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Friends and Neighbors => Weimer Republic (WeiDU.org) => WeiDU => Topic started by: Wisp on November 17, 2013, 02:54:41 PM

Title: WeiDU 236 released
Post by: Wisp on November 17, 2013, 02:54:41 PM
WeiDU v236.00 "Your daily WTF" has been released.

Download for Windows (http://www.weidu.org/%7Ethebigg/WeiDU-Windows-236.zip)
Download for GNU/Linux (http://www.weidu.org/%7Ethebigg/WeiDU-Linux-236.zip)
Download for OS X (http://www.weidu.org/%7Ethebigg/WeiDU-Mac-236.zip) (pending compiler)
Download the source code (http://www.weidu.org/%7Ethebigg/WeiDU-Src-236.zip)
Change log (http://weidu.org/~thebigg/README-WeiDU-Changes.txt)
Readme (http://weidu.org/~thebigg/README-WeiDU.html)
Title: Re: WeiDU 236 released
Post by: Wisp on November 18, 2013, 04:48:07 AM
The OS X version is now up, with thanks to alnair.
Title: Re: WeiDU 236 released
Post by: Kulyok on November 20, 2013, 03:57:02 AM
And this is what I get for not reading the changelogs. HANDLE_AUDIO now deletes files correctly! Okay, time to update most files of mine all over again. Thank you very much!
Title: Re: WeiDU 236 released
Post by: Wisp on January 01, 2014, 10:35:17 AM
The OS X package has (finally) been updated with binaries for x86 OS X, thanks to OcculusX of the BGEE forums and x86-64 binaries compiled on OS X Snow Leopard, thanks to stormsaber. WeiDU compiled on Snow Leopard is included in the package as weidu+snowleopard, while the Mavericks build is called weidu+mavericks. Users on older versions of OS X should use the Snow Leopard build, while Mavericks users can (likely) use either build.
Title: Re: WeiDU 236 released
Post by: Imrix on January 15, 2014, 06:53:57 AM
I don't know if this is the right place to put it, but I'm curious. As somebody with essentially no modding skills of my own, is there any word on how close WeiDU is to working with BG2:EE? I gather from the compatability thread over on Beamdog that it's not done, but I'm largely ignorant of the 'under the hood' side of Infinity Engine modding, so I'm interested in what the behind-the-scenes situation is.
Title: Re: WeiDU 236 released
Post by: Kaeloree on January 15, 2014, 01:12:21 PM
WeiDU is pretty much fully compatible with BGII:EE at this point.
Title: Re: WeiDU 236 released
Post by: Imrix on January 15, 2014, 04:24:43 PM
Hmm. So, when the Compatible Mod List (https://forum.baldursgate.com/discussion/23726/bgii-ee-compatible-mod-list) thread over on the Beamdog forums says that, for example, Weimer's Item Upgrade and the Amber NPC mod's are both in progress, "(just needs an updated version of WeiDU)", is that because the thread is out of date, ongoing work/lack of work on those mods specifically, or something else entirely?
Title: Re: WeiDU 236 released
Post by: The Imp on January 15, 2014, 07:20:31 PM
Hmm. So, when the Compatible Mod List (https://forum.baldursgate.com/discussion/23726/bgii-ee-compatible-mod-list) thread over on the Beamdog forums says that, for example, Weimer's Item Upgrade and the Amber NPC mod's are both in progress, "(just needs an updated version of WeiDU)", is that because the thread is out of date, ongoing work/lack of work on those mods specifically, or something else entirely?
Well, if I were to interpret what's is said, as I don't trust the connection I get from the above(virus protection agent says that that's untrustworthy link site) ... :D ... I would say that the only thing you need to do is unpack the mod to your game directory, remove the setup-*modname*.exe file that the package came with, download the latest weidu windows binary archive (http://www.weidu.org/~thebigg/), and extract the weidu.exe from it to your game folder and rename the weidu.exe as the removed setup-*modname*.exe ... assuming you are on windows. And then run the .exe .
Title: Re: WeiDU 236 released
Post by: Imrix on January 15, 2014, 07:51:38 PM
I'm sorry, maybe I was unclear, the thread I'm linking to is a list on the Beamdog forums of mods deemed compatible with Baldur's Gate 2's Enhanced Edition. The mods I mentioned are listed as still being updated to be functional with EE, owing to "just needs an updated version of WeiDU"... But according to you fine folks, that already exists. So, I'm wondering if the thread I linked to is out of date, or if the folks who work/used to work on those mods need to update them to work with the new WeiDU (if that's a thing that needs to be done?), or if something else is going on.

Mostly, I'm interested in what the state of things is, more than how to get mods working on my game at the moment :)
Title: Re: WeiDU 236 released
Post by: Silent on January 20, 2014, 06:46:56 AM
Wisp,
It's possible somehow solve this (http://www.shsforums.net/topic/57069-bgtmusic-issues/#entry566284) problem?
Title: Re: WeiDU 236 released
Post by: pro5 on January 21, 2014, 12:03:14 PM
I'm sorry, maybe I was unclear, the thread I'm linking to is a list on the Beamdog forums of mods deemed compatible with Baldur's Gate 2's Enhanced Edition. The mods I mentioned are listed as still being updated to be functional with EE, owing to "just needs an updated version of WeiDU"... But according to you fine folks, that already exists. So, I'm wondering if the thread I linked to is out of date, or if the folks who work/used to work on those mods need to update them to work with the new WeiDU (if that's a thing that needs to be done?), or if something else is going on.

Mostly, I'm interested in what the state of things is, more than how to get mods working on my game at the moment :)

"just needs an updated version of WeiDU" = the version of WeiDU .exe these mods are packaged with must be replaced with the current version. Basically what The Imp said.

But that listing is outdated at least for Amber - judging by its homepage the mod has been last updated to v4 2 weeks ago, and the changelog mentions BG2EE since v3 (Sep 2013).
Title: Re: WeiDU 236 released
Post by: Imrix on January 21, 2014, 01:11:04 PM
Ah, thank you.
Title: Re: WeiDU 236 released
Post by: Wisp on January 25, 2014, 06:32:33 AM
Wisp,
It's possible somehow solve this (http://www.shsforums.net/topic/57069-bgtmusic-issues/#entry566284) 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.
Title: Re: WeiDU 236 released
Post 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
Title: Re: WeiDU 236 released
Post 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.
Title: Re: WeiDU 236 released
Post by: Lollorian on January 25, 2014, 10:00:27 AM
Hopefully this patch (http://www.shsforums.net/topic/57069-bgtmusic-issues/?p=566428) means WeiDU doesn't need to change for a mod :)
Title: Re: WeiDU 236 released
Post by: The Imp on January 25, 2014, 11:29:30 AM
Hopefully this patch (http://www.shsforums.net/topic/57069-bgtmusic-issues/?p=566428) 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.
Title: Re: WeiDU 236 released
Post 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?
Title: Re: WeiDU 236 released
Post 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).
Title: Re: WeiDU 236 released
Post 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
Title: Re: WeiDU 236 released
Post 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]).
Title: Re: WeiDU 236 released
Post 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? 
Title: Re: WeiDU 236 released
Post 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 (http://www.weidu.org/~thebigg/).
Title: Re: WeiDU 236 released
Post 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 (http://www.weidu.org/~thebigg/).

'Not there anymore' is pretty much the definition of a broken link.
Title: Re: WeiDU 236 released
Post 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.
Title: Re: WeiDU 236 released
Post 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.