CamDawg Posted August 7, 2013 Share Posted August 7, 2013 These libraries pop up in a few places for BG/BGT/Tutu mods like BG1 NPC and BG UB. Is there a master copy somewhere? These will be, by far, the most useful tool for porting stuff to BGEE, but I want to track down the most recent version before I make a new EE library. Link to comment
Wisp Posted August 7, 2013 Share Posted August 7, 2013 Alternatively, I have something different I'm using in Item Randomiser. It's currently tailored very much to the needs of Item Randomiser, but it shouldn't be that hard to generalise it. The biggest downside to it that I can see is that it doesn't play very nice with the practice of giving long lists of files to COPY (a practice which the cmpvar library does cater to). It also won't be a lot of help for mods that are already tightly coupled with the Tutu/BGT platforms. (It can handle any ITM, ARE, CRE, other resource across BG1/BGEE, Tutu and BGT, correctly handles the exceptions to Tutu's underscore rule and possibly a few other things I have forgotten about. Porting Item Randomiser to BGEE was also a 5-minute job, largely thanks to this abstraction layer.) (Also, I should do more library-fication and less thread-jacking. Sorry.) Link to comment
CamDawg Posted August 7, 2013 Author Share Posted August 7, 2013 Nah, more resources are good. If a mod's already using the cpmvars library, they can just drop in a new EE one. However if you've got a better library for doing it from scratch, then I can use that as well. I'm basically looking to write a BGEE mod conversion tutorial at some point, so I'd like to cover as many bases as possible. Link to comment
Kaeloree Posted August 8, 2013 Share Posted August 8, 2013 I think I have the most recent versions, and wrote an EE one--want me to send them over? Link to comment
jastey Posted August 8, 2013 Share Posted August 8, 2013 In bg1ub lib is what I use for BG - BGT - Tutu crossmodding, with addition of these: /* additional things needed for BG1 / BG1(TotSC) / Tutu / BGT differences */ /* Face orientation for CreateCreature([xxx.yyy]%FACE_x%) */ OUTER_SPRINT ~FACE_0~ ~,0~ OUTER_SPRINT ~FACE_1~ ~,1~ OUTER_SPRINT ~FACE_2~ ~,2~ OUTER_SPRINT ~FACE_3~ ~,3~ OUTER_SPRINT ~FACE_4~ ~,4~ OUTER_SPRINT ~FACE_5~ ~,5~ OUTER_SPRINT ~FACE_6~ ~,6~ OUTER_SPRINT ~FACE_7~ ~,7~ OUTER_SPRINT ~FACE_8~ ~,8~ OUTER_SPRINT ~FACE_9~ ~,9~ OUTER_SPRINT ~FACE_10~ ~,10~ OUTER_SPRINT ~FACE_11~ ~,11~ OUTER_SPRINT ~FACE_12~ ~,12~ OUTER_SPRINT ~FACE_13~ ~,13~ OUTER_SPRINT ~FACE_14~ ~,14~ OUTER_SPRINT ~FACE_15~ ~,15~ OUTER_SPRINT ~FACE_16~ ~,16~ OUTER_SPRINT ~STARTDIALOGNOSET~ ~StartDialogueNoSet~ OUTER_SPRINT ~ISGABBERPLAYER1~ ~IsGabber(Player1)~ OUTER_SPRINT ~NOT_ISGABBERPLAYER1~ ~!IsGabber(Player1)~ END ELSE BEGIN ACTION_IF GAME_IS ~bgt~ THEN BEGIN PRINT ~Baldur's Gate Trilogy detected~ INCLUDE ~bglc/lib/g3_bgt_cpmvars.tpa~ /* additional things needed for BG1 / BG1(TotSC) / Tutu / BGT differences */ /* Face orientation for CreateCreature([xxx.yyy]%FACE_x%) */ OUTER_SPRINT ~FACE_0~ ~,0~ OUTER_SPRINT ~FACE_1~ ~,1~ OUTER_SPRINT ~FACE_2~ ~,2~ OUTER_SPRINT ~FACE_3~ ~,3~ OUTER_SPRINT ~FACE_4~ ~,4~ OUTER_SPRINT ~FACE_5~ ~,5~ OUTER_SPRINT ~FACE_6~ ~,6~ OUTER_SPRINT ~FACE_7~ ~,7~ OUTER_SPRINT ~FACE_8~ ~,8~ OUTER_SPRINT ~FACE_9~ ~,9~ OUTER_SPRINT ~FACE_10~ ~,10~ OUTER_SPRINT ~FACE_11~ ~,11~ OUTER_SPRINT ~FACE_12~ ~,12~ OUTER_SPRINT ~FACE_13~ ~,13~ OUTER_SPRINT ~FACE_14~ ~,14~ OUTER_SPRINT ~FACE_15~ ~,15~ OUTER_SPRINT ~FACE_16~ ~,16~ OUTER_SPRINT ~STARTDIALOGNOSET~ ~StartDialogueNoSet~ OUTER_SPRINT ~ISGABBERPLAYER1~ ~IsGabber(Player1)~ OUTER_SPRINT ~NOT_ISGABBERPLAYER1~ ~!IsGabber(Player1)~ END ELSE BEGIN ACTION_IF GAME_IS ~bg1 totsc~ THEN BEGIN PRINT ~Baldur's Gate detected~ INCLUDE ~bglc/lib/g3_bg_cpmvars.tpa~ INCLUDE ~bglc/lib/c#_bg_npcjdlg.tpa~ /* additional things needed for BG1 / BG1(TotSC) / Tutu / BGT differences: */ /* general things */ OUTER_SPRINT ~STARTDIALOGNOSET~ ~Dialogue~ OUTER_SPRINT ~ISGABBERPLAYER1~ ~Range(Player1,15)~ OUTER_SPRINT ~NOT_ISGABBERPLAYER1~ ~!Range(Player1,15)~ ACTION_IF GAME_IS ~totsc~ THEN BEGIN /* Face orientation for CreateCreature([xxx.yyy]%FACE_x%) */ OUTER_SPRINT ~FACE_0~ ~,0~ OUTER_SPRINT ~FACE_1~ ~,1~ OUTER_SPRINT ~FACE_2~ ~,2~ OUTER_SPRINT ~FACE_3~ ~,3~ OUTER_SPRINT ~FACE_4~ ~,4~ OUTER_SPRINT ~FACE_5~ ~,5~ OUTER_SPRINT ~FACE_6~ ~,6~ OUTER_SPRINT ~FACE_7~ ~,7~ OUTER_SPRINT ~FACE_8~ ~,8~ OUTER_SPRINT ~FACE_9~ ~,9~ OUTER_SPRINT ~FACE_10~ ~,10~ OUTER_SPRINT ~FACE_11~ ~,11~ OUTER_SPRINT ~FACE_12~ ~,12~ OUTER_SPRINT ~FACE_13~ ~,13~ OUTER_SPRINT ~FACE_14~ ~,14~ OUTER_SPRINT ~FACE_15~ ~,15~ OUTER_SPRINT ~FACE_16~ ~,16~ END ACTION_IF GAME_IS ~bg1~ THEN BEGIN /* Face orientation for CreateCreature([xxx.yyy]%FACE_x%) */ OUTER_SPRINT ~FACE_0~ ~~ OUTER_SPRINT ~FACE_1~ ~~ OUTER_SPRINT ~FACE_2~ ~~ OUTER_SPRINT ~FACE_3~ ~~ OUTER_SPRINT ~FACE_4~ ~~ OUTER_SPRINT ~FACE_5~ ~~ OUTER_SPRINT ~FACE_6~ ~~ OUTER_SPRINT ~FACE_7~ ~~ OUTER_SPRINT ~FACE_8~ ~~ OUTER_SPRINT ~FACE_9~ ~~ OUTER_SPRINT ~FACE_10~ ~~ OUTER_SPRINT ~FACE_11~ ~~ OUTER_SPRINT ~FACE_12~ ~~ OUTER_SPRINT ~FACE_13~ ~~ OUTER_SPRINT ~FACE_14~ ~~ OUTER_SPRINT ~FACE_15~ ~~ OUTER_SPRINT ~FACE_16~ ~~ Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.