Author Topic: Beta 236.02  (Read 8188 times)

Offline Almateria

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Re: Beta 236.02
« Reply #25 on: August 25, 2014, 03:44:32 AM »
Paging doctor Wisp

Quote
Install Component [Restored Waukeen's Promenade Cutscene]?
nstall, or [N]ot Install or [Q]uit?
Installing [Restored Waukeen's Promenade Cutscene] [v7.2]
BIFF may be in hard-drive CD-path [./lang/en_us/DATA/AREAS.BIF]
BIFF may be in hard-drive CD-path [./cache/DATA/AREAS.BIF]
[./DATA/AREAS.BIF] 2545144 bytes, 318 files, 0 tilesets
BIFF may be in hard-drive CD-path [./lang/en_us/DATA/25AREAS.BIF]
BIFF may be in hard-drive CD-path [./cache/DATA/25AREAS.BIF]
[./DATA/25AREAS.BIF] 659172 bytes, 85 files, 0 tilesets
BIFF may be in hard-drive CD-path [./lang/en_us/DATA/NEERA.BIF]
BIFF may be in hard-drive CD-path [./cache/DATA/NEERA.BIF]
[./DATA/NEERA.BIF] 146175540 bytes, 1859 files, 11 tilesets
FAILURE:
ERROR: no tabulated charset could be found for language english

I got this error message posted in my thread, and while I still don't know what that means, the mention of charsets probably means something's going wrong. BG2EE on Steam.

Offline Wisp

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Re: Beta 236.02
« Reply #26 on: August 25, 2014, 03:05:14 PM »
I got this error message posted in my thread, and while I still don't know what that means, the mention of charsets probably means something's going wrong.
Fixed. As a temporary remedy, you can literally call your charset table "charset_table".

Offline K4thos

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Re: Beta 236.02
« Reply #27 on: August 25, 2014, 08:39:11 PM »
above code, when run in tp2 file located in BG2:EE dir, should produce tlk from BG1 dir, but it seems to ignore "--game" parameter and just traify it in the current dir.
Fixed.
Thank you!

I hope that this is the last one from me as I've almost finished a massive project, so I won't test any new weidu functions ;D This time it is a faulty "Automate" command which skips some strings. For example with AR2600.ARE it generates:
Code: [Select]
COPY ~are/AR2600.ARE~               ~override/AR2600.ARE~         
  SAY 0x31a8 ~Candlekeep Inn~
  SAY 0x326c ~Candlekeep~
  SAY 0x3330 ~Bunkhouse
~
  SAY 0x33f4 ~Temple of Oghma~
  SAY 0x34b8 ~Barracks~
  SAY 0x357c ~The Storehouse~
  SAY 0x3640 ~The Inner Grounds~
  SAY 0x3704 ~The Inner Grounds~
  SAY 0x37c8 ~Priest's Quarters~
  SAY 0x3950 ~Candlekeep Main Gate. Authorized Personnel Only!~
It should also generate this for Automap Note 4: ~Clinic~ Also the "Bunkhouse" is only replaced for trigger, not Automap Note. Other Automap Notes are replaced correctly.

Another example:
Code: [Select]
COPY ~are/AR2700.ARE~               ~override/AR2700.ARE~         
  SAY 0xf50 ~Candlekeep Coastway~
  SAY 0x1014 ~West to Candlekeep~
For this ARE file it completely skipped Automap Note 0 ("Ambush Site"), and only generated SAY for triggers.

These are just examples. The automate function is completely unreliable right now. I've tested it both in original dir and outside it, so it is not related to it.
Here are the ARE files if you want to test them (exported directly from BG:EE): https://www.sendspace.com/file/0wb90x
« Last Edit: August 26, 2014, 02:23:08 AM by K4thos »

Offline Wisp

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Re: Beta 236.02
« Reply #28 on: August 26, 2014, 01:26:39 PM »
Automate does not work the way you think it works. It's used to convert non-WeiDU mods into WeiDU mods. Alternatively, you can possibly use --automate-min 0 (assuming you never need #0). But beyond that I'll have to say I'm very uninterested in maintaining stuff like this, and if it gives me too much trouble I'll cut it.

Offline K4thos

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Re: Beta 236.02
« Reply #29 on: August 26, 2014, 05:05:10 PM »
it's really unfortunate :( Here is the output of the TP2 Code Generator:
Code: [Select]
/* AR2600.ARE */
COPY ~myMod/Areas/AR2600.ARE~ ~myMod/1~
  SAY 0x31A8 ~Candlekeep Inn~
  SAY 0x326C ~Candlekeep~
  SAY 0x3330 ~Bunkhouse
~
  SAY 0x33F4 ~Temple of Oghma~
  SAY 0x34B8 ~Barracks~
  SAY 0x357C ~The Storehouse~
  SAY 0x3640 ~The Inner Grounds~
  SAY 0x3704 ~The Inner Grounds~
  SAY 0x37C8 ~Priest's Quarters~
  SAY 0x3950 ~Candlekeep Main Gate. Authorized Personnel Only!~
  SAY 0x5720 ~Your slumber is disturbed by one of the keep's watchers.~
  SAY 0x57E8 ~Temple of Oghma~
  SAY 0x581C ~Candlekeep Inn~
  SAY 0x5850 ~Barracks~
  SAY 0x5884 ~Bunkhouse~
  SAY 0x58B8 ~Clinic~
  SAY 0x58EC ~Candlekeep~
  SAY 0x5920 ~Priest's Quarters~
  SAY 0x5954 ~The Storehouse~

/* AR2700.ARE */
COPY ~myMod/Areas/AR2700.ARE~ ~myMod/1~
  SAY 0xF50 ~Candlekeep Coastway~
  SAY 0x1014 ~West to Candlekeep~
  SAY 0x2550 ~You are awakened as gibberlings come screaming out of the darkness.~
  SAY 0x2618 ~Ambush Site~

I thought that Automate function can be used for the same purpose as this tool. Unfortunately it has GUI and doesn't support batch files, so I can't use it inside weidu. I need to generate these StrRef dynamically, on the fly without knowing what the files contain, so I can't use pre-made files. I will try to remake this tool functionality within weidu if there are no plans to implement it natively :-X
« Last Edit: August 26, 2014, 06:53:46 PM by K4thos »

Offline Mike1072

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Re: Beta 236.02
« Reply #30 on: August 26, 2014, 10:45:00 PM »
Code: [Select]
/* AR2600.ARE */
COPY ~myMod/Areas/AR2600.ARE~ ~myMod/1~
  SAY 0x31A8 ~Candlekeep Inn~
  SAY 0x326C ~Candlekeep~
  SAY 0x3330 ~Bunkhouse
~
  SAY 0x33F4 ~Temple of Oghma~
  SAY 0x34B8 ~Barracks~
  SAY 0x357C ~The Storehouse~
  SAY 0x3640 ~The Inner Grounds~
  SAY 0x3704 ~The Inner Grounds~
  SAY 0x37C8 ~Priest's Quarters~
  SAY 0x3950 ~Candlekeep Main Gate. Authorized Personnel Only!~
  SAY 0x5720 ~Your slumber is disturbed by one of the keep's watchers.~
  SAY 0x57E8 ~Temple of Oghma~
  SAY 0x581C ~Candlekeep Inn~
  SAY 0x5850 ~Barracks~
  SAY 0x5884 ~Bunkhouse~
  SAY 0x58B8 ~Clinic~
  SAY 0x58EC ~Candlekeep~
  SAY 0x5920 ~Priest's Quarters~
  SAY 0x5954 ~The Storehouse~

/* AR2700.ARE */
COPY ~myMod/Areas/AR2700.ARE~ ~myMod/1~
  SAY 0xF50 ~Candlekeep Coastway~
  SAY 0x1014 ~West to Candlekeep~
  SAY 0x2550 ~You are awakened as gibberlings come screaming out of the darkness.~
  SAY 0x2618 ~Ambush Site~
...
I need to generate these StrRef dynamically, on the fly without knowing what the files contain, so I can't use pre-made files. I will try to remake this tool functionality within weidu if there are no plans to implement it natively :-X

Can you explain what exactly you are trying to do?  WeiDU likely has a better way of doing it than this.

Offline K4thos

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Re: Beta 236.02
« Reply #31 on: August 28, 2014, 05:18:31 AM »
Quote
Can you explain what exactly you are trying to do?  WeiDU likely has a better way of doing it than this.

The goal is to take a file from BGEE (that includes string references for BGEE's dialog.tlk) and move the file to BG2EE, updating its string references to BG2EE's dialog.tlk (and adding any missing strings in the process). ;)

edit: ok, the workaround for ARE files is finished. I will post it here in case someone would need something like this in future, and find this topic via forum search. It is unrelated to the beta - sorry for spamming.

Code: [Select]
//unlike --automate command it uses TRA references whith has additional benefits (if you need text just adopt the code with READ_STRREF, and if you need to generate the code to file read about INNER_ACTION and APPEND_OUTER in weidu readme).
//The regions (triggers) section is commented out because it is already correctly handled by the --automate command and I had some weird problem with 2 extra invalid StrRefs output here (if someone know the solution PM me).
COPY ~dir~ ~dir~
//Containers
READ_LONG  0x70 "cont_off" //Offset to containers
READ_SHORT 0x74 "cont_num" //Count of containers
//0xc0 Size of containers section
//0x84 Lockpick string
FOR (index=0; index < cont_num ; index = index + 1) BEGIN
READ_LONG (cont_off + 0x84 + (0xc0 * index)) StrRef
PATCH_IF (StrRef > 0) BEGIN
SAY (cont_off + 0x84 + (0xc0 * index)) ( AT "StrRef" )
END
END

//Doors
READ_LONG  0xa4 "door_num" //Count of doors
READ_LONG  0xa8 "door_off" //Offset to doors
//0xc8 Size of doors section
//0x98 Lockpick string
//0xb4 Dialog speaker name
PATCH_FOR_EACH ~offset~ IN 0x98 0xb4 BEGIN
FOR (index=0; index < door_num ; index = index + 1) BEGIN
READ_LONG (door_off + offset + (0xc8 * index)) StrRef
PATCH_IF (StrRef > 0) BEGIN
SAY (door_off + offset + (0xc8 * index)) ( AT "StrRef" )
END
END
END

//Automap Notes
READ_LONG  0xc4 "note_off" //Offset of the automap note section
READ_LONG  0xc8 "note_num" //Number of entries in the automap note section
//0x34 Size of automap note section
//0x4 Note text
FOR (index=0; index < note_num ; index = index + 1) BEGIN
READ_LONG (note_off + 0x4 + (0x34 * index)) StrRef
PATCH_IF (StrRef > 0) BEGIN
SAY (note_off + 0x4 + (0x34 * index)) ( AT "StrRef" )
END
END

//Rest Interruptions
READ_LONG 0xc0 "rest_off" //Offset to rest interruptions
//0x20 Interruption explantion text (10*0x4)
FOR (index=0; index < 10 ; index = index + 1) BEGIN
READ_LONG (rest_off + 0x20 + (0x4 * index)) StrRef
PATCH_IF (StrRef > 0) BEGIN
SAY (rest_off + 0x20 + (0x4 * index)) ( AT "StrRef" )
END
END

/*
//Regions (triggers)
READ_SHORT 0x5a "info_num" //Count of regions
READ_LONG  0x5c "info_off" //Offset to regions
//0xc4 Size of regions section
//0x64 Information text (for info points)
//0xb8 Name
PATCH_FOR_EACH ~offset~ IN 0x64 0xb8 BEGIN
FOR (index=0; index < info_num ; index = index + 1) BEGIN
READ_LONG (info_off + offset + (0xc4 * index)) StrRef
PATCH_IF (StrRef > 0) BEGIN
SAY (info_off + offset + (0xc4 * index)) ( AT "StrRef" )
END
END
END
*/
BUT_ONLY
« Last Edit: August 28, 2014, 08:02:58 AM by K4thos »

Offline Wisp

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Re: Beta 236.02
« Reply #32 on: August 30, 2014, 08:23:40 AM »
It looks like weidu can't EXTEND_TOP to BCS files outside of override directory :o Is it normal or a bug  ???
Yes and no. Part of the code can handle not-game files (which is why you get a result) and another part can't (which is why the result is incorrect). I get the impression the action was only supposed to work on game files, like so many other actions. But given how many WTFs there are in the only-game-files code, I think I'll change it into being able to extend any file, anywhere.

Edit: oh, perhaps I should mention that you can already use EXTEND_(TOP|BOTTOM) on files in your mod folder, but you need to, somewhat unconventionally, refer to them as ./mymod/myfile (note the leading period).
« Last Edit: August 30, 2014, 12:06:17 PM by Wisp »

Offline K4thos

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Re: Beta 236.02
« Reply #33 on: September 04, 2014, 04:06:07 PM »
thanks, that "." at the beginning did the job.

Offline Wisp

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Re: Beta 236.02
« Reply #34 on: September 07, 2014, 04:59:18 AM »
I'll do the EXTEND_(TOP|BOTTOM) thing for next version. It's possibly potentially disruptive, so I don't want to do it now. I also want to look into making this general for all actions that probably work the same way, rather than making this some quirk of EXTEND_*'s.

Offline K4thos

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Re: Beta 236.02
« Reply #35 on: September 10, 2014, 11:32:14 AM »
I'd like to confirm that --biff command works fine now for PVRZ files. There may be still a little problem with the weidu code releted to --unbiff command:
Code: [Select]
[C:\Program Files (x86)\BeamDog\Games\00766/DATA/AREA0900.BIF] 58512 bytes, 0 files, 1 tilesets

ERROR: BIFF [C:\Program Files (x86)\BeamDog\Games\00766/DATA/AREA0900.BIF] has tileset entries 0--0, cannot extract tileset at entry 0 (this BIFF and your KEY file don't match)

[AR0900N.TIS] --biff-get error: Failure("invalid biff tileset entry")

Every single resource can be unbiffed, but AR0900N.TIS ends up corrupted (0 kb). It can be viewed in NI, so the biff file is not corrupted. Not sure about that chitin.key information, but if NI can see it than it is there, right? Please check it on the latest BG:EE 1.3 patch release, as I'm not sure if this was the case for older versions, and it looks like all files have been rebiffed in 1.3 patch.
« Last Edit: September 10, 2014, 11:34:03 AM by K4thos »

Offline Almateria

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Re: Beta 236.02
« Reply #36 on: September 14, 2014, 01:04:17 PM »
Hey Wisp, is the ongoing problem with other setup files not updating to the beta version exclusive to my mod, or would it happen with Edwin Romance as well? I'm trying to solve this.

Offline Wisp

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Re: Beta 236.02
« Reply #37 on: September 14, 2014, 01:28:30 PM »
There may be still a little problem with the weidu code releted to --unbiff command:
I'll have a look.

Hey Wisp, is the ongoing problem with other setup files not updating to the beta version exclusive to my mod, or would it happen with Edwin Romance as well? I'm trying to solve this.
If this is about BWS, it's their problem and not mine.

Offline The Imp

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Re: Beta 236.02
« Reply #38 on: September 14, 2014, 06:52:57 PM »
Almateria released a new version of the mod, so the v23602 is not needed for it any more in BWS... so there's no need to release a new fixed version yet. Just came to let you know...

Offline Eden

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Re: Beta 236.02
« Reply #39 on: September 17, 2014, 06:37:33 AM »
Confirmation : BGT 1.18 did not install (ERROR : Division_by_zero) using 236.02.

Alright with 236.

As you are aware of the origin (headerless TIS files), this post was not that important, hm.

Tbs, thanks Wisp in any case.

 

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