Guest mrfab909 Posted April 6, 2009 Share Posted April 6, 2009 Hey, I'm new to GemRB, and haven't played BG for quite a while. I want to use GemRB 'cause with Vista the performance of BG2 (or 1) is so horribly BAD I can't stand it. Yet with GemRB it plays fine. Now onto the BGT-WeiDU v1.07 If I play it in BG2 not using GemRB I start correctly at Candlekeep Inn. If I use GemRB I start SOMEWHERE with no GUI and no way to bring it up, I can't move or talk to anyone. I really love this game, and want to play a swashbukler all the way through. Any ideas or solutions? Link to comment
Avenger Posted April 6, 2009 Share Posted April 6, 2009 If GemRB starts the game without GUI it is the result of a guiscript bug (the guiscript part of GemRB cannot load). To find the cause you have to check the console and report what's the problem. Without a bugreport, i can only guess what's wrong. If you use BGT then you need to use the 'bg2' gametype (i just assume you forgot to alter your config). Since we still continuously refine the code, it could be that you have got a wrong version. We still don't have a 'stable release'. So, you better off with getting the code from SVN and compile it (which is another can of worms). Link to comment
Guest mrfab909 Posted April 6, 2009 Share Posted April 6, 2009 I did change the config to bg2. how do I go about getting a log of the console? Or are there clear instruction for compiling that don't assume I know anything? Link to comment
Avenger Posted April 6, 2009 Share Posted April 6, 2009 The game isn't yet in the state you will enjoy it. At this moment, it is still under development and most likely you would be disappointed anyway. If you don't see the console, i cannot help. It should be on your desktop. If you see it, you can select the interesting area (Something about runtime error), then press enter (i think this is how you copy text from a Windows console). Then you can use ctrl-v to paste this text to anywhere. Compiling would be too a bit too complicated, i guess. Here are the instructions anyway: http://forums.gibberlings3.net/index.php?showtopic=13087 Link to comment
Nugrud Posted June 21, 2009 Share Posted June 21, 2009 During character generation I could choose 6 instead of 4 weapon proficiency points as berserker and I started as 7th instead of 1st level charcacter south of Candlekeep main gates instead of in front of Winthrop's Inn, but with GUI. Log Link to comment
Avenger Posted June 21, 2009 Share Posted June 21, 2009 BGT is using the bg2 engine? .exe hacks are not supported by the default gemrb install. You will have to modify some files in the gemrb override if there were .exe hacks. Link to comment
Nugrud Posted June 21, 2009 Share Posted June 21, 2009 It is using bg2 engine, I run it using my bg2 gemrb config unchanged. And bgt patches bgmain.exe: /////////////////////////////////////////////////////// // XP Patcher /////////////////////////////////////////////////////// PRINT ~~ PRINT @100016 COPY ~BGMain.exe~ ~BGMain.exe~ SET i = 1 WHILE (i>0) BEGIN SET i += 4 READ_LONG (0x6b0000 + "%i%" - 1) long_value //start at offset 0x6b0000 READ_LONG (0x6b0000 + "%i%" - 5) long_before_value READ_LONG (0x6b0000 + "%i%" + 3) long_after_value PATCH_IF ("%long_before_value%" = 0) AND ("%long_after_value%" = 161000) /*AND ("%long_value%" = 89000)*/ THEN BEGIN //look only for a long value bounded by a previous value of 0, and a next value of 161000 WRITE_LONG (0x6b0000 + "%i%" - 1) 1 //setting to zero causes thieving skills to isolate from proficiencies and screws up skill types END PATCH_IF ("%i%" = 0x10001) BEGIN //span a region of 0x10000 bytes SET i = 0 END END This would explain xp level problems(EDIT: I changed override/bg2/clskills.2da and changed all 89000 to 1, it fixed char generation but broke starting scripts, introduction textscreen didn't fire and fog of war stood on map), but how would it be with starting coordinates on map? They seem to be the same as in SoA: Link to comment
zefklop Posted June 21, 2009 Share Posted June 21, 2009 Well, it seems that you are starting at the bg2's starting position. I thought this was scripted (meaning, not hardcoded). So this should work fine. I must be mistaken... Link to comment
fuzzie Posted June 21, 2009 Share Posted June 21, 2009 how would it be with starting coordinates on map? They seem to be the same as in SoA gemrb obtains the starting coordinates from the 'startpos.2da' file, does BGT update that? Link to comment
Nugrud Posted June 21, 2009 Share Posted June 21, 2009 Yes it updates startpos.2da, The file from bgt's backup directory: 2DA V1.0 0 1 2 3 4 5 6 START_XPOS 3741 3585 3532 3374 3824 3889 START_YPOS 2801 2917 2956 3068 2447 2479 START_XPOS_TUTORIAL 607 607 607 607 607 607 START_YPOS_TUTORIAL 660 607 607 607 607 607 START_XPOS_MP 1300 1300 1300 1300 1300 1300 START_YPOS_MP 1840 1840 1840 1840 1840 1840 And the new one in override: 2DA V1.0 0 1 2 3 4 5 6 START_XPOS_TUTORIAL 3741 3585 3532 3374 3824 3889 START_YPOS_TUTORIAL 2801 2917 2956 3068 2447 2479 START_XPOS 1110 1059 1156 1013 1238 1277 START_YPOS 600 667 677 742 585 490 START_XPOS_MP 1300 1300 1300 1300 1300 1300 START_YPOS_MP 1840 1840 1840 1840 1840 1840 Link to comment
zefklop Posted June 21, 2009 Share Posted June 21, 2009 Seems like we are searching line numbers instead of line names there :/ Link to comment
Avenger Posted June 22, 2009 Share Posted June 22, 2009 Heh, it is really annoying. I have no idea why they had to permutate the lines in startpos.2da. Fixing this isn't a high priority. The starting XP is even less of a problem, patching the clskills.2da file is always an option. Link to comment
Nugrud Posted June 22, 2009 Share Posted June 22, 2009 Well, original engine allowed permutating the lines Setting starting xp for all classes in clskills.2da from 89000 to 1 actually broke some things in bgt under gemrb: -the introduction Candlekeep text screen didn't appear (with 89000 it appears but without... text, and with wrong buttons under it) -the fog of war didn't disappear (with 89000 it disappeared after text screen) -empty dialog box (there should 'welcome text') on start log Link to comment
fuzzie Posted June 22, 2009 Share Posted June 22, 2009 Well, original engine allowed permutating the lines You are welcome to use the original engine Fixing compatibility with mods doing silly things is not a high priority while we are still fixing compatibility with the original games - you can file bugs at https://sourceforge.net/projects/gemrb if you can work out what the bug is (such as in the case of the startpos.2da problem) and someone will fix them eventually, at least. Presumably your other problems are scripts not working, and we canot really fix that without knowing what the actual problems are, since none of us have BGT. Link to comment
Nugrud Posted August 24, 2009 Share Posted August 24, 2009 Setting starting xp for all classes in clskills.2da from 89000 to 1 actually broke some things in bgt under gemrb:-the introduction Candlekeep text screen didn't appear (with 89000 it appears but without... text, and with wrong buttons under it) -the fog of war didn't disappear (with 89000 it disappeared after text screen) -empty dialog box (there should 'welcome text') on start log fyi, with current code in svn trunk: - works now (but still without any text) - works too, -1 xp was applied too - and this works to in fact! I filled a bug entry on tracker about that startpos.2da issue. Link to comment
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