Author Topic: GAME_IS, ENGINE_IS  (Read 8973 times)

erik

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Re: GAME_IS, ENGINE_IS
« Reply #25 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

erik

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Re: GAME_IS, ENGINE_IS
« Reply #26 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.

Offline Taimon

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Re: GAME_IS, ENGINE_IS
« Reply #27 on: December 02, 2008, 04:39:14 AM »
Is this reproducable? (if you chose the same components)

Offline the bigg

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Re: GAME_IS, ENGINE_IS
« Reply #28 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?
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

erik

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Re: GAME_IS, ENGINE_IS
« Reply #29 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.

Offline the bigg

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Re: GAME_IS, ENGINE_IS
« Reply #30 on: December 02, 2008, 12:16:06 PM »
Me <-- needs better eyes.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline Taimon

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Re: GAME_IS, ENGINE_IS
« Reply #31 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.

erik

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Re: GAME_IS, ENGINE_IS
« Reply #32 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)

erik

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Re: GAME_IS, ENGINE_IS
« Reply #33 on: December 11, 2008, 01:17:44 PM »
Urgh. IWD detection broke between 20839 and 20840, and is still broken in 20843. Any clues?

Offline the bigg

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Re: GAME_IS, ENGINE_IS
« Reply #34 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.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

erik

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Re: GAME_IS, ENGINE_IS
« Reply #35 on: December 11, 2008, 01:50:25 PM »
Enjoy the party, and congratulations here too!


Offline the bigg

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Re: GAME_IS, ENGINE_IS
« Reply #36 on: December 13, 2008, 08:30:01 AM »
Should've fixed both the iwd bit and the scsii bit in 20844. Can you check?
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

erik

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Re: GAME_IS, ENGINE_IS
« Reply #37 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.  :-\

Offline the bigg

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Re: GAME_IS, ENGINE_IS
« Reply #38 on: December 13, 2008, 10:33:34 AM »
I are so dumb. 208.45 for the rescue (ten minutes as usual).
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

erik

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Re: GAME_IS, ENGINE_IS
« Reply #39 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]

Offline the bigg

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Re: GAME_IS, ENGINE_IS
« Reply #40 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).
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

erik

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Re: GAME_IS, ENGINE_IS
« Reply #41 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?

Offline the bigg

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Re: GAME_IS, ENGINE_IS
« Reply #42 on: December 14, 2008, 09:37:46 AM »
Excellent.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline Taimon

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Re: GAME_IS, ENGINE_IS
« Reply #43 on: December 16, 2008, 03:47:26 AM »
Why is GAME_IS ~tob~ not true on a BGT installation? (Change in behaviour from v208.)

Offline the bigg

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Re: GAME_IS, ENGINE_IS
« Reply #44 on: December 16, 2008, 04:18:34 AM »
Somebody requested separate detection for that IIRC. Reverted.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

erik

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Re: GAME_IS, ENGINE_IS
« Reply #45 on: December 16, 2008, 03:00:43 PM »
BGT can be detected based on MOD_IS_INSTALLED anyway IIRC, so agreed.

Offline Taimon

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Re: GAME_IS, ENGINE_IS
« Reply #46 on: December 16, 2008, 11:01:50 PM »
BGT detection is okay. I was merely wondering whey ToB depends on "not BGT".

erik

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Re: GAME_IS, ENGINE_IS
« Reply #47 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.

Offline vit mg

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Re: GAME_IS, ENGINE_IS
« Reply #48 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"?

Offline the bigg

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Re: GAME_IS, ENGINE_IS
« Reply #49 on: January 06, 2009, 07:36:33 AM »
Both fixed (GAME_IS TOB = true, GAME_IS TOTSC = false).
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

 

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