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EET v13.4 released


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Lundar, you can install it directly on Mac via .command file distributed with mod or use subtledoctor's installation tool (should be somewhere on Beamdog forums). Also please read the EET readme file. No idea what Bootcamp is or how it works.

 

Etamin, not sure if it's fixed, didn't play SoD with patch 2.5 engine yet.

 

RC 10.2 is up on Github. Changelog:

  • fixed problem with in-game days tracking (Issue #23 on GitHub, code by repus7)
  • fixed regression with PVRZ importation (in previous versions few items may had incorrect art due to several pvrz files being overwritten)
  • updated BG:EE resource importation list taking into account patch 2.5 (missing ttf files; existDELETE, KEY: Duplicate problems)
  • updated BIGLOGO.BAM and TITLE.BAM
  • Mac OS .command files are now generated for EET_end and EET_gui
Edited by K4thos
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RC 10.3 is up on Github. Changelog:

  • fixed regression in custom kit importation code (only affected NPCs installed on BG:EE that uses custom kit, not sure which RC introduced this bug)
  • Black Pits logo no longer rendered on top of buttons in Esc GUI menu
  • CONTAINR.2DA importation/patching

Here is a hotfix for Sirene (BG1/SoD NPC) for those using older versions: https://www.dropbox.com/s/xhxm9k6478lwjsh/fixSirene.zip?dl=1

Edited by K4thos
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I've tried a test installation of EET 10.3 on a Linux VM. It worked, but I found one EET-specific issue in EET_end:

/bin/sh: 1: ./eet/weidu_unix: not found

It's printed pretty much at the end of the installation procedure.

Another issue is probably WeiDU-specific, but I have to test it further to be certain. You cannot specify an absolute path to the BGEE+SoD installation. Using relative paths works though.

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argent77, thanks, I forgot to change the weidu reference for macOS and Linux in EET_end.tp2. To be more precise this line refers to not existing weidu file:

AT_NOW ~./EET/weidu_%WEIDU_OS% --noautoupdate --no-auto-tp2 --traify-tlk --min %str_min% --out "%USER_DIRECTORY%/save/saves.tra"~

The problem affects only saves.tra exportation (used by the optional save updating feature). Will fix it soon.

 

edit:

Another issue is probably WeiDU-specific, but I have to test it further to be certain. You cannot specify an absolute path to the BGEE+SoD installation. Using relative paths works though.

hmm, works on windows, I'm always installing like this:
setup-EET.exe --force-install 0 --skip-at-view --language 0 --args-list p "D:/Games/00806"

not sure what makes it different on linux. Maybe this code that alters the user typed path have something to do with it?

            OUTER_PATCH_SAVE bgee_dir ~%bgee_dir%~ BEGIN
                        PATCH_IF ~%WEIDU_OS%~ STR_EQ ~win32~ BEGIN //Win32
                                   REPLACE_TEXTUALLY ~[*?"<>|]~ ~~ //invalid characters in a path
                                   REPLACE_TEXTUALLY ~\~ ~/~ //change slashes
                                   REPLACE_TEXTUALLY ~[\\/]*$~ ~~ //remove terminal slashes
                        END ELSE BEGIN //osx, unix
                                   REPLACE_TEXTUALLY ~\\~ ~~ //remove quotes
                                   REPLACE_TEXTUALLY ~^"\(.*\)"$~ ~\1~ //if the whole text is quoted, remove quotes
                                   REPLACE_TEXTUALLY ~/*$~ ~~ //remove terminal slashes
                        END
            END

edit: just to be sure, there is no way to get weidu path that is used for installation from within tp2 file, right? I don't see constant variable like that in weidu documentation.

Edited by K4thos
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Version 1.0 Release Candidate 11



  • support for BG:EE+SoD patch v2.5.17.0
  • SoD and BG2:EE UI.MENU patching instead of overwriting, GUI code less intrusive (SoD text style now assigned via M_K#GUI.lua external file)
  • biffing can be skipped with --args-list b flag
  • fixed Mac OS/Linux path to weidu in EET_end component
  • removed changes related to quick saves count
Edited by K4thos
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biffing can be skipped with --args-list b flag

Why not make it a optional component... the EE's don't need biff's at all ! How many of us use a manually made .bat to install files ?

And besides, this just hides the files... and EATS HARD DRIVESPACE at the cost of ease customization. As you can actually just edit .2da files for example by hand with Notepad without this stupidity. With it, you need Near Infinity... or intimate knowledge of what you are doing ..

Edited by Jarno Mikkola
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Why not make it a optional component... the EE's don't need biff's at all !

 

because when someone new to modding would see a question: "Should we biff art resources?" "yay! :thumbsup: " "nay! :undecided: " such person would have no idea what it means. The option is there, so that subtledoctor can test PVRZ conversion to format that is supported by mobile devices, nothing else.

 

And besides, this just hides the files... and EATS HARD DRIVESPACE at the cost of ease customization. As you can actually just edit .2da files for example by hand with Notepad without this stupidity. With it, you need Near Infinity... or intimate knowledge of what you are doing ..

 

only wav and art sources are biffed. Stuff that will be edited by other mods always lands in override directory.
Edited by K4thos
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How long should we wait until 2.5 is safe to mod? Also I forgot about that Merger tool, I hope that didn't get affected negatively since it is a major tool that is needed.

 

I'll keep a eye out for any more reports besides what has been posted here in Gibberlings 3 EET forum, I guess those hotfixes posted in other topics will need to be integrated into EET later?

Edited by Kaliesto
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Hope it doesn't mean that there are now differences between different versions of BG:EE+SoD in different stores :( Latest EET version is based on Beamdog store distribution.

 

I can't say if there are functional differences between the distribution versions, but there are definitely content-related differences. According to NI, my Beamdog version of BG:EE+SoD contains 54637 files and my Steam version contains 55877 files. That's a difference of 1240 files. I don't have access to the GOG version.

 

I have attached screenshots of the resource tree overview from NI of both distribution versions for comparison:

 

Beamdog / Steam

post-3876-0-32469800-1535319990_thumb.png post-3876-0-33430600-1535319994_thumb.png

 

 

 

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I can't say if there are functional differences between the distribution versions, but there are definitely content-related differences. According to NI, my Beamdog version of BG:EE+SoD contains 54637 files and my Steam version contains 55877 files. That's a difference of 1240 files. I don't have access to the GOG version.

A lot of that data could easily be a exclusive data/character package, say a "Baldur's Gate: Faces of Good and Evil".

One of the folders also has the override folder, while the other doesn't... and an extra .wav file.

Edited by Jarno Mikkola
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