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StefanO

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Everything posted by StefanO

  1. regarding 1. This mod has a lot of overlap with other mods doing similar things (moving NPCs to other locations, consistent portraits). There will be dependencies and conflicts to be sorted out. The Dorn to Nashkel move needs to be inspected closer. It is best to hear the author's view first before taking actions. regarding 2. This mod could be added to the compatibility list and to BWS after Arteminus approves to it. regarding 3. Argent77 is active in supporting EET and BWS support for EET - I anticipate he will make the necessary updates here by himself. Please note that everybody who wants to add mods to the EET mod compatibility list can do this. Just read the first post in this thread, especially the last paragraph http://gibberlings3.net/forums/index.php?showtopic=27741&page=1&do=findComment&comment=240673 (Similar for BWS, though things are more complex there.) I hadn't realised this list is for authors only. Cited from the link above: This topic remains open. We would like to keep this list up to date, so please feel free to post about any mods that received an EET related update. Confirmations from authors about patches internalization and feedback regarding particular patches being obsolete due to mod update are very much welcomed too. regarding 1: The author itself claims his mod ready for EET. The dependencies and conflicts you mentioned are a BWS problem and should be solved within BWS, right? I'm not using BWS and deal with mod conflicts on my own. When installing EET the first time I consulted this list to see what is available and not what is installable without conflicts.
  2. The following mods I found EET compatible: BGEENPC Tweaks for BGEE / SOD / BG2EE / EET by smeagolheart: (https://forums.beamdog.com/discussion/58941/mod-bgeenpc-tweaks-for-bgee-sod-bg2ee-eet/p1 Useful Plot Items for BG2:EE by Artemius_I https://forums.beamdog.com/discussion/54090/useful-plot-items-for-bg2-ee Personalized Autosaves by Argent77 https://forums.beamdog.com/discussion/66314/mod-personalized-autosaves#latest
  3. Please follow the discussion Successful OSX Instals http://gibberlings3.net/forums/index.php?showtopic=28858&hl=
  4. Yes I have. I see your point if it's really a money issue. not the 500+ MB original BGT... ?!?!
  5. What a waste of time better spend to create new stuff. I agree with Roxanne: If someone insists to life in the past, he/she should play BGT.
  6. The 1 GB limit makes no sense at all. 20 years ago there was a 2 GB limit on file sizes, but you don't have to open a file to see if it exists. Maybe the weidu people can help.
  7. The universal truth: All solved problems are trivial.
  8. The path to the save directory is /Users/stefan/Documents/Baldur's Gate - Enhanced Edition Trilogy/save The spaces were introduced by EET itself. Even worse: It contains a ' too.
  9. Bingo. Quoting the filename does the trick: ACTION_IF FILE_EXISTS ~"%USER_DIRECTORY%/save/saves.tra"~ BEGIN AT_NOW ~rm -f "%USER_DIRECTORY%/save/saves.tra"~ EXACT END No annoying error messages any more.
  10. Sorry. No change. Something in EET_end calls the command line (bin/sh) two times in order to execute a shell command (specified after the -c option), e.g. /bin/sh -c 'ls -l' The first error indicates that the command isn't properly enclosed. The second error indicates an incomplete command. Is there any weidu debug option that helps to localise the problem?
  11. The EET.desktop file isn't needed at all. Even worse: MacOS doesn't recognise the desktop file extension. I agree with Jarno: Get rid of the EET.desktop file. Simply let the user call the bg2ee executable from the eet directory. "finder" is the name of the MacOS file manager. Within "finder" the user can easily create shortcuts or create aliases in an other directory (e. g. Desktop). Not much difference to Win10.
  12. There is a autoinst.sh script in the "other" directory. I don't know if it is used at all but if called it will not run successfully: #!/bin/sh #this is meant to be run in eet/other/ ./weidu --force-install 0 --skip-at-view --language 0 --args-list p "/Applications/Baldur's Gate - Enhanced Edition/Game Data/00806/Baldur's Gate - Enhanced Edition.app/Contents/Resources"
  13. EET.tp2 generates a file EET.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=/Users/ost/Beamdog Library/eet/EET/docs/images/EET.ico Exec="/Users/ost/Beamdog Library/eet/start.sh" "" Categories=Game; Path=/Users/ost/Beamdog Library/eet The Exec= line makes no sense. There isn't a start.sh file in the eet folder. It could explain the first of the two error messages ...unexpected EOF while ...
  14. The engine.lua file is patched: eet> diff engine.lua ../00782/engine.lua 1c1 < engine_name = "Baldur's Gate - Enhanced Edition Trilogy" --- > engine_name = "Baldur's Gate II - Enhanced Edition"
  15. Partly successful. 2 error messages remain: Extending game scripts ... /bin/sh: -c: line 0: unexpected EOF while looking for matching `'' /bin/sh: -c: line 1: syntax error: unexpected end of file [./EET/weidu_osx] WeiDU version 24200 [./chitin.key] 275 BIFFs, 81753 resources [./lang/en_us/dialog.tlk] 271402 string entries Copying 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Appending to files ... Copying and patching 1 file ... SUCCESSFULLY INSTALLED EET end - last mod in install order Press ENTER to exit. setup-eet_end.debug.zip
  16. I found another OSX related problem. The relative path to the bg2ee executable is wrong (line 2430 in EET.tp2). I changed line 2430 to OUTER_SPRINT exec ~./BaldursGateIIEnhancedEdition.app/Contents/MacOS/BaldursGateIIEnhancedEdition~ and setup-EET installs without warning. In the setup-EET.debug file following lines are found: Copying and patching 1 file ... [./BaldursGateIIEnhancedEdition.app/Contents/MacOS/BaldursGateIIEnhancedEdition] loaded, 15079584 bytes ./BaldursGateIIEnhancedEdition.app/Contents/MacOS/BaldursGateIIEnhancedEdition copied to EET/backup/0/BaldursGateIIEnhancedEdition, 15079584 bytes Copied [./BaldursGateIIEnhancedEdition.app/Contents/MacOS/BaldursGateIIEnhancedEdition] to [./BaldursGateIIEnhancedEdition.app/Contents/MacOS/BaldursGateIIEnhancedEdition] Hopefully this is intended. Another problem with setup-END: /bin/sh: -c: line 0: unexpected EOF while looking for matching `'' /bin/sh: -c: line 1: syntax error: unexpected end of file /bin/sh: ./setup-EET: No such file or directory Copying 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Appending to files ... Copying and patching 1 file ... SUCCESSFULLY INSTALLED EET end - last mod in install order Press ENTER to exit. No idea what causes this. EET can be played anyway.
  17. In the directory with the osx weidu executable yon will find a folder bin/osx with 4 executables without execution flags. They have to be changed too: chmod +x ffmpeg lua tile2ee tileconv If you are using the latest MacOS version Sierra both "tile2ee" and "tileconv" will not run because they are packed with a binary packer named "upx" unsupported in Sierra. They have to be unpacked first. upx -d tile2ee upx -d tileconv The upx tool itself can be installed via a package manager like "brew" (https://brew.sh/)
  18. After installing all bg1re components on OSX (BG1EE latest version, RE v2, Mac OS latest version) bg1ee did not start. OSX error message is "process not responding". I killed the not responding bg1ee process via OSX means. My bg1ee installation is unmodded otherwise. In order to find the fault component I Installed one component after the other and launched bg1ee everytime. I found the "Bartus Seduction" component causing the trouble. Install the component and the bg1ee process hangs. Uninstall it and everything works fine. All other components are ok.
  19. A substitution (using perl syntax) would be s/^Sphere:.*$/Sphere:$myVar/ A line that matches ^Sphere:.*$ will be replaced by Sphere:<content of myVar> The nice (?) thing of regexps is that there are so many different kinds of them. But dead useful.
  20. To make sure I'm helping, is there a preferred method to check this? I can drop it into the BG2Tweaks /tiz folder and install a bunch of components, but that gives me no feedback about tisunpack. Can I assume it is properly working in the background if 10 or 20 components install without complaint? Is there a better/more precise way to test? 1. Ensure tisunpack runs at all: Run ./tisunpack without arguments and it should display the usage message: ./tisunpack Usage: tisunpack [-s] [-f] [-o outfile.tis] infile.tiz args: -s Be silent. Supply twice for really silent. -h Don't write the 24-byte tis header. -f Force overwrite of existing output file. -d Dither 24-bit tiles. -o outfile.tis Select output file. The default is <infile>.tis. -e Do not halt on errors. -V Print version number and exit 2. Replace tisunpack in the unpacked mods, e.g. assuming the new tisunpack is stored as /tmp/tisunpack. Then cd ...BG resource directory... find . -name tisunpack -exec cp -a /tmp/tisunpack {} \; finds all tisunpack binaries in all unpacked mods. They are being replaced by the new binary /tmp/tisunpack. 3. Now install the mod. If tisunpack is used at all, you'll see messages like this (from my questpack install): Processing QUESTPACK/LICH/TIZ/D0AR01.TIZ... Unpacking 1189 tiles in QUESTPACK/LICH/TIZ/D0AR01.TIZ to questpack/lich/tiz/D0AR01.tis unpacked 626 tiles with method 0, 0 tiles with method 1, 563 tiles with method 2 or from Amber Processing AMBER/TIZ/M#AR01.TIZ... Unpacking 300 tiles in AMBER/TIZ/M#AR01.TIZ to amber/tiz/M#AR01.tis unpacked 0 tiles with method 0, 0 tiles with method 1, 300 tiles with method 2 Copying 1 file ... Processing AMBER/TIZ/M#AR02.TIZ... Unpacking 564 tiles in AMBER/TIZ/M#AR02.TIZ to amber/tiz/M#AR02.tis unpacked 311 tiles with method 0, 0 tiles with method 1, 253 tiles with method 2 Copying 1 file ... Processing AMBER/TIZ/M#AR03.TIZ... Unpacking 482 tiles in AMBER/TIZ/M#AR03.TIZ to amber/tiz/M#AR03.tis unpacked 244 tiles with method 0, 0 tiles with method 1, 238 tiles with method 2 Copying 1 file ... Processing AMBER/TIZ/M#AR04.TIZ... Unpacking 360 tiles in AMBER/TIZ/M#AR04.TIZ to amber/tiz/M#AR04.tis unpacked 205 tiles with method 0, 0 tiles with method 1, 155 tiles with method 2 Copying 1 file ... Processing AMBER/TIZ/M#AR05.TIZ... Unpacking 130 tiles in AMBER/TIZ/M#AR05.TIZ to amber/tiz/M#AR05.tis unpacked 82 tiles with method 0, 0 tiles with method 1, 48 tiles with method 2 Copying 1 file ... Processing AMBER/TIZ/M#AR06.TIZ... Unpacking 479 tiles in AMBER/TIZ/M#AR06.TIZ to amber/tiz/M#AR06.tis unpacked 229 tiles with method 0, 0 tiles with method 1, 250 tiles with method 2 Unfortunately I never saw tisunpack messages while installing bg2_tweaks. I don't know which tweak-option triggers the use of tisunpack. Cheers, Stefan
  21. Both weidu and weinstall failed on my 10.10 (Yosemite) MacBook. Error message for both: Illegal instruction: 4 Cheers, Stefan
  22. Because my tisunpack failed on a Lion (10.7) MacBook with a segmentation fault I compiled a new one on 10.7. The binary runs now on 10.7 and 10.10. Hopefully on 10.8 and 10.9 too. If somebody with a 10.8 or 10.9 can please verify this. Here's the public dropbox link to the new compiled tisunpack: https://www.dropbox.com/s/8fv71bo3tkyyyfw/tisunpack?dl=0 Cheers, Stefan
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