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BGEE v1.1 issues


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#1 Balquo

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Posted 06 January 2014 - 12:04 AM

Great job on the releases :)

 

Noticed green water all over Candlekeep and AR0100.  I haven't tested others. I tried both original tiz and pvrz.

 

Also you can probably remove ar0621 as it's now part of the core game. Unless it's adding additional fixes to that?

 

-Balquo.



#2 Yovaneth

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Posted 06 January 2014 - 01:13 AM

Thanks Balquo. No, there's nothing changed in ar0621. I'll pick up the other problem ASAP - it must have been there in v1.0 as the only changes for v1.1 are all in the .are files.

 

-Y-



#3 ScuD

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Posted 07 January 2014 - 09:08 AM

I've gone through all your modified areas in BGEE. All areas that have water - the water is green. Maybe because some recent change in the code, who knows. I'm using the latest beta 1.2.2031.

Here's the list of problems I've noticed.

 

Day maps issues:
AR0700 - crashes on load
AR0800 - crashes when clicking on the fountain on the map
AR1200 - crashes  on load
AR4000 - does not crash, but all door areas are dark rectangles
AR4300 - crashes when clicking on the water on the map
 
Night map issues:
AR3000 - crashes when clicking on the map where red wizards are
AR5800 - crashes on load
 


#4 Balquo

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Posted 07 January 2014 - 11:01 AM

AR0100 is using an old version it seems. All the lamppost shadows are still there during the night.



#5 Balquo

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Posted 07 January 2014 - 11:02 AM

I tested the original tis versions that you set up for us and they still work perfect. No crashing, green water etc. So I assume pvrz issues?



#6 ScuD

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Posted 07 January 2014 - 11:46 AM

I was using tis only. Pvrz gave me the dark empty screen right from the start (not a crash).



#7 Yovaneth

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Posted 07 January 2014 - 01:45 PM

AR0100 is using an old version it seems. All the lamppost shadows are still there during the night.

The very latest versions are for native only, if they get that far. If not, then I'll update the mod. Why am I being so lazy? Because it will take somewhere in the region of a full day convert all of the areas and that's running continuously. I jest not.

 

-Y-



#8 Utopolyst

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Posted 18 January 2015 - 12:48 AM

Dear Yovaneth,

 

thanks for your hard work, modding can be a hassle. I really enjoy all the lighting and have to say, your mod really makes bg a bit more worthwhile.

 

I'm currently running BGEE and I have to second Balquo: I'm getting the green-jelo water, and as fas as I can see, they only concern the water tiles directly touching ground tiles (this includes not only shore, but ponds, fountains, etc.). I went through all combinations of the installation process on vanilla, including biffing - not-biffing, just to be sure. And if I install the new pvrz I also only get a blackout with the occasional flickering characters and light sources.

Could it be a shading problem? Or maybe transparency?Baldr002.jpg

 

Hope you can help!


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#9 Yovaneth

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Posted 18 January 2015 - 02:43 AM

This happens with ALL methods of installation? Usually not-biffing-tiz works.

 

-Y-



#10 Utopolyst

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Posted 18 January 2015 - 05:07 AM

Hey. Nope, that was the screenshot for not-biffing-tiz. Maybe something changed with the 1.3 patch?


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#11 Argent77

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Posted 18 January 2015 - 07:48 AM

I'm currently testing your great mod for the first time in BG:EE (v1.3.2053) and can confirm some of the issues.

The TIZ component works on my game installation except for the green water. This is caused by using the BG2 method of adding overlayed water. BG1:EE uses the original BG1 method for overlays however, which I guess the developers have added to retain compatibility with the original BG1.

The PVRZ component appears to have more serious issues. Patched areas are completely black. I've identified the cause in the TIS files themselves. Offset 12 (0xC) specifies the size of a tile. In conventional TIS files it's 5120 (0x1400) bytes, in PVRZ-based TIS files it's 12 (0xC) bytes. The installed TIS files are using the value 24 (0x18) at this offset though.

I was able to solve this issue locally by adding the following code to bggraphics.tph

DEFINE_PATCH_MACRO FIX_TIS_PVRZ BEGIN
  PATCH_IF (VARIABLE_IS_SET SOURCE_EXT && ~%SOURCE_EXT%~ STRING_EQUAL_CASE ~TIS~) BEGIN
    READ_LONG 0x0c tilesize
    PATCH_IF (tilesize = 0x18) BEGIN
      WRITE_LONG 0x0c 0x0c
    END
  END
END

 

and calling this macro for all COPY actions in setup-bgeegraphics.tp2 which are using the source directory "bgeegraphics/tilesets/pvrz tis/" and subfolders (I've found 10 instances). For example:

COPY ~bgeegraphics/tilesets/pvrz tis/patch/.~ ~override/.~
  LPM FIX_TIS_PVRZ


Water overlays in this version are mostly rendered correctly. I've noticed a couple of day tiles in several night maps however (e.g. AR2000).

Another issue which is probably easy to miss when installing several mods at once. Version 1.1 of the mod uses the unstable WeiDU version 23108 which doesn't properly support BG1:EE.

After fixing the issues I can only say you've done an amazing job with the night maps. :new_thumbs:



#12 Yovaneth

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Posted 18 January 2015 - 12:04 PM

For behind-the-scenes reasons the last build I tested this on was something like 2025. Do I read this correctly in that the pvrz install now works (mostly) with your tis patch? Can you give me a list of the areas that show day tiles?

 

For the green water - dammit - but from what you're saying it seems like my bgtutu tiles got included instead of the BG:EE ones. I'm surprised no-one's complained about that before. Theoretically that shouldn't take a huge amount of effort to fix.

 

@Utopolyst: How long can you wait for a fix? And no 'tomorrow' is not going to cut it :P

 

-Y-


Edited by Yovaneth, 18 January 2015 - 12:08 PM.


#13 Argent77

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Posted 18 January 2015 - 12:48 PM


Do I read this correctly in that the pvrz install now works (mostly) with your tis patch?

Yes. Setting the correct tile size value seems to fix all PVRZ-based TIS files (except for the issue below).

 


Can you give me a list of the areas that show day tiles?

It seems to apply only to a few selected night maps containing stenciled tiles for overlays. I've seen it so far in map AR1500 and AR2000. Creating a list is time-consuming as you can only see it in-game. This is what it looks like:

Spoiler



#14 Utopolyst

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Posted 18 January 2015 - 01:38 PM

@Yovaneth

 

I've waited some time for the community to comb through bugs with the bgee mods, so a couple of days more or less is fine by me. Actually I'm quite happy you're still maintaining the mod, so kudos to you! :new_thumbs:

 

And of course a thank you to Argent77!

 

Cheers,

 

Uto


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#15 Yovaneth

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Posted 24 January 2015 - 05:00 AM

Just an update: I'm working on this. It appears that the Iron Throne expanded area has made its way into the release version with the latest patch, so that makes life a little easier as I can remove some code.

 

-Y-



#16 Utopolyst

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Posted 24 January 2015 - 06:35 AM

Looking forward to your work! :)


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#17 Yovaneth

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Posted 24 January 2015 - 02:25 PM

Found the problem with the 'no-biff-tiz' installation: the latest patch doesn't like expanded tis files. I saw this with a couple of areas in an earlier release but it now looks like it's everywhere. Next release package is going to be huuuge (uncompressed tis files).

 

Unfortunately for the pvrz files: after applying Argent77's patch everything installs correctly but every area with water has a failure with the night tiles where the day tiles are shown in preference. I have no idea how to fix this :crying:

 

I've removed the option to biff as it was so unreliable.


Edited by Yovaneth, 24 January 2015 - 02:26 PM.


#18 Yovaneth

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Posted 25 January 2015 - 05:40 AM

Version 1.3 has been uploaded but it needs to wait for an admin to release it.

 

-Y-



#19 Utopolyst

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Posted 02 February 2015 - 08:27 AM

Finally got around to testing it! Everything seems to be in order. Thank you!


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#20 Yovaneth

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Posted 02 February 2015 - 11:09 AM

You're welcome. :)

 

-Y-