Author Topic: The Lure of the Sirine's Call is released!  (Read 84545 times)

Offline Salk

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Re: The Lure of the Sirine's Call is released!
« Reply #100 on: January 28, 2009, 07:06:32 AM »
Thanks a lot, jastey!  :-*

temujin_

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Re: The Lure of the Sirine's Call is released!
« Reply #101 on: January 28, 2009, 11:31:55 AM »
I don't know how to fix this just yet; I will look into it and as soon as I understand what needs to be changed there will be a new version. :)

the problem is the creatures aren't being assigned items dynamically inside the tp2 (i.e. not making use of %tutu_var% from ADD_CRE_ITEM for example).  They were already assigned directly inside the .cre files because the author must've thought "since the mod was only designed for Tutu (back then), I might as well just use tutu naming scheme"


the SCS tp2 (especially its .tph header files) shows how to do it all in one shot:

For example:

Code: [Select]
COPY ~%tutu_var%some_creature.cre~ ~override~
ADD_CRE_ITEM ~%tutu_var%potn10~ #3 #0 #0 ~IDENTIFIED~ ~QITEM1~
BUT_ONLY

the variable %tutu_var% gets evaluated into either a "_" or an empty "" character depending on what platform is installed and the appropriate item will be added to the creature.


however, in your case, since the SirinesCall.tp2 hardly makes use of %tutu_var% and instead has twice the amount of code (one for tutu, and one for bgt), I guess you should go into the bgt section and simply add the bgt-equivalent items to the creatures.


Code: [Select]
//BGT section

ELSE BEGIN

    ACTION_IF FILE_EXISTS_IN_GAME ~AR7200.are~ THEN BEGIN





<snip>



COPY ~sirinescall\creatures/J#PIRAT1.CRE~ ~override/J#PIRAT1.CRE~ 
SAY NAME1 @2
SAY NAME2 @2
WRITE_ASCII 0x250 ~SHOUTDLG~ #8
WRITE_ASCII 0x268 ~WTASIGHT~ #8

REPLACE_CRE_ITEM ~leat05~ #0 #0 #0 ~NONE~ ~ARMOR~                                             // this is the new change
REPLACE_CRE_ITEM ~sw1h20~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON1~ EQUIP                    // replacing tutu items
BUT_ONLY


COPY ~sirinescall\creatures/J#PIRAT2.CRE~ ~override/J#PIRAT2.CRE~ 
SAY NAME1 @3
SAY NAME2 @3 
WRITE_ASCII 0x268 ~WTASIGHT~ #8

REPLACE_CRE_ITEM ~leat03~ #0 #0 #0 ~UNDROPPABLE~ ~ARMOR~                                // this is the new change
REPLACE_CRE_ITEM ~sw1h07~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON1~ EQUIP                    // replacing tutu items
REPLACE_CRE_ITEM ~dagg01~ #0 #0 #0 ~IDENTIFIED~ ~SHIELD~                                  // and keeping the same item flags
BUT_ONLY


COPY ~sirinescall\creatures/J#PIRAT3.CRE~ ~override/J#PIRAT3.CRE~
SAY NAME1 @3
SAY NAME2 @3   
WRITE_ASCII 0x268 ~WTASIGHT~ #8

REPLACE_CRE_ITEM ~helm10~ #0 #0 #0 ~IDENTIFIED~ ~HELMET~                                 // and so on
REPLACE_CRE_ITEM ~chan01~ #0 #0 #0 ~IDENTIFIED~ ~ARMOR~
REPLACE_CRE_ITEM ~sw1h01~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON1~ EQUIP
BUT_ONLY


COPY ~sirinescall\creatures/J#PIRAT4.CRE~ ~override/J#PIRAT4.CRE~
SAY NAME1 @3
SAY NAME2 @3   
WRITE_ASCII 0x268 ~WTASIGHT~ #8

REPLACE_CRE_ITEM ~shld10~ #0 #0 #0 ~IDENTIFIED~ ~SHIELD~
BUT_ONLY


COPY ~sirinescall\creatures/J#PIRAT5.CRE~ ~override/J#PIRAT5.CRE~
SAY NAME1 @3
SAY NAME2 @3   
WRITE_ASCII 0x268 ~WTASIGHT~ #8

REPLACE_CRE_ITEM ~chan02~ #0 #0 #0 ~UNDROPPABLE~ ~ARMOR~
REPLACE_CRE_ITEM ~bow05~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON1~ EQUIP TWOHANDED
REPLACE_CRE_ITEM ~sw1h20~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON2~
REPLACE_CRE_ITEM ~arow01~ #20 #0 #0 ~IDENTIFIED~ ~QUIVER1~
BUT_ONLY


COPY ~sirinescall\creatures/J#PIRAT6.CRE~ ~override/J#PIRAT6.CRE~
SAY NAME1 @3
SAY NAME2 @3
WRITE_ASCII 0x268 ~WTASIGHT~ #8

REPLACE_CRE_ITEM ~helm01~ #0 #0 #0 ~IDENTIFIED~ ~HELMET~
REPLACE_CRE_ITEM ~leat02~ #0 #0 #0 ~UNDROPPABLE~ ~ARMOR~
REPLACE_CRE_ITEM ~dagg05~ #10 #0 #0 ~IDENTIFIED~ ~WEAPON1~ EQUIP
REPLACE_CRE_ITEM ~staf01~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON2~
BUT_ONLY


COPY ~sirinescall\creatures/J#SIRIN1.CRE~ ~override/J#SIRIN1.CRE~ 
WRITE_ASCII 0x248 ~SHOUT~ #8
WRITE_ASCII 0x258 ~SIRSPELL~ #8
WRITE_ASCII 0x268 ~WTARSGT~ #8

REPLACE_CRE_ITEM ~bow05~ #0 #0 #0 ~NONE~ ~WEAPON1~ EQUIP TWOHANDED
REPLACE_CRE_ITEM ~sirine1~ #0 #0 #0 ~NONE~ ~WEAPON2~
REPLACE_CRE_ITEM ~arow05~ #5 #0 #0 ~NONE~ ~QUIVER1~
REPLACE_CRE_ITEM ~misc36~ #0 #0 #0 ~NONE~ ~QITEM1~
BUT_ONLY


COPY ~sirinescall\creatures/J#SIRIN2.CRE~ ~override/J#SIRIN2.CRE~ 
WRITE_ASCII 0x248 ~SHOUT~ #8
WRITE_ASCII 0x258 ~SIRSPELL~ #8
WRITE_ASCII 0x268 ~WTARSGT~ #8

REPLACE_CRE_ITEM ~bow05~ #0 #0 #0 ~NONE~ ~WEAPON1~ EQUIP TWOHANDED
REPLACE_CRE_ITEM ~sirine1~ #0 #0 #0 ~NONE~ ~WEAPON2~
REPLACE_CRE_ITEM ~arow05~ #5 #0 #0 ~NONE~ ~QUIVER1~
REPLACE_CRE_ITEM ~misc36~ #0 #0 #0 ~NONE~ ~QITEM1~
BUT_ONLY


i think those are the only ones, but you might want to double check anyway.


also, why don't you consider adding journal entries for the quest?  i think that makes it look more complete...

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #102 on: January 28, 2009, 12:20:10 PM »
however, in your case, since the SirinesCall.tp2 hardly makes use of %tutu_var% and instead has twice the amount of code (one for tutu, and one for bgt),
No, the current version uses the universal code for Tutu and BGT ("%tutu_var%").

Thank you for the suggestions, temujin, I hope I'll have time this week-end to make the corrections and pack a new version.

temujin_

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Re: The Lure of the Sirine's Call is released!
« Reply #103 on: January 28, 2009, 12:38:02 PM »
if you look at the Tutu section, there is:

Code: [Select]
COPY ~sirinescall\creatures/J#PIRAT1.CRE~ ~override/J#PIRAT1.CRE~ 
   SAY NAME1 @2
   SAY NAME2 @2   
WRITE_ASCII 0x250 ~_HOUTDLG~ #8
WRITE_ASCII 0x268 ~_TASIGHT~ #8


and then, later down in the BGT section, again there is:

Code: [Select]
COPY ~sirinescall\creatures/J#PIRAT1.CRE~ ~override/J#PIRAT1.CRE~ 
   SAY NAME1 @2
   SAY NAME2 @2   
WRITE_ASCII 0x250 ~SHOUTDLG~ #8
WRITE_ASCII 0x268 ~WTASIGHT~ #8

and so on, for every creature.  this is what i meant by using the same code twice (not that there is anything wrong with it). 

from what i've seen from other tutu-bgt mods, they use WRITE_EVALUATED_ASCII instead so it doesn't have to be repeated twice.

but anyway, i don't want to argue with you over this.  glad to know you're working on the new version.

jastey*

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Re: The Lure of the Sirine's Call is released!
« Reply #104 on: January 29, 2009, 01:18:26 AM »
Yes, you are right about that. in the tp2, it's all doubled. Which other mod(s) are you referring to concerning the same tp2 code for Tutu and BGT? The ones I have seen use the game destinction upon installing, too? I am eager to learn more efficient ways of coding this.

temujin_

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Re: The Lure of the Sirine's Call is released!
« Reply #105 on: January 29, 2009, 12:33:16 PM »
Which other mod(s) are you referring to concerning the same tp2 code for Tutu and BGT? The ones I have seen use the game destinction upon installing, too?

yes, they have to at first, just to initialise the cross platform variables, but once that's done a lot of redundant code can be eliminated.  i guess it's not that much of a big deal, just makes it slightly more optimised.  i'm just basing that on what i've seen from SCS and Cursed Item Revisions.  you'll probably have to ask DavidW or Salk for a more sophisticated response.

Offline cmorgan

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Re: The Lure of the Sirine's Call is released!
« Reply #106 on: January 29, 2009, 03:42:36 PM »
The only reason to use the internal blocks like

Code: [Select]
ACTION_IF FILE_EXISTS_IN_GAME ~fw100.are~ THEN BEGIN
 
    set_up_tutu_stuff_using_underline

END ELSE BEGIN

    ACTION_IF FILE_EXISTS_IN_GAME ~ar7200.are~ THEN BEGIN

            set_up_bgt_stuff_using_underline

    END ELSE BEGIN

     FAIL ~This is not Tutu or BGT~

END

is if there are things that need special handling in only one of the two game environments. It doesn't look like there is anything here that needs special handling, so a straightforward %tutu_var% on those items should work fine, as tejumin says.

You will need to look at the bg1npc\lib\g3_bgt_cmpvars.tph  and bg1npc\lib\g3_tutu_cmpvars.tph files - stuff like

WRITE_ASCII 0x250 ~_HOUTDLG~ #8
WRITE_ASCII 0x268 ~_TASIGHT~ #8

ends up with new definitions, so it looks like

WRITE_EVALUATED_ASCII 0x250 ~%tutu_scripts%HOUTDLG~ #8
WRITE_EVALUATED_ASCII 0x268 ~%tutu_scriptw%TASIGHT~ #8

{ SHOUTDLG WTASIGHT}

I don't think absolutely everything in BG1NPC has been optimized completely, even though that was the test mod for the whole crossplatform variable setup, so I would look at Ascension64's stuff :)
« Last Edit: January 29, 2009, 03:50:22 PM by cmorgan »

Offline Salk

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Re: The Lure of the Sirine's Call is released!
« Reply #107 on: January 30, 2009, 05:16:36 AM »
Which other mod(s) are you referring to concerning the same tp2 code for Tutu and BGT? The ones I have seen use the game destinction upon installing, too?
 i'm just basing that on what i've seen from SCS and Cursed Item Revisions.  you'll probably have to ask DavidW or Salk for a more sophisticated response.

You give me way too much credit. I am not the coder of Cursed Item Revisions...  ;)

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #108 on: January 31, 2009, 09:51:11 AM »
That's cool! But I think I will leave the doubled tp2 for now.

temujin: What does the "BUT_ONLY" do in your tp2 code above?

Offline Echon

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Re: The Lure of the Sirine's Call is released!
« Reply #109 on: January 31, 2009, 10:09:49 AM »
It must be a reference to BUT_ONLY_IF_IT_CHANGES.

Offline DavidW

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Re: The Lure of the Sirine's Call is released!
« Reply #110 on: January 31, 2009, 10:16:58 AM »
BUT_ONLY is an allowed abbreviation for BUT_ONLY_IF_IT_CHANGES: WeiDU doesn't mind which one you use

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #111 on: January 31, 2009, 10:35:10 AM »
Thank you for the information! I used the whole phrase now.

temujin: Thank you very much for your provided code! I didn't have to change a bit. The new version 9 (pre1) is attached to the first post in this thread:
http://www.rosenranken.org/index.php?topic=7950.msg184479#msg184479

BGT-players, please install and test! :)


temujin: Journal entries would indeed be something to make it complete, I didn't even noticed there aren't any up to now. It's on the list, but not on top. Also, due to the many language versions this could take a while.
« Last Edit: January 31, 2009, 10:37:10 AM by jastey »

temujin_

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Re: The Lure of the Sirine's Call is released!
« Reply #112 on: February 01, 2009, 05:55:52 AM »
one last minor bug/nitpick and i promise i'll leave you alone... ;)  i guess it was one of the earlier bugs that wasn't completely fixed (or maybe i explain it right)

the dialogue with Ardrouine resets back to "To the northwest! It's not far!" after you finish rescuing the boy (i.e. after you get the reward and talk to Ardrouine a couple more times).

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #113 on: February 01, 2009, 01:59:11 PM »
the dialogue with Ardrouine resets back to "To the northwest! It's not far!" after you finish rescuing the boy (i.e. after you get the reward and talk to Ardrouine a couple more times).
Indeed! There was an OR() where it didn't belong. This should be fixed in the new version.

Thank you, temujin, without your very detailed testing and reports the mod wouldn't be as bugfree as it is now.

EDIT: Spelling.

EDIT two: Get the new pre version here: First post, attachment.
« Last Edit: February 01, 2009, 02:50:15 PM by jastey »

Offline Daulmakan

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Re: The Lure of the Sirine's Call is released!
« Reply #114 on: February 16, 2009, 02:07:06 AM »
The Old Man & the pirates don't yield XP when killed (I'm using v8, BTW).

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #115 on: February 16, 2009, 01:04:23 PM »
Thank you, I will have a look.

EDIT: The XP the PC / group receives is the "XP value" in NI? That's indeed zero. Thank you, this will be fixed.

I am still hoping for feed back on version 9 pre2. The XP values I will fix; did anyone find any other glitches? :)

One question: Wat XP value would be appropriate for a pirate? A bandit has 66, but less HP.
« Last Edit: February 16, 2009, 01:46:11 PM by jastey »

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #116 on: February 17, 2009, 02:51:02 PM »
OK, I added some random numbers to the cre files and hope that was the last issue with the mod. The new former version 9 pre3 is again attached in this thread, first post:

http://www.rosenranken.org/index.php?topic=7950.msg184479#msg184479

I would be happy if someone would test the install on BGT.

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #117 on: March 01, 2009, 12:19:33 PM »
OK, BGT install is tested and new version is sent to jcompton.

For the rare case that a Mac player is reading this: I would need a volunteer to test the install of the new version. Please contact me for a Mac-version! I would be very grateful.

Offline Daulmakan

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Re: The Lure of the Sirine's Call is released!
« Reply #118 on: March 07, 2009, 02:43:32 PM »
There's an invisible, unremovable item in the locked desk in the upper floor of the lighthouse (playing with v9).

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #119 on: March 07, 2009, 03:10:27 PM »
Erm, it's a very unique item with highly magical theft protection...
OK, will check. Thank you for reporting!

Offline Salk

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Re: The Lure of the Sirine's Call is released!
« Reply #120 on: September 18, 2009, 08:45:03 AM »
jastey,

NI reports some calls being non existant:

WorgsDead
J#SpawnBren
J#PirateFight
J#SilMurder
J#TalkedSil

and they are found in AR9500.BCS, J#PIRATE.BCS and J#SIRIN1.BCS.

Is this harmless? Can you take a look please?

Thanks!
« Last Edit: September 18, 2009, 10:39:35 AM by Salk »

Offline jastey

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Re: The Lure of the Sirine's Call is released!
« Reply #121 on: October 20, 2009, 03:13:18 PM »
Hi Salk, thank you very much for the report, and the PM (which, unfortunately, got lost for some reason as I didn't receive an email-notification) but now I saw it!

What does NI mean with "non-existent"?

"WorgsDead" is a variable that gets set by the original game (in "worgar.bcs" resp. "_worgar.bcs" for Tutu).
"J#SpawnBren" is checked and set in AR9500.BCS resp _AR3600.bcs.

""J#PirateFight"" is set in the pirate's dialogue "J#pirat1" and checked in "J#hall.bcs" which is the script of one of the new areas.

I didn't check the last two yet, but it looks OK so far and I am not sure what the actual warning means.

Offline Salk

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Re: The Lure of the Sirine's Call is released!
« Reply #122 on: November 02, 2009, 02:51:19 AM »
Hi jastey!

Sorry for this late reply of mine but I didn't check in here for some days due to computer problems.

I am no longer playing the game and I cannot take a better look to the warnings but I guess the scripts just called on resources that are not available.

guest

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Re: The Lure of the Sirine's Call is released!
« Reply #123 on: November 02, 2009, 01:58:02 PM »
Non-existant just means that the thing you're looking for is not there. Not meaning to insult your intelligence - just saying in case.

Maybe NI does mean something more specific than that general definiton, but I doubt it. Non existant means non existant.

Specifically, perhaps a typo that resulted in this error. You're calling something with a mistake in the name, etc. Sorry I don't have the lingo down pat, but I hope you see what I mean. The code you call for is named, say, 'whatj' rather than 'what' due to a simple spelling error/type.

I might be completely off base, but just trying to contribute whatever I can. Good luck.

Offline Salk

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Re: The Lure of the Sirine's Call is released!
« Reply #124 on: November 02, 2009, 11:58:32 PM »
guest,

I don't feel insulted at all!  ;)

Yes, I have thought at first of a typo but then in the archive of the mod I don't find a script with a very similar name. I don't know anything about modding so it might be that I am just reporting some problem that is... non-existant  ;D ... What NI says was that a called resource is not present. This usually meant a mispelled name of the file.

 

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