Author Topic: Weidu for BG:EE  (Read 19419 times)

Offline smeagolheart

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Weidu for BG:EE
« on: November 30, 2012, 10:35:19 PM »
Anybody working on this?  BG:EE is out and weidu doesn't work without workarounds.

Offline the bigg

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Re: Weidu for BG:EE
« Reply #1 on: December 01, 2012, 05:40:55 AM »
It will come out on Tuesday.
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 Kulyok

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Re: Weidu for BG:EE
« Reply #2 on: December 02, 2012, 11:50:49 PM »
Tuesday! God, I missed that phrase. :) And good to see you, naturally.

Offline the bigg

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Re: Weidu for BG:EE
« Reply #3 on: December 03, 2012, 03:50:31 PM »
I still browse the fora (and sometimes even reply in a ME3 thread, or even something mod-related), but I'm afraid my BG2 modding days are over for the foreseeable future - and, unlike my earlier hiatuses, playing the game had no effect in getting me back in my modding mood.
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 Andrea C.

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Re: Weidu for BG:EE
« Reply #4 on: December 04, 2012, 12:16:12 AM »
unlike my earlier hiatuses, playing the game had no effect in getting me back in my modding mood.

What about a free copy of BG:EE? 'Cause I might be able to lend a hand, if that could help your modding mood ;)

Offline the bigg

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Re: Weidu for BG:EE
« Reply #5 on: December 04, 2012, 01:58:21 PM »
The offer is nice. However, getting paid to mod (since this is what it basically would boil down) is not the same thing as actually wanting to mod.
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 Wisp

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Re: Weidu for BG:EE
« Reply #6 on: December 04, 2012, 02:52:46 PM »
Does this mean I had better get cracking on learning WeiDU's codebase? (Unless someone else wants to volunteer…?)

Offline jcompton

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Re: Weidu for BG:EE
« Reply #7 on: December 05, 2012, 11:46:18 AM »
I'm pretty sure that's what it means.
Cespenar says, "Kelsey and friends be at the Pocket Plane? Ohhh yesssss!" http://www.pocketplane.net

Offline the bigg

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Re: Weidu for BG:EE
« Reply #8 on: December 05, 2012, 01:40:43 PM »
Yeah, totally.

Wes had been on hiatus for just four months when I started tinkering!
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 Wisp

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Re: Weidu for BG:EE
« Reply #9 on: December 05, 2012, 09:07:02 PM »
Bigg, do you possibly have a windows compile of elkhound to share? Both Scott's and roy's sources fail with different errors at different stages and I really don't care enough for C++/ast/whatever to hunker down with some unmaintained freakshow long enough to sort it out.

Offline GeN1e

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Re: Weidu for BG:EE
« Reply #10 on: December 06, 2012, 11:21:33 AM »
I still browse the fora (and sometimes even reply in a ME3 thread, or even something mod-related), but I'm afraid my BG2 modding days are over for the foreseeable future - and, unlike my earlier hiatuses, playing the game had no effect in getting me back in my modding mood.
In such a case, thank you for all the years you've been maintaining WeiDU - twice as long as Wes, in fact! - and patiently answering stupid questions, some of them mine, about to get something very simple wprking :)

And yeah, I support Wisp's candidature for overtaking too.

Offline the bigg

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Re: Weidu for BG:EE
« Reply #11 on: December 06, 2012, 12:17:33 PM »
Bigg, do you possibly have a windows compile of elkhound to share? Both Scott's and roy's sources fail with different errors at different stages and I really don't care enough for C++/ast/whatever to hunker down with some unmaintained freakshow long enough to sort it out.
https://www.dropbox.com/s/asua0vkh6irsc5o/elkhound.exe - it requires cygwin, but you should already have that installed.
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 Wisp

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Re: Weidu for BG:EE
« Reply #12 on: December 06, 2012, 07:21:09 PM »
Thank you.

Offline Wisp

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Re: Weidu for BG:EE
« Reply #13 on: December 07, 2012, 10:44:10 AM »
Well, the windows build environment seems a tad convoluted. After failing on the symlink cygwin provides for gcc, the build process now fails on "i686-w64-mingw32-gcc" during the linking. I notice FlexDLL/Flexlink requests that file, and that OVerbld provides a FlexDLL/Flexlink.
Bigg, do you know if this is like with OVerbld? A requirement that changed without making it into the documentation? Cygwin does not seem to provide it (although the FlexDLL docs mention it as part of cygwin).

Offline the bigg

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Re: Weidu for BG:EE
« Reply #14 on: December 07, 2012, 12:15:01 PM »
Well, the windows build environment seems a tad convoluted.
I assume you never had the pleasure of J2EE...

Flexlink was added as an external dependancy to OCaml sometimes ago; last time I set up the build environment, I used Overbld.
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 Avenger_teambg

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Re: Weidu for BG:EE
« Reply #15 on: December 15, 2012, 05:29:12 AM »
Anyone working on this?
Stuff like ability to extract the new filetypes and accessing large bifs is needed.

Offline Wisp

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Re: Weidu for BG:EE
« Reply #16 on: December 16, 2012, 05:03:41 AM »
Yes.

For a while longer, at least..

Offline Wisp

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Re: Weidu for BG:EE
« Reply #17 on: December 17, 2012, 01:44:17 PM »
Well, I now have a mostly working win32 build environment ("mostly" because something is wrong with win32 WeiGUI's tk dependency). Naturally it was actually embarrassingly easy once the secret was uncovered.

Anyway,
what's on people's wishlist for 232? Unconventional biffs , (GAME|ENGINE)_IS and an update of the standard library of macros and functions are already in. I'm thinking of leaving parallel TLKs, UTF-8 conversions (libraries permitting) and BGEE saves (et al.) for 233, because it is potentially a lot of work and we want a new WeiDU now, now, now, now! Right?

Offline Andrea C.

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Re: Weidu for BG:EE
« Reply #18 on: December 17, 2012, 02:35:08 PM »
Wisp - I'm not sure whether this makes a difference when it comes to WeiDU, or whether that's what you mean with "UTF-8 conversions", but the BG:EE game text makes use of non-ASCII characters (especially in foreign languages, but also in English). If this has an impact on WeiDU at any rate, could you add support for them?

Offline Cuv

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Re: Weidu for BG:EE
« Reply #19 on: December 17, 2012, 02:53:51 PM »
Avenger mentioned something about the door arrays... without having to relist tons of code for each one.   Same for the triggers I think.

Offline Mike1072

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Re: Weidu for BG:EE
« Reply #20 on: December 17, 2012, 03:12:28 PM »
what's on people's wishlist for 232? Unconventional biffs , (GAME|ENGINE)_IS and an update of the standard library of macros and functions are already in. I'm thinking of leaving parallel TLKs, UTF-8 conversions (libraries permitting) and BGEE saves (et al.) for 233, because it is potentially a lot of work and we want a new WeiDU now, now, now, now! Right?
Right.

Offline CamDawg

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Re: Weidu for BG:EE
« Reply #21 on: December 17, 2012, 03:27:52 PM »
what's on people's wishlist for 232? Unconventional biffs , (GAME|ENGINE)_IS and an update of the standard library of macros and functions are already in.
Does this include my patch functions? I'll live either way, I just want to know if I should start with documentation.

edit: fixed broken link
« Last Edit: December 17, 2012, 04:10:48 PM by Echon »
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Offline Avenger_teambg

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Re: Weidu for BG:EE
« Reply #22 on: December 17, 2012, 04:12:34 PM »
Well, I now have a mostly working win32 build environment ("mostly" because something is wrong with win32 WeiGUI's tk dependency). Naturally it was actually embarrassingly easy once the secret was uncovered.

Anyway,
what's on people's wishlist for 232? Unconventional biffs , (GAME|ENGINE)_IS and an update of the standard library of macros and functions are already in. I'm thinking of leaving parallel TLKs, UTF-8 conversions (libraries permitting) and BGEE saves (et al.) for 233, because it is potentially a lot of work and we want a new WeiDU now, now, now, now! Right?

Filetypes and large biffs are the most important for BGEE.
Well, utf8 strings is also very important.

Offline Avenger_teambg

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Re: Weidu for BG:EE
« Reply #23 on: December 17, 2012, 04:17:10 PM »
Avenger mentioned something about the door arrays... without having to relist tons of code for each one.   Same for the triggers I think.

This is not terribly important, but stuff like
FOR_EACH_DOOR BEGIN WRITE_LONG 0x40 1 END

etc. for any substructures and resource types where it is expected to be used. Probably there are already macros for some, or whatever. But a weidu noob like me has no knowledge about these.

Also REPLACE_TRANS_TRIGGER ...
meh, i don't know how any weidu user can live without explicitly targeting a trans trigger.
REPLACE_TRIGGER_TEXT is just outright lame

But again, these might already been somewhat handled by macros/etc and they are not comparable to large bif/new resource type support.



Hmm, looking at Cam's patch functions, i think that is roughly about the thing i mentioned here :)
« Last Edit: December 17, 2012, 04:18:55 PM by Avenger_teambg »

Offline Wisp

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Re: Weidu for BG:EE
« Reply #24 on: December 17, 2012, 05:13:11 PM »
Wisp - I'm not sure whether this makes a difference when it comes to WeiDU, or whether that's what you mean with "UTF-8 conversions", but the BG:EE game text makes use of non-ASCII characters (especially in foreign languages, but also in English). If this has an impact on WeiDU at any rate, could you add support for them?
Well, background for everyone's benefit: BGEE uses UTF-8 across the board, whereas the original editions use a multitude of different local encodings. The only commonality between UTF-8 and these other encodings is ACSII, so anything that is not expressible as ASCII will be interpreted incorrectly if it is in the wrong encoding. In practice, this means hassles aplenty for languages other than English, since BGEE requires that the translation is encoded in UTF-8, whereas the original editions require that the translation is encoded in, e.g., CP1252 (in the case of western-European languages). English doesn't escape entirely either, since some mods use dashes or ellipses or other non-ASCII characters.

The tentative plan is for WeiDU to automagically convert text into UTF-8 when the platform is BGEE, thus avoiding the nasty prospect of having to maintain multiple sets of TRA files whenever non-ASCII is used (and compatibility with both the EEs and the original editions is desired). The most likely hitch would be that the OCaml UTF-8 library (-ies) need to know which encoding the text should be converted from. Since TP2 language declarations are completely fluid, it would be very hard (and error prone) to deduce the encoding from that information. There is also the ugly practice of mixing several encodings in the same file and probably a number of additional complicating factors. If it goes in, I imagine this feature will require some sort of non-ambiguous declaration (e.g., you explicitly declare which encoding is used for the TRA file inside the TRA file itself, and if the file originally used multiple encodings, you need to split it apart into one file for each).

what's on people's wishlist for 232? Unconventional biffs , (GAME|ENGINE)_IS and an update of the standard library of macros and functions are already in.
Does this include my patch functions? I'll live either way, I just want to know if I should start with documentation.

edit: fixed broken link
I don't think the latter submissions in that thread have yet been included. But I can probably do it tomorrow.

Filetypes
What are the new file types? I've only got the numbers and they don't tell me much, I am afraid. (And if there was schooling to be had on the subject, I slept through the class.) Aside from being made recognisable types, is there anything else to be done?

« Last Edit: December 17, 2012, 05:17:33 PM by Wisp »

 

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