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Changing biffing for megamod


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#21 the bigg

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Posted 02 December 2009 - 04:10 PM

It can't be fixed without applying the obvious ugly hack to chitin.key.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

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#22 Lollorian

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Posted 02 December 2009 - 07:31 PM

Nice catch. Lollorian, can you report this at the BG2 Fixpack forum?

Aya aye cap'n :D (although I still dunno if it's supposed to "fix" stuff like this, it isn't a problem actually :P)

Cheers,
Lol

ATTACHMENT ONLY FOR LEOMAR!!! :P (if you see this, safely ignore this message!!! :crazy:)

Attached Files


Edited by Lollorian, 17 April 2010 - 03:35 AM.

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#23 Lollorian

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Posted 03 December 2009 - 09:14 PM

It looks like NI's Keyfile Cleanup Tool helps with this, I ran it on my test install and it deleted just 1 file (STORES.BIF) and removed some entries from the chitin.key.

[codebox]Deleting E:\Program Files\Black Isle\BGII - SoA\DATA\STORES.BIF
Removing DATA/AREA090A.BIF
Removing DATA/AREA1800.BIF
Removing DATA/AREA200B.BIF
Removing DATA/AREA090B.BIF
Removing DATA/AREA2300.BIF
Removing DATA/AREA280A.BIF
Removing DATA/AREA1400.BIF
Removing DATA/AREA120B.BIF
Removing DATA/AREA150B.BIF
Removing DATA/PROGTES2.BIF
Removing DATA/AREA2600.BIF
Removing DATA/AREA110A.BIF
Removing DATA/PROGTEST.BIF
Removing DATA/AREA150C.BIF
Removing DATA/AREA2200.BIF
Removing DATA/AREA1900.BIF
Removing DATA/AREA1300.BIF
Removing DATA/AREA120A.BIF
Removing DATA/AREA1700.BIF
Removing DATA/AREA020B.BIF
Removing DATA/AREA140B.BIF
Removing DATA/AREA130A.BIF
Removing DATA/AREA160B.BIF
Removing DATA/STORES.BIF
Removing MOVIES/MOVCD3.BIF
Removing DATA/AREA280B.BIF
Removing DATA/AREA210B.BIF
Removing DATA/AREA1500.BIF
Removing DATA/AREA190A.BIF
Removing DATA/AREA1600.BIF
Removing DATA/AREA2800.BIF
Removing DATA/AREA2100.BIF
Removing DATA/AREA210A.BIF
Removing DATA/AREA200A.BIF
Removing DATA/STORES.BIF
Removing DATA/AREA1100.BIF
Removing DATA/AREA160A.BIF
Removing DATA/AREA2900.BIF
Removing DATA/AREA150A.BIF
Removing DATA/STORES.BIF
Removing DATA/AREA1200.BIF
Removing DATA/AREA130B.BIF
Removing DATA/AREA2700.BIF
Removing DATA/AREA260A.BIF
Removing DATA/AREA220A.BIF
Removing DATA/AREA290A.BIF
Removing DATA/AREA2500.BIF
Removing DATA/AREA090C.BIF
Removing DATA/AREA2400.BIF
Removing DATA/AREA140A.BIF
Removing DATA/AREA2000.BIF
Removing DATA/AREA0900.BIF
Removing DATA/AREA020A.BIF[/codebox]
Something I wanna ask here is, is there a tool that can find any unused files (like the MONKTU 8.DLG) and delete its entry from the .key?? (like NI's tool does for .bif's but this one could clean .bam, .dlg, .bcs, etc) This could be good considering almost all the vanilla scripts get overridden by SCS/Tactics/BP leaving them vanilla scripts rotting in the CHITIN.key :D

I say all this, not knowing (not confirmed exactly :P) that all stuff gets added and not overwritten into the chitin.key.

A similar tool to clean up unused strings from the dialog.tlk (after creating a backup ofcourse :P) would be great too ... although I don't think it's gonna give as much a performance boost as a keyfile cleanup utility :lol:

Another "tool idea" :lol: I could think of is something that unpacks any .bif that contains stuff that isn't referenced by the chitin.key and then repackages all of it into a new .bif (without the non-referenced stuff) ... since we have gen_biff for the repackaging bit, only an unpacker/sorter is needed (wouldn't that solve the vanilla .bif's staying in the game even though their contents are already in the other .bifs?? :D)

Cheers,
Lol

Edited by Lollorian, 03 December 2009 - 09:14 PM.

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#24 Lollorian

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Posted 17 December 2009 - 07:22 AM

Is someone still working on this?? :unsure: Thing is, I can offer up my system for some biffjobs for the time :P The pc's gonna be on all night for a few weeks and I figured I might as well have some testing done while I nap :lol: Meanwhile, I got a list of the biffs made by each mod extracted from the .tp2's :cheers:
  • NeJ (BP-NeJAreasSounds.bat)
    [codebox]NEJ-TIS1
    NEJ-TIS2
    NEJ2-TIS
    NEJ-ARE
    NEJ-BAM
    NEJ-BCS
    NEJ-CRE
    NEJ-DLG
    NEJ-ITM
    NEJ-LENA
    NEJ-MELO
    NEJ-PIC
    NEJ-STO
    NEJ-RULE
    NEJ-SFX
    NEJ-SPL
    NEJ-WAV1
    NEJ-WAV2
    NEJ-WAV3
    NEJ-WAV4
    NEJ-WAV5[/codebox]
    [*]BGT (EndSetup.bat) [color="#FF0000"][b][1][/b][/color]
    [codebox]BGTWAV
    BG1MOVIE
    AREA0015
    AREA670A
    AREA720A
    AREA720B
    AREA3100
    AREA3200
    AREA3300
    AREA3400
    AREA3500
    AREA3600
    AREA3700
    AREA3800
    AREA3900
    AREA4100
    AREA4200
    AREA4300
    AREA4400
    AREA4600
    AREA4700
    AREA4800
    AREA4900
    AREA5100
    AREA5300
    AREA5400
    AREA6500
    AREA6600
    AREA6700
    AREA6800
    AREA6900
    AREA7000
    AREA7100
    AREA7200
    AREA7300
    AREA7400
    AREA7500
    AREA7600
    AREA7700
    AREA7800
    AREA7900
    AREA8000
    AREA8100
    AREA8200
    AREA8300
    AREA8400
    AREA8500
    AREA8600
    AREA8700
    AREA8800
    AREA8900
    AREA9000
    AREA9100
    AREA9200
    AREA9300
    AREA9400
    AREA9500
    AREA9600
    AREA9700
    AREA9800
    AREA9900
    AREAA000
    AREAA100
    AREAD000
    AREAU000
    AREAW000
    AREAW500
    AREAAM00
    BG1ARE
    BG1BCS
    BGTCRE
    BG1DLG
    BG1ITM
    BG1MISC
    BG1SPL
    BG1STO[/codebox]
    [*]BGT NPC Sound (Install_BGT-NPCSound.bat)
    [code]BGTGerSndPatch[/code]
    [*]DH (install.bat in BWFixpack folder) [color="#FF0000"][b][2][/b][/color]
    [code]dhare[/code]
    [*]NTotSC (NTAreas.bat)
    [code]NTotSC1
    NTotSC2
    NTotSC3[/code]
  • SoBH (BHAreas.bat)
    BH-TIS1	BH-TIS2	BH-REST
  • CtB (CtbFinishInstall.bat, ChoresInstall.bat)
    [codebox]CTB-ARE
    CTB-BAM
    CTB-BCS
    CTB-CRE
    CTB-ITM
    CTB-MOS
    CTB-RULE
    CTB-TIS1
    CTB-TIS2
    CTB-TIS3
    CTB-WAV
    CTB-CHRS[/codebox]
    [*]Drizzt (Areas.bat)
    [code]DZTS-ARE[/code]
    [*]DSotSC (DSAreas.bat)
    [code]DSOTSC1[/code]
  • JZ (Setup-JZ.tp2)
    JZMovie
  • RoT (RoT-Install.bat)
    [codebox]ROT-ARE
    ROT-BAM
    ROT-BCS
    ROT-CRE
    ROT-DLG
    ROT-ITM
    ROT-MOS
    ROT-RULE
    ROT-SPL
    ROT-TIS1
    ROT-TIS2
    ROT-TIS3
    ROT-WAV1
    ROT-WAV2 [/codebox]
    [*]SoS (SOS-TISOGGBIFF.bat)
    [codebox]SOS-ARE
    SOS-BAM
    SOS-BCS
    SOS-CRE
    SOS-DLG
    SOS-ITM
    SOS-MOS
    SOS-RULE
    SOS-SPL
    SOS-TIS1
    SOS-TIS2
    SOS-WAV1
    SOS-WAV2
    SOS-MVE [/codebox]
    [*]TDD (TDD-TISBIFF.bat)
    [codebox]TDD-ARE
    TDD-BAM
    TDD-BCS
    TDD-CRE
    TDD-DLG
    TDD-ITM
    TDD-MOS
    TDD-RULE
    TDD-SPL
    TDD-TIS1
    TDD-TIS2
    TDD-TIS3
    TDD-TIS4
    TDD-WAV [/codebox]
    [*]ToA (end.bat)
    [code]ToA1[/code]
    [*]ToD (MovieInstall.bat)
    [code]VA#Movie[/code]
    [*]TS-BP (TSAreasSounds.bat)
    [code]TS-ARE
    TS-BAM
    TS-BCS
    TS-CRE
    TS-DLG
    TS-ITM
    TS-MOS
    TS-RULE
    TS-TIS
    TS-WAV[/code]
  • Widescreen [3]
[1] - All the make-biff lines have _weidu at the start instead of just weidu, so this probably doesn't do any biffing

[2] - The original mod doesn't do biffing, the BWPFixpack mods it to biff at the end

[3] - Seems to biff stuff using MAKE_BIFF (something that gen_biff uses too)

So, now you know which folders to rename :D

Cheers,
Lol

Edited by Lollorian, 17 December 2009 - 06:19 PM.

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#25 the bigg

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Posted 17 December 2009 - 08:31 AM

[1] is because it copies setup-xxx.exe to _weidu.exe rather than weidu.exe. Still suboptimal to MAKE_BIFF, but doesn't break my environment (having weidu.exe in ./ breaks weinstall when c:\bin\weidu.exe is the beta).

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

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#26 Lollorian

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Posted 17 December 2009 - 06:28 PM

Updated the list to show which files contain the make-biff lines :cheers:

So, BGT does biffin too then. Btw, am I right in thinking that you just need to delete all instances of say ... mov override\blah NEJ-TIS1\blah (and variants) and the make-biff lines for the biffing to NOT happen??

Since almost every mod (except JZ which only biffs a movie) does the biffing through .bat, would just deleing the .bat's themselves do the job?? :unsure:

Cheers,
Lol

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#27 Jarno Mikkola

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Posted 17 December 2009 - 11:50 PM

Since almost every mod (except JZ which only biffs a movie) does the biffing through .bat, would just deleting the .bat's themselves do the job?? :unsure:

I don't think so, cause the files would be in the wrong directory, not in override, and second you would still need parts of the .bat for the other actions, like extending the .tiz'ses to .tis'ses .
Of course replacing the .bat would help as the .bat's usually unpacks and even cuts the old files to a directory which is not the override... say like the SOS-TIS1/-2 has all the SoS's .tis file, while the SOS-ITM has the few items from SoS and the rest of the override folder that are not biffed already by other mods. :wacko:

Well, as I checked the Setup-CtB.tp2, I saw these 12 lines:
MKDIR ~CTB-ARE~ 
MKDIR ~CTB-BCS~ ...
Which I know will make the directories that will eventually biffed, that should matter much...

I also checked the tiz-to-tis part of the CtbFinishInstall.bat and noticed that it not only unpacks the files but puts them to CTB-TIS/*filename*.tiz, so we just need to correct this and put them to: override/*filename*.tiz

Edited by Jarno Mikkola, 26 December 2009 - 01:23 PM.

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#28 Lollorian

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Posted 18 December 2009 - 01:11 AM

Since almost every mod (except JZ which only biffs a movie) does the biffing through .bat, would just deleting the .bat's themselves do the job?? :unsure:

I don't think so, cause the files would be in the wrong directory, not in override, and second you would still need parts of the .bat for the other actions, like extending the .tiz'ses to .tis'ses .
Of course replacing the .bat would help as the .bat's usually unpacks and even cuts the old files to a directory which is not the override... say like the SOS-TIS1/-2 has all the SoS's .tis file, while the SOS-ITM has the few items from SoS and the rest of the override folder that are not biffed already by other mods. :wacko:

That's it :D I'm leaving this stuff to the experts :D I'll probably try to be the slave who does the testing ^_^

Cheers,
Lol

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#29 Lollorian

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Posted 26 December 2009 - 07:53 PM

Heehee :D caught your edit :P

Well, as I checked the Setup-CtB.tp2, I saw these 12 lines:

MKDIR ~CTB-ARE~ 
MKDIR ~CTB-BCS~ ...
Which I know will make the directories that will eventually biffed, that should matter much...

I also checked the tiz-to-tis part of the CtbFinishInstall.bat and noticed that it not only unpacks the files but puts them to CTB-TIS/*filename*.tiz, so we just need to correct this and put them to: override/*filename*.tiz

So, it's just a matter of replacing the folder names with override and editing the .bat/.tp2 to not biff then??

Sounds too easy ... there must be a catch :unsure:

PS: Is Helborn (or anyone) working on this in private or something, I'd like to help in this as much as I can from Jan 7 or something (yeah, I am a clean-freak :P so a smaller data\ folder means a lot to me :D)

Cheers,
Lol

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#30 Jarno Mikkola

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Posted 27 December 2009 - 01:40 AM

Heehee :D caught your edit :P

The Imp goes on a rampage and beats the lol-sign to the ground. Don't double post. :devil:
JJ

So, it's just a matter of replacing the folder names with override and editing the .bat/.tp2 to not biff then??
Sounds too easy ... there must be a catch :unsure:

Yeah, it does sound too easy, thus the stealth edit, and the joke.
At least on of the catch is; the other big mods assume the previous mods biff their files and so they check for the biffs. :(
So it's might be better to actually biff the empty folder. :ROFL:

Edited by Jarno Mikkola, 27 December 2009 - 01:50 AM.

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#31 Lollorian

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Posted 27 December 2009 - 02:57 AM

So it's might be better to actually biff the empty folder. :ROFL:

OMG!! Do size zero .bif's exist?? Then it's easier even :cheers:

And we'll also need a list of all the files needed by a mod to show that it exists ... (I'll probably extract all the ACTION_IF FILE_EXISTS blocks later ;)) ... Methinks that's the purpose of those .g3 files :unsure:

As an example, extracting this will make SoBH not biff (and I checked, and found that there's nothing that checks if SoBH is installed :P)

Cheers,
Lol

Attached Files


Edited by Lollorian, 27 December 2009 - 03:20 AM.

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#32 Jarno Mikkola

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Posted 27 December 2009 - 04:54 AM

So it's might be better to actually biff the empty folder. :ROFL:

OMG!! Do size zero .bif's exist?? Then it's easier even :cheers:

Don't know, but if one was to put this sort of thing into the .bat file before the biffing, the zero size won't be an issue:
COPY + ~biffingcorrections/sw1h01.itm~ ~*biffed folder*/biffchec.itm~
Where the sw1h01.itm is the normal not modified Bastard Sword from the clean BG2 install. Hmm, did I already named the mod some sad sob needs to build, erhm yes... biffingcorrections. :crying:

Edited by Jarno Mikkola, 27 December 2009 - 06:02 AM.

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#33 Lollorian

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Posted 27 December 2009 - 05:25 AM

Ok, extracted all the FILE_EXISTS things and it seems that only these are actually checked (from the .bif's) ^_^

BGT -> BG1ARE.bif
NTotSC -> NTOTSC1.bif
CtB -> CTB-RULE.bif
RoT -> ROT-RULE.bif
SoS -> SOS-RULE.bif
TDD -> TDD-RULE.bif
TS -> TS-RULE.bif

So, only these folders need to be preserved while the others can directly be sent to the override ^_^ But these RULE.bif's contain .sto's which probably get patched too ... so your idea of putting in a dummy file to create the .bif works :D

Btw, instead of an .itm, how about putting in something that has no chance of being patched whatsoever (like a .mos, .vvc ... hell, can a .xyz be biffed?? :lol:)

Cheers,
Lol

Edited by Lollorian, 27 December 2009 - 05:36 AM.

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#34 Jarno Mikkola

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Posted 27 December 2009 - 06:01 AM

Btw, instead of an .itm, how about putting in something that has no chance of being patched whatsoever (like a .mos, .vvc ... hell, can a .xyz be biffed?? :lol:)

Can those files be biffed? I wouldn't risk it, and besides when we name the file as biffchec.itm(F/&, I forgot it needs to be 8 marks max, ah well), the item will never be used as a real item by anymod, so it will never be in the actual game.

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#35 Lollorian

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Posted 27 December 2009 - 06:25 AM

Ok, so everything seems easy enough :P

Now, 2 questions,

1) is someone doing this?? It'd be a waste to start this when someone's already completed 75% of it :lol:

And 2) Can gen_biff actually handle such a large volume of files at one time??

If this is successful, it'll probably snip off 2-3 GBs off the BWP :D And with a good backup-keeping-but-deleting-all-other-files type Cleanup.bat, that's a LOT of space gained ;)

I'm doing an expert install (with the intermediate biffing) tonight for comparison stuffs :P Then, after new year or something, I could start doing the no-biffer tests ;)

Cheers,
Lol

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

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#36 Lollorian

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Posted 27 December 2009 - 08:06 PM

Sorry for the double post, but I finished an expert install (with some errors ... they're probably minor :P)

Anyway, now, statistics:

Time - 6h 25m
BGII-SoA size - 27.5 GB
data size - 13.7 GB
override size - 24.2 MB

No. of gen_biff .bif's - 180

Now, I used a new (and improved?? ^_^) Cleanup.bat that preserves stuff needed for a changelog, and looks like it did a fairly good job :P

Statistics (after CleanupX.bat)

BGII-SoA size - 22.1 GB
data size - 13.7 GB
override size - 2.87 MB

So, overall space savings while keeping backups = 5.4 GB (:lol: Bigger than the vanilla BGII-ToB install!!!)

I've attached it here btw, please have a look (it's probably fubared my install without me knowing :P ... so, it'd help if there's stuff that needs to be changed/removed/added :lol:) Oh, btw, it takes some 2 hours to do the selective cleanup on a full-bells-and-whistles expert install (on my system :crying:), any idea how to optimize it??

Removed because of changelog-fubaring bug because it didn't keep .tp2's and .tra's in the mod folders <_< See next post for new one

Thanks,
Lol

Edited by Lollorian, 28 December 2009 - 06:03 PM.

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#37 Lollorian

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Posted 28 December 2009 - 06:05 PM

Hmmm, now that I look at it, why does NeJ have its own special biffer?? (NeJ2Biffer)

Next, here's a new CleanupX.bat (*grumble* *grumble* no changelogs *grumble*) Not needed cause the BWP's Cleanup.bat does this much better :P

So, here's CtB (no Biffin Edition :P) ... also made sure that the Modcheck (CTB-RULE.bif) got created. This is the code:

weidu --out CTB-RULE --biff-get-rest sw1h01.itm
weidu --make-biff CTB-RULE
call CtB\deldir CTB-RULE

I figured I'll just leave the itemname as it is (renaming it would create a new copy of the item (yeah, 1 kB means that much!!! :lol:)

Cheers,
Lol

Attached Files


Edited by Lollorian, 03 January 2010 - 07:50 PM.

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#38 the bigg

the bigg

    2083 is a prime number.

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Posted 28 December 2009 - 07:10 PM

- Gen biff (the publicly available version) can't handle more than 100 bifs (easily fixed by tweaking the tp2 to use less characters than tb#gen):
MAKE_BIFF ~tb#gen%currentFile%~ -> MAKE_BIFF ~tb#gb%currentFile%~ (do this twice in the tp2 file).

- tis/wed/bmp/mos/bam/wav files should still be biffed (using MAKE_BIFF) by the individual mods - this will make the new gen_biff be noticeably faster (which is good, especially since people will be altering tweak components here and there, and gen_biff is always touched by a stack traversal).

Edited by the bigg, 28 December 2009 - 07:12 PM.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#39 Lollorian

Lollorian

    smiley addict

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Posted 28 December 2009 - 07:31 PM

- Gen biff (the publicly available version) can't handle more than 100 bifs (easily fixed by tweaking the tp2 to use less characters than tb#gen):
MAKE_BIFF ~tb#gen%currentFile%~ -> MAKE_BIFF ~tb#gb%currentFile%~ (do this twice in the tp2 file).

Holy what?!? I'm looking at my data folder and the last one is tb#gen180.bif :o Biffs work on the 8-char limit too?? Well, it's official then, game f00bared :D

- tis/wed/bmp/mos/bam/wav files should still be biffed (using MAKE_BIFF) by the individual mods - this will make the new gen_biff be noticeably faster (which is good, especially since people will be altering tweak components here and there, and gen_biff is always touched by a stack traversal).

So, there's no way those files can be patched by something later, right?? :P (doesn't something try to fix bams??)

Oh, and one more thing, is there a size limit to .bif's?? Can we stuff everything that isn't patched into the .bif's that are required by the megamods for their checks?? :lol:

This looks like more work than I thought! But it's easy, robotic work (which even I can do :woot:) Will probably start by second week of Jan or something (really hope BWP9 doesn't get out before that though :P)

Cheers,
Lol

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#40 the bigg

the bigg

    2083 is a prime number.

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Posted 29 December 2009 - 04:55 AM

Holy what?!? I'm looking at my data folder and the last one is tb#gen180.bif :o Biffs work on the 8-char limit too?? Well, it's official then, game f00bared :D

I'm an idiot - biffs are stored as arbitrary-length strings rather than as statically allocated strings, so even long names are OK.

So, there's no way those files can be patched by something later, right?? :P (doesn't something try to fix bams??)

Well, some mods alter bams, but IMHO only a small portion of them are overwritten, so biffing some of them twice is not that bad (you might lose some ~50 MB by biffing twice, but remove half a gigabyte or so from gen_biff).

Oh, and one more thing, is there a size limit to .bif's?? Can we stuff everything that isn't patched into the .bif's that are required by the megamods for their checks?? :lol:

The largest bif in my install is 200 MB (BG1MOVIE from BGT) - use that as a thresold. Add MVE to the list of formats to biff per-mod, BTW - the game flat-out crashes if a MVE is in the override.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.