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Support for non-ANSI systems


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#21 Miloch

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Posted 24 January 2010 - 11:33 AM

Erephine, do you have some sort of translation table for the character renaming? I suspect it'd be leaner if we did it in WeiDU (heavens forbid :ph34r:).

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#22 Erephine

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Posted 24 January 2010 - 12:08 PM

Erephine, do you have some sort of translation table for the character renaming? I suspect it'd be leaner if we did it in WeiDU (heavens forbid :ph34r:).


It definitely would be, but I don't know how easy it will be to do that. WeiDU itself can't handle the filenames properly, so it's not possible to simply rename them from there.

The current renaming tool doesn't have a table. It dynamically gets the characters from the current code page and replaces them accordingly (which means it will produce valid names for any code page that might be set, instead of just one or several preset ones).

If we could do something like that with WeiDU, that would be ideal. :)

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#23 Miloch

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Posted 26 January 2010 - 06:18 AM

Hmm, well maybe we could do some combination of WeiDU and batch files, like we do already? Though we'd have to account for DOS to Windows character differences (e.g. translates to in DOS). I'd have to see your source code though, or some reasonable facsimile or explanation of it. I don't even know what it's written in - C++? Given that this likely concerns only a small handful of users, perhaps it's best left as-is if it works and reengineering it would prove too complex.

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#24 -enlil-

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Posted 31 March 2010 - 07:46 AM

the latest version isn't installing. it first tries to rename the files to fit my codepage and then tells me that "required content is missing".
My system shows both types correctly. First they start with exotic western letters like AE, Greek mu or the crossed-out O which are renamed to Russian letters like ц, ш or, again, the Greek mu.
I'd be glad if you helped me to fix it.

#25 -Guest-

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Posted 31 March 2010 - 07:49 AM

also, after it renamed them and if i run it again it tries runs the renaming programme again which takes quite some time. what an oddity.
the option to changing regional settings isn't, bluntly, there. it's windows 2000.

#26 Miloch

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Posted 31 March 2010 - 10:38 PM

the latest version isn't installing. it first tries to rename the files to fit my codepage and then tells me that "required content is missing".
My system shows both types correctly. First they start with exotic western letters like AE, Greek mu or the crossed-out O which are renamed to Russian letters like ц, ш or, again, the Greek mu.
I'd be glad if you helped me to fix it.

There is a Regional Options icon in the Windows 2000 Control Panel. If you open that and scroll down on your "Language settings" - what is your (Default) language set to? I believe it should be Western Europe/US for the non-Unicode codepage to be set properly.

A way to make sure is to go to Start > Run > type regedit and hit OK. Drill down the menu paths HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Nls\CodePage then scroll down until you see the ACP (ANSI Code Page) setting. What is this set to? You can try setting it to 1252 (Western Europe), reboot and reinstall the mod.

You could try the test in this post too. (Though frankly, the results are probably only useful to Erephine whom I haven't heard from in a while.) But I might be able to see what went wrong from your SETUP-INFINITYANIMATIONS.DEBUG log (you might need to zip it and register to do that because if you post it textually it'll probably clog the forum).

I do have a new beta almost ready that should set everything properly, but it will be good to have some testing in the meantime to make sure it will work.

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Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#27 -Guest-

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Posted 07 February 2013 - 05:21 AM

Greetings, I don't know if this is still actual, but, well, for me it is  :P  I've spent last two days trying to install IA, still with no success.. after installing base Infinity Animations v5 component and Humanoid Animation Fixes component, installer skips following components up to More Base Animations comp., saying 'XXX.rar needs to be extracted and installed with the main component.' Then I can install More Base Anims, which is followed by another pile of skipping.. Naturally, I've tried to re-download, edit ACP (original is 1250) to 1252, change region for non-unicodes to English(UK), run update-filenames.bat, but still making no difference.

 

please, if anyone could help, or direct me to another page where it is already solved, I would appreciate that



#28 hook71

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Posted 07 February 2013 - 12:43 PM

I would suggest taking a look at the instructions for installing Infinity Animations in the BiG World PDF.



#29 -Guest-

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Posted 08 February 2013 - 01:38 AM

well, I installed all the mods I wanted according to this very BW guide, but got stuck at the IA. but nevermind, I solved it later yesterday, no idea how though. The final state in which it worked was ACP 1252, english for non-unicode (these were set before), re-re-re-download, and unzip with 7-zip switched to english - dunno if 7-zip itself could mess up the characters, but it seems it did.



#30 Jarno Mikkola

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Posted 08 February 2013 - 03:06 AM

well, I installed all the mods I wanted according to this very BW guide, but got stuck at the IA. but nevermind, I solved it later yesterday, no idea how though. The final state in which it worked was ACP 1252, english for non-unicode (these were set before), re-re-re-download, and unzip with 7-zip switched to english - dunno if 7-zip itself could mess up the characters, but it seems it did.

Yes... you need to download the files as normal, then switch to the ACP 1252, restart the computer, and then extract, install and start the game to check it etc(in BWP this is done to all files) and once that's done, you can go back and put the original language setting if you wish to and then restart the computer again, and then play the game as normal without it ever clinching because of the wrong code page...


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#31 dabus

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Posted 08 February 2013 - 06:00 AM

Are you sure about going back while playing the game?
Those installed files would still be using those non-standard-ascii characters and the game would not be able to read them if you changed the codepage.
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#32 -Guest-

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Posted 08 February 2013 - 07:51 AM

I did change it to test if it's gonna run, and no crash so far.. but maybe i just didn't met the 'right' animations. Is there some quick way to test it?



#33 Jarno Mikkola

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Posted 08 February 2013 - 10:56 AM

Are you sure about going back while playing the game?
Those installed files would still be using those non-standard-ascii characters and the game would not be able to read them if you changed the codepage.
The issue here is that weidu.exe and WinRAR.exe & 7z.exe etc programs can only read a set of characters and that is defined by the the windows code page, now if the .tp2 file and the files themselves are not coded with that in mind, they actually read something else. For example the letter Ö:
Codes for computing
In Unicode, the capital Ö is codepoint U+00D6 and the lower case ö is U+00F6.

The numeric character references in HTML and XML are "Ö" and "ö" for upper and lower case respectively. The Entity Names are "ö" and "Ö"
So the problem comes from the different programs understanding the same character totally differently... and this makes the game gain libraries to resources that do not exist. Now when you use the same set of character identification library as it was intended to(as in switch to the ACP1252 ), the other programs understand is as the character it was intended to, and the mismatch won't happen in the install time, which removes the problem, even if the games libraries then refer to the "Ö" character, it's in the game resource names and the libraries, which means it can be associated. As in the end the association comes down to a set of hexadecimal numbers.
Or that's just my theory that I ripped out from an unspecified smelly place. :D

So yes, I am sure that it works even after you set the codepage back to what ever it was and restart the computer.

Edited by Jarno Mikkola, 08 February 2013 - 11:07 AM.

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#34 pro5

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Posted 06 February 2014 - 10:47 AM

Why not use various punctuation symbols like these instead?
 }  (ascii code 0x7D)
 `  (ascii code 0x27)
 ,  (ascii code 0x2C)
 &  (ascii code 0x26)
 ~  (ascii code 0x7E)
 {  (ascii code 0x7B)
 $  (ascii code 0x24)
 =  (ascii code 0x3D)
 +  (ascii code 0x2B)
They are valid filename symbols (in Windows at least, no idea about Mac or Linux), and they are NOT widely used in mods, despite what IA devdoc file says. Not to mention this mod will only ever use them for BAM and (very few) 2DA resources, reducing the chances for any potential conflict further. All these symbols exist with same ascii codes in Japan windows codepage 932 and russian 1251 (I think those were the ones who had problems with IA originally?).

The current solution to force a user to CHCP and reboot every time IA (or any mod using IA) needs to be (re)installed seems, frankly, horrible to me.

Edited by pro5, 06 February 2014 - 10:58 AM.


#35 The Imp

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Posted 06 February 2014 - 12:04 PM

Why not...

I don't think it's a question of why anymore... but more of a when various people have the time and patience to upload 1(2+ in archives) GB's files and a compatible BGMain.exe patch series... with Miloch being rip apart in various other projects etc.

 

AKA, if you can make the .exe patch so that we can use the normal ANSI letters in the animation letters, you are more than welcome to remake the v5 beta of the install file, and thus fix this issue completely.


Edited by The Imp, 06 February 2014 - 12:18 PM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
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#36 pro5

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Posted 06 February 2014 - 02:37 PM

I could try, although exe patching is out of my usual area of expertise. But the devdoc file has some notes on offsets in the executable, and my initial attempts to decipher them have not been completely unsuccessful.

I've tinkered with 'µ' and 'Æ' refs and replaced them with '~' and '}'. The result appears to work, at least the animations show up. If a few people could check this and confirm it doesn't crash and burn on their end before I attempt the other slots, that'd be great.

Usage:
- unpack and install the test component
- start a new game or load existing save, shouldn't matter
- CLUAConsole:CreateCreature("P5Tst") - Should look like a Bovine Axe Thing. Drawn location will not match foot circle - this particular animation is not centered properly.
- CLUAConsole:CreateCreature("P5Tst2") - Should look like a Nabassu.
- CLUAConsole:CreateCreature("P5Tst3") - Should look like a Chimera.

Attached Files



#37 Quiet

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Posted 06 February 2014 - 11:29 PM

If a few people could check this and confirm it doesn't crash and burn on their end before I attempt the other slots, that'd be great.
I checked and it work fine for me.

#38 Gwendolyne

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Posted 07 February 2014 - 09:36 AM


- CLUAConsole:CreateCreature("P5Tst") - Should look like a Bovine Axe Thing. Drawn location will not match foot circle - this particular animation is not centered properly.
 

 

Strange. It should have been fixed a few months ago : http://www.shsforums...-thing-axe-bug/


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.

#39 pro5

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Posted 07 February 2014 - 02:00 PM


- CLUAConsole:CreateCreature("P5Tst") - Should look like a Bovine Axe Thing. Drawn location will not match foot circle - this particular animation is not centered properly.
 

 
Strange. It should have been fixed a few months ago : http://www.shsforums...-thing-axe-bug/
 
 
 



I might have the old version archive, before it was updated (these files have been gathering dust on my hdd for a while).

Meanwhile, I think I got another ref slot to work. CHARACTER BGII WQM which used to be referenced by "¢_¢_" has been switched to "+_+_". Tested on MOINESSE_NINJA_MALE_HUMAN animation (¢A¢B --> +A+B).

I was wondering about the ia_reference_picker program that comes packaged with IA. Was its source code ever publicly shared anywhere, or was it only Erephine who had it? If I manage to get this .exe patch fully switched (that's a big IF for now), the app ideally should be updated to accept lists with new symbol references as input, as well as hand out ready-to-use slot ids when claiming new slots. Otherwise, the process of claiming a new slot could become complicated...

Edited by pro5, 07 February 2014 - 02:02 PM.


#40 Gwendolyne

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Posted 07 February 2014 - 02:47 PM

OK  I was afraid I had uploaded the wrong files...

 

 

You should ask Miloch who is working on the next version of I.A. As far as I know, it will include the remplacement of the animation codes in a way that should solve the subject of this topic.

.

But ask him to be sure. ;)


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.