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Mod Compatibility List for EET


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Guest Henanigan
48 minutes ago, jastey said:

What do you mean by parallel scripts

Like I said, the mod is supposed to be compatible with standalone BG1 as well as standalone BG2 (happy, Jarno?). A script that works for BG2, EET, and BGT, would not work for BG1: there, AR1800 means something else.

As for examples, you may have seen the files. :)

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Guest Henanigan
27 minutes ago, Jarno Mikkola said:

If the files are in binary format, you neeed to uncompile them using the original game they were compiled in, copy the raw code(so if the file was a .bcs, the source file is a .baf) as is to the mod folder and recompile it DURING the install process

These are not BCS or DLG files though, but vertex and info files. Yes I could update them during install; there are thousands of occurrences though, in varying positions. Quite a long tp2 file there. Somehow it seemed easier to use two sets of files.

27 minutes ago, Jarno Mikkola said:

If you fail to do so, you have not maintained the compatibility, but failed at it.

If you say so. The mod in question is perfectly compatible with BGT and EET now though (original mod was BGT only).

27 minutes ago, Jarno Mikkola said:

Say the ar1800.are / ar1800.bcs etc are not in Tutu at all...

I think you missed my point :) See my reply to Jastey above.

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7 minutes ago, Guest Henanigan said:

Like I said, the mod is supposed to be compatible with standalone BG1 as well as standalone BG2 (happy, Jarno?). A script that works for BG2, EET, and BGT, would not work for BG1: there, AR1800 means something else.

As for examples, you may have seen the files. :)

Ah gotcha. Thanks for the explanation.

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1 hour ago, Guest Henanigan said:

These are not BCS or DLG files though, but vertex and info files. Yes I could update them during install; there are thousands of occurrences though, in varying positions. Quite a long tp2 file there. Somehow it seemed easier to use two sets of files.

Well, 2 sets with BG1 and suppose BG2... but add in Tutu; that's 3rd, BGT-weidu; that's 4th, add in EET that's already a 5th, while you can uncomple the files and then use the library files to compile the files depending on the GAME_IS value and you got yourself 1/5th of the job to update, once it works.

@jastey, you have the ability to separate parts of the thread, if you feel the need to do so, I'll go ahead and say that maybe you might, if you want.

Edited by Jarno Mikkola
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Guest Henanigan

Jarno, FYI I am using cpmvars -- where possible. I am using GAME_IS. I added these things. The mod now supports Tutu, vanilla BG2, BGT, BG:EE, BG2:EE, and EET. What I did not do, was to rewrite the mod from scratch. Also I am not the one who added parallel scripts. (From the readme, the maintainer at SHS did, although I don't know in what shape the files were back then.) I got rid of a few. Sorry, Jarno, but you are the one coming in from left field here, making wild assumptions and being off by several miles.Have a good night's sleep!

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Guest Henanigan

Oh, and as for the (previously) BGT only one, it was BGT only for a reason, according to the readme. It turned out to be possible to make it EET compatible as well, though.

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I would like to know what mod we are talking about to know a little more, as you haven't exactly revealed that yet.

And yes, mod making has had it's moments that have their effects on multiple thing... I for example have had to update a mod from 16 years ago that had what constituded to be 7 lines of code, that used bit adding into use of LPF's that has 900 lines of code.

Edited by Jarno Mikkola
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Guest Henanigan
43 minutes ago, Jarno Mikkola said:

I would like to know what mod we are talking about to know a little more, as you haven't exactly revealed that yet.

Correct: at first, it wasn't relevant; then, I was uncertain how appropriate it would be. Now, I wouldn't want this thread (wherever it ends up) to turn up in a web search... We'll just have to leave it at that, for now, and see what happens, if anything.

50 minutes ago, Jarno Mikkola said:

And yes, mod making has had it's moments that have their effects on multiple thing... I for example have had to update a mod from 16 years ago that had what constituded to be 7 lines of code, that used bit adding into use of LPF's that has 900 lines of code.

:) Yeah, a thorough rewrite may be the way to go in some cases. Me, I don't have that kind of expertise. Working on it though.

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21 minutes ago, Guest Henanigan said:

Yeah, a thorough rewrite may be the way to go in some cases. Me, I don't have that kind of expertise. Working on it though.

Well, I didn't have it either, but I worked on it, wanted to add additional things, added more and wholla, it became a giant on it's own. Mostly the 850 lines of code is just to add 1 to 20 timers and how they are requested to be made... aka nerd stuff.

Edited by Jarno Mikkola
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When trying to install Shadows over Soubar I get the following error:

ERROR: error loading [SoS/Worldmap/eet/sos_links.tbl]
ERROR: [SOS/Worldmap/eet/eet-links.tbl] -> [SOS/Worldmap/eet] Patching Failed (COPY) (Unix.Unix_error(20, "stat", "SoS/Worldmap/eet/sos_links.tbl"))
ERROR: Unix.Unix_error(20, "stat", "SoS/Worldmap/eet/sos_links.tbl")
Shadows Over Soubar (Shadows over Soubar) was not installed due to errors.

I checked the folder SoS/Worldmap/eet and there's no such file "sos_links.tbl" in there. In fact, it's not included with the installation files at all.

 

Edited by axellslade
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46 minutes ago, axellslade said:

When trying to install Shadows over Soubar I get the following error:

ERROR: error loading [SoS/Worldmap/eet/sos_links.tbl]
ERROR: [SOS/Worldmap/eet/eet-links.tbl] -> [SOS/Worldmap/eet] Patching Failed (COPY) (Unix.Unix_error(20, "stat", "SoS/Worldmap/eet/sos_links.tbl"))
ERROR: Unix.Unix_error(20, "stat", "SoS/Worldmap/eet/sos_links.tbl")
Shadows Over Soubar (Shadows over Soubar) was not installed due to errors.

I checked the folder SoS/Worldmap/eet and there's no such file "sos_links.tbl" in there. In fact, it's not included with the installation files at all.

 

Tagging @Weigo.

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