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Aran Whitehand Missing Options


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#1 Bill Bisco

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Posted 16 May 2015 - 06:30 PM

BIG WORLD SETUP:

 

Aran Whitehand is missing options when installing.  I have to manually choose not to display the readme and all of his character options.

 

 

[setup-aranw.exe] WeiDU version 23800
Using Language [English]

Would you like to display the readme? [Y]es [N]o

Aran Whitehand Options.....

Edited by Bill Bisco, 16 May 2015 - 06:30 PM.


#2 dabus

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Posted 16 May 2015 - 06:34 PM

Annotation from the select.txt: For some reason Aran Whitehand should be installed manually...
THINK! - It's not illegal.

#3 Bill Bisco

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Posted 16 May 2015 - 07:54 PM

Do we have to obey that?  Can we fixpack this so that the install is not interrupted?



#4 Bill Bisco

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Posted 19 May 2015 - 10:23 AM

No, this is some uncommon problem and without support from mod author there is a lite which we can do.


Really? Wow, I'm surprised. Help here would be great. This thing impedes installs.

#5 cmorgan

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Posted 26 June 2015 - 05:51 AM

Author available - Jarno, dabus, ALIEN, or anyone who knows the architecture of the tool used to guide the installation, please contact me :)

 

The two weidu.logs I have seen on this seem to show the installer forcing several components successfully, then trying to install everything a second time. It also seems to be choking on REQUIRE_COMPONENT ~setup-aranw.tp2~ ~0~ @30017

 

Straight installation (manual) shows no errors, but it is done through setup-mymod.exe rather than command line calls; if this requires a trivial change in the order or a setup of a component to deal with BWP, I'm game. There is already a "default" installation that lets players skip all the choices. Not sure why someone would want to skip the choices, but hey, it is their game.


Edited by cmorgan, 26 June 2015 - 05:53 AM.


#6 The Imp

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Posted 26 June 2015 - 06:32 AM

Erhm Jarno here, as the mod is still beta(or at least that's the assumption I'll make as I can only find the NPCs G3 forums and it's in the unreleased project section), it's included in the Leonardo Watson's BWP v15.2, but that might have been an earlier version which is very subject to change with the download files being in the github, and if anything in the components got changed, it's bout to bring trouble.

Which is why the BWP tools should NOT feature any beta mods in my opinion... but that's a different subject entirely. And no, I don't actually know how the BWP Install.bat is coded... I wish I would. :devil:


Edited by The Imp, 26 June 2015 - 06:39 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#7 Bill Bisco

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Posted 26 June 2015 - 06:35 AM

Thank you cmorgan. I hope a bws person can assist. This would save precious interrupted time ( we should be able to install a megamod overnight, every error or manual interrupt is very detrimental)

Default options are good. Bwp bat can be edited and BWS can put in the options to make changes. If we can get the BWS to put in Aran's options to select from checkboxes default or edited that'd be awesome!

The most important thing is that regardless of default or customized options is that the Aran Whitehand mod installs smoothly without interruption like the other mods for BWP and BWS.

edit: I disagree about beta mods. The only way a lot of beta mods can be tested for incompatibility is through a megamod install. The only way most people will do a megamod install is through BWP or BWS. Flag the mod as expert or red or beta or use at your own risk or whatever , but I think it gets much better exposure as an included mod.

Edited by Bill Bisco, 26 June 2015 - 06:45 AM.


#8 The Imp

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Posted 26 June 2015 - 07:28 AM

@cmorgan: Can you extend the English version of the setup.tra file from this:
@30001 = ~Beta_4~ 
To be:
@30001 = ~Beta_4 26.6.2015~ 
And so forth when ever you feel you would need to know the difference between the codings/updates...
edit: I disagree about beta mods.
Hmm, hah. Well, lets first get the mod itself be compatible with itself and a few other mods, so it's a stable as a whole, and then test it for incompatibilities with other mods. I know you are installing the mod, so you are in a hurry... I am not and I don't intent to set the BW tools to a flux state just for that. Setting the mod to an eXpert won't help, no one will look at the mods there to test them, as it just so happens to be, not just a few buggy mods, but the garbage bag full of giant roaches.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#9 cmorgan

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Posted 26 June 2015 - 08:20 AM

@The Imp, glad to see you, man!

 

re:

@cmorgan: Can you extend the English version of the setup.tra file from this:

- sure thing. I can do that after each round of changes, if it helps - or do you need the version number to be static for the tool?

 

 

Regardless, I will make the change now to update.

 

re: beta status, well that is a tough one!

 

On the one hand, as a modder, I can always use the bug reports to fix the mod up - and big installs cast a wider net looking for "unintended consequences".  I am the culprit for the darned mod being in "unreleased but fully working beta", when what I should have done about a year ago was realize it was ready for a v1 release.

 

But if the mega-install tool  were my own project, I would say something like "test your own damned mod, cmorgan; we have a hard enough time dealing with the garbage the NON-beta mods throw at us randomly, let alone ones that are regularly adding content! I need to eat/play/sleep SOMETIME!!"

 

@Bill Bisco - oh, I understand - so an uninterrupted flow needs the answers to the questions to be provided and inserted. No worries. Sequence for components:

 

(not sure about language choice options, but there is only english - currently, it should just install without asking a language option)

ASKED | RESPONSE

Display Readme | N   // no point in displaying a readme if you are doing an unattended install

Install | i                     // put the mod in place; it will find SoA, ToB, Bg2EE, and run HANDLE_CHARSET for bg2ee utf8 conversion

Set talk timer | 1        // regular talk times, skips all sorts of customization questions

Install audio | 2         // only soundset and music available at this time

Music choices | 1      // guitar soundset

Aran config | 1          // default soldier, skips all sorts of customization questions

Install portrait | N       // default .cre has portrait in place already, so this component is optional

 

GitHub has the latest changes, and the order of components is static. As a BG2:EE install, there are no known dependencies; as a BG2:SoA or BG2:ToB install, it assumes the G3 BG2 Fixpack is installed (but looks for the things the mod directly accesses and sets them up if it needs them).

 

The only thing that may be trouble on huge installs is the creation of the inn where you can pick up Aran. That is set up with code that dynamically searches for AR0700's "Abandon06" info point and changes it into a travel region. It has been tested against Dorn (bg2:ee new entrance at the top ) and Kivan (spawned as if he were entering from the same basic point) with both working fine. If a mod that comes after Aran completely removes or renames "Abandon06" or old-skool overwrites/replaces AR0700, then folks will have no access to recruit him and they just wasted a bunch of time installing a relatively huge dialog-centered mod. It won't cause problems for the install, but it will add thousands of unused, unaccessible dialog states and transitions to the game.

 

Note: for full troubleshooting, I have tucked a ton of information into the .DEBUG file for the mod, including what the user answered, and what it means for the install. This includes architecture, weidu vars, the chosen timings, etc., etc. if that is useful to anyone looking for identification of trouble spots.

 

Aaaand someone please let me know what "EET" is? I have been away from modding for a year, which translates to about 3 full tech cycles these days... :)


Edited by cmorgan, 26 June 2015 - 08:30 AM.


#10 The Imp

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Posted 26 June 2015 - 08:39 AM

Aaaand someone please let me know what "EET" is? I have been away from modding for a year, which translates to about 3 full tech cycles these days... :)

The EET, is Enhanced Edition Trilogy. It's quite like the BGT-weidu... but for the Enhanced Edition 1 & 2. And it comes with a few features that maker the 25 MB mod into a whopping 500+MB mod download, and of course instead of BG1:TotSC+BG2:ToB, you need the BG1EE & BG2EE. More info here, from the author.
The mod is playable and in github to download as a pre-release beta that's been updated some times.

@cmorgan: The version tag is more just for you... :devil:


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#11 cmorgan

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Posted 26 June 2015 - 08:57 AM

Cooool - I'd better go see if there is more to be done to be compatible with this.



#12 Leonardo Watson

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Posted 28 June 2015 - 10:10 AM

Straight installation (manual) shows no errors, but it is done through setup-mymod.exe rather than command line calls; if this requires a trivial change in the order or a setup of a component to deal with BWP, I'm game. There is already a "default" installation that lets players skip all the choices. Not sure why someone would want to skip the choices, but hey, it is their game.

You get the error also if you install only component 0, then start again the setup and try to install component 1....
The error message is:
ERROR: Failure("Unknown macro: chooseasoundtrack")



#13 The Imp

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Posted 28 June 2015 - 10:24 AM

@cmorgan: What Leonardo Watson said is this, this portion(lines 61 and 62), need to be moved down to be under the line number 983, so the ALWAYS block contains all the macro definitions:
BEGIN @30010
REQUIRE_PREDICATE GAME_IS ~bg2 tob bgt bg2ee~ @30002
To get that macro defined to install with a pause, or other components between.

Edited by The Imp, 28 June 2015 - 10:35 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#14 cmorgan

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Posted 28 June 2015 - 06:55 PM

Sure thing - an easy fix, on the surface of it. I can do a quick INCLUDE and throw those out to a .tpa. It will be done in about 12 hours from this post and integrated on GitHub.

 

Except... I don't understand why anyone would install the main component, then stop the installation, then install a second component - won't the REQUIRE_PREDICATE calls, and weidu's "temporary uninstall rollback" come into play, thus messing heavily with things? I know we specifically set up marker files in BG1NPC to *stop* cherry-picking individual components, or worse, placing them out of order (a pid component put before a dialog component).

 

Does someone have a cut-down script or a way I can test the behavior of AranW installed this way?

 

Or in this case I could skip the whole component thing and use READLN with only one master component. But I want to understand what the tool is doing separating components, and why, please.



#15 Leonardo Watson

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Posted 29 June 2015 - 02:55 AM

That's how the automated installation using a batch works. Usually I can install all components by the line:
Setup-aranw.exe    --language    0    --skip-at-view    --force-install-list    0 2 5 10
But this is not true with subcomponents because they require an input. That would be:
Setup-aranw.exe    --language    0    --skip-at-view    --force-install-list    0 <1
So for the second component I need a new line:
Setup-aranw.exe    --language    0    --skip-at-view    --force-install-list    2 <1

And that's where the installation fails.



#16 cmorgan

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Posted 29 June 2015 - 07:24 AM

AH!!!

 

I understand -

 

No worries. I have farmed the entire project's set of macros to /lib/ and set it up in the ALWAYS section, test installed (and rechecked by going through and changing the subcomponents).

 

ALWAYS
    INCLUDE ~aranw/lib/regexp.tph~ /* extra regexp vars */
    INCLUDE ~aranw/lib/aranw_macros.tph~ /* define all macros */
    /* .ids patching to make sure everything is in place */
    INCLUDE ~aranw/lib/ids_patching.tph~ /* checks for expected .ids resources */
    ACTION_IF GAME_IS ~bg2ee~ BEGIN    
    /* HANDLE_CHARSETS */
    /* BG2:EE tra conversion courtesy of weidu and iconv */
        ACTION_DEFINE_ARRAY c-aranreload BEGIN setup c-aranw END
        LAF HANDLE_CHARSETS
            INT_VAR
            infer_charset = 1
            STR_VAR
                tra_path = EVAL ~%MOD_FOLDER%/tra~
                reload_array = c-aranreload
        END
    END
    OUTER_SPRINT tra_version ~c-aranw~
END
LANGUAGE    ~English~
            ~english~
            ~aranw\tra\english\c-aranw.tra~
            ~aranw\tra\english\setup.tra~ /* Contains text strings displayed during the installation: TP2, Components, etc., encoded for _win32 (cp1252), _osx (utf-8 no BOM), or _unix (utf-8 no BOM) */

 

 

How are you dealing with all the

 

/* Setting up timered interactions with player choice before compiling .d and .baf */
OUTER_FOR( aran_timer_choice = 0 ; ~%aran_timer_choice%~ STRING_COMPARE_REGEXP ~^[12]$~ ; )BEGIN
    PRINT @30042
    ACTION_READLN aran_timer_choice
END // of O_F
ACTION_IF ("aran_timer_choice" = 1) THEN BEGIN
    /*  patching files with player choice: set talk timers */
        OUTER_SET ARAN_FTT = 3600
        OUTER_SET ARAN_LTT = 3600
        OUTER_SET ARAN_FLIRT = 3600
        PRINT @30043
        OUTER_SET choseninitialrom = 2400
        PRINT @30044
        OUTER_SET choseninitialflirt = 1200
        PRINT @30045
        PRINT @30046
END
ACTION_IF ("aran_timer_choice" = 2) THEN BEGIN
    PRINT @30047
    PRINT @30048
    OUTER_SPRINT ~friendshiptimer~ ~placeholder_value~
    OUTER_WHILE (!(IS_AN_INT ~friendshiptimer~) OR (~friendshiptimer~ > 0x6) OR (~friendshiptimer~ < 0x1)) BEGIN
etc. etc.

 

?  The list of responses needs to be fed by component?

 

I will go take a look and modify that list by component.

 

EDIT:

 

I suspect we can then detect a mod installed this way buy what is (and isn't) in the DEBUG. If individual components are installed this way, the MYMOD.DEBUG will only show the last installed materials for that component. So I need to add these checks and PRINT to the debug in the ALWAYS as well:

 

 

WeiDU says that this game has BGII:EE content.


The version of Aran Whitehand being installed is:
Beta_4 29.6.2015

Weidu variables on this install:

Language = english
Architecture = x86
Operating System = win32
User Directory = C:\Users\NAMEREDACTED\Documents/Baldur's Gate II - Enhanced Edition
Save Game Single Player Directory = C:\Users\NAMEREDACTED\Documents/Baldur's Gate II - Enhanced Edition/save
Save Game Multi Player Directory = C:\Users\NAMEREDACTED\Documents/Baldur's Gate II - Enhanced Edition/mpsave
Running .exe = D:\BeamDog\00783\setup-aranw.exe
Mod name (as seen by WeiDU) = ARANW/SETUP-ARANW.TP2
Installation type is: 1 ( 1 = install is being done interactively (IE you launched setup-mymod.exe and you’re installing mymod), or 0 = the install is being done non-interactively (IE you launched setup-mymod.exe and now weidu is reinstalling othermod due to the domino uninstall and reinstall).
 

 

And now I also need to see if any mod out there has found a way of reading READLN and ACTION_READLN responses into a custom .DEBUG, as the user-input responses and explination of timer settings, etc. are overwritten on the .DEBUG when the second command line call is made. Hmmm.... got to think about that one.


Edited by cmorgan, 29 June 2015 - 08:31 AM.


#17 cmorgan

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Posted 29 June 2015 - 09:54 AM

HAH! FOUND IT!

 

Thank the gods for CamDawg and the G3_Debugging_Suite...

I can leverage APPEND, PATCH_PRINT, and INNER_ACTION to create a custom .log file that is untouched by changes to other components, but is still removed when the mod is uninstalled. Tested a structure for BG2EE and it works swimmingly. (that means very well).

 

Now all I have to do is remember why/how to get constructs like this to use .tra references...

 

or not. The debugging can be in English and not .tra'd. Probably better for me that way anyways.

 

Someone HAS to have done this before... I will need to go look at SCS, igi's iiItem, and the like - and probably Miloch's stuff again.


Edited by cmorgan, 29 June 2015 - 09:55 AM.


#18 Leonardo Watson

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Posted 29 June 2015 - 10:18 AM

How are you dealing with all the

 

?  The list of responses needs to be fed by component?

 

That would be:
TYPE aranw0_input.txt | Setup-aranw.exe    --language    0    --skip-at-view    --force-install-list    0
The file aranw0_input.txt will be added by the Installpack and stores any number of required inputs, for example:

2
5

 

This is needed for every single component with more than 1 input. Input can be every digit or character, finished with a return.
 



#19 cmorgan

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Posted 30 June 2015 - 11:15 AM

OK, step one is done - see the beta release notes here:

 

http://gibberlings3....=27387&p=236489

 

Custom debugging logs integrated and tested against everything I could do to it minus the command line installs, updating to allow EET to use the files (untested on EET) and everything set up.

 

I will try for some of that "divided by component number user input" sorting for you tomorrow. Right now, I can help out by saying that the mod should just need three lines if running without varied choice; the debug-by-components breakdown is

 

aranw_0_debugger.log // main component

aranw_1234_debugger.log // 1 of 4 FORCED_SUBCOMPONENTs for sounds

aranw_56789_debugger.log // 1 of 5 FORCED_SUBCOMPONENTs for .cre, hidden from the user/installer by ACTION_READLN and ACTION_MATCH to player choice

aranw_opt10_debugger.log // optional portraits component, only needs to be installed if players want to choose instead of sticking with the default set.