Author Topic: Finalising Version 7  (Read 8221 times)

Offline Ascension64

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Finalising Version 7
« on: January 19, 2009, 11:50:17 PM »
I'm doing a final round of calls for bugs. Current change log is below, and as you can see, there are a lot of changes. Translations will be sought after release, I think, unless people start sending me lots of angry faces. I'll be trying to get hold of Sim and see if this version will be distributed as a single BG/BGT/Tutu package.

Quote
Changes (v7):
BG: Robe of Electrical Resistance (CLCK11) now correctly gives electricity resistance
BG: Potion of Freedom (POTN45) now gives immunity to hold creature but not charm creature (ineffectual in BGT and Tutu)

BG/Tutu: corrected Cultist death variables
BG/Tutu: made Coran's wyverns unique

BGT: fixed crash when going to store in Helm and Cloak
BGT: installation no longer overwrites existing items
BGT: fixed crash when going from Ice Island L2 back to L1
BGT: fixed 'mauled' Halfling Enforcer (HALFEN) dialogue
BGT: Berrun's dialogue in Mysterious Vial component now removes the journal entries of Nashkel mines
BGT: renamed SPKI924.SPL to BGWI924.sPL

BGT/Tutu: Shilo-Chen no longer replaces Aoln
BGT/Tutu: Edie takes only one potion, not the whole stack
BGT/Tutu: Quoningar takes only one potion, not the whole stack
BGT/Tutu: fixed Bunsen saying gibberish
BGT/Tutu: fixed changes to Coran's dialogue (CORAN)

BG/BGT/Tutu: fixed Hobgoblin (HOBGO5) with no set dialogue
BG/BGT/Tutu: Hobgoblin (HOBGO5) doesn't escape area if you provoke a fight, no longer uses INITDLG to start dialogue
BG/BGT/Tutu: updated Castilian translation (by Immortality - www.clandlan.net)
BG/BGT/Tutu: updated French translation (by Isaya and ForeverDream)
BG/BGT/Tutu: fixed REPLACE_ACTION_TEXT in stores (ubstores.d)
BG/BGT/Tutu: recoded Finishable Kagain Caravan quest component
BG/BGT/Tutu: removed WEIGHT parameter from inline bunsenfix.d and REPLACE block in ubscar.d (WeiDU ignores them)
BG/BGT/Tutu: fixed WEIGHTs for ubscar.d (WEIGHT #0 to put after NumTimesTalkedTo trigger)
BG/BGT/Tutu: fixed bug where Arkion would not take a body after it was delivered
BG/BGT/Tutu: fixed FAI Serving Wench not spawning correctly
BG/BGT/Tutu: 'nixed' Aldeth's ring of blur
BG/BGT/Tutu: Nobleman (NOBL9) now has 2 gold to give to the player
BG/BGT/Tutu: Edie now has 50 gold to reward the player
BG/BGT/Tutu: corrected misleading readme description of Coran and the Wyverns component
BG/BGT/Tutu: Blink Dog (DOGBLINK) now has a real bite
BG/BGT/Tutu: Minor Dialogue Restorations now features major consistency improvements to Chapter 7 dialogue
BG/BGT/Tutu: fixed patching of Baresh

Tutu: Raise Dead scroll now works
Tutu: Ice Island Level 2 Restoration detects BG1Tutu as well as EasyTutu
Tutu: corrected patching of READ4.DLG
Tutu: fixed area script assignation in Durlag's Tower areas
Tutu: on newer versions of EasyTutu, Baresh no longer transforms into a second Selaad Gan

Known issues
BG: Edie and Quoningar still take the entire stack, even if TakePartyItemNum used
HOBGO5 override script: conflicts with SCS component

Offline White Agnus

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Re: Finalising Version 7
« Reply #1 on: January 20, 2009, 04:02:24 AM »
Quote
COPY  ~bg1ub/%tutuorbgt%/WAVC~ ~override~

This one replaces sounds with an english version in other languages... (v6)
Can you check, if the english language is taken, like that:

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BEGIN ~Sounds~
REQUIRE_PREDICATE ("%LANGUAGE%" STRING_COMPARE_CASE "tra/ENGLISH" = 0) ~For english Version only~
COPY ~bg1ub/%tutuorbgt%/WAVC~ ~override~


Offline Ascension64

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Re: Finalising Version 7
« Reply #2 on: January 20, 2009, 05:25:29 AM »
OR better still, if you provide the WAV files for your language, I can put all the WAV files into the language folder and just install it from there.

Offline White Agnus

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Re: Finalising Version 7
« Reply #3 on: January 20, 2009, 06:49:00 AM »
If the german translation will be added, i can provide the soundfiles. ;)

Are there any new Strings to translate in the new Version?
« Last Edit: January 20, 2009, 06:52:16 AM by White Agnus »

Offline Kulyok

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Re: Finalising Version 7
« Reply #4 on: January 20, 2009, 08:24:42 AM »
I'd be in favor of optimizing the situation with audio files, too.

Currently(v6) .wav files(wavc) weigh about ~1,1Mb+1,1Mb(~2,2Mb); English ones, that is. I see two problems:

- first, there's a /WAVC subfolder in /Tutu folder, and a /WAVC subfolder in /BGT folder; save for the filenames, they're identical.
It means ~1,1Mb extra;

- all files are in .wav(wavc), not .ogg, i.e. they are not compact enough(.ogg takes less space - I don't know about other people, for me .wav files took extra 12 minutes of downloading).

As for audio translations, I'd suggest making separate packages(if PPG admin allows): English package(which follows White Agnus's recommendations), and a (heavier) separate package with all audio translations.

Good luck with v7.

Timothy

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Re: Finalising Version 7
« Reply #5 on: January 20, 2009, 04:19:43 PM »
I've recently reworked the German translation for v6 (see translation topic) and will be glad to translate any new content.

Offline Ascension64

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Re: Finalising Version 7
« Reply #6 on: January 20, 2009, 05:17:11 PM »
Aya, oops! I did put the German translation in, but I didn't activate it. Should be fixed now. I'll post new lines here for people who wish to translate early. Most are again ripped straight from BG1, so it's a copy-and-paste job. However, the Ch7 stuff is a bit more tricky, because I've deleted sentences of existing journal entries so that they don't tell you to do something you've already done. It might be tedious working out which sentences to omit, but with hopefully it won't be too difficult.

@Kulyok: what encoding setting do you suggest for the sounds? Since I've pulled the WAVC straight from BG1, I'm hoping not to lose too much quality. It should be simple enough to rename the files depending on Tutu and BGT. I'll also check with jc about having multiple packages. I could perhaps code the functionality in the core package to see if the language files exist in the language folder, and if they don't, ignore, but if they do (the audio translation package will extract directly to the appropriate language folder), then they can use those.

Edit: OK, the new lines are in the translations thread.

« Last Edit: January 20, 2009, 05:29:34 PM by Ascension64 »

Offline Ascension64

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Re: Finalising Version 7
« Reply #7 on: January 20, 2009, 09:18:29 PM »
I need some help testing installation on Mac and Linux systems with BG and Tutu. Anyone who can do this?

Offline Kulyok

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Re: Finalising Version 7
« Reply #8 on: January 21, 2009, 12:56:17 AM »
I would ask on some acting forum, or, better yet, if you know good musicians, they must be aware of the best tecniques. I'm convinced that standard wavc-wav-ogg-wav procedure(with a parameter of 4 in WinLame) is relatively safe and good enough for BG2 mods, but, naturally, someone who works with sound files every day would know better.

Offline LoneRogue

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Re: Finalising Version 7
« Reply #9 on: January 21, 2009, 01:23:51 AM »
Hey Ascension64,

Thanks for the PM. ;)

With all these additional fixes, when do you expect BG1UB version 7 to be released?  I'm getting ready to play BG1+TotSC again (not BGT or Tutu) fully modded with about 20+ mods combined.

Thank you,
LoneRogue
"I Find Your Lack of Faith Disturbing..."

Offline Ascension64

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Re: Finalising Version 7
« Reply #10 on: January 21, 2009, 04:57:57 AM »
It depends on other people now. I need to get a hold of Sim, and people who can test Mac and Linux distros. Translations would help. So, I can't really tell you.

Offline Salk

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Re: Finalising Version 7
« Reply #11 on: January 22, 2009, 01:52:32 AM »
I need to get a hold of Sim...

This might prove hard since the last time SimDing0 even logged on PPG was in December.

rhomboidspace

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Re: Finalising Version 7
« Reply #12 on: January 26, 2009, 09:40:31 PM »
Are you going to wait for the go ahead from SimDing0 before you release v7? it'd really suck to be reinstalling/updating my mods tonight to have you release v7 tomorrow, especially since some of the BGT bug fixes are bigish bugs.

Offline Ascension64

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Re: Finalising Version 7
« Reply #13 on: January 26, 2009, 10:48:18 PM »
I've sent the Windows package of BG1UB v7 to jc for publishing.

Offline Salk

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Re: Finalising Version 7
« Reply #14 on: January 27, 2009, 12:25:10 AM »
Excellent!

Thanks!  ;)

rhomboidspace

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Re: Finalising Version 7
« Reply #15 on: January 27, 2009, 08:37:37 PM »
I've sent the Windows package of BG1UB v7 to jc for publishing.
Doh! roll back time.

Offline Salk

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Re: Finalising Version 7
« Reply #16 on: January 29, 2009, 11:36:33 AM »
I've sent the Windows package of BG1UB v7 to jc for publishing.

Lost in transition?  :D

Offline jcompton

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Re: Finalising Version 7
« Reply #17 on: January 29, 2009, 06:04:04 PM »
I should be able to post at least some of the materials I've been sent this week over the weekend.
Cespenar says, "Kelsey and friends be at the Pocket Plane? Ohhh yesssss!" http://www.pocketplane.net

Offline Salk

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Re: Finalising Version 7
« Reply #18 on: January 30, 2009, 05:14:14 AM »
That would be great!

And with DavidW coming to the rescue with BG2 UB, we might well be talking of PPG renaissance!  :D

Offline Kulyok

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Re: Finalising Version 7
« Reply #19 on: January 30, 2009, 05:35:31 AM »
Uh-huh. "With Baldur's Gate, we sparked a role-playing renaissance. Now, a multiplayer revolution..." Just remember, NWN sucked.

Offline Marauder

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Re: Finalising Version 7
« Reply #20 on: January 30, 2009, 06:26:18 AM »
Is anyone going to address the Taerom funny business?
(http://i16.tinypic.com/2a6lgg9.gif)

Offline Ascension64

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Re: Finalising Version 7
« Reply #21 on: January 30, 2009, 07:43:54 AM »
Not yet.

 

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