Pocket Plane Group

Friends and Neighbors => Weimer Republic (WeiDU.org) => WeiDU => Topic started by: Wisp on September 22, 2013, 11:50:07 AM

Title: Beta 231.14
Post by: Wisp on September 22, 2013, 11:50:07 AM
Beta location (http://weidu.org/~thebigg/beta/).

This version recognises BG2EE. Other changes since last beta include --script-style overriding the game-type autodetection in all respects, the new functions DELETE_WORLDMAP_LINKS and ADD_WORLDMAP_LINKS, more documentation and tutorials, weidu.conf being moved to the game directory (so you'll be re-prompted for which BGEE language to use) and better clean-up of backup files upon uninstallation.

Assuming no problems are found, how does a stable version around next week(end) sound? Is WeiDU in its current shape acceptable? BGEE language support is adequate? Any complaints?
Also, if any OS X types are reading this, please have a look at this (http://forum.baldursgate.com/discussion/21345/wanted-person-who-compiles-programs#latest). It would be a shame if WeiDU 232 went live without support for OS X.
Title: Re: Beta 231.14
Post by: DavidW on September 22, 2013, 05:46:05 PM
In its current form it looks fantastic. (AUTO_EVAL_STRINGS is great, in particular, quite apart from BGEE handling!)
Title: Re: Beta 231.14
Post by: CamDawg on September 22, 2013, 06:52:37 PM
Cheers!

I've really had no problems with any of the betas. I have a vested interest in a stable release so I can get Tweaks out with the DECOMPRESS_BIFF, so there's that, too.

I'll take 23114 for a spin with G3A and see what happens.
Title: Re: Beta 231.14
Post by: Kaeloree on September 22, 2013, 07:02:27 PM
Ditto, I've had absolutely no issues. :)
Title: Re: Beta 231.14
Post by: Kaeloree on September 22, 2013, 07:53:16 PM
Hmm, just tried ADD_JOURNAL on a BGII:EE game, and it seems to skip right past it.
Title: Re: Beta 231.14
Post by: CamDawg on September 23, 2013, 08:26:47 AM
Hmm, just tried ADD_JOURNAL on a BGII:EE game, and it seems to skip right past it.
ADD_JOURNAL worked just fine for me on a G3A test.

GAME_IS BG2EE also worked fine.

One problem I'm discovering--tokens (i.e. <GABBER>) aren't being evaluated for new dialogue. In NI, when I compare my (new) dialogue string with an existing one I know works, the existing one is of type unknown (5) whereas my new one is type 0. After changing it to 5, the token works.

HANDLE_AUDIO and HANDLE_TILESETS both worked perfectly.

edit: FWIW I was just installing at the command-line with 'weidu g3anniversary\setup-g3anniversary.tp2', not with a setup program, in case that makes a difference.
Title: Re: Beta 231.14
Post by: AL|EN on September 23, 2013, 01:05:19 PM
I'm not really convinced that this huge and not-so-clear wall of text:
Quote
This game is available in multiple languages. WeiDU will install mods to a single one of those game languages. Mods will
 be available for that language and that language alone. This choice is different from the choice of which language you
wish to install the mod in and you can install multiple mod languages to the same game language. If you switch to another
language, you need to reinstall your mods.

Please choose the game language to which you wish to install this mod. Your choice will be saved and reused in the future.
This choice is saved to the file weidu.conf, located in your game directory.

is better than simple:
Quote
Choose you Baldur's Gate Enhanced Edition language.

Also, as there isn't any benefit when it come to such additional question, I think that this whole step should be skipped by just read baldur.ini language settings and the user should only receive notification like "You mods will be installed into English language of the game." If, however somebody will need to choose different language, he should use --use-lang switch.
Title: Re: Beta 231.14
Post by: Wisp on September 23, 2013, 08:03:56 PM
Yeah, WeiDU 231.14 ADD_JOURNALs on BG2EE for me. Note that WeiDU 231.13 and earlier did not, however, because --script-styĺe et al. have no effect on whether WeiDU thinks the game is BGEE or not.

One problem I'm discovering--tokens (i.e. <GABBER>) aren't being evaluated for new dialogue. In NI, when I compare my (new) dialogue string with an existing one I know works, the existing one is of type unknown (5) whereas my new one is type 0. After changing it to 5, the token works.

HANDLE_AUDIO and HANDLE_TILESETS both worked perfectly.

edit: FWIW I was just installing at the command-line with 'weidu g3anniversary\setup-g3anniversary.tp2', not with a setup program, in case that makes a difference.
Try restoring your dialog.tlk to a clean state. If you installed the mod with WeiDU < 231.14 without using --script-style or equivalent, WeiDU will have added the strings in the BG1 format. If you then reinstall the mod with WeiDU 231.14, it will think the strings are already present and won't add them anew (or update the flags).


I'm not really convinced that this huge and not-so-clear wall of text:
Quote
This game is available in multiple languages. WeiDU will install mods to a single one of those game languages. Mods will
 be available for that language and that language alone. This choice is different from the choice of which language you
wish to install the mod in and you can install multiple mod languages to the same game language. If you switch to another
language, you need to reinstall your mods.

Please choose the game language to which you wish to install this mod. Your choice will be saved and reused in the future.
This choice is saved to the file weidu.conf, located in your game directory.

is better than simple:
Quote
Choose you Baldur's Gate Enhanced Edition language.
Opinions, everyone?

Also, as there isn't any benefit when it come to such additional question, I think that this whole step should be skipped by just read baldur.ini language settings and the user should only receive notification like "You mods will be installed into English language of the game." If, however somebody will need to choose different language, he should use --use-lang switch.
Objection noted. However, since Windows presents elevated WeiDU with a fake registry that does not accurately reflect the actual system, WeiDU can't rely on baldur.ini. (Plus the other problems.)
Title: Re: Beta 231.14
Post by: Wisp on September 24, 2013, 06:45:05 AM
We now have a version for x84-64 OS X, thanks to alnair of the BGEE boards.
Title: Re: Beta 231.14
Post by: CamDawg on September 24, 2013, 07:40:40 AM
One problem I'm discovering--tokens (i.e. <GABBER>) aren't being evaluated for new dialogue. In NI, when I compare my (new) dialogue string with an existing one I know works, the existing one is of type unknown (5) whereas my new one is type 0. After changing it to 5, the token works.
Try restoring your dialog.tlk to a clean state. If you installed the mod with WeiDU < 231.14 without using --script-style or equivalent, WeiDU will have added the strings in the BG1 format. If you then reinstall the mod with WeiDU 231.14, it will think the strings are already present and won't add them anew (or update the flags).
Yep, that's what it was. I had started with 23113; clean install (and tlk) with 23114 works dandy.

I'm not really convinced that this huge and not-so-clear wall of text:
Quote
This game is available in multiple languages. WeiDU will install mods to a single one of those game languages. Mods will
 be available for that language and that language alone. This choice is different from the choice of which language you
wish to install the mod in and you can install multiple mod languages to the same game language. If you switch to another
language, you need to reinstall your mods.

Please choose the game language to which you wish to install this mod. Your choice will be saved and reused in the future.
This choice is saved to the file weidu.conf, located in your game directory.

is better than simple:
Quote
Choose you Baldur's Gate Enhanced Edition language.
Opinions, everyone?
I like the shorter prompt, but I still feel like we need a warning that it's different than your mod language selection. Maybe 'Choose your Baldur's Gate: Enhanced Edition language. This choice is different from the choice of which language you wish to install the mod in.'

While I appreciate the conf info, what's really going to happen is that if users select the wrong language here, they won't remember it and won't have a way to force the prompt again. Realistically we are just going to have to deal with an education period for players on it.
Title: Re: Beta 231.14
Post by: CamDawg on September 24, 2013, 07:54:49 AM
Wait, I've discovered a bug in HANDLE_AUDIO.

I installed G3A, then Auren, both of which use the HANDLE_AUDIO function (without arguments) and everything gets added just fine. I then chose to re-install G3A--so Auren uninstalls, G3A re-installs, and then Auren re-installs. In this case, Auren's audio is not added to the game as it's using the G3A paths when Auren's HANDLE_AUDIO is invoked.

Explicitly setting paths with Auren's HANDLE_AUDIO resolves the issue.
Title: Re: Beta 231.14
Post by: Wisp on September 24, 2013, 08:29:52 AM
Wait, I've discovered a bug in HANDLE_AUDIO.

I installed G3A, then Auren, both of which use the HANDLE_AUDIO function (without arguments) and everything gets added just fine. I then chose to re-install G3A--so Auren uninstalls, G3A re-installs, and then Auren re-installs. In this case, Auren's audio is not added to the game as it's using the G3A paths when Auren's HANDLE_AUDIO is invoked.

Explicitly setting paths with Auren's HANDLE_AUDIO resolves the issue.
Ouch, in stack operations, the values of TP2_FILE_NAME, MOD_FOLDER and the rest are not updated for mods that are automatically handled. I'll see what I can do.
Title: Re: Beta 231.14
Post by: CamDawg on September 24, 2013, 09:00:37 AM
In all honesty, the best (and easiest) solution is probably just to amend the docs. Using explicit paths solves any issues and is best practice regardless.
Title: Re: Beta 231.14
Post by: DavidW on September 24, 2013, 09:15:36 AM
I've just noticed that COMPILE_BAF_TO_BCS is marked as deprecated. I've occasionally been known to do

Code: [Select]
COPY "mymod/script.baf" "override/script.bcs"
   REPLACE_TEXTUALLY foo bar
   COMPILE_BAF_TO_BCS

Is there a reason to avoid that or is the DEPRECATED just to encourage people to use DECOMPILE_AND_PATCH when they're editing extant scripts?
Title: Re: Beta 231.14
Post by: Wisp on September 24, 2013, 09:19:47 AM
I've just noticed that COMPILE_BAF_TO_BCS is marked as deprecated. I've occasionally been known to do

Code: [Select]
COPY "mymod/script.baf" "override/script.bcs"
   REPLACE_TEXTUALLY foo bar
   COMPILE_BAF_TO_BCS

Is there a reason to avoid that or is the DEPRECATED just to encourage people to use DECOMPILE_AND_PATCH when they're editing extant scripts?
It's just finger wagging.
Title: Re: Beta 231.14
Post by: DavidW on September 24, 2013, 09:29:12 AM
Cool.

While I'm looking at the readme, line 12 just above section 9.9 is obsolete (refers to IF_EVAL) and could be dropped.
Title: Re: Beta 231.14
Post by: Wisp on September 24, 2013, 11:33:19 AM
I like the shorter prompt, but I still feel like we need a warning that it's different than your mod language selection. Maybe 'Choose your Baldur's Gate: Enhanced Edition language. This choice is different from the choice of which language you wish to install the mod in.'

While I appreciate the conf info, what's really going to happen is that if users select the wrong language here, they won't remember it and won't have a way to force the prompt again. Realistically we are just going to have to deal with an education period for players on it.

My thoughts are roughly that it doesn't so much matter what the question is, as long as the obvious answer is obvious. Fritz knows he wants to play the game in German, so when the available answers include German, he's rather unlikely to pick the wrong language, even if he does not understand the question. On the other hand, it's nice if people who know what they are doing receive the information they need to do what they want.

But proceeding along this "shorter and simpler question" line, how about this:
Quote
Please choose the language in which you wish to play the game. This choice is different from the choice of the language in which you wish to install this mod.
What I would still like to convey is that mods will be unavailable in the other languages and perhaps that the choice is stored and automatically reused. Edit: hah, and with this phrasing, we can rewrite the info in baldur.ini to match the user's answer.

While I'm looking at the readme, line 12 just above section 9.9 is obsolete (refers to IF_EVAL) and could be dropped.
Thanks. Fixed.
Title: Re: Beta 231.14
Post by: CamDawg on September 24, 2013, 12:16:02 PM
One more item--ADD_MUSIC fails on BG2EE with the old 'requires TobEx/GemRB for more than 99 musics' error.
Title: Re: Beta 231.14
Post by: Wisp on September 24, 2013, 12:46:24 PM
One more item--ADD_MUSIC fails on BG2EE with the old 'requires TobEx/GemRB for more than 99 musics' error.
Is this urgent or can it wait until next version?
Title: Re: Beta 231.14
Post by: CamDawg on September 24, 2013, 02:21:12 PM
One more item--ADD_MUSIC fails on BG2EE with the old 'requires TobEx/GemRB for more than 99 musics' error.
Is this urgent or can it wait until next version?
It can wait. Is there a file I can add temporarily to fool the check as a workaround? A fake tobex ini perhaps?
Title: Re: Beta 231.14
Post by: Kaeloree on September 24, 2013, 08:48:17 PM
Sweet, yeah, I suspect I hadn't actually updated or something along those lines. That would probably be right. :D
Title: Re: Beta 231.14
Post by: Wisp on September 25, 2013, 02:40:12 AM
It can wait. Is there a file I can add temporarily to fool the check as a workaround? A fake tobex ini perhaps?
If you have to do something I had better fix it. ...And done.

Edit: oh, and if you, you know, want to be able to install your mod before the next version is out, you can create the file tobex_ini/tobexver.txt with the contents exactly equal to a number >= 20 and WeiDU should be fooled into thinking an acceptable version of ToBEx is installed.
Title: Re: Beta 231.14
Post by: AL|EN on September 25, 2013, 04:53:34 AM
But proceeding along this "shorter and simpler question" line, how about this:
Quote
Please choose the language in which you wish to play the game. This choice is different from the choice of the language in which you wish to install this mod.
What I would still like to convey is that mods will be unavailable in the other languages and perhaps that the choice is stored and automatically reused. Edit: hah, and with this phrasing, we can rewrite the info in baldur.ini to match the user's answer.
Much better now. Can I somehow translate this line via tp2 of my mod?
Title: Re: Beta 231.14
Post by: Wisp on September 25, 2013, 05:28:52 AM
Can I somehow translate this line via tp2 of my mod?
Yes. It will be @-1040.
Title: Re: Beta 231.14
Post by: Kulyok on September 25, 2013, 08:16:40 AM
I'm suddenly reminded of all the backlash&confusion that's come after v200. I have a feeling we're going to deal with a lot of language-related questions after this comes out. Fortunately, we won't see this text message about the game's language on BG2/BG/Tutu/BGT installs, right?

Quote
My thoughts are roughly that it doesn't so much matter what the question is, as long as the obvious answer is obvious. Fritz knows he wants to play the game in German, so when the available answers include German, he's rather unlikely to pick the wrong language, even if he does not understand the question. On the other hand, it's nice if people who know what they are doing receive the information they need to do what they want.

But proceeding along this "shorter and simpler question" line, how about this:
Quote
Please choose the language in which you wish to play the game. This choice is different from the choice of the language in which you wish to install this mod.
What I would still like to convey is that mods will be unavailable in the other languages and perhaps that the choice is stored and automatically reused. Edit: hah, and with this phrasing, we can rewrite the info in baldur.ini to match the user's answer.

As a user, I think the first part is clear, but the second might be a little confusing(mod language? Where do I select it? When? How? Panic, panic!). Maybe
"Please choose the language in which you wish to play the game. You will be prompted for the mod's language later [in the installation]." Or maybe I'm being picky. Take your pick.
Title: Re: Beta 231.14
Post by: CamDawg on September 25, 2013, 10:00:24 AM
It can wait. Is there a file I can add temporarily to fool the check as a workaround? A fake tobex ini perhaps?
If you have to do something I had better fix it. ...And done.
Well, crap, didn't mean to force the issue. Thanks!
Title: Re: Beta 231.14
Post by: Wisp on September 25, 2013, 01:28:12 PM
Wait, I've discovered a bug in HANDLE_AUDIO.

I installed G3A, then Auren, both of which use the HANDLE_AUDIO function (without arguments) and everything gets added just fine. I then chose to re-install G3A--so Auren uninstalls, G3A re-installs, and then Auren re-installs. In this case, Auren's audio is not added to the game as it's using the G3A paths when Auren's HANDLE_AUDIO is invoked.

Explicitly setting paths with Auren's HANDLE_AUDIO resolves the issue.
Ouch, in stack operations, the values of TP2_FILE_NAME, MOD_FOLDER and the rest are not updated for mods that are automatically handled. I'll see what I can do.
And fixed (it was a regression introduced in 231.10).
Title: Re: Beta 231.14
Post by: Wisp on September 26, 2013, 10:35:02 AM
Okay, the last one seemed to go over well, so how about this for the finals?
Quote
Please choose the language in which you wish to play the game.

If you later wish to play the game in a different language you will need to edit the file weidu.conf and reinstall your mods.
It's short, contains the necessary information and should hopefully be understandable to mostly everyone. I suppose we could also cut the second sentence and let everyone guess at what to do (but I imagine 99 % picks a language and sticks with it to the bitter end).

Actually changing baldur.ini to reflect this choice is perhaps a feature for next version.

Barring any further bugs (that can't be fixed in time), I'd like to have the new WeiDU out on Sunday (so it doesn't come as a surprise).
Title: Re: Beta 231.14
Post by: Turambar90 on September 27, 2013, 04:17:08 AM
Barring any further bugs (that can't be fixed in time), I'd like to have the new WeiDU out on Sunday (so it doesn't come as a surprise).
Wonderful! will it always be compiled for only linux-32, mac-ppc and win32? because from what I understand with BGEE mac amd64 is becoming more important, and with linux I have had some shared libraries missing which I had to install through multiarch (not for weidu itself IIRC but e.g. for the tis tools which are provided together).
Title: Re: Beta 231.14
Post by: Wisp on September 27, 2013, 06:12:33 AM
I compile for i386 and amd64 GNU/Linux (and 32-bit Windows). I haven't included the 64-bit Linux binaries in the beta releases because I haven't yet automated the merging of archives (and I did not know if they would be useful to anyone, so I did not do it by hand). Some folks (currently alnair) over at the BGEE boards are compiling for amd64 Mac. I was going to check with devSin to see if he was prepared to continue compiling for PPC, but I was under the impression he was wanting to retire. There possibly won't be any further PPC OS X builds in that case. The Windows build will probably continue to be 32-bit until hell freezes over, due to the setup-mymod.exe nonsense.
Title: Re: Beta 231.14
Post by: Turambar90 on September 27, 2013, 12:33:11 PM
I compile for i386 and amd64 GNU/Linux (and 32-bit Windows). I haven't included the 64-bit Linux binaries in the beta releases because I haven't yet automated the merging of archives (and I did not know if they would be useful to anyone, so I did not do it by hand). Some folks (currently alnair) over at the BGEE boards are compiling for amd64 Mac. I was going to check with devSin to see if he was prepared to continue compiling for PPC, but I was under the impression he was wanting to retire. There possibly won't be any further PPC OS X builds in that case. The Windows build will probably continue to be 32-bit until hell freezes over, due to the setup-mymod.exe nonsense.
does the amd64 version also set the WEIDU_ARCH variable to something like "amd64"? If not, would it be possible to introduce it, at least for next version? It would help with AT_s. TIA
Title: Re: Beta 231.14
Post by: devSin on September 27, 2013, 01:50:29 PM
I was going to check with devSin to see if he was prepared to continue compiling for PPC, but I was under the impression he was wanting to retire.
Yeah, I no longer compile WeiDU even for my own personal use and am not in a position to continue maintaining the Mac version.

Apologies to those affected.
Title: Re: Beta 231.14
Post by: hook71 on September 27, 2013, 02:30:02 PM
Well, Apple stopped using the PowerPC processors in 2006 so it is time to let go I think...
Title: Re: Beta 231.14
Post by: CamDawg on September 27, 2013, 02:49:54 PM
Well, Apple stopped using the PowerPC processors in 2006 so it is time to let go I think...
... he says on a site dedicated to modding games from the late 90s/early 00s.

Also: devSin sighting, w00t!
Title: Re: Beta 231.14
Post by: Wisp on September 29, 2013, 08:37:55 AM
does the amd64 version also set the WEIDU_ARCH variable to something like "amd64"? If not, would it be possible to introduce it, at least for next version? It would help with AT_s. TIA
I suppose it should. However, I feel I should point out that for GNU/Linux, it's still good form to not make assumptions about the system the program is running on (e.g., by including binaries), since WeiDU can be compiled for a larger set of systems than 32- and 64-bit x86 (e.g., there is also PPC). Additionally, WEIDU_ARCH is set at compile time, so it is possible to run 32-bit WeiDU (for which WEIDU_ARCH is "x86") on a 64-bit system.
Title: Re: Beta 231.14
Post by: Turambar90 on September 30, 2013, 03:58:05 AM
does the amd64 version also set the WEIDU_ARCH variable to something like "amd64"? If not, would it be possible to introduce it, at least for next version? It would help with AT_s. TIA
I suppose it should. However, I feel I should point out that for GNU/Linux, it's still good form to not make assumptions about the system the program is running on (e.g., by including binaries), since WeiDU can be compiled for a larger set of systems than 32- and 64-bit x86 (e.g., there is also PPC). Additionally, WEIDU_ARCH is set at compile time, so it is possible to run 32-bit WeiDU (for which WEIDU_ARCH is "x86") on a 64-bit system.
thanks. I know that a 32 bit binary does not necessarily need 32-bit OS. But it might help performance if one uses the 64 bit version on a 64 bit system, and it's more likely that one has the required libraries installed.
If one uses a different arch than the "official" ones, then they probably already have enough knowledge, since they have to compile a custom version of WEIDU.