Jump to content

Windows builds are back!


lynx

Recommended Posts

Yeah, as it turns out, you're right:

GhostDog's Planescape: Torment User Interface mod v2.2

 

It all started with Bigg's mod that allows you to change the resolution in all of the infinity engine games. Bigg's mod is great, but especially in Torment when you change the resolution, almost all of the UI elements and game effects are shown in the top-left area, and the rest of the UI is chopped up. So what this mod does is that it centers all these elements and enhances the UI with original game art to fit nicely any given resolution.

 

- 2/1/2012 : Version 2.2

  • The movies are now stretched to full-screen. Thanks to aqrit for providing the offset.

 

Link to comment

Alright then, at least it doesn't make the game unplayable or anything, so until that's settled, I guess I'll focus on 10pp again now.

If I install 10pp, and I have less than 7 party members, would there be any adverse effects on either base PST or GemRB PST? Or does the mod only affect the game when I try to recruit a 7th member?

Link to comment

It alters the scripts and dialogs, but the actual number should not matter.

 

While doing an ugly merge, I remembered that the simple patch I mentioned won't be enough. GetPortraitPairs will need to be called with "horizontal" from Open/UpdatePortraitWindow.

Link to comment

Alright, so I opened setup-10pp.tp2 in the program Planescape Torment\WeiDU\WeiDU.exe, and though it gave me several warnings about not finding wrapper.pl, it says it installed successfully. But now the base game isn't working as well. See, I had two saves from the first level of the game that I could open and save in Infinity and GemRB interchangeably, but now I can only open them in GemRB, because if I try to run them in the base game, it crashes. Making new saves in the base game and loading them in the base game works just fine, it's just my old GemRB saves don't work anymore. I don't know if it's because of the 10pp install, because of the wrapper warnings during the install, or because of the latest GemRB build. Should I attach the saves here, or is this problem to be expected? And did my 10pp install screw up somehow?

Link to comment

First, it's a weidu mod, so you can cleanly uninstall it if needed. wrapper.pl is crucial, so it seems like you managed to install it without doing any changes (or did just wrapper.pl not find some files? Some script files are empty). Anyway, there should be a diffs folder somewhere in the game dir now.

 

The saves thing is a bit odd. Did you change resolution in the meanwhile?

Link to comment
I re-ran the installer, and this time I managed to fix the "Can't locate 10pp/wrapper.pl" warning by copying it to 10pp/10pp/wrapper.pl, but then when I ran it like that, it tells me "Can't locate 10pp/wrapper.pl". If I add that to 10pp/10pp/ as well, it fixes the warning, but the installer goes into an infinite loop, constantly asking to install the party extender. I guess I REALLY don't know how to properly install this mod.

So then I re-ran it in WeiDU again and just told it to uninstall the thing. But when I ran the base game again and tried to load the GemRB save, it still wouldn't open it. So I started a new game in GemRB, and I soon noticed a few more differences.

First thing, GemRB doesn't use the enhanced fonts pack I installed, but I guess that's just another part of Ghostdog's UI mod that GemRB isn't compatible with yet. Second, when Morte's reading the tattoos on my back, his dialog cuts off towards the end, skipping the part saying "the journal, then FIND Pharod." and going directly to response options. Third, Morte doesn't go up to talk to me after getting the scalpel. Finally, the Infinity Engine can't read this new GemRB save either. Perhaps when I was running my old save on GemRB, I could load it in both engines because I just hadn't saved over it with GemRB until then, so maybe Infinity Planescape just can't handle GemRB saves. If I want to play with both engines, I'll just have to either never save with GemRB, or maintain a separate save file for each engine.

What would help me at this point is a detailed set of instructions for installing 10pp properly with WeiDU, and a method to increase the dialogue font-size, if GemRB supports such a thing.


I also temporarily uninstalled Python 2.7.12, and when I ran GemRB build be603be again without it, it said the following a split-second before crashing:

[Core]: Initializing GUI Script Engine...

ImportError: No module named bite

Edited by Mirrorman95
Link to comment

For the fonts, if the mod changes their names, you'd have to rename the FONT_NAME column in gemrb/unhardcoded/pst/fonts.2da .

 

For the saves, yes, that makes more sense. We try to keep compatible, but it breaks now and then, since the old engine may expect things in unusual order or have other quirks. Not the highest of priorities and a bit annoying, since you have to compare binary data. I can take a look if you send them both over. I know right at the start things are still fine.

 

Python: ok, I guess you meant site, a module internal to python. So the dll isn't enough or something else went wrong. I guess it's easier to tell people to install python on their own for now. The old buildbot builds only bundled the dll and worked (arguably with an older codebase).

 

How to install the mod? Clone or download the repo and copy the 10pp dir into the game dir. I then ran it with "weidu 10pp/setup_10pp.tp2". I do get an odd error though, that 10PP/TEMP/BAF/CUT80C.BCS supposedly isn't there (but is). Maybe a bug in weidu itself. Commenting out the two DELETE for loops made it go further (latest weidu supports recursion, so this will be cleaner once updated) and did its thing.

 

 

Planescape Torment 0 $ weidu 10pp/setup-10pp.tp2
[weidu] WeiDU version 23800
[./chitin.key] 372 BIFFs, 12135 resources
[./dialog.tlk] 106499 string entries
[./dialogf.tlk] 106499 string entries
[./dialog.tlk] claims to be writeable.
[./dialog.tlk] claims to be a regular file.
[./dialogf.tlk] claims to be writeable.
[./dialogf.tlk] claims to be a regular file.

Install Component [Maximum party size extender for IEScript (usable with GemRB only)]?
nstall, or [N]ot Install or [Q]uit? i

Installing [Maximum party size extender for IEScript (usable with GemRB only)] [10 player parties 0.8]
[./arefiles.bif] 1313176 bytes, 208 files, 0 tilesets


This mod should be installed after all other script altering/adding mods!

The conversion process can easily take several minutes depending on the size of your install!
Please be patient and DO NOT INTERRUPT execution lest you want to start from zero.
There is only one query and then you can go plant some coffee.

What should the new maximum party size be? [1-10]
8
Appending to files ...
Appended text to [object.ids]
Creating 1 directory
Creating 1 directory
Creating 1 directory

Fixing scripts...
Copying and patching 2205 files ...
[./cs_0000.bif] 57977 bytes, 45 files, 0 tilesets
[./cs_0203.bif] 49149 bytes, 16 files, 0 tilesets
[./cs_0100.bif] 293448 bytes, 58 files, 0 tilesets
[./cs_0101.bif] 117500 bytes, 21 files, 0 tilesets
[./cs_0102.bif] 5446 bytes, 1 files, 0 tilesets
[./cs_0103.bif] 13339 bytes, 4 files, 0 tilesets
[./idsfiles.bif] 52992 bytes, 54 files, 0 tilesets
[./cs_0104a.bif] 1059 bytes, 1 files, 0 tilesets
[./cs_0106.bif] 605 bytes, 1 files, 0 tilesets
[./cs_0107.bif] 3284 bytes, 1 files, 0 tilesets
[./cs_0108.bif] 83497 bytes, 38 files, 0 tilesets
[./cs_0109.bif] 137132 bytes, 26 files, 0 tilesets
[./cs_0110.bif] 31482 bytes, 6 files, 0 tilesets
[./cs_0200.bif] 277787 bytes, 66 files, 0 tilesets
[./cs_0201.bif] 51138 bytes, 20 files, 0 tilesets
[./cs_0202.bif] 89897 bytes, 36 files, 0 tilesets
[./cs_0205.bif] 111591 bytes, 32 files, 0 tilesets
[./cs_0208.bif] 74441 bytes, 28 files, 0 tilesets
[./cs_0209.bif] 7513 bytes, 6 files, 0 tilesets
[./cs_0300.bif] 442265 bytes, 102 files, 0 tilesets
[./cs_0301.bif] 145598 bytes, 43 files, 0 tilesets
[./cs_0302.bif] 3865 bytes, 1 files, 0 tilesets
[./cs_0303.bif] 1230 bytes, 1 files, 0 tilesets
[./cs_0304.bif] 3948 bytes, 2 files, 0 tilesets
[./cs_0305.bif] 16621 bytes, 6 files, 0 tilesets
[./cs_0306a.bif] 4395 bytes, 1 files, 0 tilesets
[./cs_0400.bif] 434388 bytes, 107 files, 0 tilesets
[./cs_0401.bif] 11866 bytes, 3 files, 0 tilesets
[./cs_0402.bif] 78728 bytes, 26 files, 0 tilesets
[./cs_0403.bif] 67697 bytes, 17 files, 0 tilesets
[./cs_0404.bif] 7597 bytes, 2 files, 0 tilesets
[./cs_0405.bif] 20764 bytes, 12 files, 0 tilesets
[./cs_0500.bif] 196303 bytes, 56 files, 0 tilesets
[./cs_0501.bif] 1616 bytes, 1 files, 0 tilesets
[./cs_0502.bif] 87321 bytes, 33 files, 0 tilesets
[./cs_0503.bif] 31471 bytes, 9 files, 0 tilesets
[./cs_0504.bif] 240962 bytes, 22 files, 0 tilesets
[./cs_0505.bif] 16310 bytes, 5 files, 0 tilesets
[./cs_0506.bif] 5131 bytes, 2 files, 0 tilesets
[./cs_0508.bif] 26812 bytes, 11 files, 0 tilesets
[./cs_0509.bif] 10075 bytes, 4 files, 0 tilesets
[./cs_0510.bif] 3393 bytes, 2 files, 0 tilesets
[./cs_0511.bif] 17507 bytes, 4 files, 0 tilesets
[./cs_0512.bif] 119494 bytes, 30 files, 0 tilesets
[./arescrpt.bif] 772030 bytes, 122 files, 0 tilesets
[./cs_0513.bif] 5769 bytes, 5 files, 0 tilesets
[./cs_0600.bif] 279395 bytes, 89 files, 0 tilesets
[./cs_0601.bif] 349964 bytes, 79 files, 0 tilesets
[./cs_0602.bif] 40414 bytes, 13 files, 0 tilesets
[./cs_0603.bif] 30723 bytes, 9 files, 0 tilesets
[./cs_0604.bif] 39657 bytes, 10 files, 0 tilesets
[./cs_0605.bif] 464714 bytes, 43 files, 0 tilesets
[./cs_0606.bif] 27034 bytes, 3 files, 0 tilesets
[./cs_0607.bif] 9857 bytes, 1 files, 0 tilesets
[./cs_0608.bif] 29687 bytes, 5 files, 0 tilesets
[./cs_0609.bif] 43376 bytes, 3 files, 0 tilesets
[./cs_0610.bif] 198161 bytes, 70 files, 0 tilesets
[./cs_0611.bif] 23038 bytes, 6 files, 0 tilesets
[./cs_0612.bif] 40317 bytes, 6 files, 0 tilesets
[./cs_0700.bif] 70178 bytes, 30 files, 0 tilesets
[./cs_0701.bif] 205151 bytes, 68 files, 0 tilesets
[./cs_0702.bif] 23901 bytes, 15 files, 0 tilesets
[./cs_0703.bif] 15867 bytes, 7 files, 0 tilesets
[./cs_0704.bif] 37157 bytes, 18 files, 0 tilesets
[./cs_0705.bif] 1655 bytes, 2 files, 0 tilesets
[./cs_0706b.bif] 7779 bytes, 1 files, 0 tilesets
[./cs_0706.bif] 2437 bytes, 1 files, 0 tilesets
[./cs_0707.bif] 1535 bytes, 1 files, 0 tilesets
[./cs_0708.bif] 33046 bytes, 13 files, 0 tilesets
[./cs_0800.bif] 321 bytes, 1 files, 0 tilesets
[./cs_0900.bif] 254936 bytes, 47 files, 0 tilesets
[./cs_0901.bif] 71132 bytes, 29 files, 0 tilesets
[./cs_0902.bif] 25476 bytes, 6 files, 0 tilesets
[./cs_0903.bif] 1825 bytes, 1 files, 0 tilesets
[./cs_0904.bif] 1234 bytes, 1 files, 0 tilesets
[./cs_1000.bif] 22703 bytes, 13 files, 0 tilesets
[./cs_1001.bif] 10586 bytes, 7 files, 0 tilesets
[./cs_1100.bif] 70570 bytes, 22 files, 0 tilesets
[./cs_0104c.bif] 6218 bytes, 3 files, 0 tilesets
[./cs_1101.bif] 33040 bytes, 9 files, 0 tilesets
[./cs_1200.bif] 5889 bytes, 5 files, 0 tilesets
[./cs_1201.bif] 183195 bytes, 80 files, 0 tilesets
[./cs_1202.bif] 30080 bytes, 3 files, 0 tilesets
[./cs_1203.bif] 25729 bytes, 10 files, 0 tilesets
[./cs_1204.bif] 126384 bytes, 54 files, 0 tilesets
[./cs_1300.bif] 24350 bytes, 17 files, 0 tilesets
[./cs_1400.bif] 54751 bytes, 21 files, 0 tilesets
[./cs_1401.bif] 1135 bytes, 2 files, 0 tilesets
[./cs_1402.bif] 935 bytes, 3 files, 0 tilesets
[./cs_1403.bif] 1240 bytes, 4 files, 0 tilesets
[./cs_1404.bif] 2821 bytes, 4 files, 0 tilesets
[./cs_1405.bif] 4717 bytes, 3 files, 0 tilesets
[./cs_1500.bif] 379088 bytes, 77 files, 0 tilesets
[./cs_1501.bif] 41349 bytes, 11 files, 0 tilesets
[./cs_1600.bif] 221890 bytes, 81 files, 0 tilesets
[./cs_1601.bif] 42004 bytes, 11 files, 0 tilesets
[./cs_1700.bif] 70302 bytes, 30 files, 0 tilesets
[./cs_1800.bif] 23844 bytes, 20 files, 0 tilesets
[./cs_1900.bif] 60022 bytes, 13 files, 0 tilesets
[./cs_2000.bif] 120346 bytes, 7 files, 0 tilesets
[./cs_3001.bif] 36728 bytes, 9 files, 0 tilesets
[./cs_3002a.bif] 1825 bytes, 1 files, 0 tilesets
[./cs_3003.bif] 1825 bytes, 1 files, 0 tilesets
[./cs_3004a.bif] 2622 bytes, 1 files, 0 tilesets
[./cs_3004b.bif] 1825 bytes, 1 files, 0 tilesets
[./cs_3005a.bif] 2622 bytes, 1 files, 0 tilesets
[./cs_3005b.bif] 1825 bytes, 1 files, 0 tilesets
[./cs_3005c.bif] 424 bytes, 1 files, 0 tilesets
[./cs_3006d.bif] 3038 bytes, 1 files, 0 tilesets
[./cs_3006a.bif] 14717 bytes, 4 files, 0 tilesets
[./cs_3006c.bif] 3977 bytes, 2 files, 0 tilesets
[./cs_3007a.bif] 1134 bytes, 1 files, 0 tilesets
[./cs_3007c.bif] 2996 bytes, 1 files, 0 tilesets
[./cs_3008b.bif] 776 bytes, 1 files, 0 tilesets
[./cs_3008d.bif] 776 bytes, 1 files, 0 tilesets
[./cs_3008e.bif] 776 bytes, 1 files, 0 tilesets
[./cs_3008f.bif] 776 bytes, 1 files, 0 tilesets
[./cs_3009.bif] 7099 bytes, 2 files, 0 tilesets
[./cs_3010a.bif] 2901 bytes, 2 files, 0 tilesets
[./cs_3012.bif] 88210 bytes, 19 files, 0 tilesets
[./cs_3014.bif] 2507 bytes, 1 files, 0 tilesets
[./cs_3015.bif] 6822 bytes, 3 files, 0 tilesets
[./cs_3016.bif] 5864 bytes, 2 files, 0 tilesets
[./cs_3017.bif] 30175 bytes, 7 files, 0 tilesets
[./cs_9999.bif] 2735 bytes, 3 files, 0 tilesets
[./cs_pc.bif] 11750 bytes, 9 files, 0 tilesets
[./spells.bif] 112396125 bytes, 631 files, 0 tilesets
[./cs_0105.bif] 884 bytes, 1 files, 0 tilesets
Compiling 44 scripts ...
Processing 1 dialogues/scripts ...

Fixing dialogs...
Copying and patching 813 files ...
[./dlgfiles.bif] 3274108 bytes, 821 files, 0 tilesets
[DMEBBETH.DLG.DLG] loaded
[DMEBBETH.DLG] created from [DMEBBETH.DLG]
[DWSCROLL.DLG.DLG] loaded
[DWSCROLL.DLG] created from [DWSCROLL.DLG]
Compiling 2 dialogue files ...

[trigger list near line 659, column 43 of 10pp/temp/d/dmebbeth.d] PARSE WARNING at line 659 column 1-29
Near Text: .
syntax error
WARNING: cannot verify trigger ~CheckStatGT (Protagonist, 13., INT)~: Parsing.Parse_error
Processing 1 dialogues/scripts ...
Adding DMEBBETH to internal list of available DLGs
[DMEBBETH.DLG] saved 139 states, 325 trans, 5 strig, 60 ttrig, 61 actions

DONE!

REMEMBER to:
* use a big enough resolution (extra space for portraits)
* and to set MaxPartySize to 8 in your GemRB config file



Saving This Log:
10PP/SETUP-10PP.TP2 0 0 Installed ~Maximum party size extender for IEScript (usable with GemRB only)~

INSTALLED WITH WARNINGS Maximum party size extender for IEScript (usable with GemRB only)

Press ENTER to exit.

 

The Mebbeth warning is a bug in the original. I know because I had to special case it in gemrb in the past. :rant:

Link to comment

I'll try following those installation instructions in a little while. In the meantime, I've attached my saves. The ones that start with "Infinity" work with the base game, while the ones that start with "GemRB" should only load in GemRB without crashing. And yeah, that word could've just as easily been "site"; I barely managed to capture the console just as the window was phasing out before it crashed, so the text was a little unclear.

save.7z

Link to comment

That's quite a few. I guess it would be easier to just load an original save in gemrb and re-save it. If it's a crasher, you have almost identical files to work with.

 

I reviewed the diffs the mod make and it's all fine. An extra one from gemrb needs tweaking (angering the Lady teleport), but that's it.

Edited by lynx
Link to comment

I took one of the Infinity Saves, loaded it in GemRB, saved it as "Infinity Save in GemRB", then tried loading them both in Torment.exe just to make sure. The Infinity Save loaded, the GemRB Save did not.

I've attached them both here; hopefully that will help find what's crashing the base game.

Saves.zip

Edited by Mirrorman95
Link to comment

Thanks. I've added more support for PST to iesh, so now we can look at plaintext differences:

http://sprunge.us/XNWT?diff (sav)

http://sprunge.us/NPCb?diff (gam)

 

So, some obvious candidates:

- save file contains tot and toh, something from the other games but this is added in every save, so none would work

- different area size in save (smaller in ours, would need to diff the embedded ARE files)

- most of the gam diff is a different order of saving global variables, which would be apparent in every save; same for their case

- pc1: quick item 1 is set

- pc1: different selection

- pc1: the rest are mostly binary garbage in both, so dudds in this display

- Viewing rectange X coordinate: 65177 vs 0 (but still smaller than a short)

 

... plenty to look at.

Link to comment

Well I'm not familiar with this particular save format, but it might not have been the viewing coordinates. I had to move the mouse down and right to get to the save button, and moving the mouse like that shifts the field view, especially since GemRB jacks the panning speed up to 11.

Edited by Mirrorman95
Link to comment
Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...