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Proper way to install on linux?


corvias

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Started the test with the new master. Getting this error. THIS is the one I got yesterday that caused me to go with the archive I had from a few days ago. TLDR, its missing./setup-eet.

WeiDU v 24000 Log

 weidu --log setup-eet.debug eet/eet.tp2
[./chitin.key] loaded, 875812 bytes
[./chitin.key] 187 BIFFs, 62160 resources
[./engine.lua] loaded, 104 bytes
[./lang/de_de/dialog.tlk] claims to be writeable.
[./lang/de_de/dialog.tlk] claims to be a regular file.
[./lang/de_de/dialogf.tlk] claims to be writeable.
[./lang/de_de/dialogf.tlk] claims to be a regular file.
[./lang/en_us/dialog.tlk] claims to be writeable.
[./lang/en_us/dialog.tlk] claims to be a regular file.
[./lang/es_es/dialog.tlk] claims to be writeable.
[./lang/es_es/dialog.tlk] claims to be a regular file.
[./lang/es_es/dialogf.tlk] claims to be writeable.
[./lang/es_es/dialogf.tlk] claims to be a regular file.
[./lang/it_it/dialog.tlk] claims to be writeable.
[./lang/it_it/dialog.tlk] claims to be a regular file.
[./lang/it_it/dialogf.tlk] claims to be writeable.
[./lang/it_it/dialogf.tlk] claims to be a regular file.
WARNING: parsing log [WeiDU.log]: Sys_error("weidu.log: No such file or directory")

Choose your language:
 0 [English]
 1 [Polski (Polish)]
 2 [Spanish]
Using Language [English]
[English] has 2 top-level TRA files
[EET/lang/en_US/prompts.tra] has 56 translation strings
[EET/lang/en_US/setup.tra] has 14 translation strings

Please choose the language in which you wish to play the game.
If you later wish to play the game in a different language you will need to edit the file weidu.conf and reinstall your mods.
 0 [German]
 1 [English]
 2 [Spanish]
 3 [Italian]
[./lang/en_us/dialog.tlk] loaded, 11622812 bytes
[./lang/en_us/dialog.tlk] 103214 string entries

Using ./lang/en_us/dialog.tlk

Would you like to display the readme? [Y]es [N]o
BIFF may be in hard-drive CD-path [./CD1/DATA/AREAS.BIF]
BIFF may be in hard-drive CD-path [./CD2/DATA/AREAS.BIF]
BIFF may be in hard-drive CD-path [./CD3/DATA/AREAS.BIF]
BIFF may be in hard-drive CD-path [./CD4/DATA/AREAS.BIF]
BIFF may be in hard-drive CD-path [./CD5/DATA/AREAS.BIF]
BIFF may be in hard-drive CD-path [./CD6/DATA/AREAS.BIF]
BIFF may be in hard-drive CD-path [./lang/en_us/DATA/AREAS.BIF]
BIFF may be in hard-drive CD-path [./cache/DATA/AREAS.BIF]
[./DATA/AREAS.BIF] 2545324 bytes, 318 files, 0 tilesets
BIFF may be in hard-drive CD-path [./CD1/DATA/25AREAS.BIF]
BIFF may be in hard-drive CD-path [./CD2/DATA/25AREAS.BIF]
BIFF may be in hard-drive CD-path [./CD3/DATA/25AREAS.BIF]
BIFF may be in hard-drive CD-path [./CD4/DATA/25AREAS.BIF]
BIFF may be in hard-drive CD-path [./CD5/DATA/25AREAS.BIF]
BIFF may be in hard-drive CD-path [./CD6/DATA/25AREAS.BIF]
BIFF may be in hard-drive CD-path [./lang/en_us/DATA/25AREAS.BIF]
BIFF may be in hard-drive CD-path [./cache/DATA/25AREAS.BIF]
[./DATA/25AREAS.BIF] 659152 bytes, 85 files, 0 tilesets
BIFF may be in hard-drive CD-path [./CD1/DATA/NEERA.BIF]
BIFF may be in hard-drive CD-path [./CD2/DATA/NEERA.BIF]
BIFF may be in hard-drive CD-path [./CD3/DATA/NEERA.BIF]
BIFF may be in hard-drive CD-path [./CD4/DATA/NEERA.BIF]
BIFF may be in hard-drive CD-path [./CD5/DATA/NEERA.BIF]
BIFF may be in hard-drive CD-path [./CD6/DATA/NEERA.BIF]
BIFF may be in hard-drive CD-path [./lang/en_us/DATA/NEERA.BIF]
BIFF may be in hard-drive CD-path [./cache/DATA/NEERA.BIF]
[./DATA/NEERA.BIF] 58561140 bytes, 1833 files, 11 tilesets

Install Component [Initialise EET (first mod in install order)]?
[I]nstall, or [N]ot Install or [Q]uit? 
Installing [Initialise EET (first mod in install order)] [1.0 RC7]
Copying and patching 1 file ...
[weidu.conf] loaded, 17 bytes

LANGUAGE_BG2 = en_US
Creating 1 directory



Enter the full path to your BG:EE+SoD installation then press Enter.
Example: C:\Program Files (x86)\BeamDog\Games\00806
User answer: "/win_data/iesteamlib/bgee"

BG:EE directory used for this installation:
/win_data/iesteamlib/bgee
Copying and patching 1 file ...
Copied [.../bgee_dir.txt] to [EET/bgee_dir.txt] (NO BACKUP MADE!)

LANGUAGE_BG1 = en_US



TLK merging...
Copying 1 file ...
lang/en_US/dialog.tlk copied to EET/temp/dialog.bak, 11622812 bytes
Copied [lang/en_US/dialog.tlk] to [EET/temp/dialog.bak] (NO BACKUP MADE!)
Copying 1 file ...
Copied [.../append.tra] to [EET/temp/append.tra] (NO BACKUP MADE!)
Appending to files ...
[EET/temp/append.tra] loaded, 1 bytes
Appended text to [EET/temp/append.tra]
Copying 2 files ...
ERROR: error loading [./setup-EET]
Stopping installation because of error.

ERROR Installing [Initialise EET (first mod in install order)], rolling back to previous state
[EET/backup/0/UNSETSTR.0] SET_STRING uninstall info not found
Will uninstall   0 files for [eet/eet.tp2] component 0.
Uninstalled      0 files for [eet/eet.tp2] component 0.
Unable to Unlink [EET/backup/0/READLN.0]: Unix.Unix_error(Unix.ENOENT, "unlink", "eet/backup/0/readln.0")
Unable to Unlink [EET/backup/0/READLN.0.TEXT]: Unix.Unix_error(Unix.ENOENT, "unlink", "eet/backup/0/readln.0.text")
ERROR: Unix.Unix_error(Unix.ENOENT, "stat", "./setup-eet")
PLEASE email the file setup-eet.debug to K4thos (swit)
Using Language [English]
[English] has 2 top-level TRA files
[EET/lang/en_US/prompts.tra] has 56 translation strings
[EET/lang/en_US/setup.tra] has 14 translation strings

Install Component [Initialise EET (first mod in install order)]?
[I]nstall, or [N]ot Install or [Q]uit? Saving This Log:

NOT INSTALLED DUE TO ERRORS Initialise EET (first mod in install order)

		WeiDU Timings
OUTER_INNER_PATCH_SAVE           0.000
parsing .tra files               0.000
<<<<<<<<                         0.000
OUTER_WHILE                      0.000
ACTION_FOR_EACH                  0.000
unmarshal BIFF                   0.000
adding translation strings       0.000
load TLK                         0.000
tp2 uninstall                    0.000
DEFINE_PATCH_FUNCTION            0.000
ACTION_READLN                    0.000
DEFINE_ACTION_FUNCTION           0.000
OUTER_SET                        0.000
BUT_ONLY                         0.000
MKDIR                            0.000
ACTION_DEFINE_ASSOCIATIVE_ARRAY   0.000
AT_NOW                           0.000
OUTER_FOR                        0.000
DEFINE_ACTION_MACRO              0.000
APPEND                           0.000
OUTER_INNER_PATCH                0.000
ACTION_IF                        0.000
PRINT                            0.000
saving files                     0.000
COPY_LARGE                       0.000
DEFINE_PATCH_MACRO               0.000
COPY                             0.000
INCLUDE                          0.004
OUTER_SPRINT                     0.008
READ_*                           0.008
eval_pe                          0.012
Parsing TP2 files                0.020
loading files                    0.024
unmarshal KEY                    0.036
stuff not covered elsewhere      0.040
Parsing TPA files                0.060
unmarshal TLK                    0.060
process_patch2                   0.972
TOTAL                            1.244
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do you have "setup-EET" linux weidu file in your main directory? The reason it works with older package extracted is because it has that file. How exactly you started the installation if you didn't have weidu executable named setup-FolderName? (that's how weidu figures out in which folder the tp2 file is) If linux users typically installs it differently (like using terminal to force installation start regardless of executable name) than I can change it to point into weidu stored in mod's directory - no problem.

 

edit: changed weidu directory on mac and linux to use:

OUTER_SPRINT WEIDU_EXECUTABLE ~./EET/weidu_%WEIDU_OS%~

instead of:

OUTER_SPRINT WEIDU_EXECUTABLE ~./setup-EET~

and included both osx and unix weidu in the package so it should work now regardless of the file presence in the main directory. Master branch updated. But to not waste your time files are also attached to this post.

weidu path.zip

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I don't There isn't one in the eet-master git. On linux you can install weidu, weinstall, tileconv, etc to the whole system, so it functions like any other bash command. When you install a mod, you cd into the root of your game folder and do "weinstall [name-of-mod]". Weinstall looks for a folder with that name and then look for a .tp2 to run. So when I install EET, I enter "weinstall eet". I had assumes that the setup-eet binary was for macOS.

 

That said, you can't really expect that the user is going to have weidu installed as a system-wide tool like I do. Does the same ./setup-eet binary work for linux and osx? I suggest you ask another modder with more experience preparing mods for linux because I'm honestly not sure what the "right" way of doing this should be.

 

For this test, I'm going to copy the setup-eet binary from an archive and keep going.

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please read the edited previous post - the fix for this is already in.

 

edit: also if you're using bash command to install please check out the readme file. If you include "d" letter flag than "EET/temp" directory won't be deleted after installation is finished. While it's useless for playing (these are few GB of installation files normally deleted) content of this folder may be useful for further debugging since it has far more information than logs.

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MOVE [EET/TEMP/PATCH/BCS/ACT01.BAF] [EET/TEMP/PATCH/BCS/ACT01.BAF]: destination exists, falling back to COPY_LARGE
Copying 1 file ...
ERROR: error copying [EET/TEMP/PATCH/BCS/ACT01.BAF]

hmm, unsure why it happened if you didn't have this error before. It stopped at this part of code:

ACTION_BASH_FOR ~%patch_dir%/bcs~ ~.*~ BEGIN
    MOVE + ~%BASH_FOR_FILESPEC%~ ~%BASH_FOR_DIRECTORY%/%BASH_FOR_RES%.BAF~
    COPY + ~%BASH_FOR_DIRECTORY%/%BASH_FOR_RES%.BAF~ ~%BASH_FOR_DIRECTORY%/%BASH_FOR_RES%.BAF~
        DECOMPILE_BCS_TO_BAF
    OUTER_SPRINT tbl_lua ~%tbl_lua%filelist[#filelist+1] = '%BASH_FOR_DIRECTORY%/%BASH_FOR_RES%.BAF'%LNL%~
END

all it does is renaming BCS file extension to BAF extension and than decompiling the script (also updates variable that is later used to generate file with LUA tables). For some reason MOVE failed. Weird since I think it shouldn't be the case even if the file already existed there from previous installation.

 

edit: I will change it to:

    COPY + ~%BASH_FOR_FILESPEC%~ ~%patch_dir%/baf/%BASH_FOR_RES%.baf~
        DECOMPILE_BCS_TO_BAF

so that weidu won't try to fall back into COPY if file already exists (junk from previous installation). It was bad code either way since it wastes time on usless file moving. Thanks for report.

 

edit2: also just to be sure added EET/temp delete at the beginning in case someone used "d" flag during installation which leaves temp files.

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The drive I'm doing this on is a spare that's always been a little twitchy. I had a previous attempt crash midway for reasons probably not due to to the mod and I didn't do a full cleanup afterward. We're back on track now and it's gotten past _core with no problems. Starting _end now.

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Well done, K4thos. This mod is soooo slick. Everything is working. Intro videos, sound, music, campaign selector, worldmap. Out-freaking-standing.

 

nice. Thanks for testing. Readme file will be updated with partial linux support information mentioning case insensitive partition trick. Lower casing used everywhere in mod is also planned of course.

 

When it comes to GUI the "tutorial" text in main menu is missing (logo also looks kinda bad since I'm awfull when it comes to gimp) :p I noticed that your BGT icon uses the same font as in those title screens. It would be nice if someone would be able to assign colors used in other campaigns for the tutorial text. What is the name of this font?

 

Have you gotten confirmation that macOS is working as well? I can test that tomorrow if you want.

nope, no confirmation as of yet, but I'm sure subtledoctor will test it at some point, so if you don't have mac nearby we can wait.

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The font you are looking for is called Sherwood. Here is a quick render you are welcome to use. Tomorrow I'll either try a macOS install or play around with case-sensitivity. If you need help with the linux instructions, let me know. This was just an eet-only install. Going forward, I want to try adding some pre-eet mods to see how things go.

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