Jump to content


Photo

Bug Report: BGT-WeiDU


  • Please log in to reply
99 replies to this topic

#41 horred the plague

horred the plague

    Scourge of the Seven Seas

  • Modder
  • 1899 posts

Posted 22 March 2005 - 06:02 AM

A question:
Should BALDUR.GAM be cleared/modified somehow in BP way to avoid NPCs doublespawning? By script and by game's engine based on .GAM info....

View Post


Answer a question with a question:

Who specifically is double-spawning?

#42 King Diamond

King Diamond

    Give Me Your Soul...Please

  • Modder
  • 1430 posts

Posted 22 March 2005 - 07:59 AM

Answer a question with a question:

Who specifically is double-spawning?

View Post


I'm asking - I don't know.... :P Could it be possible at all?
There's no Imoen10 anymore in BGT GAM so I can't check that issue quickly...

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#43 King Diamond

King Diamond

    Give Me Your Soul...Please

  • Modder
  • 1430 posts

Posted 22 March 2005 - 09:14 AM

SONGLIST.2DA
Problem: wrong music plays in BG1 areas.

Problem source: mod adds new entries there starting from ID 87. BUT the problem is that game engine doesn't care about those IDs (1st column) - it searches an absolute row index instead. So we have 83 entries from BG2 and then mod added rows that starting from 87 ID but actually that row is number 84 (!).
As the result we have wrong music all over there.

+ tp2 patching is incomplete and wrong.

That is a right one:
[EDIT]
~84      BC3  BC3.mus
85	BD4  BD4.mus
86	BF3  BF3.MUS
87	BL1  BL1.mus
88	BP3  BP3.mus
89	BW1  BW1.mus
90	Cday  cday.mus
91	Cnite  cnite.mus
92	fday  fday.mus
93	fnite  fnite.mus
94	pday  pday.mus
95	pnite  pnite.mus
96	tday  tday.mus
97	tnite  tnite.mus
98	dreaM  DREAm.mus
99	dung  dung.mus~

as well as
ACTION_IF
  FILE_EXISTS ~MUSICLIS.IDS~
THEN BEGIN
  COPY_EXISTING ~MUSICLIS.IDS~ ~override~  /* 84,85,86 left open for TS */
  APPEND ~MUSICLIS.IDS~
~84      BC3
85	BD4
86	BF3
87	BL1
88	BP3
89	BW1
90	Cday
91	Cnite
92	fday
93	fnite
94	pday
95	pnite
96	tday
97	tnite
98	dreaM
99	dung~


Plz notice there that BGT and BP have DIFFERENT areas' music settings as well as SONGLIST and it will require a real patching when installing them together instead of simple adding/copying: every .are should be patched (until Horred rebuild his settings.... :P )

Edited by King Diamond, 22 March 2005 - 09:42 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#44 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 22 March 2005 - 09:18 AM

Any chance of shrinking down the list so other mods can install better? How many different tavern songs do we need? Also, there are some areas that have music not used anywhere else in the game (that I can remember). Outside Nalia's keep is one of them (okay, I use it in BoneHill but otherwise, I don't remember hearing it anywhere).

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#45 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 22 March 2005 - 01:09 PM


Answer a question with a question:

Who specifically is double-spawning?

View Post


I'm asking - I don't know.... :P Could it be possible at all?
There's no Imoen10 anymore in BGT GAM so I can't check that issue quickly...

View Post

This happened in BGT-WeiDU v0.8, and thus I fixed it. The only possible problem is that when BGT installs over BP then my version of BALDUR.GAM will override the BP version, whatever that will mean...

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

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)


#46 Eon Blue Apocalypse

Eon Blue Apocalypse
  • Member
  • 78 posts

Posted 22 March 2005 - 02:43 PM

Any chance of shrinking down the list so other mods can install better?  How many different tavern songs do we need?


All! :unsure:

Would it be an idea to put the tavern songs back to back into one slot?

#47 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 23 March 2005 - 03:30 AM

Any chance of shrinking down the list so other mods can install better?  How many different tavern songs do we need?


All! :unsure:

Would it be an idea to put the tavern songs back to back into one slot?

View Post

What about not having a SONGLIST.2DA at all? Script all the music...is that possible?

This is NPCs update.

1) All proficiencies transferred to effects, some bugs fixed (wrong script and dialog usage).
2) Only included CREs are from BG1 part, anything else is reserved by BG2 and already exist there.

What do I need to do sound patching wise? Can I just recreate the file structure as before?

Edited by Ascension64, 23 March 2005 - 03:36 AM.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

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)


#48 King Diamond

King Diamond

    Give Me Your Soul...Please

  • Modder
  • 1430 posts

Posted 23 March 2005 - 04:57 AM

This is NPCs update.

1) All proficiencies transferred to effects, some bugs fixed (wrong script and dialog usage).
2) Only included CREs are from BG1 part, anything else is reserved by BG2 and already exist there.

What do I need to do sound patching wise? Can I just recreate the file structure as before?

View Post


All modifications are working with old tp2. So you don't have to do something special.... Just replace the old files.

What about not having a SONGLIST.2DA at all? Script all the music...is that possible?

How could you track is there music playing already or not, especially combat music, and what time would you turn it off at??? I think it's impossible (and not worth to put some efforts on).

Edited by King Diamond, 23 March 2005 - 05:01 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#49 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 23 March 2005 - 05:57 AM

What about not having a SONGLIST.2DA at all? Script all the music...is that possible?

How could you track is there music playing already or not, especially combat music, and what time would you turn it off at??? I think it's impossible (and not worth to put some efforts on).


OK, I get it now.

This is NPCs update.

1) All proficiencies transferred to effects, some bugs fixed (wrong script and dialog usage).
2) Only included CREs are from BG1 part, anything else is reserved by BG2 and already exist there.
3) Following 2) - IMOEN6 and VICONI6 are BG2 charachters (!). Corresponding files must be removed from the installation package and not to be installed. There're IMOEN61 and VICONI61 instead. AR8900.BCS should spawn VICONI61 instead VICONI6.
4) Sorry, I was wrong a little about BGXZAR, BGQUAYLE, IMOEN61 etc. So AR6600, AR7900 BCS should remain original in a case of NPC spawning. All that CREs are olso included here.
6) AR0602.bcs - better transition. Imoen's char by default for the new game is IMOEN10. I think it should be IMOEN6 instead


7) Attachment 2. Gorion's death cutscene scripts fixed (smoothier than ever): switching to midnight is now performing during area reloading; now it's possible to hear everything that Gorion says  ; battle music do not interfere his speach; it's raining (as it should be).


All in. I never ever changed 4)...trust issue. :P
For 6) I have put in level checking to put in the most relevant level of Imoen, like Minsc and Jaheira.

The SONGLIST.2DA change I haven't made yet. What to do about TS then?

Edited by Ascension64, 23 March 2005 - 05:59 AM.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

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)


#50 King Diamond

King Diamond

    Give Me Your Soul...Please

  • Modder
  • 1430 posts

Posted 23 March 2005 - 06:18 AM

The SONGLIST.2DA change I haven't made yet.  What to do about TS then?


How many new areas does it have? And how many BGT...? I think an answer is obvious.... ;)

As far as Horred is making SoS TDD TS WeiDU it's much simplier to edit several areas of those mods instead of patching 480 BGT areas.....for now. Until there will be a decent WeiDU capability to handle 2DAs...or somebody will write a tricky script for that for current WeiDU version.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#51 Eon Blue Apocalypse

Eon Blue Apocalypse
  • Member
  • 78 posts

Posted 23 March 2005 - 07:12 AM

Would it be possible to swap songlists ingame (through script), say during the transition to SOA?

#52 King Diamond

King Diamond

    Give Me Your Soul...Please

  • Modder
  • 1430 posts

Posted 23 March 2005 - 07:20 AM

Damn, I realize the problem only now... :wacko:
100 songs limit..... Don't know if there's a way to avoid all that.... :blink:

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#53 Yacomo

Yacomo

    cartographer of the realms

  • Member
  • 485 posts

Posted 23 March 2005 - 07:27 AM

Damn, I realize the problem only now...  :wacko:
100 songs limit..... Don't know if there's a way to avoid all that....  :blink:

View Post

You didn't know? You should try to install more mods on top of BP-BGT then :P

IIRC the workaround is to use PlaySound() instead of PlaySong(), but I do not know if it would work always and it would at least require alteration of a large number of scripts :(

#54 King Diamond

King Diamond

    Give Me Your Soul...Please

  • Modder
  • 1430 posts

Posted 23 March 2005 - 10:40 AM

Double-checked NPCs - here is an update:

1) Some proficiency effects had incorrect duration (permanent instead of Permanent after bonuses). This includes IMOEN10 as well (BG2 contains a CRE with incorrect effect)

2) 3 Garrick's dialogs optimized and spells memorization fixed.

Edited by King Diamond, 23 March 2005 - 11:15 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#55 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 23 March 2005 - 02:06 PM

Damn, I realize the problem only now...  :wacko:
100 songs limit..... Don't know if there's a way to avoid all that....  :blink:

View Post

You didn't know? You should try to install more mods on top of BP-BGT then :P

IIRC the workaround is to use PlaySound() instead of PlaySong(), but I do not know if it would work always and it would at least require alteration of a large number of scripts :(

View Post

KD is right about the 'when to stop music' part though. I remember BG1NPC music overlapping with the area music because playsound is used instead of playsong.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

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)


#56 horred the plague

horred the plague

    Scourge of the Seven Seas

  • Modder
  • 1899 posts

Posted 24 March 2005 - 12:56 AM

Damn, I realize the problem only now...  :wacko:
100 songs limit..... Don't know if there's a way to avoid all that....  :blink:

View Post

You didn't know? You should try to install more mods on top of BP-BGT then :P

IIRC the workaround is to use PlaySound() instead of PlaySong(), but I do not know if it would work always and it would at least require alteration of a large number of scripts :(

View Post

KD is right about the 'when to stop music' part though. I remember BG1NPC music overlapping with the area music because playsound is used instead of playsong.

View Post



Haven't looked, but are there other types of songs on the list besides area music? Romance music, e.g? Threse can be made to work with playsound, and a little tinkering. That's what my beef always was with ppl complaining about NPC mods. If the maker of the mod had done it this way, instead of using songlist, in the first place--there wouldn't be compatability issues like this. Why not hound them too, for a change? :P

#57 Yacomo

Yacomo

    cartographer of the realms

  • Member
  • 485 posts

Posted 24 March 2005 - 01:03 AM

Haven't looked, but are there other types of songs on the list besides area music? Romance music, e.g? Threse can be made to work with playsound, and a little tinkering. That's what my beef always was with ppl complaining about NPC mods. If the maker of the mod had done it this way, instead of using songlist, in the first place--there wouldn't be compatability issues like this. Why not hound them too, for a change?  :P

View Post

Yeah, but they are so slippery, it's hard to catch 'em :D

About the music overlapping: There is a simple 'workaround' for that already used by a couple of mods. They just call PlaySong() with the index of an 'empty' song (normally 0) before calling PlaySound().

#58 King Diamond

King Diamond

    Give Me Your Soul...Please

  • Modder
  • 1430 posts

Posted 24 March 2005 - 02:38 AM

****

Sorry that was corrupted: got truobles with ISP right in the time of transfer, so even couldn't see what's happened here.....

Edited by King Diamond, 24 March 2005 - 06:03 AM.

(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme


#59 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 24 March 2005 - 05:18 AM

Back to the songs (KD keeps interrupting with real work :P). Songlist music should loop since you would be in the area longer than the length of the music. Can PlaySong() do that also? I thought the idea of it was to play the music once and be done with it. That is why the romance music should not be in the songlist. The areas, taverns, dream music would all need to loop in case you are there longer than the music can play.

One of my issues with the songlist is that there are many area music pieces just for that area, AR1300, AR1400, etc. Are any other areas using that same music or is it one time only event? I try to use some in my mods just to replay them earlier into a BGT game (otherwise, you won't hear them until BP).

So what about changing the list to two pieces of music per area type? Two forest, dungeon, city, tavern, etc. You also need the night music for these areas also. But that should bring the list down to about 20. Add in the battle and dream music and now around 25. Hmm, with that small a group, you could even have three pieces of music per area type.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#60 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 24 March 2005 - 05:19 AM

Haven't looked, but are there other types of songs on the list besides area music? Romance music, e.g? Threse can be made to work with playsound, and a little tinkering. That's what my beef always was with ppl complaining about NPC mods. If the maker of the mod had done it this way, instead of using songlist, in the first place--there wouldn't be compatability issues like this. Why not hound them too, for a change?  :P

View Post

Yeah, but they are so slippery, it's hard to catch 'em :D

About the music overlapping: There is a simple 'workaround' for that already used by a couple of mods. They just call PlaySong() with the index of an 'empty' song (normally 0) before calling PlaySound().

View Post

So...it is possible to script the combat music through BALDUR.BCS!!! It would need a combination of:

IF
  AreaCheck("<area>")
  GlobalLT("ENDOFBG1","GLOBAL",2)
  GlobalTimerExpired("<songduration>")
  CombatCounter(1)
THEN
  RESPONSE #20 (if 5 combat songs available)
    PlaySound("<song>")
    PlaySong(0)
   SetGlobalTimer("<songtimer>",<song_duration>) // a number could be used here to denote minutes seconds
...
END

...but, since combat music works as a looping playlist, how would you implement that? If the combat music is impossible, at least the background area music may be viable for this kind of script in each area.

Also, is it worth the extra 250 or so KB space for this kind of addition? It might also slow the game down due to such a long script.

Edited by Ascension64, 24 March 2005 - 05:36 AM.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

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)