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Reunion / Re: Sounds promising - why is it so obscure?
« Last post by jastey on October 08, 2018, 07:19:01 PM »
Do I see it right that -

1. the mod is not compatible with Gavin (content-wise) because it uses Miranda and Lanie (the mother with daughter in Temple District)?
2. the content can only experienced if Nalia is in party?
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Reunion / Re: Sounds promising - why is it so obscure?
« Last post by Isewein on October 07, 2018, 05:43:19 PM »
Seems it just came too late, sadly. It's really one of the better-written ones out there (as all of Kulyok's stuff, really); and even among her mods Reunion integrates exceptionally well into the pacing and writing of the original game. If you like to imagine ToB as the full-fledged third installment of the Bhaalspawn trilogy, at least story-wise, then this together with Wheels of Prophecy go a long way. I would suggest turning up difficulty a notch from your usual preference, as the challenges here are rather harmless compared to ToB.
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WeiDU / Re: Updates to HANDLE_CHARSETS
« Last post by Wisp on October 01, 2018, 05:28:06 PM »
WeiDU can't detect character sets, which is why it needs to be declared.

As for why things are default the way they are, tra_path varies wildly between mods (/tra, /lang or /language(s), just for a few examples), other options (like default_language) cannot safely be assumed because it'd presuppose things about the way the mod is structured, which would result in undesirable behaviour if things were not so, and so on. The option infer_charsets could perhaps have been default, but in practical terms, there have been regressions in the past involving variables that were not 0 by default being altered to be so, and I also wanted it to be opt in, so the modder would think about it and how the files were encoded. That might not have had the desired effect.
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WeiDU / Re: Updates to HANDLE_CHARSETS
« Last post by AL|EN on October 01, 2018, 02:11:24 PM »
Right but since my files are coded as utf8 and weidu can detect it, why declaring from_utf8 at all? And intention of the new function would be to only use infer_charset, defined by weidu. Why declare unnecessary things if start conditions are set like source encoding, game type and destination encoding (from %LANGUAGE%) are know? It's not only about the conversion ability, it's about having a function which will have all necessary things already set as default, like infer_charset=1, default_language=0, tra_path=~%MOD_FOLDER%/lang~ You see where I'm going?
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WeiDU / Re: Updates to HANDLE_CHARSETS
« Last post by Wisp on October 01, 2018, 11:22:29 AM »
That's what the newly implemented from_utf8 option does. With it you declare that your source files are in UTF-8 and if your mod is being installed on the original editions, the TRA files are converted into the character set specified by the charset table (or which is inferred).
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WeiDU / Re: Updates to HANDLE_CHARSETS
« Last post by AL|EN on October 01, 2018, 03:30:40 AM »

Let's assume that there is a new function called: HANDLE_UTF8


-weidu knows/can detect the source file encoding: UTF8 No BOM
-weidu knows from the charset table, the correct codepage for ".*polish.*" ".*polski.*" ".*pl_PL.*" it's CP1250
-weidu knows the type of the game (EE or Classic)


Case 1: installing mod for EE game
- weidu detect EE + UTF8 so no need to do anything


Case 2: installing mod for Classic game
- weidu detect Classic game
- selected mod translation was 'polish', tra files are converted using CP1250


Possible to implement? Or it's out of scope of the current HANDLE code function?

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WeiDU / Re: feature request: high-integer option for ADD_SPELL
« Last post by subtledoctor on September 26, 2018, 06:33:04 AM »
Fair enough.
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WeiDU / Re: Floating of idea: successor to TP2 files
« Last post by The Imp on September 25, 2018, 03:21:13 PM »
If any of you can make a rough file importer, I could see myself wanting this. Of course if the old remains usable, I am all for this.
Back to why I am here: Would you Wisp assign a "workspace" folder name for advanced weidu users like DavidW, that you would "sponsor" ... and possibly shuffle all the .debug files to a single folder.
Cause apparently a mod can't have just its own folder, but it needs to be "Immutable". Blark.
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WeiDU / Re: Floating of idea: successor to TP2 files
« Last post by AL|EN on September 25, 2018, 09:24:00 AM »
Woa, that come as surprise. So using this new format, 3-rd parties could read 'components, subcomponents, translated names and all other info like LABEL etc' from the file itself, without executing weidu? That sounds too good to be true but I'm all in. I will skip all other suggestions because I'm sure they are too ambitious and out of scope of this lite improvement.
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WeiDU / Re: Floating of idea: successor to TP2 files
« Last post by DavidW on September 23, 2018, 06:56:18 PM »
If I'm understanding that right, it sounds like it's enforcing at the WEIDU level what I effectively do in SCS anyway? (i.e., strip the entire body of the mod out of the TP2, except for INCLUDEs / function calls?)

If so, fine by me.
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