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Posts posted by AL|EN
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@K4thos Great to see you back
IMHO, simply providing access to repository should be enough for incorporating any future hotfixes. Transferring whole repository is needed when you would like to have some advanced stuff like Translation System or Golem. Whatever you decide, count me in. From my side, I could add current and future additional PI features to EET.
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On 1/21/2021 at 11:53 PM, argent77 said:
This "feature" isn't related in any way to HANDLE_CHARSETS though. It rather appears to be a quirk of the WeiDU binary. The 64-bit Windows executable seems to display UTF-8-encoded setup.tra correctly in the console window, but the 32-bit executable does not. Since most mods ship with 32-bit executables it's still advisable to use only US-ASCII characters in the setup.tra.
@argent77 I fond the root cause of this problem, WeiDU 32-bit was compiled using OCalm version without unicode support. More about this here: https://forums.pocketplane.net/index.php?topic=29984.new#new
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The G3 download is outdated because download links are just exe/zip packages re-uploaded from github instead of using lynxlynx.info direct links. And poking Mike every new release was tedious taks. Repository can't be transferred because of translation system integration but the location doesn't matter for packages/direct links.
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@jastey I've noticed that you had requested the same here, but there is no such code in https://github.com/InfinityMods/Ascension/blob/master/ascension/balthazar/balthazar_compatibility.tpa
and it was removed in 2.0.7
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I'm using (no surprise here) GitHub API to get all non-forks repos of an user or organisation. The 'buttons' are more an way to handle long API response than 'a filter' but I think that they serve both purpose. Externalizing is possible but it was just easier for me to handle this directly inside PI. I might revisit this but right now, adding an GitHub organization or repository from time to time is not a big deal.
If you would like to add mods from your account and your account contains other, unrelated to IE modding repos then right now, I can add them by the one-by-one basic.
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Yes but actually no as it would require 24/7 maintenance. You account will be added for next PI version.
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@jastey Do you expect that all 'forks' will be visible for downloading? Because right now only non-forks would be displayed:
- Brandock_the_Mage
- Brages_Redemption
- Solaufeins_Rescue_NPC
- Biff_the_Understudy_TutorialNPC_for_SoD
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@jastey The error comes from WeiDU , PI has no custom error messages except the final ExitCode status. I don't know the full picture until we get .debug file and all logs from this installation. There are similar bug reports, the issue has something to do with old ADD_KIT function, the suggestion was to use https://github.com/Argent77/A7-add_kit_ex but I'm not sure if this can help this case.
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Project Infinity 0.9.0
- New Feature: Saving mod component selections
- cosmetic changes
Demonstration for the upcoming Ascension 2.0.18: https://us.v-cdn.net/5019558/uploads/editor/nt/hdl26ry4vpyj.gif
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@jastey The attempt was made:
Also, don't worry about not implementing something. You already did more than most of us
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This post is an attempt to have an up-to-date list of Project Infinity features that modders can use.
- Mod metadata - to display basic mod information and enable other features
- Dynamic Install Order - to ensure that players will always use the correct install order
- Delta Updates for mods hosted at GitHub - to ensure that players will always use the latest mod version
- replace ACTION_READLN with SUBCOMPONENT/FORCED_SUBCOMPONENT - to not force players to babysit installation for many hours
- Globally unique LABEL's - to enable saving mod selections for players
- UTF8 HANDLE_CHARSETS - to ensure that translated component names can use national letters
- Infinity Auto Packager - automatically generates Infinity Engine mod packages when you publish a release
- Global WeiDU Log - additional installation debug info
- Directly downloading mods from the mod manager and skip mod extraction entirely - please make a request here
This topic will be updated every time Project Infinity receives new features that can be added to the mods. The best way to receive updates is to use the "Following" forum feature.
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As of today, modders can implement steps from first post to allow players to save their mod selections. The ongoing discussion about labels being globally unique as default has no effect on this feature, as long as both steps from first post are implemented.
Demonstration for the upcoming Ascension 2.0.18:
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On 12/27/2020 at 6:24 PM, Nathan82 said:
@AL|EN the mods were;
Heart of the Wood http://www.shsforums.net/topic/60821-heart-of-the-wood-updated-to-v700-ee-compatible/
The mod doesnt seem to copy over from \extracted mods to the \GGII - SOA folder. If i copy it manually it installs.
Ruad Ro'fhessa http://www.shsforums.net/files/file/790-ruad-rofhessa-item-upgrade/
Seems to have same issue, folder not coppying over fully but works if done manually.
K'aeloree's facing the Shade Lord again http://www.blackwyrmlair.net/Contests/ShadeLord2006/submission-k'aeloree.zip
I think i had to manually copy over and run it twice, it updated to newest weidu the first time and ran correctly the second. I think.
Also a new version of one of Angel's mods, item pack or encounters and quests wasnt displaying properly in PI and didnt want to install so i used an older version which worked fine, i need to double check this though.
I'll send you the installation logs.
Thanks
Hi. I was not able to reproduce the 'copy mod folder' errors using latest PI version. Also, I've remember that new version of one of Angel's mods didn't worked with weidu 247 at soeme point. But I fixed the bug for "BWL Contest" mod, thanks for report.
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1 minute ago, Guest The Imp above. said:
Sorry, but if you code is bad, it's not really a bug, but just bad coding.
Using %MOD_FOLDER% variable IS good coding. It's just doesn't work when used for LANGUAGE statement and --list-components-json which is a weidu bug.
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@rick2021 It's know wiedu bug, you workaround is correct. Modders can either apply it or wait for weidu to fix this.
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@grodrigues Thanks, I will add you fix and release new version.
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Ascension 2.0.16
- fixed patch 2.6 warnings by morpheus562
- updated Chinese translation
- update WeiDU to 247, uncompressed build
Ascension 2.0.17
- better patch 2.6 fix by grodrigues
https://lynxlynx.info/ie/modhub.php?InfinityMods/Ascension&pkg=zip
https://lynxlynx.info/ie/modhub.php?InfinityMods/Ascension&pkg=iemod
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@rawrr And it's fixed via PI 0.8.15.
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@Bartimaeus How about you call @Gwendolyne and you will sit down with the drawing board, rip and tear IRR, SRR, IA and 1pp components to handle those installation order challenges? Maybe it can be simplified when you sync you ideas?
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@rawrr There is a way to save generated 'install sequence', please read FAQ. Saving checkboxes is another story, I'm working on it but it will take some time.
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@rawrr It's looks like a bug, let me check.
EDIT: It's know bug, you need to restart PI and everything should be fine.
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@GroanHammer My advice is that you should look at the weidu commandline options since they will provide you supported way of installing selected mod components. If you are on windows, you should definitely try PowerShell + Windows Terminal combo. You might also take look at my mod manager along with the advice that you can copy, modiffy and paste any so-called "install sequence" in order to install as many mods as possible.
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1 hour ago, Bartimaeus said:
I've always wanted to just introduce more components, but because these aren't my mods and a lot of people use auto-installs, my hands are kind of tied - if I were to start separating stuff like SR's revised saving throws or its global petrification changes off into their own components, then anyone trying to install SRR via an auto-installer is never going to be able to install that component, since it wouldn't be known to the auto-installer (which will only know the official set of components). So...sadly can't do much about it.
Nope, you repository contain your own version of tp2 file so you can do whatever you want. Trust me.
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This is much wider topic, these problems are the eminences of the disastrous weidu design that I have reported years ago. Nothing really can be done about it except either to wait for new weidu release.
@Salk Please don't hunt modders about downgrading weidu version, they have no control over which weidu version will be used for mod installation. Putting weidu 246 will give you nothing as every other mod that includes weidu 247 will overwrite 246. The only way to stop this is to remove all .exe from game directory. But then, some mods that do require 247 will fail to install so you must account for them separately. And also account for re-installation when 247 mods are installed before 246 mods or vice-versa, that makes re-installation practically impossible.
@jastey No, it's pointless. It would only matter if the mod was installed alone which almost never happens. There is theoretical way to ensure that the mod itself will use certain weidu version only for first installation but it doesn't work when other mod will reinstall itself and also 'bgqe' so it is probably pointless either.
BTW: There are plans for new "tp3" format that will allow modders to set desired weidu version. If you want a proper working solution, add you vote to it.
Ascension - report bugs here
in Ascension
Posted
@jastey Like this: https://github.com/gibberlings3/modhub#url-examples
https://lynxlynx.info/ie/modhub.php?InfinityMods/Ascension&pkg=zip https://lynxlynx.info/ie/modhub.php?InfinityMods/Ascension&pkg=iemod