Jump to content

Weigo

Modders
  • Posts

    100
  • Joined

  • Last visited

Posts posted by Weigo

  1. 12 hours ago, Parys said:

    This is a great news. Thank you for your work to bring this mod back to live.

    I have been following the progress of your work for a long time. I look forward to see completed integration new Baldurs Gate city maps into mod.

    Do you have plan to create a nightmap for the Ice Island (AR1008)? This location does not have nightmap at all.

     

    When the rest is through, I'll take a look at it.

    9 hours ago, Endarire said:

    How compatible is BGGO with BGEE Denoised Areas?  Note that denoised uses an AI algorithm to make the vanilla backgrounds higher resolution, meaning they likely aren't compatible.  I just wanted to hear the official verdict and whether there were plans to account for crossmod with this.

    Thankee!

    You need to install the Denoised Areas first and then BGGO. But this will result in you having a mixture of high resolution areas and normal ones. I have not tested it though.

  2. Now that Spellholdstudios can drag on longer, I'll continue here on G3 in this thread.

    Yovaneth had announced on Beamdog in February that he was reworking the BGGO mod. I didn't discover this until early June and contacted him. He sent me the revised Baldurs Gate City maps and I am in the process of integrating them into the mod. The maps look fantastic, much nicer colors and much sharper (no more tiz compression).

    https://forums.beamdog.com/discussion/comment/1194058/#Comment_1194058

    As Salk posted in the Github issue of the BGGO mod:

    Quote

    Since the Forum has been down for so long now and weigo can not post updates there about his work on BGGOEET, I thought I could open an issue here to keep track of the improvements made towards full compatibility with BGT.

    We might like to make a bullet point list with what was not working and is working now and what is left to do.


    I'll start here with a list:

    - new Baldurs Gate city maps (in progress 10/10).

    - EE and nonEE version works and is all in one pack.

    - compatible with EET and BGT (testing by more people)

    - compatible with Tutu and BGEE (not yet tested)

    - nonEE bug of swapped parts should be fixed (testing by more people)
    https://www.gibberlings3.net/forums/topic/27768-baldurs-gate-graphics-overhaul-for-eet/?do=findComment&comment=256703

    - EE bug with lines between tiles should be fixed (testing by more people)

    https://www.gibberlings3.net/forums/topic/27768-baldurs-gate-graphics-overhaul-for-eet/?do=findComment&comment=247064

    - only one Baldurs Gate City map (no PP or nPP option anymore) (done)

    - Revision of the installation code (done)

    - more torches, candles and fireplaces from Jarl's Adventure Pack (done)

    - searchmap compatibility with other mods (done)

    My thanks also go to all those who have fixed many small bugs over the years. I would love to name them all, but unfortunately I can't check the forum at the moment. :(
     

    Here is the link for the actual beta version:

    https://github.com/SpellholdStudios/BGGOEET/tree/v3-beta

  3. Of course, it could be that the palette will eventually run out of colors. There are soon 7000 frames and there are only 256 colors in the palette. That means Near Infinity will have to average colors at some point. But this is only a guess.

    What is the transparency incompatibility from v1 to PVRZ?

    In case of need you would have to recreate the bam again, maybe it will split the palette a bit better then and we get more beautiful colors

  4. I wrote a small tool and function to alter the searchmap bitmap files.

    For Baldurans Seatower I made a new practical tool for an old problem. It was always a problem to edit searmap files, because you could only overwrite the existing file.
    When two different mods edit the same searchmap, it was always difficult to find a solution.
    Now I wrote a small tool and a function to solve this problem.

    The tool SRmap_modding_tool now compares the modded searchmap with the originals from the classic and ee version and creates a 2da file with all bitmap changes.

    The function is for the setup.tp2 file, which uses the 2da files to alter the existing bitmap with the changes.

    So two different mods can alter the searchmap file.

    Now a small instruction for mod authors:
    -First you need to use the tool to create a file that lists the search map changes. This you need to do once for your mod.
    -After that you include this "changes.tpa" inside your mod to patch the existing search map when the mod is installed.

     

    Put the SRmap_modding_tool in your Baldurs Gate installation.

    1. Go into SRmap_modding_tool\area directory

    2. Put the classic, ee and your modded/new searchmap bitmap in the fitting directory

    3. Open the setup-SRmap_modding_tool.tp2 with an editor

    4. Enter the names of the bitmap files without the extension in the lines

    filename_classic, filename_ee, filename_new
     

    ALWAYS
    
    //OUTER_SET areaname = ~AR1200~
    OUTER_SPRINT originalfolder_classic ~%MOD_FOLDER%/area/original/classic~ //original unmodded searchmap folder from classic bg
    OUTER_SPRINT originalfolder_ee ~%MOD_FOLDER%/area/original/ee~ //original unmodded searchmap folder from ee bg
    OUTER_SPRINT filename_classic ~AR1200SR~ //original unmodded searchmap filename from classic bg
    OUTER_SPRINT filename_ee ~BG1200SR~ //original unmodded searchmap filename from ee bg
    OUTER_SPRINT newfolder ~%MOD_FOLDER%/area/new~ //modded searchmap folder
    OUTER_SPRINT filename_new ~AR8100SR~ //modded searchmap filename
    OUTER_SPRINT filename_changes_classic ~%filename_new%_changes_classic~ //filenames for the 2da files used by the mod
    OUTER_SPRINT filename_changes_ee ~%filename_new%_changes_ee~ //filenames for the 2da files used by the mod
    END


    5. Save the file and start the tool. It will work a while

    6. When it's finished. There are either two files "AR8100SR_changes_ee.2da" and "AR8100SR_changes_classic.2da" or if both files are identical there is only one file "AR8100SR_changes.2da"

    7. Copy the 2da file from step 6 into your mod folder

    8. Copy the alter_searchmap.tpa function to your mod functions. You find it in the SRmap_modding_tool\lib directory

    Spoiler
    
    DEFINE_ACTION_FUNCTION ~ALTER_SEARCHMAP~
    	INT_VAR
    
    	STR_VAR
    	path_to_2da_file = ~~ // full path to the *changes.2da file, e.g. ~mymod/bmp/AR3700SR_changes_ee.2da~
    	areaname = ~~ 		  // area name, e.g. ~AR3700~
    
    	RET
    
    BEGIN
    	COPY ~%path_to_2da_file%~ ~%path_to_2da_file%~
    		READ_2DA_ENTRIES_NOW ~newpixelarray~ 4
    		COUNT_2DA_ROWS 4 ~pixelnumber~
    		
    	COPY_EXISTING ~%areaname%SR.bmp~ ~override~
    		FOR (cnt=0; cnt<pixelnumber; cnt=cnt+1) BEGIN
    			READ_2DA_ENTRY_FORMER ~newpixelarray~ cnt 0 ~offset~
    			READ_BYTE ~offset~ ~oldpixel~
    			READ_2DA_ENTRY_FORMER ~newpixelarray~ cnt 2 ~newpixel~
    			READ_2DA_ENTRY_FORMER ~newpixelarray~ cnt 3 ~byte~
    			SET left_oldpixel =  oldpixel / 16
    			SET right_oldpixel =  oldpixel MODULO 16
    			SET left_newpixel = newpixel / 16
    			SET right_newpixel = newpixel MODULO 16
    			PATCH_IF (~%byte%~ STRING_EQUAL ~b~)=1 BEGIN
    				SET setpixel = newpixel
    				//PATCH_PRINT ~%offset%: oldpixel %oldpixel% - newpixel %newpixel% - setpixel %setpixel%~
    				//PATCH_PRINT ~%offset%: lo %left_oldpixel% ro %right_oldpixel% - ln %left_newpixel% rn %right_newpixel% - setpixel %setpixel%~
    			END
    			PATCH_IF (~%byte%~ STRING_EQUAL ~r~)=1 BEGIN
    				SET setpixel = left_oldpixel * 16 + right_newpixel
    			END
    			PATCH_IF (~%byte%~ STRING_EQUAL ~l~)=1 BEGIN
    				SET setpixel = left_newpixel * 16 + right_oldpixel
    			END
    			WRITE_BYTE offset ~%setpixel%~ 
    		END
    END

     


    9. Put following lines into your setup-mymod.tp2
     

    INCLUDE ~%MOD_FOLDER%/lib/alter_searchmap.tpa~
    LAF ALTER_SEARCHMAP
    STR_VAR
    path_to_2da_file = EVAL ~%MOD_FOLDER%/Ramazith/AR7238SR_changes.2da~ // full path to the *changes.2da file, e.g. ~mymod/bam/AR3700SR_changes_ee.2da~
    areaname = EVAL ~AR7238~ // area name, e.g. ~AR3700~
    END


    Enter your path to the 2da file and the areaname.

    For ee and classic differnces, you have to make a query with ACTION_IF

  5. @Jarno Mikkola

    Newer mods use your method

    COPY_EXISTING ~misc01.itm~ ~override/ctb.mrk~ // tell other mod that Check The Bodies is installed

    but older mods use CTB_Rule.bif files to detect CtB (same for Rot and SoS) so I made both checks.

      COPY ~Worldmap/map_mods_links.tbl~  ~Worldmap~
       APPEND_FILE ~CtBEE/Worldmap/links.tbl~
       PATCH_IF (FILE_EXISTS ~data/ROT-RULE.BIF~) OR (FILE_EXISTS_IN_GAME ~rot.mrk~) BEGIN
         APPEND_FILE ~CtBEE/Worldmap/rot_links.tbl~
       END
       PATCH_IF (FILE_EXISTS ~data/TDD-RULE.BIF~) OR (FILE_EXISTS_IN_GAME ~tdd.mrk~) OR  (MOD_IS_INSTALLED "setup-TDDz.tp2" "0") BEGIN
         APPEND_FILE ~CtBEE/Worldmap/tdd_links.tbl~
       END
       PATCH_IF (FILE_EXISTS ~data/SOS-RULE.BIF~) OR (FILE_EXISTS ~override/sos.mrk~) BEGIN
         APPEND_FILE ~CtBEE/Worldmap/sos_links.tbl~
       END
    

    @Mad Mate

    yes I can. They should be merged on github.

  6. Now I made a small test.

     

    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]
    ~SETUP-BGT.TP2~ #4 #0 // Baldur's Gate Trilogie - Hauptteil: 1.18 (28 Apr 13)
    ~ROTERROR/SETUP-ROTERROR.TP2~ #2 #0 // Region des Terrors, v3.1 EE : v3.1 EE
    ~CTBEE/SETUP-CTBEE.TP2~ #4 #0 // Check The Bodies EET: 2.2
    ~CTBEE/SETUP-CTBEE.TP2~ #4 #1 // Candlekeep Chores, v2.2: 2.2
    ~CTBEE/SETUP-CTBEE.TP2~ #4 #2 // Check the Bodies Fast Forward, v2.2 (for CtB v2.2 or later): 2.2

    The spell.ids file was biffed by RoT and CtB added some new lines and biffed it again at the end.

    Shout.ids was Shoutids.ids was in it#s original bif file and was changed correctly by CtB.

    Both files are working correctly.

    @Mad Mate Can you post your weidu.log file, perhabs we can find the problem.

     

     

    I think it's important for the game not to have too much different versions of mods. For example, if someone would make a mod with all big mods (BGT/EET DsotSC, NtotSC, SoS, TDD, CtB, RoT ...) it's much more easier to make it to all mods compatible, when we have only one version for the mods and not two different, with a lot of bugfixing during Big World setup.

     

    I think one big point of success for Baldurs Gate modding community was passionate commitment and that we always kept the modding easy. We want to have the game in best case for 20 more years. :queen:

  7. A lot of text here to read.

    Let's put the problems together in a few lines :)

     

    Thetyr Forest patch and Chores with fast forward are part of CtBEE

     

    My work was to merge both version into one mod.

    I also added the components CtB-Chores and the fast forward mod by hlid. The Thetyr Forest patch is still included in the main component (A big thanks to White Agnus).

     

    One small thing with the chores.

    The chores don't start in the cage in irenicus dungeon anymore. They will start a few moments later in the library north of the starting room in the dungeon. Sorry for the change, but the starting script ar0602.bcs is so difficult to mod and every version BG2, BG2EE, BGT and EET have different script lines. It was not possible to make it compatible with every version. Also for future patches, the risk to brake the code is very high.

    I would have thought it a pity, if the chores wouldn't be part of CtB.

    The ids problem.

    We can add a line like

    COPY_EXISTING ~^.*\.ids$~ ~override~
    

    in the biffing routine, so all ids files stay in override folder.

  8.  

    I have updated the SoS Mod to be compatible with EET.

    https://github.com/weigo87/SoS-EE/releases/tag/Release1.14

    Congratulations!

     

    For all who are unsure; SoS = Shadows over Soubar, the last of the big classic mods that was still missing for EET!!!

     

    (One question - The former component "Remorhaz walking speed adjustment" is now part of the single main component and will only install on english version of the classic game, not EE/EET, correct?)

     

    The former component "Remorhaz walking speed adjustment" will only install for BG2, TOB and BGT installations.

    REQUIRE_PREDICATE (!GAME_IS ~bg2ee eet~) ~Not for EET and BG2EE~
    
  9. I have a clean install of EET RC4 on a clean BGEE and BG2EE.

     

    When I start a new BG1 game and switch to the worldmap, I have a CtD.

    I take a look on the worldmap.wmp file in NearInfinity and it looks fine.
    The Sod worldmap Bgmap.wmp works. I have started a SOD game and the worldmap has no problem.

    I also tried my BP-BGT-worldmap and it didn't work.

    But I think it's a local problem. Perhaps Roxanne can tell me where I can find the graphic cards log file.

     

    worldmap.wmp.txt

  10. I have the same problem with CtD when I switch to the worldmap

     

    My log file

     

    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]
    ~EET/EET.TP2~ #2 #0 // Initialise EET (first mod in install order): 1.0 RC4
    ~SETUP-EET_END.TP2~ #2 #1 // Alternative EET GUI (SoD)
    ~SETUP-EET_END.TP2~ #2 #2 // Finalise EET (last mod in install order)

     

×
×
  • Create New...