Jump to content

Weigo

Modders
  • Posts

    96
  • Joined

  • Last visited

Posts posted by Weigo

  1. 37 minutes ago, mickabouille said:

    I suppose that means BGGO should be installed after these supported mods?

     

    The order of the mods mentioned does not matter 

    • From the readme 

    This mod is compatible with both Infinity Engine variants.
    Therefore, almost all Baldur&#39;s Gate variants are compatible with this version. Primarily with EET and BGT of course, but also with ToB (SoA is not enough) and BG2EE and also with BG1EE with or without SoD. TuTu_TotSC should also be compatible with BGGO, but has not been tested yet.<br>
    This mod is compatible with all mods that do not overwrite are, wed, tis, pvrz and bmp files. are and wed files should be patched then. 
    Additional built-in mod compatibility:
     -Lure of Sirines Call
     -Baldurans Seatower<br>
     -Gavin NPC
     -TDDz

  2. I am currently on a business trip and can only guess from the picture with the error. It says setup-bggo.exe.exe and only an exe actually belongs there. But that's just a remote diagnosis. I won't be back at my computer until next week.

     

    some mods are supported, BST, GavinNpc , Lure of Sirines Call come to mind. All other mods that add content should be installed after BGGO and preferably the areas should be patched and not overwritten. Mod own maps do not matter

     

  3. 1 hour ago, Parys said:

    I have tested these two 8-bit image files on clean installation of bg1ee sod without any other mods.

    The red and green glow does NOT appear as well.

    Super. That's wonderful.

    1 hour ago, Parys said:

    I didn't notice any other graphic artifacts besides this one. I mentioned this in earlier post.

    That was an error in the tis file. I had to convert it manually by hand, as there are a lot of door and water parts, and I probably got a tile too far to the right :) Now it's fixed.

    1 hour ago, Parys said:

    I would also like to mention that I noticed when installing the mod (bg1ee sod beamdog version) using your modified macros.tpa file, the installer reports that it cannot find the file to copy, but fortunately continues the further installation. This situation repeats several times for different AR files to copy. After the installation everything seems to be fine. Should I be worried?

    The mos file is only meant for the minimap.

    Weidu doesn't seem to be able to extract the mos file from the original bif file. (Thats the error message, and the revised macros.tpa does not cancel the installation). With my BG1EE version the mos files can be extracted.
    But that shouldn't be a problem as the file exists in the game.
    The new and revised mos maps are already copied by the installation.

    Thanks again for your support.

    I uploaded the newest fixes on github.

    https://github.com/SpellholdStudios/BGGOEET

  4. I'm slowly getting old and senile. I completely overlooked the fact that I took the two image files out of the directory that were not yet converted to 8-bit because of the three different installations I have running.🫣
    @ParysSorry for the work this morning.

    Here are the two image files in 8-bit

    BG0700LN.BMPBG2600LN.bmp

    Quote

    To test it, please copy the file in the attachment into the following folder bggo/base/bmpLN/ee or non-ee and reinstall BGGO. Copying into the override folder is not enough.

     

  5. 18 hours ago, Salk said:

    Just to make it clear, this issue affected both EE and classic game?

    It affected both engines.

    This post was sent to me by another forum. That's why I had to do it again, as game crashes are always bad.

    Quote

    I looked at this again in the binary and noticed that a different routine is used for 4- and 8-bit bitmaps, which checks the boundaries properly and simply returns 0 if anything is outside them.
    For 24-bit bitmaps, on the other hand, there is the assertion check, which apparently even has an error in it, as there are still out-of-bounds accesses.
    (It checks for y > height, but y should be >= height).

    So my new recommendation would be to use 8-bit bitmaps for the lightmap, just as the areas from the original game probably do.


    Please try this file again, if it works, then we have solved it with 8-bit lightmaps.

    BG0700LN.BMPBG2600LN.bmp

    Quote

    To test it, please copy the file in the attachment into the following folder bggo/base/bmpLN/ee or non-ee and reinstall BGGO. Copying into the override folder is not enough.

    If it works, then the error was my colour depth conversion program.

  6. Good news. I have got the following versions to run without the red glow. EET, BG1EE and BGT. With 24 bit it worked for me.

    To test it, please copy the file in the attachment into the following folder bggo/base/bmpLN/ee or non-ee and reinstall BGGO. Copying into the override folder is not enough. If this works for you, then I will convert them all to 24 bit.

    BG2600LN.bmp

    Then the question is how it looks with the LM files.

     

     

  7. I think this is a problem with the colours of the LN images. As far as I understand the function of the lightmaps, the animation graphics are coloured with the colours of the lightmaps (I don't know how this works in detail in the engine)

    In the images we can see which lightmap colour causes red (left) and which green(right).

    AR2600LN.jpg.9b2f8823106dc3f97d594d290d423a1e.jpgAR0700LN.jpg.b0eae18f2d81a24e35a27d9d25f95b38.jpg
     

    To rework it with the function suggested by @Sam., we need a new matching colour for the palette. However, there is still a problem with the function, it is for 4bit colour palette bitmaps and the lightmaps are 8bit.
    Nevertheless, we need matching colours for the lightmaps and we would need to revise 98 from ee version. The oBG version is then only a matter of form.

    These are all lightmaps that have been revised by BGGO (.../bggo/base/bmpLN/ee).

    Spoiler

    allLN.thumb.jpg.103a35de406021d2af48c4e8ea8df5d1.jpg

    Everyone is cordially invited to participate

  8. The reddish colour is due to the night lightmap.

    BG2300LN.bmp

    @Parys

    Test the installation with this macros.tpa with the original version, which breaks off at BG3800 or AR3800. My suspicion is that it somehow can't access the bif files to extract the mos files.

    I can't test it unfortunately as my versions of BG work.
    BG2, BG2+BGT(ToB GoG and original CD version), BG2EE+EET, BG2EE, BG1EE
    EE is the Steam version

  9.  @deratiseur @Parys

    On 2/29/2024 at 9:43 PM, deratiseur said:
    ERROR Installing [BGGO for EET, BGT, BGEE, BG2EE, ToB and Tutu], rolling back to previous state Will uninstall 1436 files for [BGGO/BGGO.TP2] component 0. Uninstalled 1436 files for [BGGO/BGGO.TP2] component 0. ERROR: Failure("resource [BG3800.mos] not found for 'COPY'") Please make a backup of the file: SETUP-BGGO.DEBUG and look for support at: Yovaneth, White Agnus, Weigo Automatically Skipping [BGGO for EET, BGT, BGEE, BG2EE, ToB and Tutu] because of error.
    		
    	
    
    
    

     

     

    On 3/1/2024 at 12:17 PM, Parys said:

    ERROR: Failure("resource [AR3800.mos] not found for 'COPY'")

     

    I tried it again with my installation and it ran without any problems.

    But somehow it is suspicious that it is exactly the same file. Copy the original AR3800.mos or BG3800.mos file from NI into the override directory and then install BGGO. I have the suspicion that the bif file is not working properly.

  10.  

    @Salk

    On 2/29/2024 at 4:53 PM, Salk said:

    I guess it should just be a matter of changing the path for the oBG2 data files (...data\DATA)?

    The Bg2 GoG version has the data/DATA folder. I installed BGGO on it and it recognised the directory structure without any problems.

    Spoiler

    BIFF may be in hard-drive CD-path [K:\Baldur's Gate 2 (Gog)\data\\DATA\AREA9700.BIF]
    BIFF may be in hard-drive CD-path [K:\Baldur's Gate 2 (Gog)\data\\DATA\AREA9700.BIF]
    BIFF may be in hard-drive CD-path [K:\Baldur's Gate 2 (Gog)\data\\DATA\AREA9700.BIF]
    BIFF may be in hard-drive CD-path [K:\Baldur's Gate 2 (Gog)\data\\DATA\AREA9700.BIF]
    BIFF may be in hard-drive CD-path [K:\Baldur's Gate 2 (Gog)\data\\DATA\AREA9700.BIF]
    BIFF may be in hard-drive CD-path [K:\Baldur's Gate 2 (Gog)\data\\DATA\AREA9700.BIF]
    BIFF may be in hard-drive CD-path [K:\Baldur's Gate 2 (Gog)\DATA\AREA9700.BIF]

    @Guest YLL

    On 3/1/2024 at 7:52 AM, Guest YLL said:

    Hi, this mod can't install on macOS. The installation process can't find "tileconv" file. After some research it seems that "./tools/tileconv/macosx/tileconv" directory should be "./tools/tileconv/osx/tileconv". As stated in "a7_tools.tpa" (line 90-98):

    I will change the directory. I had just adopted it like this at some point. Unfortunately I don't have the osx version of Baldur's Gate.

    Your installation

    Spoiler

    [BGGO/BASE/TBCD/BG0100/EE//B010014.PVRZ] loaded, 148670 bytes
    Copied [BGGO/BASE/TBCD/BG0100/EE//B010014.PVRZ] to [bggo/bif/BG0100/B010014.PVRZ]
    Creating 1 directory
    Copying and patching 1 file ...
    ERROR: error loading [bggo/bif/temp/BG0100.mos]

    my installation BG1EE + DLC Merger and BG2EE + EET

    Spoiler

    [BGGO/BASE/TBCD/BG0100/EE//B010014.PVRZ] loaded, 148670 bytes
    Copied [BGGO/BASE/TBCD/BG0100/EE//B010014.PVRZ] to [BGGO/bif/BG0100/B010014.PVRZ]
    Copying 1 file ...
    Copied [.../a7#inlined/a7arch.bat] to [override/a7arch.bat]
    Copying and patching 1 file ...
    [override/a7arch.txt] loaded, 7 bytes
    Creating 1 directory
    Copying 1 file ...
    BGGO/bif/temp/a7tileconv_BG0100/BG0100.mos copied to BGGO/bif/temp/BG0100.mos, 425488 bytes
    Copied [BGGO/bif/temp/a7tileconv_BG0100/BG0100.mos] to [BGGO/bif/temp/BG0100.mos]
    Copying and patching 1 file ...
    [BGGO/bif/temp/BG0100.mos] loaded, 425488 bytes
    Copied [BGGO/bif/temp/BG0100.mos] to [BGGO/bif/BG0100/BG0100.mos]

    Note the last line in each case. It could be that tileconv has not created the file after all and therefore cannot copy it over and therefore the installation is stopped. But unfortunately I cannot test this.

    @Probe88

    Which BG version do you play? Can you please post a picture?

     

  11. 10 hours ago, paladin84 said:

    I still don't know how the glitch looks like in the game

    That's probably an example of how we've passed each other by :)  It's because of my mediocre knowledge of English

    This was just an example of how the PVRZ image files were cut up by Beamdog and that the individual cut-outs are all 1 pixel larger at the edges.
    BG0100 has no lines and glitches in the original, but the old BGGO version does when converting from v1 to v2. But now in the new version it has none. :)

    But thanks anyway for your efforts.

  12. 11 hours ago, paladin84 said:

    Can this happen if an image with width and height divisible by 64 is converted into TIS+PVRZ using NI?

    I don't know.
    This is exactly what makes the whole issue so difficult. The error is somewhere in the baldur.exe file, probably where the tis files are put together to form an image. Beamdog then stupidly did not correct the error in the exe, but with the additional border pixels.
    That's why I took the pvrz files from the originals and transferred the graphical changes by hand.

    11 hours ago, paladin84 said:

    3. convert new png into TIS+PVRZ using NI

    NI converts them much better and more robustly than tile2ee. Both use modified routines.

    Unfortunately I don't know how it assembles the edge parts of the map. At the beginning you have the 1024x1024 tiles. These always work without problems. Then come the tiles on the right and bottom edges. These are also put together in certain related areas (see example B010013.PVRZ). When they are set in a png by the routine, the border pixels are set. But this makes the routine incredibly complex. Or you can generally make a border pixel row around each tile for every the border areas tile.

  13. This can also occur with the normal tiles on the background map. If the width of the pvrz image file is larger than the tiles section, then it is 1 pixel larger in the x direction on both sides. The same applies to the y direction.
    Only if image width = tile width or image height = tile height, then there is no pixel.

    Example
    t = tile  Image section is 5 x 3 tiles

    t t t t t        5*64 Pixel = 320 Pixel = width
    t t t t t        3*64 Pixel = 192 Pixel = hidth
    t t t t t

    1st case Pvrz file is 320 x 192 pixels => no additional border pixels
    2nd case Pvrz file is e.g. 384 x 192 pixels => one additional pixel in each x direction => image section 322 x 192
    The same applies in the y-direction or in both directions simultaneously if the sides are correspondingly larger.

     

    For example B010013.PVRZ All the image sections have border pixels.

    This is a bit complicated and I have problems putting it into words, especially in english :)

  14. Great work with the script. 😀👍


    Fireplaces are added with tiles. In overlay_0 several tiles are added to the tilemap_count at the location of the tilemap.
    eg: BG0169 tilemap 30 has 6 tilemap_counts. This means that the engine looks up the next 6 tilemap numbers in the tilemap_index. (77-82) These tilemap numbers are the positions in the tis file.

  15. 6 hours ago, Sam. said:

    @Weigo I'm trying to test something out and I need an area (WED and palette-based tileset) that has at least one tileset animation (like a fireplace or the crystal in High Hedge), at least one door, and at least one overlay (water, lava, etc.).  Do you know of any?

    The only thing I can think of spontaneously is the Candlekeep map (BG2600). The flags on the spires are the tilemap animation, the water basins are overlays and there are plenty of doors.

    6 hours ago, Guest Guest said:

    What kind of thing can defeat Charname? A powerful elven wizard? Or a traitorous priestess of the dead god? 

    Nah, a hidden hole at the abandoned cabin. Just send them there and they starve to death after their feet get stuck. Never heard from again. ;)   

    That is true. How did you know it wasn't a trap?😂

×
×
  • Create New...