Guest ponkan Posted May 23, 2006 Share Posted May 23, 2006 Hi, I'm wondering if you guys are at a stage in development where people (like me) with no programming experience could offer a hand with say bugtesting. Link to comment
Avenger Posted May 24, 2006 Share Posted May 24, 2006 Well, we don't yet release up to date windows binaries. We welcome anyone who takes the efforts of downloading the source from the CVS, compile it, install it, test it and report problems. Link to comment
Fyorl Posted May 25, 2006 Share Posted May 25, 2006 I've downloaded and compiled the CVS source without a hitch. I also tested it with some BG2 mods and it works perfectly with the extra game files. It also works a hell of a lot faster than through Cedega (but I guess that's to be expected). There are quite a lot of things missing but I don't think they're problems as opposed to just things that haven't been implemented yet. One main thing is that Kits don't show up when a kittable class is clicked on character creation (BG2). I mean I don't know any python or C but I am very experienced with PHP and Javascript (being a web designer) so I have experience with programming languages. I would be willing to learn Python and help out as I am very interested in this project and want to see the day where it reaches v1. So I was just wondering if attempting to add the Kits dialog as a GUIscript would be a good place to start? Link to comment
Waywocket Posted May 25, 2006 Share Posted May 25, 2006 I've downloaded and compiled the CVS source without a hitch. I also tested it with some BG2 mods and it works perfectly with the extra game files. It also works a hell of a lot faster than through Cedega (but I guess that's to be expected). There are quite a lot of things missing but I don't think they're problems as opposed to just things that haven't been implemented yet. One main thing is that Kits don't show up when a kittable class is clicked on character creation (BG2). I mean I don't know any python or C but I am very experienced with PHP and Javascript (being a web designer) so I have experience with programming languages. I would be willing to learn Python and help out as I am very interested in this project and want to see the day where it reaches v1. So I was just wondering if attempting to add the Kits dialog as a GUIscript would be a good place to start? <{POST_SNAPBACK}> Yes, especially if you can compare side-by-side with the original game(s), GUIScript editing is useful, and fairly easy - if rather tedious . Link to comment
Fyorl Posted May 25, 2006 Share Posted May 25, 2006 I've downloaded and compiled the CVS source without a hitch. I also tested it with some BG2 mods and it works perfectly with the extra game files. It also works a hell of a lot faster than through Cedega (but I guess that's to be expected). There are quite a lot of things missing but I don't think they're problems as opposed to just things that haven't been implemented yet. One main thing is that Kits don't show up when a kittable class is clicked on character creation (BG2). I mean I don't know any python or C but I am very experienced with PHP and Javascript (being a web designer) so I have experience with programming languages. I would be willing to learn Python and help out as I am very interested in this project and want to see the day where it reaches v1. So I was just wondering if attempting to add the Kits dialog as a GUIscript would be a good place to start? <{POST_SNAPBACK}> Yes, especially if you can compare side-by-side with the original game(s), GUIScript editing is useful, and fairly easy - if rather tedious . <{POST_SNAPBACK}> Heh, I'm used to tedious, you should see some of my early PHP apps when I didn't know the meaning of a database class Link to comment
Avenger Posted May 25, 2006 Share Posted May 25, 2006 Oops, the kits don't work at all? Well, that is something you can try to practice on GUICG22 is the kit selector script, so you don't have to write new stuff just find the bug. Link to comment
Fyorl Posted May 25, 2006 Share Posted May 25, 2006 Oops, the kits don't work at all?Well, that is something you can try to practice on <{POST_SNAPBACK}> It may be the extra modded kits that are messing it up but I can't be sure, I'll try fixing it anyway (after I've learnt Python, read the GUIScripting tutorials and finished my exams of course ) Link to comment
Avenger Posted May 25, 2006 Share Posted May 25, 2006 It could be, but the (final) script should work with mods without alteration. Hope you find the problem, even if you can't fix it, tell me if you find anything. Link to comment
Fyorl Posted May 29, 2006 Share Posted May 29, 2006 It could be, but the (final) script should work with mods without alteration.Hope you find the problem, even if you can't fix it, tell me if you find anything. <{POST_SNAPBACK}> Yup, turns out it was one of the mods, works quite nicely now. Link to comment
Avenger Posted May 30, 2006 Share Posted May 30, 2006 If that mod works with the original engine, then this is not a good news! Link to comment
Fyorl Posted May 30, 2006 Share Posted May 30, 2006 If that mod works with the original engine, then this is not a good news! <{POST_SNAPBACK}> Well it works with some custom kits but I haven't identified the mod that adds the kits that causes it to fail. My guess would be I went over the 9 kit limit somewhere (prbably clerics, there are loads of those kits around) and where the original engine just didn't display them, gemRB died. Link to comment
Avenger Posted May 31, 2006 Share Posted May 31, 2006 I will test this Chances are gemrb tries to display the extra kits, and with the right .chu it would even work. So i'll need to do some extra work to not hardcode the max. kit number but detect the .chu size. You can try to fix it too, it doesn't sound terribly complex. Link to comment
Fyorl Posted May 31, 2006 Share Posted May 31, 2006 I will test this Chances are gemrb tries to display the extra kits, and with the right .chu it would even work. So i'll need to do some extra work to not hardcode the max. kit number but detect the .chu size. You can try to fix it too, it doesn't sound terribly complex. <{POST_SNAPBACK}> how hard would it be to add a scrollbar to the kit list? Link to comment
Avenger Posted May 31, 2006 Share Posted May 31, 2006 That involves editing a .chu of the original game. Which i don't want to do. But it is possible, of course. Link to comment
Fyorl Posted June 2, 2006 Share Posted June 2, 2006 could you perhaps put the edited version in the override? I mean maybe it should wait until the whole engine's working perfectly before extra stuff's added in. This project would give modder's a field day. You could technically just make an entire new game to run on the engine. That's pretty crazy, I'm surprised there hasn't been more interest in the project. I've got a lot of exams coming up so I can't do much at the moment but when those are over I'm really gonna get stuck in ^_^ Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.