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argent77

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  1. argent77

    ADD_AREA_TYPE !

    If area types are only used for scripting then using area-scope variables would provide the same effect and could even be used for more fine-grained checks. These variables could be added statically to the areas themselves like this: COPY_EXISTING "ar9999.are" "override" LPF fj_are_structure INT_VAR fj_variable_value = 1 STR_VAR fj_structure_type = "variable" fj_name = "my_areatype_variable" END and used in scripts or dialogs via Global("my_areatype_variable","MYAREA",1). Alternatively they can be set up in area scripts, which introduces a slight initialization delay though. Unfortunately I can't think of any viable alternative for spell effect filtering via spellprot.2da, unless you count using helper creatures which is ugly and error-prone. Introducing some general-purpose area types sounds like a good idea to me. The EXTRAPLANAR type in conjunction with area-scope variables would allow my to replace my own area type in Test Your Mettle! without sacrificing functionality. I haven't looked into the other listed mods. But it's likely that they're using area types only for scripted checks as well, which could be replaced with variables just as easily. I wouldn't add more than three or four entries, however, so that there is still room for a couple of more specific area types (like BG1AREA for EET). That would actually be a good candidate for the EE Fixpack.
  2. argent77

    ADD_AREA_TYPE !

    Test Your Mettle! uses RUBIKON (or A7_RUBIKON in future releases whenever I can find the time to wrap up the update). Removing it would complicate a lot of scripting quite a bit and requires the introduction of helper creatures to emulate certain spell effects with splprot filters. It would get ugly very quickly.
  3. The Windows installer for WIT is automatically created by the JDK. Unfortunately my options to customize it are very limited. Except for this (unnecessary) dialog the installer should work as expected.
  4. A new release candidate is available: WeiDU Install Tool v0.10.3 This will probably be the last release candidate before a stable release unless more critical issues are reported. @suy This release should have fixed the reported mod components parsing error. Changelog: Added option to create debug files of mod installations in a user-defined folder instead of the game directory. Added option to auto-apply performance or diagnostic parameters to mod installations: Performance: --quick-log Performance: --safe-exit Diagnostic: --print-backtrace Diagnostic: --debug-ocaml Diagnostic: --debug-boiic Diagnostic: --debug-change Apply user-defined set of parameters Fixed issues with mixed-case paths on Linux which resulted in failures to retrieve mod components info. Improved parsing of Project Infinity metadata: Added support for C-style comments (//) and Windows-style comments (;)
  5. This mod has to be installed after "d0questpack:10:Revised Hell Trials" to work properly. More mod order hints can be found in the readme.
  6. The installer version installs a self-contained package with a minimal Java Runtime. That's why Java doesn't have to be installed globally on the system. WIT takes advantage of the latest Java features where creating self-contained packages is a (relatively) simple matter. There has been a lot of development going on lately in the Java world after a long time of stagnation. It's more complicated for NI though, since it is based on a much older Java version and uses an ancient build system. Even creating the installer version requires the use of two different Java Runtime versions presently. But if there is a real need of a portable self-contained package then I can look into it.
  7. @suy Those are certainly good points but keep in mind that modders are (usually) no software developers. Choosing any kind of advanced file format will only increase the likelyhood of malformed data or dissuade modders from adding metadata at all. Actually, I would rather prefer a made up data format with even simpler specs than the ini format, like this example (using the template data from the PI wiki) : This is just meant as food for thought. Personally I'm perfectly fine with the ini format. But if there would be a switch then I'd propose to choose something as simple as that.
  8. 1) You could open WIT directly from the start menu or desktop icon and cancel the "open tp2" file dialog. That will only show the WeiDU help in the output text area. The WeiDU binary is needed in any case, however. 2) The user folder is a good location because the app can be reasonably sure that it's available and accessible by the user. WIT is a multi platform tool, so I had to choose a starting location that is available on any platform. Once a mod is executed that folder will be stored as the "last mod path" in the configuration and used as starting location by the next call of WIT. Don't forget that you can also drop mod files or folders from the file manager onto the app to start mod installations.
  9. Multiline support is currently only enabled for "Description" strings, but that restriction can be lifted if needed.
  10. A new release candidate is available: WeiDU Install Tool v0.10.2 Download link in first post has been updated. Changelog: Added Brazilian Portuguese translation (by Felipe). Added warning dialog if a mod is installed from a path outside of the game directory. Reduced likelihood of connection failure for the WeiDU binary download operation. Improved Ini parser to properly handle malformed Project Infinity metadata: Correctly handle multiline mod descriptions Fix erroneously detected comment prefixes inside BEFORE/AFTER definitions
  11. Good to know, thanks. Looks like I guessed it right so far.
  12. There also seems to be a way to define component-specific mod order within tp2 scripts by using METADATA tags. An example would be Iwdification. I don't know if this method is already supported by PI since the above example was the only one I could find. In any case I couldn't find any mentions about it in the PI docs, so I had to guess the format for the most parts.
  13. Without PI's source code available I can only speculate, but I guess that PI performs line-wise parsing of INI content where skipping invalid lines is a trivial matter. WIT uses the more conventional token-based approach which is more flexible but also requires more effort to handle malformed data. It's a good start but the requirement of case-sensitive key names could be problematic. I don't think any of the established INI format specs would cover the PI metadata format precisely.
  14. Relying on that would work fine in an ideal world. But there will certainly be more mods with multiline descriptions (since this is the natural thing to do if you don't know the exact ini format specs). I'll try to make the parser more lenient in that regard to show metadata even with malformed description entries.
  15. That's actually the metadata file format that was originally invented for Project Infinity, so I didn't have to reinvent the wheel. There are certainly better formats available, but the INI format is simple enough to be understood by the average modder who doesn't know about yaml, json, and co. TOML looks promising but it is ultimately @AL|EN's decision whether to make the switch for PI.
  16. That's surprising since I was using a popular package creation tool for it which should have been whitelisted by antivirus tools already. I'll see what I can do. I haven't opened a separate Discussions section on GitHub yet because there are already topics on Beamdog Forums and a forum section here on G3. The "Issues" section on GitHub is available, however.
  17. On Linux I have only tested on casefolded ext4 partitions. I'll try to reproduce this issue. It was an intentional decision to not make it a full-fledged mod manager. We already have Project Infinity for that. I will add more features later, however, which also include more options for unattended installations.
  18. GibberlingsThree WeiDU Install Tool Weidu Install Tool (WIT) is a graphical front end for WeiDU to install modifications for Infinity Engine games, such as Baldur's Gate, Icewind Dale or Planescape Torment. It offers all the functionality of the WeiDU command line interpreter as well as many usability improvements and convenience features to help with the mod installation task. The tool is available for Windows, GNU/Linux and macOS. The tool is currently available for testing. More information can be found in this topic: Call for beta testing, translations and proofreading! Download: GitHub Discussion: G3 Readme
  19. WeiDU Install Tool Project: https://github.com/InfinityTools/WeiduInstallTool Readme: https://github.com/InfinityTools/WeiduInstallTool/wiki Download: https://github.com/InfinityTools/WeiduInstallTool/releases Overview WeiDU Install Tool (WIT) is a graphical front end for the WeiDU command line tool to install modifications for Infinity Engine games, such as Baldur's Gate, Icewind Dale or Planescape Torment. The tool offers all functionality of the WeiDU command line tool as well as many usability improvements and convenience features to help with the mod installation task. It is meant as a replacement or alternative to the setup executables that are included in most mod archives, but it can also be used for more general WeiDU operations. It is not intended to be a full-fledged mod manager like Project Infinity. The tool is currently available as a pre-release version for Windows (installer), Linux (RPM and DEB packages) and macOS (PKG archive). Application features: Tp2 Mod File association (except for macOS): Double-clicking on tp2 files in the file manager starts the mod installation. Drag & drop support: drag mod files or folders onto the application to start mod installations. Application text and messages are available in the user's native language (if available, see below). Toggle between light and dark user interface. Display additional information about mod components and general mod information. Quick input buttons allow you to install mods without having to use the keyboard. (Keyboard input is still available, though ) and many more... Testers wanted! The mod has already been lightly tested and considered stable for many use cases. However, players have different ways how to install mods or may have different expectations what a mod installation tool should provide. I'm looking forward to any kind of feedback, suggestions, bug reports or feature requests. Translators wanted! The application is able to display UI text and messages in the language set up by the user's operating system. Currently available languages are: English French (by JohnBob) German Brazilian Portuguese (by Felipe) More languages are always welcome, however. Translation is handled similarly to how mods provide multiple languages. Please let me know if you're interested in this topic or via private message. Proofreaders wanted! I am also looking for proofreaders for the English lines of text (translation file).
  20. WeiDU Install Tool (WIT) is a graphical front end for WeiDU mods and supports Windows, GNU/Linux and macOS. It offers all the functionality of the WeiDU command line interpreter as well as many usability improvements and convenience features to help with the mod installation task. The tool is written in Java and uses the JavaFX framework to provide a modern UI. It is licensed under the Apache License, Version 2 and is available on GitHub.
  21. The sources for EE Keeper are still available at SourceForge if someone wants to take a look. There is also a bug tracker with a whole bunch of issues that have accumulated in the meantime. That request has come up several times in the past. Shortcut always run the risk of introducing subtle bugs (except maybe for the most basic modifications.) Moreover, the way how resources are handled in NI makes it very cumbersome to implement new interfaces for editing data. Most of it would have be implemented from scratch. Not something I'd be really looking forward to.
  22. [bg2ee] Potion of Perception: Discrepancy between item description and actual effect The Potion of Perception (POTN39.ITM) should provide a bonus to the follow skills according to the item description: Find Traps: +20% Pick Pockets: +20% Open Locks: +20% Move Silently: +20% Hide In Shadows: +20% The item itself, however, lacks the skill bonus for "Hide In Shadows". This bug appears to be a carry-over from oBG2 where the same bug exists. And that bug was probably caused by an incorrect conversion from oBG1 when "Stealth" was split into "Move Silently" and "Hide in Shadows" in BG2. I'm unsure how this issue should be fixed. BGEE lacks the "Move Silently" bonus in both item description and item effect. IWDEE provides a bonus to both skills in both item description and effects list. Which leaves the following options how to fix it: Fix item description only: Remove "Hide in Shadows" bonus from item description. Apply the BGEE version: Remove "Move Silently" bonus from item description. Replace "Move Silently" bonus (op59) by "Hide in Shadows" bonus (op275) in the item effects list. Apply the IWDEE version: Add "Hide in Shadows" bonus (op275) to the item effects list. Or perform a more accurate conversion from oBG1 by preserving the net effect of "Stealth": Provide both "Move Silently" and "Hide in Shadows" bonuses to BGEE, SoD and BG2EE versions of the item, which requires fixing item descriptions and effects lists.
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