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lynx

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Everything posted by lynx

  1. For the fonts, if the mod changes their names, you'd have to rename the FONT_NAME column in gemrb/unhardcoded/pst/fonts.2da . For the saves, yes, that makes more sense. We try to keep compatible, but it breaks now and then, since the old engine may expect things in unusual order or have other quirks. Not the highest of priorities and a bit annoying, since you have to compare binary data. I can take a look if you send them both over. I know right at the start things are still fine. Python: ok, I guess you meant site, a module internal to python. So the dll isn't enough or something else went wrong. I guess it's easier to tell people to install python on their own for now. The old buildbot builds only bundled the dll and worked (arguably with an older codebase). How to install the mod? Clone or download the repo and copy the 10pp dir into the game dir. I then ran it with "weidu 10pp/setup_10pp.tp2". I do get an odd error though, that 10PP/TEMP/BAF/CUT80C.BCS supposedly isn't there (but is). Maybe a bug in weidu itself. Commenting out the two DELETE for loops made it go further (latest weidu supports recursion, so this will be cleaner once updated) and did its thing. The Mebbeth warning is a bug in the original. I know because I had to special case it in gemrb in the past.
  2. I don't think it would change anything, but you do it by rerunning the installer.
  3. First, it's a weidu mod, so you can cleanly uninstall it if needed. wrapper.pl is crucial, so it seems like you managed to install it without doing any changes (or did just wrapper.pl not find some files? Some script files are empty). Anyway, there should be a diffs folder somewhere in the game dir now. The saves thing is a bit odd. Did you change resolution in the meanwhile?
  4. It alters the scripts and dialogs, but the actual number should not matter. While doing an ugly merge, I remembered that the simple patch I mentioned won't be enough. GetPortraitPairs will need to be called with "horizontal" from Open/UpdatePortraitWindow.
  5. our sdl2 backend supports arbitrary stretching in window mode, but the build is with sdl1, as there are still a few quirks left in the other backend.
  6. oh, so perhaps that's another difference in the other ui. The original doesn't show the portrait bar. I doubt the original scaled the videos, that would have been quite intensive for that time. Unless you had a crt and it did it automatically through hardware.
  7. Looks like I'll have to try his gui sometime. You were right about the green too, it's typical for some buggy images. By #1 do you mean the intro video or the cutscene of Morte coming around the table to wake you up? The keyboard control window is a stub, you can't change the bindings on the fly yet. They can be changed in the original keymap.ini though. My favourite besides ctrl-j for jumping when testing, is ctrl-q for aggregating and sorting loot. To toggle "always run" press R. I'll look into why the gui is not doing it there. EDIT: all should be fine in the newest build The list of movies is currently not updated as the game progresses, but starts full indeed. It seems it wasn't noted on our todo yet, so I've added it. #10 sounds more about centering. Are really just the monster pics offset?
  8. Great, thanks for the testing. If you have some more will, try uninstalling python. Hopefully the bundled one would get picked up.
  9. Hmm, maybe you're onto something. We need python2 and we don't ship one in the package, since it is preinstalled on appveyor images. Try installing python27.dll, while I force it to be installed. https://www.python.org/ftp/python/2.7.12/python-2.7.12.msi EDIT: the latest build now bundles it https://sourceforge.net/projects/gemrb/files/Buildbot%20Binaries/Windows/AppVeyor/
  10. Hmpf. I can see the file is in the package as expected. Nothing deleted it for you, changed permissions or similar? Since you're not on the main partition, I wouldn't expect anything like that, but somehow the file is inaccessible.
  11. Hmm, nothing sticks out from the config. The dll is in E:\Mods\Planescape Torment\Essential Mods\gemrb-win32-deb4305\plugins right? There is no useful error reporting on windows there yet, so I've added it now. Please retest with the latest build once it is ready (5e5bdd7) and post the log. As for 10pp, sure, if you're willing to test, I can throw patches at you. The first thing would be to install widescreen and 10pp, if you haven't already. Then delete or comment out lines 1395-1397 in gemrb/GUIScripts/GUICommonWindows.py . Then report what happens when you run the game.
  12. yeah, but that requires all the ee games, right?
  13. The code doesn't mention iwdee anywhere, but it does support the other ees, including eet. It's all the same engine, so perhaps you could just do a naive search and replace first.
  14. First, 10pp supports PST, but gemrb doesn't their combination. I think I added the restriction since I didn't want to bother with PSTs and IWD2s horizontal portrait bar. We do support horizontal ones (eg. for party reform), but it probably needs some tweaking to work for those two games — it was never tested. As for the build, that's also something that's very hard for me to test. Can you upload your config somewhere? And please use the same path delimiters everywhere, as mixing / and \ looks sooo wrong. Windows uses \.
  15. It can be yet another query, similar to how most gui installers ask you.
  16. ACTION_IF ~%WEIDU_OS%~ NOT STRING_EQUAL_CASE ~win32~ BEGIN AT_NOW ~./add.shortcut.sh~ END add.shortcut.sh (marked as executable; chmod +x add.shortcut.sh # above, if it can't be done before): #!/bin/sh cat > $HOME/EET.desktop << TEETEE [Desktop Entry] Encoding=UTF-8 Value=1.0 Type=Application Name=Enhanced Edition Trilogy GenericName=Enhanced Edition Trilogy Comment=Enhanced Edition Trilogy (EET) Icon=$PWD/EET/docs/images/EET.ico Exec="$PWD/start.sh" "" Categories=Game; Path=$PWD TEETEE
  17. Are you sure macs use these files at all? It's only a FDO spec. $HOME can also be derived from the weidu constant USER_DIRECTORY/../.. . Overall it looks overly complicated. Why not do it all in a shell script, where there's no need for half of the code?
  18. 2. it's $PWD or what the pwd command would return. I'm pretty sure .desktop files are purely declarative. 1. If weidu doesn't know about ~ or environmental variables, you can evaluate $HOME in a script. `echo -n $varname` to capture it.
  19. Linux uses .desktop files. Install something like this into ~/Desktop: [Desktop Entry] Encoding=UTF-8 Value=1.0 Type=Application Name=Enhanced Edition Trilogy GenericName=Enhanced Edition Trilogy Comment=Enhanced Edition Trilogy (EET) Icon=/path/to/icon.png Exec="/path/to/game/start.sh" "" Categories=Game; Path=/path/to/working/dir The last path is redundant, as you could run set it from the script (if it's needed at all). start.sh is what bg2ee uses.
  20. yeah, that was covered. I skipped the destruction of Imoen and Yoshi, since it may be unwanted in eet. RE = reverse engineering.
  21. this is from RE, but there could be errors. What Anomen do you get if you didn't have him in the party and summon him via pp?
  22. The item is amul27, if you don't have it yet. It's the only thing you get when transitioning (vs starting anew), though some of the extra bags remain unclear (bag19/a/?? - it was supposedly based on xp). It sets StartMP=1 if it was a multiplayer game. These are made sure to be set: HadEllesimeDream1 = 1 HadImoenDream1 = 1 HadSlayerDream = 1 HadJonDream1 = 1 HadJonDream2 = 1 HadEllesimeDream2 = 1 Gives you xp to reach the minimum starting level if you're lower. Sets XPGIVEN to the difference. Apply SPIN661 on Edwin Apply SPIN678 on Anomen if he is Lawful Neutral
  23. If you're not using MoveToExpansion, aren't you missing out on a lot of other stuff? More variables, familiar upgrades, bhaal power upgrades, an item, npc cleanup, potentially xp ...
  24. Looks fine to me. One technical question though: how did you implement the +x bonuses? I thought this was hardcoded in the original.
  25. Oh, much simpler than bgt then, thanks.
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