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Fade v5.1 - experimental


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#1 Lava Del'Vortel

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Posted 07 February 2018 - 04:35 AM

From now on you may download an experimental version of Fade - v5.0. Changes in this version are:

 

  • WeiDU update
  • EET-compatible chapter check
  • Added EET to GAME_IS check
  • Fixed AR0900 script trigger
  • Fixed tokens - both in ANSI and UTF-8
  • Fixed audio uninstall
  • Replaced STATE_SLEEPING check for dialogues with CD_STATE_NOTVALID
  • Added CD_STATE_NOTVALID check for both Player1 and Fade for some dialogues

 

Why is it experimental? Because I am not using EET and it was not tested on that platform. I implemented stuff that should make the mod work fine on both EE and EET, but I leave you the testing. And since it's more like an open beta, the old version - v4.0 - will remain available. Uplon clicking download button, you will be asked what version you want to use. If you want to give it a try, use Fade v5.0 (experimental).


Edited by Lava Del'Vortel, 12 February 2018 - 09:59 AM.


#2 Lava Del'Vortel

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Posted 12 February 2018 - 07:06 AM

Jastey spotted a possible problem if Fade was used on EET and now it's fixed. I just uploaded v5.1 (experimental). Thanks, Jastey! :)


Edited by Lava Del'Vortel, 12 February 2018 - 09:59 AM.


#3 Quorwyf

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Posted 23 February 2018 - 10:27 PM

Tried and failed to install 5.1 on EET.

 

Attached File  SETUP-FADE.DEBUG   239.46K   40 downloads



#4 Lava Del'Vortel

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Posted 23 February 2018 - 10:47 PM

Will investigate.



#5 jastey

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Posted 23 February 2018 - 10:51 PM

Installs fine on mine.

RSAA25J 133 is from Rasaad's ToB quest. A full game should have it. I have no idea what or how, but this missing in your EET install is not a good sign.

IF ~~ THEN BEGIN 133 // from: 132.0
SAY #83147 /* ~Let it! Alorgoth and I will both be buried here!~ [OH83147] */
IF ~~ THEN DO ~SetGlobalTimer("OHR_TIMER_ALORFIGHT","OH4230",THREE_MINUTES)
SetGlobal("OHR_FINALE","GLOBAL",18)
~ EXIT
IF ~ IsValidForPartyDialogue("HAERDALIS")
~ THEN EXTERN ~HAERD25J~ 16
IF ~ IsValidForPartyDialogue("KORGAN")
~ THEN EXTERN ~KORGA25J~ 17
IF ~ IsValidForPartyDialogue("AERIE")
~ THEN EXTERN ~AERIE25J~ 36
IF ~ IsValidForPartyDialogue("JAN")
~ THEN EXTERN ~JAN25J~ 20
IF ~ IsValidForPartyDialogue("VALYGAR")
~ THEN EXTERN ~VALYG25J~ 24
IF ~ IsValidForPartyDialogue("JAHEIRA")
~ THEN EXTERN ~JAHEI25J~ 47
IF ~ IsValidForPartyDialogue("NEERA")
~ THEN EXTERN ~NEERA25J~ 1
IF ~ IsValidForPartyDialogue("DORN")
~ THEN EXTERN ~DORN25J~ 0
IF ~ IsValidForPartyDialogue("MINSC")
~ THEN EXTERN ~MINSC25J~ 14
IF ~ IsValidForPartyDialogue("HEXXAT")
~ THEN EXTERN ~HEXXA25J~ 1
END

Edited by jastey, 23 February 2018 - 10:53 PM.


#6 Quorwyf

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Posted 23 February 2018 - 11:20 PM

What could cause it to go missing?

 

 

EDIT

 

I see RASAA25J.DLG in my override. So...?


Edited by Quorwyf, 23 February 2018 - 11:32 PM.


#7 jastey

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Posted 23 February 2018 - 11:40 PM

Could you attach it to a post? I would like to have a look at it.

I have no idea why this could be. RASAA25J.dlg has 251 states in original BGII:EE. It makes no sense if state number 133 is missing in your EET.

EDIT: And please, also the content of the weidu.log.

Edited by jastey, 23 February 2018 - 11:41 PM.


#8 Quorwyf

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Posted 24 February 2018 - 12:00 AM

No need. I checked the file in NI and it was empty. I had to uninstall EET_end to revert the file.

 

Fade 5.1 installed without a problem.

 

Is EET_end supposed to do that?



#9 jastey

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Posted 24 February 2018 - 12:14 AM

Ah - actually, yes. EET unifies the joined dialogues across the whole Trilogy, so all content from RASAA25J.dlg is transferred to RASAADJ.dlg.

That is why EET mods usually have to be installed before running EET_end.exe. It didn't occur to me that you are trying to mod a "finished" EET install.

Maybe this should be a standard entry for readmes: "For EET, install this mod to the BGII:EE folder after the EET transformation but before running the final EET-end.exe."

EDIT: I didn't realize the other j.dlg files are empty afterwards, or it might have occurred to me what caused your problem.

Edited by jastey, 24 February 2018 - 12:15 AM.


#10 Roxanne

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Posted 24 February 2018 - 12:27 AM

No need. I checked the file in NI and it was empty. I had to uninstall EET_end to revert the file.

 

Fade 5.1 installed without a problem.

 

Is EET_end supposed to do that?

 

 

Ah - actually, yes. EET unifies the joined dialogues across the whole Trilogy, so all content from RASAA25J.dlg is transferred to RASAADJ.dlg.

That is why EET mods usually have to be installed before running EET_end.exe. It didn't occur to me that you are trying to mod a "finished" EET install.

Maybe this should be a standard entry for readmes: "For EET, install this mod to the BGII:EE folder after the EET transformation but before running the final EET-end.exe."

EDIT: I didn't realize the other j.dlg files are empty afterwards, or it might have occurred to me what caused your problem.

This is a general issue like jastey pointed out that affects all mods in EET containing dialogues that go beyond pure BG2 part (ToB, SoD or BG1). Those need to go after EET main but they need EET_end afterwards. Installing such mods after EET_end  you will try to append to files that are by then empty. Mods that only have BG2 contents work even after EET_end.

PS - another point to consider is the sequence required for crossmod contents of NPC mods, however you should not get errors from this, you will just miss it in your install.


Edited by Roxanne, 24 February 2018 - 12:29 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#11 ALIEN

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Posted 24 February 2018 - 01:57 AM

Maybe this should be a standard entry for readmes: "For EET, install this mod to the BGII:EE folder after the EET transformation but before running the final EET-end.exe."


Since nobody read readmes and because not folowing this critical requirements can lead to broken mods, better solution would be a check for EET_End.tp2 0 component ( or it's GUID but there is not support for that )

FORBID_COMPONENT "EET_END.TP2" "0" "You need to uninstall EET_End, install current mod/component and install EET_End once again after you finished installing other mods/components."

Edited by ALIEN, 24 February 2018 - 11:42 AM.


#12 jastey

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Posted 24 February 2018 - 08:00 AM

ALIEN: Good point.

#13 Roxanne

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Posted 24 February 2018 - 08:57 AM

Maybe this should be a standard entry for readmes: "For EET, install this mod to the BGII:EE folder after the EET transformation but before running the final EET-end.exe."


Since nobody read readmes and because not folowing this critical requirements can lead to broken mods, better solution would be a check for EET_End.tp2 0 component ( or it's GUID but there is not support for that )

FORBID_COMPONENT "EET_END.TP2" "0" "You must install this mod before EET_END component."

 

 

ALIEN: Good point.

Problem is that people doing EET install must follow the procedure or they get bugged games (or use BWS), Because the mod can check if EET_end is not yet installed BUT in order to work it is also required to install EET_end after all dialogue mods, which you cannot check. You can help some but cannot remove the responsibility from the user.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#14 ALIEN

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Posted 24 February 2018 - 11:41 AM

BUT in order to work it is also required to install EET_end after all dialogue mods, which you cannot check.

EET it prints a warning when you run game and forgot to install EET_End. But not when you uninstall EET_End and I have no idea why < improvement for the next version of EET.

 

Assuming it will be done let's look at the theoretical example for Bob:

 

1. install EET

2. install EET_End

3. want's to install Fade, mod tell him "You need to uninstall EET_End, install current mod/component and install EET_End once again after you finished installing other mods/components."

4. uninstall EET_End

5. install Fade

6. forget to install EET_End, run game, EET itself warns player that he forgot to install EET_End ()

7. exit game, install EET_End again, run game, be happy

 

You can help some but cannot remove the responsibility from the user.

 

The goal should be to eliminate all similar quirks of the mod installation. The above scenario is possible and very easy to implement. Let's leave user responsibility for more demanding things like avoiding conflicts etc


Edited by ALIEN, 24 February 2018 - 11:42 AM.


#15 Roxanne

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Posted 24 February 2018 - 11:46 AM

BUT in order to work it is also required to install EET_end after all dialogue mods, which you cannot check.

EET it prints a warning when you run game and forgot to install EET_End. But not when you uninstall EET_End and I have no idea why < improvement for the next version of EET.

 

Assuming it will be done let's look at the theoretical example for Bob:

 

1. install EET

2. install EET_End

3. want's to install Fade, mod tell him "You need to uninstall EET_End, install current mod/component and install EET_End once again after you finished installing other mods/components."

4. uninstall EET_End

5. install Fade

6. forget to install EET_End, run game, EET itself warns player that he forgot to install EET_End ()

7. exit game, install EET_End again, run game, be happy

 

You can help some but cannot remove the responsibility from the user.

 

The goal should be to eliminate all similar quirks of the mod installation. The above scenario is possible and very easy to implement. Let's leave user responsibility for more demanding things like avoiding conflicts etc

 

The EET:end missing message was there in previous RC versions. I have not seen it in the current one.

Are you saying that it is only checked one time but if you uninstall it once to add more mods (something I regularly do) it will not be checked again? This may explain why I assumed it is no longer there.

If it were checked every time, that would support your scenario and the combination of

FORBID_COMPONENT "EET_END.TP2" "0" "You must install this mod before EET_END component."

and EET_end missing warning on game start could in fact ensure correct install if added to all the mods that need it.


Edited by Roxanne, 24 February 2018 - 11:50 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#16 ALIEN

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Posted 24 February 2018 - 12:09 PM

Yes, the EET>EET_End check is still there but it's no longer works when you uninstall EET_End. It looks to me as a bug, not as a extra feature.



#17 Lava Del'Vortel

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Posted 24 February 2018 - 12:47 PM

I believe that's something to post at EET forums rather than here. It's getting a bit off-topish.



#18 AwolJam

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Posted 19 June 2018 - 04:17 AM

Does the 5.1 version have improvements over 4.0 if im not planning on playing with EET? or should i stick with version 4?


Edited by AwolJam, 19 June 2018 - 04:18 AM.


#19 Lava Del'Vortel

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Posted 19 June 2018 - 07:19 AM

It was mostly about EET, but not only. As you can see in the ReadMe:

 

  • WeiDU update
  • EET-compatible chapter check
  • Added EET to GAME_IS check
  • Fixed AR0900 script trigger
  • Fixed tokens - both in ANSI and UTF-8
  • Fixed audio uninstall
  • Replaced STATE_SLEEPING check for dialogues with CD_STATE_NOTVALID
  • Added CD_STATE_NOTVALID check for both Player1 and Fade for some dialogues
  • More EET-friendly code by Jastey (v5.1)