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lynx

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Everything posted by lynx

  1. once you've done that to all the files, rerun weidu on them, so you get new bcs versions. Then just copy them to the override.
  2. This all just reminds me why I stopped using windows 20 years ago. But good that you found another workaround ...
  3. It's Perl, not pearl, make sure you have it installed. There's a link in the readme. perl -v ... prints the version or it will complain that the command is missing. Might be already included in WSL.
  4. Oh, for windows I guess prepend perl.exe, so perl.exe 10pp/... The bash error doesn't mention enough to be useful. Run it on a single file that you know is ok to check if everything is alright. Maybe perl isn't installed and something else ran.
  5. I guess it should work in either, but I now see that you'll have to fix the path either to the files or wrapper.pl, since you're running it from a subdirectory, not the game one like I indicated above. btw, in bash looping is done this way: for file in path/to/your/folder/with/baf/files/*.baf; do 10pp/wrapper.pl "$file" 10 the-output.baf mv the-output.baf "$file" done Just change that path as indicated when looking from the top game dir.
  6. oh wait, we forgot to do the magic! Keep the list though. Before recompiling the scripts, run this on each baf file (here named the-input.baf): 10pp/wrapper.pl the-input.baf 10 the-output.baf mv the-output.baf the-input.baf
  7. I suggest you test with actual scripts, since that's what a mod would use.
  8. so once you've removed the cruft, it's time to recompile the rest. So again just weidu baf-file for all those file. I don't know how wsl works, but perhaps you can run the same weidu executable as well? Perhaps that way you can avoid the problems you had when decompressing and just do weidu *baf .
  9. err, did you run that in the folder with the baf files? If there are no bcs files there any more, then no problem. The other errors are fine as well.
  10. Are we still talking about CopyGroundPilesTo? Who is running it, hopefully not the pc?
  11. If you had to do it manually, I suggest a backup. Open WSL and move to the same folder, then run this to remove redundant files:
  12. Perhaps it doesn't want to do it if you target non-walkable terrain — did you check that?
  13. you need to run weidu on each of those files. If your shell or weidu can't handle that many at once, try with a loop or limiting the glob and doing it in steps (for example [a-k]* then [l-z]*).
  14. Sorry, it uses a regex, not a glob, so the command is: weidu --biff-get ".*bcs" Then you can try to decompile them all: weidu * rm *bcs Then you either work with all the files or exclude those not mentioning Player6. That's why I was asking about WSL — I can tell you what to run, otherwise it's up to you: # this will remove every file not referencing Player6 grep -L Player6 * | xargs rm # if you get errors about xargs, just get the list of files and delete them manually: grep -L Player6 * Let me know if this phase went well.
  15. Wait, what? Are you saying if you run weidu from the same dir where chitin.key is (eg. the base game dir), weidu errors out?
  16. Ok, maybe that's one level too deep for weidu to find chitin.key. Try creating another temporary dir in the game dir and do it from there.
  17. Do you perchance have access to that linux-shell-on-windows thing (I think it's called WSL)? Either way, you'll need a console open to run weidu. Anyway, the mod does these things: 1. Looks for all scripts that reference Player6 and decompiles them to BAF. 2. Runs the perl scripts to upgrade each script. 3. Recompiles them and puts them into override. (and almost the same thing for dialogs) Judging from some of your log output, it seems like it failed already at step 1. So I suggest you move to 10pp/temp/baf (create it if it doesn't exist), run weidu --biff-get "*.bcs" and see if that manages to extract them all.
  18. It's an oddly phrased question — the answer is the exe. Anyone that got JoinParty called on them will be there, unless they lost the party overflow game.
  19. That's an error from windows, so I can't be of much more use. I know other people hit it with other mods as well, but I think in general it can be ignored? As a last resort, you could install the mod semi-manually, in steps, but then it won't be uninstallable. Let me know if you want to try this.
  20. ground piles are indeed containers, but they don't have any or any predictable scripting names you could use to target them.
  21. PST is a hardcoded mess, but some of this resurrection stuff is nicely specified with ini files. But you're not modding for pst, so that's useless. Copying piles is a safer alternative, since they might get destroyed with time otherwise. Teleporting the pc to the temple alone can lock you into areas that require the full party to travel from.
  22. That's odd indeed. It's certainly not a deliberate design choice. I suspect something is insufficient in its forking implementation or something went wrong when adding the capture of return status support to AT_NOW. Or it's just AV sabotage ... I've pushed an updated mod, so now amilowhatever shouldn't be a problem any more.
  23. There's no powershell involved here, but maybe you're mistaking perl for it. Looking at the code, I invoke perl for each file separately, so any leaks would be cleaned up immediately afterwards. I then suspect the leak to be in weidu.
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