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Caillean

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Everything posted by Caillean

  1. Well, if I can help with testing something more, just tell me. As for the halting problem - you're losing me here Amazing that you can actually make something out of this stuff the debugger spits out.
  2. kk, new debugging run: Breakpoint 2, 0xb7e7cea0 in GemRB::MoveBetweenAreasCore(GemRB::Actor*, char const*, GemRB::Point const&, int, bool)@plt () from /usr/local/lib/gemrb/libgemrb_core.so.0.8.4 (gdb) n Single stepping until exit from function _ZN5GemRB20MoveBetweenAreasCoreEPNS_5ActorEPKcRKNS_5PointEib@plt, which has no line number information. Breakpoint 2, GemRB::MoveBetweenAreasCore (actor=0xa69a1d8, area=0x86f32f0 "H", <incomplete sequence \375\267>, position=..., face=10, adjust=true) at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/GameScript/GSUtils.cpp:1179 1179 { (gdb) p actor->GetScriptName() $3 = 0xa69a208 ""
  3. It found a second breaking point: (gdb) p actor->GetScriptName() $2 = 0x8b245a8 "acbresmi" (gdb) c Continuing. Breakpoint 1, GemRB::GameScript::LeaveAreaLUA (Sender=0x887bc18, parameters=0xb09cac0) at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/GameScript/Actions.cpp:3098 3098 { (gdb) p actor->Persistent() No symbol "actor" in current context. (gdb) b GemRB::MoveBetweenAreasCore Breakpoint 2 at 0xb6a965a0 (3 locations) (gdb) c Continuing. Breakpoint 2, 0xb7e7cea0 in GemRB::MoveBetweenAreasCore(GemRB::Actor*, char const*, GemRB::Point const&, int, bool)@plt () from /usr/local/lib/gemrb/libgemrb_core.so.0.8.4 Edit: Having a little problem here, since I can't get this installation to run either with wine (tried with multiple versions) anymore nor on a windows VM. I guess I'll set up another BGT installation on the VM for testing purposes... I tried already on GemRB with the edited dialgogue file: at least here removing the RestParty() also removes the second rest cycle. Nevermind, found another Windows installation along with a fitting save game for testing. So the original dialogues with the RestParty action cause 1 rest on IE, 2 rests on GemRB. Replacing RestParty with NoAction cause no rest on the IE, 1 rest on GemRB (I tested this on both BGT and BG2-only installations). So it seems IE does indeed handle rests differently than GemRB. Btw, I tried to find a case to test with GemRB on an unmodded game, but I can't think of a vanilla rest dialogue, only talks that happen after rest, like Imoens' right after first resting in the Irenicus dungeon). Awesome, so you can automatize long duration buffing?! Which 2da do I edit?
  4. Being no modder or anything, I don't understand enough of this stuff to really answer that. According to the readme, the mod requires the BP-BGT-Worldmap, seems it adds areas there. That's one thing. The readme also states that it won't work with BG2 only or Tutu and might ruin the whole installation if tried to install on those. There's content for both BG1 and BG2 + ToB. The appending to area scripts is probably BGT specific (unless Tutu uses the same area codes). Beyond that, I'm at a loss here, sorry. One rest happens. Usually I have the 'rest until healed' option activated, so it's either 8 hours or more if there's no healer available. With GemRB on the other hand, checking this options doesn't seem to do anything at all, rest is always 8 hours, while it neatly lists who did cast healing spells on whom during rest (something I don't remember from the original). This particular dialogue was just an example, however, it always does two rests when there's dialogue occuring on rest.
  5. Misunderstanding here: There are no two rests with the original IE, nor are there supposed to be. To me, this is an GemRB-only problem. 'kay, I made my way to the right point in the quest and tried with gdb, here's what it said: Program received signal SIGSEGV, Segmentation fault. 0xb7ebd086 in GemRB::Map::AddVVCell (this=0x0, vvc=0xa4f1e70) at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/Map.cpp:2252 2252 { (gdb) backtrace #0 0xb7ebd086 in GemRB::Map::AddVVCell (this=0x0, vvc=0xa4f1e70) at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/Map.cpp:2252 #1 0xb7ef9d42 in GemRB::CreateVisualEffectCore (Sender=0xaf8c578, position=..., effect=0xa8d48cc "spcrtwpn", iterations=0) at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/GameScript/GSUtils.cpp:817 #2 0xb7eed33d in GemRB::GameScript::CreateVisualEffectObject ( Sender=0x8536480, parameters=0xa8d48a8) at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/GameScript/Actions.cpp:1910 #3 0xb7f041ff in GemRB::GameScript::ExecuteAction (Sender=0x8536480, aC=0xa8d48a8) at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/GameScript/GameScript.cpp:2428 #4 0xb7f53265 in GemRB::Scriptable::ProcessActions (this=0x8536480) at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/Scriptable/Scriptable.cpp:575 #5 0xb7f5337b in GemRB::Scriptable::Update (this=0x8536480) at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/Scriptable/Scriptable.cpp:325 #6 0xb7ec5a6c in GemRB::Map::UpdateScripts (this=0xa62dd88) at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/Map.cpp:755 #7 0xb7e964ce in GemRB::Game::UpdateScripts (this=0x841fc70) ---Type <return> to continue, or q <return> to quit---return at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/Game.cpp:1495 #8 0xb7ea5ef2 in GemRB::Interface::GameLoop (this=0x804a038) at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/Interface.cpp:2944 #9 0xb7eac257 in GemRB::Interface::Main (this=0x804a038) at /home/nadia/Software/Games/gemrb-0.8.4/gemrb/core/Interface.cpp:991 #10 0x08048a94 in ?? () #11 0xb7b00a63 in __libc_start_main (main=0x3, argc=134515505, argv=0x0, init=0x8048b52, fini=0x80489f0, rtld_fini=0x3, stack_end=0xbffff504) at libc-start.c:287 #12 0xb7fff000 in ?? () from /lib/ld-linux.so.2 Backtrace stopped: previous frame inner to this frame (corrupt stack?) I hope this is what you are looking for?
  6. Two examples from cmorgans' Aran Whitehand and Kulyoks' Xan: CheckStatGT("c-aran",40,INTOXICATION) CheckStatGT(Player1,50,INTOXICATION) I think this is what you're referring to: http://gibberlings3.net/forums/index.php?showtopic=17367 But I had removed this particular part of his script before already due tue the problems it causes. Didn't plan on attacking him anyway. Oi, sorry. Not a programmer here. I downloaded it and am figuring out how this works, since I never had to debug anything before And of course, the idea to keep savegames from the crash didn't occur to me before, so I'll have to start a new game. Meaning - it might take a while.
  7. About the rest thingy: I made screenshots for you to document it - it seems the game time is actually advanced 16 hours due to 2 rest cycles: This was a banter triggering on rest between Yeslick and Imoen from the BG1 NPC Project on BGT: /* AT REST */ /* Imoen's bedtime story */ CHAIN IF WEIGHT #-2 ~%BGT_VAR% Global("X#YEIM1","LOCALS",1)~ THEN ~%YESLICK_JOINED%~ YEIM1 @102 DO ~SetGlobal("X#YEIM1","LOCALS",2)~ == ~%IMOEN_BANTER%~ @103 == ~%YESLICK_BANTER%~ @104 == ~%IMOEN_BANTER%~ @105 == ~%YESLICK_BANTER%~ @106 == ~%IMOEN_BANTER%~ @107 == ~%YESLICK_BANTER%~ @108 == ~%IMOEN_BANTER%~ @109 == ~%YESLICK_BANTER%~ @110 = @111 = @112 = @113 = @114 == ~%IMOEN_BANTER%~ @115 DO ~RestParty()~ EXIT What I got wrong is the order how things happen: The dialogue occured first, then 2 rests, along with the rest movies, as you can see in the GemRB.log. gemrb.log
  8. Right, now that you mention it, I remember you really could get struck by lightning in BG1 - has been years since I played on the original IE. My guess is that the lightning sounds are supposed to be played once in a while when it's raining, they are ambient sounds, and that the same happens like with that random character comments. They just go off only on entering a new area. I included a screenshot because it's kinda hard to explain. You can see the graphics issue as well what's happening in the terminal in that moment. The GemRB.log is also attached. When it freezes due to this issue, nothing will work anymore, can't open the GemRB console. All I can do then is Ctrl + Alt + Backspace. It goes like this: Klick the rest button, the Rest movie is played, THEN the dialogue shows up, then the Rest movie plays again. In the console below its says twice that I've rested for 8 hours. I didn't, however, pay attention to the game time, I'll be sure to check it from now on and report back if I know for sure. I guess most NPC mods nowadays include Player Initiated Dialogue - so whatever you have installed, does it work if you try to talk to the NPCs? Examples are Kivan and Sarah, both are hosted here. But I had that problem literally with every NPC mod, so I replace the IsGabber before I even install anything now. I have had one case where it won't work at all, it's Kivan. After he approaches you at Waukeen's Promenade, he's supposed to go away if you don't recruit him. But he just keeps standing around there forever. This is from p#kivan.d: IF ~NumTimesTalkedTo(0)~ THEN BEGIN P#MeetKivan SAY @2 IF ~~ THEN DO ~SetGlobal("X#TalkedToKivan","GLOBAL",1)~ EXTERN P#KIVAN KivanStartChain END IF ~~ THEN BEGIN Refuse SAY @3 IF ~~ THEN REPLY @4 GOTO ComeAlong IF ~~ THEN REPLY @5 GOTO PoliteRefuse IF ~~ THEN REPLY @6 GOTO GetLost END ... IF ~~ THEN BEGIN PoliteRefuse SAY @12 IF ~~ THEN DO ~EscapeArea()~ EXIT END I let the G3 debugging suite run for this modders' prefix (ac). Unfortunately I also have his quest pack installed. The spell checker wouldn't install: Installing [Spell Checker] [3] Copying 1 file ... Appending to files ... Copying and patching 1 file ... ERROR locating resource for 'COPY' Resource [^ac.+/.spl$] not found in KEY file: [./chitin.key] Stopping installation because of error. ERROR Installing [Spell Checker], rolling back to previous state Will uninstall 1 files for [g3_debugging_suite/setup-g3_debugging_suite.tp2] component 4. Uninstalled 1 files for [g3_debugging_suite/setup-g3_debugging_suite.tp2] component 4. ERROR: Failure("resource [^ac.+/.spl$] not found for 'COPY'") PLEASE email the file setup-g3_debugging_suite.debug to webmaster@camagna.net Here are the other logs. I hope that's what you were after. debugger_area_checker.log debugger_creature_checker.log debugger_creature_inventory_checker.log debugger_item_checker.log The first example, that has no FadeToColor stuff included, unfortunately causes the same getting stuck in cutscene mode. Just saying... It is from cmorgans' Aran Whitehand btw., which is in the making here at G3. GemRB.log
  9. All oberservations below I've made on several BG2 and BGT installations, so just making a new install won't fix them. Using the English version of BG2, OS is Linux. Mods installed in the order suggested by the BigWorld installation manual, weidu.log attached. Script related - Cutscenes triggering on rest like dreams can cause you to get stuck in cutscene mod. So mods adding dreams could be troublesome. I also found that some modders use cutscenes to prevent multiple dreams / rest banters from firing, a method Berelinde came up with, according to comments in some scripts. Examples: - Noticed on several occaisons that NPCs stay in the area while they're supposed to leave and move elsewhere. Mostly mod added ones, but a good example is also Nalia in the Copper Coronet: When she approaches you about helping her to free her keep, and you send her ahead and agree to meet her there, she won't leave, but immediately start with her next dialogue: 'There you are! I have waited positively ages for you...' GUI related - Learning new spells from scrolls often requires several attempts. The 'added new spell to your mage book' dialogue pops up, but the scroll is still there and the spell is not in the book. It also hardly ever works while the game is paused (combined with the above mentioned issue learning a whole bunch of new spells can be pretty annoying). The weirdest thing is one Vocalize scroll found in the Irenicus dungeon on the start of BG2. It won't get destroyed in the learning process at all. Again, observed on every one of the various installations I had. This allows for an exploit to get xp when unlearning / learning it again and again. Sound related - As already mentioned in the previous thread, animation soundsets don't work in BG2 for creatures like monsters, animals and shapeshifted characters. More testing showed that the problem is there on a fresh and unmodded installation, but strangely on my BGT installation only for the BG2 portion of the game. In the BG1 part all is fine. - Recently I noticed another thing that fits here on BGT: The lightning ambient sound also seems only to fire when changing areas, also when entering an interior. Furthermore, it's sometimes extremely loud (I read about louder sound effects on GemRBs website, so this is nothing new). This was so annoying that I removed them from defsound.2da for the time being. weidu.log
  10. Folks from Black Wyrm's Lair created a special tool for working with tra's. It's called TREP and features a special mode for translation, which allows to watch both the original language and the one you're translating into. Caradhras, if you want to take a look: TREP on Black Wyrm's Lair
  11. Hi Domi, first and foremost, congratulations for release of version 1! And - Annalena and I want to work on the the German translations together. Best wishes, Caillean
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