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Divine Remix v3 bug reports


Azazello

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I'll start.

 

Getting this error when trying to install the Battleguard of Tempus kit. Had to Not install it to get the other mod changes:

 

<snip - just a portion from Debug file. Can send you the whole file if needed>

 

Installing [install Battleguard of Tempus Cleric Kit]

Adding A#TEMP Kit ...

[override/kitlist.2da] loaded, 7380 bytes

 

ERROR: Kit [A#TEMP] already present! Skipping!

 

... ... ...

 

[Divine_Remix/cleric/tempus/baldur.baf] PARSE ERROR at line 2 column 21-21

Near Text: )

[Kit] argument [A#TEMP] not found in [KIT.IDS]

[./override/ACTION.IDS] loaded, 13672 bytes

[ACTION.IDS] parsed

 

[Divine_Remix/cleric/tempus/baldur.baf] PARSE ERROR at line 10 column 21-21

Near Text: )

[Kit] argument [A#TEMP] not found in [KIT.IDS]

 

[Divine_Remix/cleric/tempus/baldur.baf] PARSE ERROR at line 18 column 21-21

Near Text: )

[Kit] argument [A#TEMP] not found in [KIT.IDS]

 

[Divine_Remix/cleric/tempus/baldur.baf] PARSE ERROR at line 26 column 21-21

Near Text: )

[Kit] argument [A#TEMP] not found in [KIT.IDS]

 

[Divine_Remix/cleric/tempus/baldur.baf] PARSE ERROR at line 34 column 21-21

Near Text: )

[Kit] argument [A#TEMP] not found in [KIT.IDS]

 

[Divine_Remix/cleric/tempus/baldur.baf] PARSE ERROR at line 42 column 21-21

Near Text: )

[Kit] argument [A#TEMP] not found in [KIT.IDS]

 

[Divine_Remix/cleric/tempus/ar0900.baf] PARSE ERROR at line 3 column 27-27

Near Text: )

[Kit] argument [A#TEMP] not found in [KIT.IDS]

 

... ... ...

 

[./override/CLASS.IDS] loaded, 2094 bytes

[CLASS.IDS] parsed

[Divine_Remix/cleric/tempus/ar0900.baf] parsed

[./override/AR0900.BCS] loaded, 31516 bytes

[AR0900.bcs] parsed

[override/AR0900.bcs] loaded, 31516 bytes

[override/AR0900.bcs] backed up to [Divine_Remix/backup/109/AR0900.bcs]

Extended script [AR0900.bcs] with [Divine_Remix/cleric/tempus/ar0900.baf]

Extending game scripts ...

[Divine_Remix/cleric/tempus/ar0904.baf] loaded, 396 bytes

 

[Divine_Remix/cleric/tempus/ar0904.baf] PARSE ERROR at line 3 column 27-27

Near Text: )

[Kit] argument [A#TEMP] not found in [KIT.IDS]

[Divine_Remix/cleric/tempus/ar0904.baf] parsed

[./override/AR0902.BCS] loaded, 15086 bytes

[AR0902.bcs] parsed

[override/AR0902.bcs] loaded, 15086 bytes

[override/AR0902.bcs] backed up to [Divine_Remix/backup/109/AR0902.bcs]

Extended script [AR0902.bcs] with [Divine_Remix/cleric/tempus/ar0904.baf]

Compiling 1 dialogue file ...

[Divine_Remix/English/tempus.TRA] parsed

[Divine_Remix/English/tempus.TRA] has 1 translation strings

 

[trigger list near line 4, column 25 of Divine_Remix/cleric/tempus/tempus.d] PARSE WARNING at line 4 column 21-21

Near Text: )

[Kit] argument [A#TEMP] not found in [KIT.IDS]

[Divine_Remix/cleric/tempus/tempus.d] parsed

Processing 1 dialogues/scripts ...

[./override/BHNALLA.DLG] loaded, 10537 bytes

[bHNALLA.DLG] loaded

[bHNALLA.DLG] saved 66 states, 115 trans, 8 strig, 33 ttrig, 18 actions

[override/BHNALLA.dlg] loaded, 10537 bytes

[override/BHNALLA.dlg] backed up to [Divine_Remix/backup/109/BHNALLA.dlg]

Copying and patching 1 file ...

[./override/kpchap01.cre] loaded, 1268 bytes

ERROR: [kpchap01.cre] -> [override] Patching Failed (COPY) (Not_found)

Stopping installation because of error.

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This may be related to a bug I found in WeiDU handling of ADD_KIT, post your override/kit.ids.

 

Basically, WeiDU checks wether the kit name (A#TEMP) is present in kit.ids (or kitlist.2da, can't remember offhand which), while I changed it to checking wether ^kitname[ \t] is present.

 

EDIT: BTW, if you register I can give you a corrected weidu.exe to test the origin of this bug :)

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Due to an unrelated problem, I had to do a full re-install of the game. DR installed fine without the error above. Yet when installing the Battleguard of Tempus Kit for Branwen, got another error:

 

[./override/BRANWE.CRE] loaded, 1520 bytes

ERROR: cannot convert %A#TEMP% or %%A#TEMP%% to an integer

ERROR: [bRANWE.CRE] -> [override/BRANWE.CRE] Patching Failed (COPY) (Not_found)

Stopping installation because of error.

 

This is the kit.ids in my override.

IDS

0x4000 TRUECLASS     

0x4001 BERSERKER     

0x4002 WIZARDSLAYER       

0x4003 KENSAI       

0x4004 CAVALIER     

0x4005 INQUISITOR   

0x4006 UNDEADHUNTER       

0x0040 MAGESCHOOL_ABJURER     

0x0080 MAGESCHOOL_CONJURER     

0x0100 MAGESCHOOL_DIVINER     

0x0200 MAGESCHOOL_ENCHANTER   

0x0400 MAGESCHOOL_ILLUSIONIST 

0x0800 MAGESCHOOL_INVOKER     

0x1000 MAGESCHOOL_NECROMANCER 

0x2000 MAGESCHOOL_TRANSMUTER   

0x4000 MAGESCHOOL_GENERALIST   

0x4007 FERALAN       

0x4008 STALKER       

0x4009 BEASTMASTER   

0x400A ASSASIN       

0x400B BOUNTYHUNTER       

0x400C SWASHBUCKLER       

0x400D BLADE   

0x400E JESTER       

0x400F SKALD   

0x4013 GODTALOS     

0x4014 GODHELM       

0x4015 GODLATHANDER       

0x4010 TOTEMIC       

0x4011 SHAPESHIFTER       

0x4012 BEASTFRIEND

 

AH HA! This is very strange. This file should be much longer.

 

 

Did a search in my TuTu folder for other kit.ids files and found this one in the \bg1tutu\backup\override. It has the timestamp just before the one in the override folder:

 

IDS

0x4000 TRUECLASS                   

0x4001 BERSERKER                   

<snip>

0x4037 A#SHAR

0x4038 A#TEMP

0x4039 NMRNBSLN

0x403a w#jester

 

So is DR replacing the current kit.ids with a minimal version?

 

Is the temporary fix to replace the minimal version with my longer one?

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For this bug, the problem is in the tp2:

 

// find tempus kit in kitlist
COPY_EXISTING ~kitlist.2da~ ~override~
 COUNT_2DA_ROWS ~9~ "rows"
 FOR ( index = 31; index < rows; index = index + 1 ) BEGIN
   READ_2DA_ENTRY "%index%" 5 9 "clab"
   PATCH_IF ("%clab%" STRING_COMPARE_CASE "a#temp" = 0) BEGIN
     SET "tempus" = "%index%"
     SET "rows" = 0
   END
 END
 BUT_ONLY_IF_IT_CHANGES

PRINT @3
COPY_EXISTING_REGEXP GLOB ~^.+\.cre$~ ~override~
 PATCH_IF (SOURCE_SIZE > 0x2d3) BEGIN
   READ_LONG 0x08 "name" ELSE 0
   PATCH_IF (("%name%" = 9499) OR ("%name%" = 9480)) BEGIN
     WRITE_SHORT   0x244 0
     WRITE_BYTE    0x246 "%A#TEMP%"
     WRITE_BYTE    0x247 0x40

 

line 7850 should be

WRITE_BYTE 0x246 "%tempus%"

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OK, everything installed correctly but my findings about your weidu version are suspect. I didn't do a clean (re-)install of the entire game or mods, and I had to muck about with some other files in order to customize the game to my liking. I give the beta weidu a cautious thumbs-up.

 

Thanks again for your help!

 

I do want to report a strangeness which may not be related at all to this weidu version. When I tried installing BG1NPC-v11 and Secret of Bone Hill (TuTu versions, of course) it failed because of one of the conditions in the following code block in both TP2:

 

ALWAYS

  ACTION_IF    FILE_EXISTS ~data/AREA000A.bif~  THEN BEGIN FAIL ~This mod should be installed in your BG2 folder, after the Tutu conversion.~ END // makes sure it's not in the BG1 folder

  ACTION_IF NOT FILE_EXISTS ~override/FW0100.are~ THEN BEGIN FAIL ~This mod should be installed in your BG2 folder, after the Tutu conversion.~ END // makes sure the conversion has run

  //AT_INTERACTIVE_EXIT ~VIEW BG1NPC/ReadMeBG1NPC.html~

END

 

The weirdness is that AREA000A.bif was not in the TuTu data folder, and FW0100.are does exist in TuTu.

 

I simply REM'ed out these conditions and installed the mods.

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OK, everything installed correctly but my findings about your weidu version are suspect. I didn't do a clean (re-)install of the entire game or mods, and I had to muck about with some other files in order to customize the game to my liking. I give the beta weidu a cautious thumbs-up.

 

Thanks again for your help!

 

I do want to report a strangeness which may not be related at all to this weidu version. When I tried installing BG1NPC-v11 and Secret of Bone Hill (TuTu versions, of course) it failed because of one of the conditions in the following code block in both TP2:

 

ALWAYS

  ACTION_IF    FILE_EXISTS ~data/AREA000A.bif~  THEN BEGIN FAIL ~This mod should be installed in your BG2 folder, after the Tutu conversion.~ END // makes sure it's not in the BG1 folder

  ACTION_IF NOT FILE_EXISTS ~override/FW0100.are~ THEN BEGIN FAIL ~This mod should be installed in your BG2 folder, after the Tutu conversion.~ END // makes sure the conversion has run

  //AT_INTERACTIVE_EXIT ~VIEW BG1NPC/ReadMeBG1NPC.html~

END

 

The weirdness is that AREA000A.bif was not in the TuTu data folder, and FW0100.are does exist in TuTu.

 

I simply REM'ed out these conditions and installed the mods.

I changed the behaviour of FILE_EXISTS, REQUIRE_FILE and FORBID_FILE on bif files to help people with multiple installs, I believe this is the cause of the problem (I may reword the check, or something).

 

One less bug for when this version goes pubic (if it does at all and I can correct this :) )

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I'd suggest separating the syntax of the check to maintain backwards compatibility, so while ~override/fw0100.are~ would still check the override, ~*/fw0100.are~ would examine the override and the BIFs.

My diff was:

_.bif (_ in ocaml means 'anything'): search for references ~_.bif~ in the key. Unfortunately, even if in BGII area000a.are is in the cd2 directory (IIRC), in the key it's still referenced as data/area000a.bif (hence the problem).

 

BTW, I was doing this to force backwards compatibility to be lost in implementation (not in intentions), in particular to get REQUIRE_FILE ~data/25dialog.bif~ to work even on multiple installs, without having to bugger the author about changing to REQUIRE_FILE_IN_GAME ~something~ (pretty much in the same line as I forced AT_* ~NOTEPAD this~ and AT_* ~EXPLORER this~ to work like AT_* ~VIEW this~).

 

Now I'll have to get the cd1...6/data/movies path to be understood with our engine's insane representation :)

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I've got one slightly peculiar bug. All the components I installed work correctly, clerics and druids have their new spells, and the extra kits are fine. However, with the Silverstar of Selune every reference is to Sel?ne. I'm assuming it's u with an umlaut, but my PC for some reason won't display it. It's the same in both my BG2 and my BG Tutu installations. Could there be some conflict because of a UK English installation against American English?

 

By the way, it doesn't detract from what I consider one of my "must install" mods. :)

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