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TS25minimod - Bugs


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#21 Fennek

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Posted 06 October 2010 - 05:35 AM

:cheers: Will test it tomorrow (or, if I find the time, today), thanks a lot! :cheers:

#22 Hoppy

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Posted 06 October 2010 - 08:01 PM

:cheers: Will test it tomorrow (or, if I find the time, today), thanks a lot! :cheers:


Let us know how it works before you thank us. :)
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#23 Fennek

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Posted 07 October 2010 - 06:01 AM

Let us know how it works before you thank us. :)

Weeeeellllllll....

That's the error message :P
(nothing in the debug, since nothing of component 5 was installed...)

ERROR [AR0400.are]->[ovedrride]Patching failed (copy) (Failure "Unknown function fj_add_are_structure")
Stopping installation becauseo of errors
Error installing (... Component 5...), rolling back to previous state
Will uninstall 15 files blah, blah, blah...

#24 Miloch

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Posted 07 October 2010 - 06:31 AM

You need to put your INCLUDEs in an ALWAYS section before your first BEGIN. That means they get included with every component, otherwise they only get included for the component where you INCLUDEd them (:P).

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#25 Lollorian

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Posted 07 October 2010 - 06:07 PM

You Miloch, are the epitome of drow-orc eugenics :D

Added this block:
ALWAYS
  INCLUDE ~ts25mini/lib/fj_add_are_struct.tpp~
right before the first BEGIN :cheers:

Sorry about the stupidity, Fennek :crying:

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#26 Miloch

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Posted 07 October 2010 - 06:23 PM

Sorry about the stupidity

You need an END to close the ALWAYS:
ALWAYS
  INCLUDE ~ts25mini/lib/fj_add_are_struct.tpp~
END
Also, it's hard to tell, since this mod has no English translation (or any other Western language), but I think this whole component...
BEGIN @0

ACTION_IF NOT FILE_EXISTS_IN_GAME ~tz25mnds.tmn~ THEN BEGIN
  COPY_EXISTING ~sw1h01.itm~ ~override/tz25mnds.tmn~
  INCLUDE ~ts25mini/DS/DS.tph~
  INCLUDE ~ts25mini/DS/ds_oldscript.tph~
  OUTER_SPRINT ~detectfile~ ~ts25mini/ds/cddetect.2da~
  OUTER_SPRINT ~statsfile~ ~ts25mini/ds/stats.2da~
  OUTER_SPRINT ~khelbenfile~ ~ts25mini/ds/spwi705.spl~
  LAUNCH_ACTION_MACRO ~detectable_spells~
  OUTER_SPRINT ~detectfile~ ~ts25mini/ds/dw#detect.2da~
  LAUNCH_ACTION_MACRO ~detectable_spells~
  OUTER_SPRINT ~marker~ ~dw#fixasc.mrk~
  OUTER_SPRINT ~oldfiles~ ~ts25mini/DS/oldfiles_asc.2da~
  OUTER_SPRINT ~oldswapfile~ ~ts25mini/DS/oldds_swap.2da~
  LAUNCH_ACTION_MACRO ~fix_old_DS_scripts~ 
  OUTER_SPRINT ~marker~ ~dw#fixkelsey.mrk~
  OUTER_SPRINT ~oldfiles~ ~ts25mini/DS/oldfiles_kelsey.2da~
  OUTER_SPRINT ~oldswapfile~ ~ts25mini/DS/oldds_swap.2da~
  LAUNCH_ACTION_MACRO ~fix_old_DS_scripts~ 
END
...might belong in that ALWAYS block. Because it's not really donig anything except more INCLUDEs, setting variables, and apparently putting in detectable spells (twice, and I'm not sure it needs to even once but maybe it's scripting depends on it, who knows). If it needs that, it doesn't need to go in the ALWAYS but the other stuff probably should.

Fennek, are you trying to translate this from Japanese to German or something, or what? :huh:

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#27 Lollorian

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Posted 07 October 2010 - 06:32 PM

... stupidity ...

Razzam frazzam gurgle coo <_<

Put the entire block into ALWAYS :D

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#28 Wisp

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Posted 08 October 2010 - 01:36 AM

Detectable Spells doesn't need to go in the ALWAYS part. You only need to launch it once (the whole ACTION_IF; the two LAMs use different 2da files) when the mod is installed, then you don't need it any more.

Edit: And Lollorian, you need to retain the ACTION_IF, otherwise it will install DS multiple times (which is non-cumulative but time-consuming).
You can probably keep DS in component 0, since it looks like the components that need DS won't install unless DS is installed.
Yet another edit: Putting DS in an ALWAYS may screw up WeiDU's backup process so don't do that.

Edited by Wisp, 08 October 2010 - 01:48 AM.


#29 Fennek

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Posted 08 October 2010 - 02:01 AM

Parse Error (state 796) at ALWAYS
( ... ) parse error at line 15 column 1-6
Near text: always
glr parse error

(... ... ....) parsing.parse_error
FATAL ERROR: parsing.parse_error

But I think we are getting closer.

Fennek, are you trying to translate this from Japanese to German or something, or what? :huh:

Actually yes, component 1 and 4 are translated (and can be chosen via the BWS beta if one uses German mods) and I'm almost done with another one. ReadMe and "For Translaters" are also translated. Stuff is added by the fixpack, I think (or the German textpack). If you need something in English, tell me.

The Detectalble Spells component is from an old version of SCSII. The ReadMe says that DS is necessary for alll components except no. 4 (The destination of an undead, or however Leonardo called it in English). I have no idea if this is true, nor have I tested the mod with the new version of SCSII yet.

#30 Lollorian

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Posted 08 October 2010 - 05:09 AM

Hmm ... that's kookie :unsure: moving the ALWAYS block to before the LANGUAGE tag fixed that GLR PARSE error ... ah well, have a go with this :D

Reverted the DS block back into the ACTION_IF block ...

PS: On the topic of DS, would it be a perk to consider upgrading ts25 (and other mod) DS to the latest version?? (or atleast check for the latest DS from other mods like SCS??)

PS2: I'm on IRC atm :shifty:

Attached Files


Edited by Lollorian, 08 October 2010 - 05:15 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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#31 Chevalier

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Posted 08 October 2010 - 05:53 AM

PS2: I'm on IRC atm :shifty:

I have not had that drug, is it any good? :wacko:

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#32 Lollorian

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Posted 08 October 2010 - 06:13 AM

I think I'm in a tunnel ... it's dark ... ooooooooh ... my precious :crazy:

"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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#33 Fennek

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Posted 08 October 2010 - 06:28 AM

I'm there, to... :ph34r:

PS: On the topic of DS, would it be a perk to consider upgrading ts25 (and other mod) DS to the latest version?? (or atleast check for the latest DS from other mods like SCS??)

Might run more smoothly then (?) Will post parts of readme tomorrow, if of use. But as Lollorian suggested in that tunnel, maybe it's better to wait until DS is updated...)

Edited by Fennek, 08 October 2010 - 06:51 AM.


#34 Lollorian

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Posted 08 October 2010 - 06:59 AM

... maybe it's better to wait until DS is updated...

Kelsey :D not DS :P

Kelsey's undersoing revision so it might be better to see how they revise his archaic DS :cheers:

"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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#35 Fennek

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Posted 08 October 2010 - 07:06 AM

Got it. :doh: Anyway, I guess the problem is fixed, although I'll do more testing at the weekend. Good night... :P

#36 Miloch

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Posted 08 October 2010 - 07:33 AM

moving the ALWAYS block to before the LANGUAGE tag fixed that GLR PARSE error

Yeah. Kinda stupid it has to go before that (as does README I think, which makes even less sense) but them's the breaks.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
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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


#37 Lollorian

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Posted 08 October 2010 - 08:25 AM

Ok, next up for review, the entire AR0900 area patching code:

Old code:
Spoiler


New code: :cheers:
Spoiler


Things to note:
1) LPF 2 n 3 don't have the destination name and entrance name mentioned. Is that awright?? :P

2) LPF 3 has a string referenced from the .tra ... should that be in quotes or something??

3) LPF 2 has a trap active thingy

4) All three LPF's have different types and cursor indices :unsure:

"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


#38 -Guest-

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Posted 08 October 2010 - 09:06 AM

functions do not accept .tra references as input.

  INNER_PATCH hack BEGIN
    SAY       0 @2520
    READ_LONG 0 strref
  END
  LPF fj_add_are_structure
    INT_VAR
    fj_type = 1
    fj_box_left = 4269
    fj_box_top = 956
    fj_box_right = 4336
    fj_box_bottom = 1103
    fj_cursor_idx = 22
    fj_info_point_strref = strref
    fj_vertex_0 = 4336 + (1039 << 16)
    fj_vertex_1 = 4336 + (956 << 16)
    fj_vertex_2 = 4269 + (1019 << 16)
    fj_vertex_3 = 4269 + (1103 << 16)
    fj_loc_x = 4148
    fj_loc_y = 916
    STR_VAR
    fj_structure_type = region
    fj_name = tz25nni1
  END


#39 Lollorian

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Posted 08 October 2010 - 09:18 AM

Thanks O anonymous one :P Noted!

PS: What might the "hack" between the INNER_PATCH and BEGIN mean?? Is it supposed to be used somewhere?? :unsure:

"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 -Guest-

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Posted 08 October 2010 - 09:28 AM

it doesn't mean anything, and couldn't be used later if you wanted to.

INNER_PATCH string BEGIN treats "string" as though it were a temporary file, so you can run arbitrary patches on it. if "string" is at least four characters long, it has room to hold a LONG integer, such as a strref. when the INNER_PATCH concludes, all modifications to "string" are discarded.