SCSII/SETUP-SCSII.TP2  0 6040 Installed ~Give fiends more staying power by increasing their hit points (this component has no effect unless Improved Fiends is installed)~
SCSII/SETUP-SCSII.TP2  0 6051 Installed ~Fiends cast spells like normal wizards~
SCSII/SETUP-SCSII.TP2  0 6070 Installed ~Give Celestials slightly more staying power~
SCSII/SETUP-SCSII.TP2  0 6081 Installed ~Celestials cast spells like normal wizards~
ERROR: Parsing.Parse_error
PLEASE email the file setup-scsii.debug to davidw, Gibberlings3 forums
Using Language [English]
[English] has 1 top-level TRA files
[scsII/tra/english/english.tra] has 466 translation strings

Install Component [Smarter Mages]?
[N]o, [Q]uit or choose one:
 1] Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting
 2] Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC
 3] Mages never cast short-duration spells instantly at start of combat
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on December 01, 2008, 06:11:15 PM
Bah. No, unlimited stack size didn't help either.

No idea what's going on there. That code's far too clever for its own good.
Title: Re: GAME_IS, ENGINE_IS
Post by: Taimon on December 02, 2008, 04:39:14 AM
Is this reproducable? (if you chose the same components)
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on December 02, 2008, 06:51:32 AM
It was reproducible for me, but I can't recall which component(s) I used. What's your weidu.log erik?
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on December 02, 2008, 12:14:14 PM
Nothing initially. Installed the scsii ones visible at the end of the log above in that one session.

Reproducible.

Same set of components install fine with 20800.
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on December 02, 2008, 12:16:06 PM
Me <-- needs better eyes.
Title: Re: GAME_IS, ENGINE_IS
Post by: Taimon on December 02, 2008, 05:08:43 PM
Tricky - I think it boils down to this:
Code: [Select]
BACKUP here
AUTHOR me

BEGIN ~eval test~
INSTALL_BY_DEFAULT
NO_LOG_RECORD

<<<<<<<< .../scsII-inline/tutuvar.2da
%tutu_var%=
>>>>>>>>

COPY - ~.../scsII-inline/tutuvar.2da~ ~.../scsII-inline~
READ_2DA_ENTRY 0 0 0 ~sslvariables~
BUT_ONLY_IF_IT_CHANGES

PRINT "1 %sslvariables%"
OUTER_SPRINT tutu_var ~~
PRINT "2 %sslvariables%"
Two Var.get_string's  in SPRINT (et al.). (One is in dc.single_string_of_tlk_string.)

By the way, the SSL program is giving error messages on stderr but this does not end up in the debug file.
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on December 02, 2008, 05:31:20 PM
(on topic) SoA vs. ToB finally works fine in all cases I have easily at hand in 20843, btw. Yay! (soa,tob,soa-easytutu,tob-easytutu-totsc,dltc)
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on December 11, 2008, 01:17:44 PM
Urgh. IWD detection broke between 20839 and 20840, and is still broken in 20843. Any clues?
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on December 11, 2008, 01:20:41 PM
How I wish I had started using CVS... :/

Will look into it tomorrow because of http://forums.pocketplane.net/index.php/topic,26102.0.html (http://forums.pocketplane.net/index.php/topic,26102.0.html).
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on December 11, 2008, 01:50:25 PM
Enjoy the party, and congratulations here too!

Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on December 13, 2008, 08:30:01 AM
Should've fixed both the iwd bit and the scsii bit in 20844. Can you check?
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on December 13, 2008, 10:29:46 AM
Quote
FATAL ERROR: Failure("No rule to identify TOTLM")

Heh ... it explodes horribly on iwd now, whatever I try to do. Totally nonfunctional. And all ENGINE_IS use breaks on all games.

Whoops ;D

... aaaand the scsii issue is still there. Darn. I was hoping to finish on a more positive note.  :-\
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on December 13, 2008, 10:33:34 AM
I are so dumb. 208.45 for the rescue (ten minutes as usual).
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on December 13, 2008, 04:03:15 PM
Hmm.

ENGINE_IS ~iwd~ still doesn't match my plain iwd. avalanch.mve exists, I swear!

ENGINE_IS ~totlm~ errors out with ERROR: Failure("No rule to identify TOTLM"). Intended?

Code: [Select]
knan@viconia:~/spill/iwd/drive_c/iwd$ weidu --biff-get avalanch.mve
[weidu] WeiDU version 20845
This is a non-stable version. Unless you're sure about what you're doing, consider downgrading.
[./chitin.key] 156 BIFFs, 15146 resources
[./dialog.tlk] 34514 string entries
[weidu] Using scripting style "IWD1"
[./CD2/DATA/MVEFILE2.BIF] 149557204 bytes, 5 files, 0 tilesets
[./AVALANCH.MVE] created from [./DATA/MVEFILE2.BIF]
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on December 13, 2008, 07:06:12 PM
Great, I even uploaded a broken 209.00 then.

Re-added totlm, hopefully fixed iwd (up as 208.50 in beta).
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on December 14, 2008, 08:52:45 AM
IWD detection fixed in 20850, TOTLM is back as an alternative, and BG2SOA detection still works. Excellent.

Aaaand SCSII Smarter Mages install works. The Doctor strikes again! We should be good for 209 then?
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on December 14, 2008, 09:37:46 AM
Excellent.
Title: Re: GAME_IS, ENGINE_IS
Post by: Taimon on December 16, 2008, 03:47:26 AM
Why is GAME_IS ~tob~ not true on a BGT installation? (Change in behaviour from v208.)
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on December 16, 2008, 04:18:34 AM
Somebody requested separate detection for that IIRC. Reverted.
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on December 16, 2008, 03:00:43 PM
BGT can be detected based on MOD_IS_INSTALLED anyway IIRC, so agreed.
Title: Re: GAME_IS, ENGINE_IS
Post by: Taimon on December 16, 2008, 11:01:50 PM
BGT detection is okay. I was merely wondering whey ToB depends on "not BGT".
Title: Re: GAME_IS, ENGINE_IS
Post by: erik on December 17, 2008, 05:10:52 AM
Heh. Handling it like tutu was easiest, I guess. Which do not match game_is tob, but does match engine_is tob or soa.
Title: Re: GAME_IS, ENGINE_IS
Post by: vit mg on January 06, 2009, 04:00:33 AM
GAME_IS ~tob~ returns "not true" on a BGT installation, but it seems that GAME_IS ~tosc~ returns "true".
Maybe it will be better to make them both return "not true"?
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on January 06, 2009, 07:36:33 AM
Both fixed (GAME_IS TOB = true, GAME_IS TOTSC = false).
Title: Re: GAME_IS, ENGINE_IS
Post by: vit mg on January 08, 2009, 02:38:53 AM
In WeiDU 208 there were (GAME_IS TOB = true AND GAME_IS TOTSC = true) on a BGT installation,
in WeiDU 209 - (GAME_IS TOB = false AND GAME_IS TOTSC = true),
in WeiDU 210 appears to be (GAME_IS TOB = true false AND GAME_IS TOTSC = false).

Since weidu upgrades all weidu.exe files in the game folder up to the newrest version, modders that use GAME_IS cheks in TP2-files have to consider this changes.
Title: Re: GAME_IS, ENGINE_IS
Post by: the bigg on January 08, 2009, 04:06:16 AM
It's supposed to be GAME_IS TOB = true, GAME_IS TOTSC = false.
Title: Re: GAME_IS, ENGINE_IS
Post by: vit mg on January 08, 2009, 06:08:23 AM
Excuse me for the mistake, mr.Bigg. I just hope no more changes in behaviour of GAME_IS on BGT will come in WeiDU 211 :)