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BGT-WeiDU slowed to snails pace


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#1 Ascension64

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Posted 30 March 2005 - 05:41 AM

Unfortunately, due to huge RL issues (compared with the 10kg stones I mentioned), I will be finding extremely little time over the next month to do much work on BGT-WeiDU. I know how much people MAY be anticipating a stable final version, and I am working towards that (as is KD, who seems to have lots of time to find bugs, hehe :D ) but the sheer amount of work buildup in RL will stop me from doing this.

As you all may know, I am a uni student and I value my marks greatly (actually, the degree I am in is prestigious to the extent that I have to have a running average of a HD in my courses). At the same time, I am overloading on courses this semester, have a part-time job, and am a musician that is rehearsing heavily for an upcoming musical in May. If that is not a mouthful, try adding BGT-WeiDU on top. :ermm:

Please note that I am NOT saying that development is halted indefinitely, nor is the development halted, in a manner of speaking (i.e. I still do like 10 minutes of work now and again). I love this project greatly and am not willing to throw it away (which means I'd better backup all my stuff on CD first...), so please don't think that this is the death of BGT-WeiDU from me.

@King Diamond - please keep posting those bugs up on the Bug Report topic you made. The work is great that you are doing and I wish I had the time to do so much as you have done with this. I do request that you not make your own release of a BGT-WeiDU, as that would really confuse things for people and might throw my current work out the window (because you don't know what I have done from release of 0.94 BETA up to this time) :thumb: :thumb: :thumb:

@Yacomo and Waywocket - keep doing that great work with the GUI, because it looks absolutely fantastic and I can't wait to see it on screen (I have downloaded the file, but haven't had time to load it up yet). :thumb: :thumb: :thumb:

@horred and Sir BillyBob - I'm sorry that this may dent some plans (if at all) for compatibility and the like, but in time this will be worked out I hope.

For all the anxious/impatient/patient fans out there, please be a little less anxious/less impatient/more patient for these couple of weeks/months to pass. Delay is a bad thing, and I hate it too, but sometimes it becomes inevitable.

I will still be checking on the forums occassionally to see how things are going or to help out beleaguered newcomers to the world of BP, so this isn't the last of me.

To finish up, I'll let you know what I am/will be working on in BGT-WeiDU 'at the moment', leading to a much improved/stable mod:

Current Work (more than halfway done with these)
- final clean up of all unecessary files (as much as possible)
- importation of dialogue and stores instead of having them in package
- SORTED JOURNAL ENTRIES
- KD's EscapeArea() to EscapeAreaDestroy(90) massive fix - will make optional

Will Be Work
- adding of the Yacomo and Waywocket GUI
- Chinese translation (you'd better believe it...) - all thanks to CatLeo
- option of transitioning BEFORE finishing all TotSC quests
- implementation of Sir BillyBob's transition idea (or other ideas that pop up that people might be more inclined to)

Edited by Ascension64, 30 March 2005 - 05:42 AM.

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#2 SimDing0

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Posted 30 March 2005 - 05:44 AM

- SORTED JOURNAL ENTRIES

You mean putting them in the quest section and stuff?

- KD's EscapeArea() to EscapeAreaDestroy(90) massive fix - will make optional

I'm curious as to what this entails. In my experience, they just do the same thing. Have I missed something?
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#3 Ascension64

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Posted 30 March 2005 - 05:54 AM

SORTED JOURNAL ENTRIES
You mean putting them in the quest section and stuff?

Yup. Which means I am going to ask you for permission to use the TutuFix .tp2 as a reference. Can I? Pretty please. Currently, I've just compiled all .DLG with journals.

- KD's EscapeArea() to EscapeAreaDestroy(90) massive fix - will make optional
I'm curious as to what this entails. In my experience, they just do the same thing. Have I missed something?

I'll let KD answer this for you.

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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#4 Yacomo

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Posted 30 March 2005 - 05:56 AM

No worries Ascension64 - taking your time is something good, not something bad and RL is ALWAYS more important than this. I hope most of the people around here respect the work you have done so far as much as I do. And if they become too impatient they can always do what I have done as well: Work on improvements or help fix it up B)

#5 cujo

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Posted 30 March 2005 - 06:06 AM

Hi Ascension64,

You have done so much already for the BP-BGT community. :thumb: Your grades are very important and BGT-WeiDU should remain a hobby, something you do when you have time for it.

All of us will be waiting patiently until you return and don't rush back because people are impatient. I would rather wait a few months (years if needed) for a stable version.

And I agree with Yacomo if people don't like version 0.94 they will have to work on improvements or help fix it. But it will still be YOU who decide what fixes go in the next release.

#6 -Guest-

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Posted 30 March 2005 - 06:10 AM

Yup.  Which means I am going to ask you for permission to use the TutuFix .tp2 as a reference.  Can I?  Pretty please.  Currently, I've just compiled all .DLG with journals.

I don't think Andy would have any problems with it, although you'd have to ask him to be certain. Not sure how useful it'd be to you though, since the coding probably doesn't facilitate adapting it to BGT.

#7 Dunderdon

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Posted 30 March 2005 - 07:44 AM

- importation of dialogue and stores instead of having them in package

Does that mean that I will have German dialogues if my BG1 is in German?

#8 King Diamond

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Posted 30 March 2005 - 09:14 AM

- KD's EscapeArea() to EscapeAreaDestroy(90) massive fix - will make optional
I'm curious as to what this entails. In my experience, they just do the same thing. Have I missed something?

I'll let KD answer this for you.

View Post


If you read IESPD docs it says:

108 EscapeArea()
Causes the object running the script to leave the area, either by walking, or if the path is blocked, he simply disappears.

176 EscapeAreaDestroy(I:Delay*)
The actor who issues this action will search for the nearest travel trigger point for the specified Delay time before giving up and destroying itself completely from the game (as per DestroySelf()).

So, the important word there is "disappears". If your party or something else is blocking char's path he just disappears right before your eyes immediately when there's EscapeArea(). I have up to 60% of such disappearencies.

But EscapeAreaDestroy(I:Delay*) guarantees that the character will be there during set delay that is much better.

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#9 Ascension64

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Posted 31 March 2005 - 06:15 AM

- importation of dialogue and stores instead of having them in package

Does that mean that I will have German dialogues if my BG1 is in German?

View Post

In short, mostly yes. You would have to modify setup.tra and various .D to complete the translation, but I will work on putting the .D file StrRef in .tras as well. Otherwise, you will get mostly German text and some funny English text (however, you won't find any NPCs saying: 'Ich spreche Deutsch nicht!', or something similar).

But EscapeAreaDestroy(I:Delay*) guarantees that the character will be there during set delay that is much better.


With the power of DOS, this change is quite easy to implement, but I WILL make it optional unless enough peer pressure gets placed on me.

I don't think Andy would have any problems with it, although you'd have to ask him to be certain. Not sure how useful it'd be to you though, since the coding probably doesn't facilitate adapting it to BGT.


I think this is you as Guest, Sim. You may be right here because the hex offsets may be different, but I'd still like a reference as to what becomes unsolved, what becomes solved, and what stays as journal. I'll go ask Andyr for the permission then.

Edited by Ascension64, 31 March 2005 - 06:25 AM.

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#10 SimDing0

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Posted 31 March 2005 - 11:13 AM

But EscapeAreaDestroy(I:Delay*) guarantees that the character will be there during set delay that is much better.

With the power of DOS, this change is quite easy to implement, but I WILL make it optional unless enough peer pressure gets placed on me.

It's even easier with the power of WeiDU.

COPY_EXISTING_REGEXP GLOB ~.*\.bcs~ ~override~
DECOMPILE_BCS_TO_BAF
REPLACE_TEXTUALLY ~EscapeArea()~ ~EscapeAreaDestroy(90)~
COMPILE_BAF_TO_BCS
BUT_ONLY_IF_IT_CHANGES

COPY_EXISTING_REGEXP GLOB ~.*\.dlg~ ~override~
DECOMPILE_DLG_TO_D
REPLACE_TEXTUALLY ~EscapeArea()~ ~EscapeAreaDestroy(90)~
COMPILE_D_TO_DLG
BUT_ONLY_IF_IT_CHANGES

That'll fail on corrupt files though.

I think this is you as Guest, Sim.  You may be right here because the hex offsets may be different, but I'd still like a reference as to what becomes unsolved, what becomes solved, and what stays as journal.  I'll go ask Andyr for the permission then.

Yeh, that guest post was me, sorry.
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#11 Ascension64

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Posted 31 March 2005 - 06:46 PM

But EscapeAreaDestroy(I:Delay*) guarantees that the character will be there during set delay that is much better.

With the power of DOS, this change is quite easy to implement, but I WILL make it optional unless enough peer pressure gets placed on me.

It's even easier with the power of WeiDU.

COPY_EXISTING_REGEXP GLOB ~.*\.bcs~ ~override~
DECOMPILE_BCS_TO_BAF
REPLACE_TEXTUALLY ~EscapeArea()~ ~EscapeAreaDestroy(90)~
COMPILE_BAF_TO_BCS
BUT_ONLY_IF_IT_CHANGES

COPY_EXISTING_REGEXP GLOB ~.*\.dlg~ ~override~
DECOMPILE_DLG_TO_D
REPLACE_TEXTUALLY ~EscapeArea()~ ~EscapeAreaDestroy(90)~
COMPILE_D_TO_DLG
BUT_ONLY_IF_IT_CHANGES

That'll fail on corrupt files though.


What I meant with the power of DOS was that I could use a simple FINDSTR command on all decompiled .DLG files in BG1 to find all files that contained EscapeArea(), but since WeiDU can handle wildcards, I might not need this anymore. Thanks.

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#12 Ascension64

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Posted 18 April 2005 - 05:32 AM

Good news, despite the snail pace work...

Done
- importation of dialogue instead of having them in package
- SORTED JOURNAL ENTRIES
- KD's EscapeArea() to EscapeAreaDestroy(90) massive fix - will make optional
- adding of the Yacomo and Waywocket GUI
- option of transitioning BEFORE finishing all TotSC quests
- implementation of Sir BillyBob's transition idea (or other ideas that pop up that people might be more inclined to)

Almost Done
- final clean up of all unecessary files (as much as possible)
- posting a translation package for wannabe translators

To Do
- Manual/Readme with FAQ, and Developer's Documentation
- Play the game and bug-test myself
- Distribute

A word on the translating for people who are interested: I will be posting a translation package eventually. It basically contains all the instructions required to change the language of prompts, dialogues, and StrRefs. Basically, 99% are in 3 .tra files -- presetup.tra, setup.tra, dialog.tra. One of the BAT files, BGT-PreSetup.bat will require translating just for the BG1 path prompt, just in case people get a little confused. The other installation instructions are just to inform the user and they don't need to be translated. You will know what to translate in the BAT file as I have marked each section by ::TRANSLATE and ::END TRANSLATE. And last of all, there is the readme. Doesn't sound so hard, does it? However, the .tra files are big and may take some time.

For everyone else, BGT-WeiDU 0.99 BETA is under closed testing, which will take a fair while (woohoo, I get to play the game now! :lol: ), so there will be no ETA on a release date, because I am still swamped with work. However, a working Version History is posted below for you to drool at...

Version 0.99 BETA

New features
- Sorted journal entries (thanks to Andyr and the Tutu team)
- OPTIONAL: new menu screens
- OPTIONAL: a more ?intelligent? EscapeArea() where NPCs will walk always off the screen instead of disappearing upon collision
- Compatibility for Check the Bodies

Installation changes
- Added quick compatibility for foreign language translations
- Most dialogue is now imported from Baldur?s Gate
- Added handling of Baldur?s Gate creatures in its \override folder creature extraction
- Renamed several Baldur?s Gate creatures to avoid conflict with Shadows of Amn
- Corrected a number of scripts that were incorrectly patched
- Removed a large amount of redundant files
- Corrected patching of a number of creatures
- SONGLIST.2DA and MUSCLIS(T).IDS is now overwritten to accommodate music overhaul
- Patched some more string references
- Most MOS files are now decompressed using MOSUnpack utility
- Trimmed and optimised more NPC dialogs
- Added further patching of Imoen to Imoen2 script name

Gameplay changes
- Fixed a bug where certain loading screens would show Baldur?s Gate loading screen pictures
- Fixed a bug where killing Sarevok can result in a hung cutscene because dialogue did not start correctly
- Added the option of transitioning from Baldur?s Gate to Shadows of Amn without fully completing all of the Tales of the Sword Coast quests
- Modified the cover story for the transition a little (thanks to Sir BillyBob)
- Overhaul of Baldur?s Gate music, with much music incorporated and area music references corrected
- Certain Throne of Bhaal music references corrected
- White lines at the bottom of AR3709 have been fixed
- Corrected a number of NPC portraits in the Record screen that would show the top left hand corner of the portrait only
- Corrected spell levels and THAC0 of a large number of NPCs
- Fixed a critical bug where defeating Sarevok would not trigger the completion of Baldur?s Gate
- Corrected a bug where a random encounter area would trigger the Gnoll Stronghold movie
- Removed non-existent creature references from a number of areas, and corrected spawns in others
- Corrected Candlekeep map note
- Fixed a bug where a number of scrolls could be placed in the quick-item slot


EDIT: Package size has been reduced to around 7.5 MB.

Edited by Ascension64, 18 April 2005 - 05:37 AM.

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#13 cujo

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Posted 18 April 2005 - 06:35 AM

Great news Ascension64. :thumb:

Have fun playing the game. I just got out of the Nashkel Mines and I'm enjoying your BGT mod a lot. :D The only thing wrong I saw so far was with the letter you retrieve for Lady Marianne in Beregost. The letter you get from one of the orgillons looks like a rogue stone with some weird description but when you give her the item she acts as if it's the letter and gives you your reward.

#14 King Diamond

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Posted 18 April 2005 - 06:38 AM

How about single COMPILE for all dialogues? I think this is important....

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#15 King Diamond

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Posted 18 April 2005 - 06:42 AM

The only thing wrong I saw so far was with the letter you retrieve for Lady Marianne in Beregost.  The letter you get from one of the orgillons looks like a rogue stone with some weird description but when you give her the item she acts as if it's the letter and gives you your reward.

View Post


Baldurdash-WeiDU fixes that. That rogue stone included in one of the major BD fixes (restores some quest) so it's getting fixed there instead of BGT.
Install BD and enjoy the further playing.... :thumb:

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#16 Ascension64

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Posted 18 April 2005 - 06:54 AM

How about single COMPILE for all dialogues? I think this is important....

View Post

I know, and it's in there. But I thought you didn't like the idea of dialogue importation, that is why I'm testing it myself.

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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#17 cujo

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Posted 19 April 2005 - 01:58 AM

The only thing wrong I saw so far was with the letter you retrieve for Lady Marianne in Beregost.  The letter you get from one of the orgillons looks like a rogue stone with some weird description but when you give her the item she acts as if it's the letter and gives you your reward.

View Post


Baldurdash-WeiDU fixes that. That rogue stone included in one of the major BD fixes (restores some quest) so it's getting fixed there instead of BGT.
Install BD and enjoy the further playing.... :thumb:

View Post

No worries King Diamond I did keep playing and never reported it before because it was such a minor thing. I am hoping soon to go to BoneHill now. I already did some wilderness areas and after BoneHill I will continue to do the rest of them. So far everything is going good in my WeiDU installation. :thumb:

#18 Ascension64

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Posted 19 April 2005 - 05:36 PM

The only thing wrong I saw so far was with the letter you retrieve for Lady Marianne in Beregost.  The letter you get from one of the orgillons looks like a rogue stone with some weird description but when you give her the item she acts as if it's the letter and gives you your reward.

View Post


Baldurdash-WeiDU fixes that. That rogue stone included in one of the major BD fixes (restores some quest) so it's getting fixed there instead of BGT.
Install BD and enjoy the further playing.... :thumb:

View Post

No worries King Diamond I did keep playing and never reported it before because it was such a minor thing. I am hoping soon to go to BoneHill now. I already did some wilderness areas and after BoneHill I will continue to do the rest of them. So far everything is going good in my WeiDU installation. :thumb:

View Post

cujo,

Feel free to post anything at all that looks like a bug, minor or no, because I'm sure everyone would like to see even the tiniest bug gone. Hope BH works for you, though I don't see whz it shouldn't work.

However, I checked SCRL3I myself, which is the one you get from the ogrillon and give to Mirianne, and the icon looks perfectly fine...weird. Is it SCRL3I?

Playing for me is now underway. However, I intend to do something much bigger than Tutu in terms of the journal entries...I am currently categorising the quests under headings like in BG2 and removing Quest journal entries when you complete the quest. The result I am happy to donate to Tutu (since most of the offsets for the journal entries are exactly the same, and I have marked all the offset changes and the patching changes in the .tp2 file), but what is not applicable to Tutu currently is getting rid of the extremely long wait at Chateau Irenicus to remove journal entries...since there will be only the SOLVED_QUEST journal entries to remove.
Super! B)

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Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#19 Sir BillyBob

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Posted 19 April 2005 - 05:49 PM

The journal cleanup is one of the last things I have to do for BoneHill. I have some clean up when you leave the first time but I think I have added some content since I did this. The sequel has no cleanup at all. So would it be better to remove the solved_quests on return to the Sword Coast or wait until sitting in Jon's dungeon?

Also, DSotSC and NTotSC have no journal cleanup process at all.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
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#20 Ascension64

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Posted 19 April 2005 - 11:25 PM

The journal cleanup is one of the last things I have to do for BoneHill.  I have some clean up when you leave the first time but I think I have added some content since I did this.  The sequel has no cleanup at all.  So would it be better to remove the solved_quests on return to the Sword Coast or wait until sitting in Jon's dungeon?

Also, DSotSC and NTotSC have no journal cleanup process at all.

View Post

Game-porting wise, it would be better to do it in Jon's dungeon, but since it is probably better to stick with modifying your part of the mod than crash AR0602.BCS further, and the quests are really done and gone (For Bonehill, you never get back there anyway), it feels safer to remove the solved quests when you finish the particular mod.

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Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)