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Posts posted by lynx
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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.
Planescape Torment 0 $ weidu 10pp/setup-10pp.tp2
[weidu] WeiDU version 23800
[./chitin.key] 372 BIFFs, 12135 resources
[./dialog.tlk] 106499 string entries
[./dialogf.tlk] 106499 string entries
[./dialog.tlk] claims to be writeable.
[./dialog.tlk] claims to be a regular file.
[./dialogf.tlk] claims to be writeable.
[./dialogf.tlk] claims to be a regular file.
Install Component [Maximum party size extender for IEScript (usable with GemRB only)]?
nstall, or [N]ot Install or [Q]uit? i
Installing [Maximum party size extender for IEScript (usable with GemRB only)] [10 player parties 0.8]
[./arefiles.bif] 1313176 bytes, 208 files, 0 tilesets
This mod should be installed after all other script altering/adding mods!
The conversion process can easily take several minutes depending on the size of your install!
Please be patient and DO NOT INTERRUPT execution lest you want to start from zero.
There is only one query and then you can go plant some coffee.
What should the new maximum party size be? [1-10]
8
Appending to files ...
Appended text to [object.ids]
Creating 1 directory
Creating 1 directory
Creating 1 directory
Fixing scripts...
Copying and patching 2205 files ...
[./cs_0000.bif] 57977 bytes, 45 files, 0 tilesets
[./cs_0203.bif] 49149 bytes, 16 files, 0 tilesets
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[./cs_0101.bif] 117500 bytes, 21 files, 0 tilesets
[./cs_0102.bif] 5446 bytes, 1 files, 0 tilesets
[./cs_0103.bif] 13339 bytes, 4 files, 0 tilesets
[./idsfiles.bif] 52992 bytes, 54 files, 0 tilesets
[./cs_0104a.bif] 1059 bytes, 1 files, 0 tilesets
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[./cs_0306a.bif] 4395 bytes, 1 files, 0 tilesets
[./cs_0400.bif] 434388 bytes, 107 files, 0 tilesets
[./cs_0401.bif] 11866 bytes, 3 files, 0 tilesets
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[./arescrpt.bif] 772030 bytes, 122 files, 0 tilesets
[./cs_0513.bif] 5769 bytes, 5 files, 0 tilesets
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[./cs_0800.bif] 321 bytes, 1 files, 0 tilesets
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[./cs_3007a.bif] 1134 bytes, 1 files, 0 tilesets
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[./cs_3012.bif] 88210 bytes, 19 files, 0 tilesets
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[./cs_3015.bif] 6822 bytes, 3 files, 0 tilesets
[./cs_3016.bif] 5864 bytes, 2 files, 0 tilesets
[./cs_3017.bif] 30175 bytes, 7 files, 0 tilesets
[./cs_9999.bif] 2735 bytes, 3 files, 0 tilesets
[./cs_pc.bif] 11750 bytes, 9 files, 0 tilesets
[./spells.bif] 112396125 bytes, 631 files, 0 tilesets
[./cs_0105.bif] 884 bytes, 1 files, 0 tilesets
Compiling 44 scripts ...
Processing 1 dialogues/scripts ...
Fixing dialogs...
Copying and patching 813 files ...
[./dlgfiles.bif] 3274108 bytes, 821 files, 0 tilesets
[DMEBBETH.DLG.DLG] loaded
[DMEBBETH.DLG] created from [DMEBBETH.DLG]
[DWSCROLL.DLG.DLG] loaded
[DWSCROLL.DLG] created from [DWSCROLL.DLG]
Compiling 2 dialogue files ...
[trigger list near line 659, column 43 of 10pp/temp/d/dmebbeth.d] PARSE WARNING at line 659 column 1-29
Near Text: .
syntax error
WARNING: cannot verify trigger ~CheckStatGT (Protagonist, 13., INT)~: Parsing.Parse_error
Processing 1 dialogues/scripts ...
Adding DMEBBETH to internal list of available DLGs
[DMEBBETH.DLG] saved 139 states, 325 trans, 5 strig, 60 ttrig, 61 actions
DONE!
REMEMBER to:
* use a big enough resolution (extra space for portraits)
* and to set MaxPartySize to 8 in your GemRB config file
Saving This Log:
10PP/SETUP-10PP.TP2 0 0 Installed ~Maximum party size extender for IEScript (usable with GemRB only)~
INSTALLED WITH WARNINGS Maximum party size extender for IEScript (usable with GemRB only)
Press ENTER to exit.The Mebbeth warning is a bug in the original. I know because I had to special case it in gemrb in the past.
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I don't think it would change anything, but you do it by rerunning the installer.
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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?
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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.
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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.
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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.
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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?
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Great, thanks for the testing. If you have some more will, try uninstalling python. Hopefully the bundled one would get picked up.
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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/
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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.
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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.
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yeah, but that requires all the ee games, right?
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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.
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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 \.
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It can be yet another query, similar to how most gui installers ask you.
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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
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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?
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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.
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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.
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yeah, that was covered. I skipped the destruction of Imoen and Yoshi, since it may be unwanted in eet.
RE = reverse engineering.
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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?
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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
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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 ...
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Looks fine to me. One technical question though: how did you implement the +x bonuses? I thought this was hardcoded in the original.
Windows builds are back!
in GemRB
Posted · Edited by lynx
That's quite a few. I guess it would be easier to just load an original save in gemrb and re-save it. If it's a crasher, you have almost identical files to work with.
I reviewed the diffs the mod make and it's all fine. An extra one from gemrb needs tweaking (angering the Lady teleport), but that's it.