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How do I port sound sets from the Enhanced Editions?


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#21 Andrea C.

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Posted 12 June 2021 - 01:55 PM

Getting a parse error.

 

This is my code:

 

Spoiler

 

Error message:

 

69CQrlV.png
 


Edited by Andrea C., 12 June 2021 - 01:56 PM.


#22 The Imp

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Posted 12 June 2021 - 02:22 PM

Well, that says that the tables column only has a 28 rows(lines) in it (minus a few), and it doesn't know what to do with the 29th entry, aka with @22 ... and so forth. As you can't append a column that only has so many rows beyond those rows. And besides, they would do nothing to the character anyways as the extras would never be used. So get rid of the rest.


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#23 Andrea C.

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Posted 13 June 2021 - 12:12 AM

I'm still getting the error message. I believe WeiDU doesn't like EVAL after

APPEND_COL ~charsnd.2da~


If I switch it like this:

 

PRINT ~Coptying sound files...~
COPY ~Miscellaneous/soundsets~ ~sounds~

LOAD_TRA ~Miscellaneous/tra/en_US/soundsets.tra~

EVAL APPEND_COL ~charsnd.2da~ ~$ $ Alveus @9 @6 @7 @8 @16 @22 @23 @24 @28 @29 @30 @14 @15 @10 @11 @44 @45 @36 @37 @38 @39 @40 @41 @42 @43~
EVAL APPEND_COL ~charsnd.2da~ ~$ $ Baeloth @54 @51 @52 @53 @62 @68 @69 @70 @74 @75 @76 @60 @61 @55 @56 @90 @91 @82 @83 @84 @85 @86 @87 @88 @89~
EVAL APPEND_COL ~charsnd.2da~ ~$ $ Andrew @100 @97 @98 @99 @107 @113 @114 @115 @119 @120 @121 @105 @106 @101 @102 @135 @136 @127 @128 @129 @130	@131 @132 @133 @134~
EVAL APPEND_COL ~charsnd.2da~ ~$ $ Dan @145 @142 @143 @144 @151 @157 @158 @159 @163 @164 @165 @149 @150 @146 @147 @179 @180 @171 @172 @173 @174 @175 @176 @177 @178~
EVAL APPEND_COL ~charsnd.2da~ ~$ $ Elysa @189 @186 @187 @188 @196 @202 @203 @204 @208 @209 @210	@194 @195 @190 @191	@224 @225 @216 @217	@218 @219 @220 @221	@222 @223~
EVAL APPEND_COL ~charsnd.2da~ ~$ $ Sarah @234 @231 @232 @233 @242 @248 @249 @250 @254 @255 @256	@240 @241 @235 @236	@270 @271 @262 @263	@264 @265 @266 @267	@268 @269~
EVAL APPEND_COL ~charsnd.2da~ ~$ $ Trent @280 @277 @278 @279 @287 @293 @294 @295 @299 @300 @301	@285 @286 @281 @282	@315 @316 @307 @308	@309 @310 @311 @312	@313 @314~

 

I get a parsing error at column 1-4, saying that it expects a token next to "EVAL".
 


 



#24 Andrea C.

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Posted 13 June 2021 - 01:40 AM

Looking at the code used in ToBEx to add subtitles for sound sets, it appears to be a lot harder than we thought.

 

EDIT: I might have found a way. I'll report back after I try it out.


Edited by Andrea C., 13 June 2021 - 05:29 AM.


#25 Cahir

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Posted 13 June 2021 - 03:06 AM

Sorry for (maybe) stupid question, but why you're trying to port EE soundsets to BGT? Why just don't stick to EE's?

#26 Andrea C.

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Posted 13 June 2021 - 03:53 AM

<blockquote class='ipsBlockquote'data-author="Cahir" data-cid="611265" data-time="1623582375"><p>Why just don't stick to EE's?</p></blockquote>

:) Several reasons. The short of it is that there are things I want that the Enhanced Editions cant give me, and things I dont want that the Enhanced Editions have.

#27 Cahir

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Posted 13 June 2021 - 04:12 AM

<blockquote class='ipsBlockquote'data-author="Cahir" data-cid="611265" data-time="1623582375"><p>Why just don't stick to EE's?</p></blockquote>

:) Several reasons. The short of it is that there are things I want that the Enhanced Editions cant give me, and things I dont want that the Enhanced Editions have.

 

I can easily understand the latter, but I'm actually curious about the former. What are the features that you think EE's lack? Sorry for off-topic, but I'm genuinely curious.



#28 Andrea C.

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Posted 13 June 2021 - 05:23 AM

I can easily understand the latter, but I'm actually curious about the former. What are the features that you think EE's lack? Sorry for off-topic, but I'm genuinely curious.

 

skellytz's Infinity Sounds mod would be top of the list, followed by the ability to use a DLL wrapper to restore environmental sound effects (EAX). Other things I can't get from the Enhanced Editions include the stony UI from BG1 (which could technically be modded into the EEs, but it's already available at no effort or cost in the classics), the original BG1 font (may not be everybody's cup of tea, but it is certainly mine), the ToBEx option to turn off the grey color from the Stoneskin spell, and the original inventory icon behavior of only showing a zoomed-in detail of an item's icon until picked up, and the full icon when picked up (this can technically be modded back into the EEs, but it's once again already available at no effort or cost in the classics.)

 

EDIT: Forgot the ability to set whatever resolution I like and play with integer scaling, which looks better than the scaling algorithms used in the Enhanced Editions.


Edited by Andrea C., 13 June 2021 - 05:34 AM.


#29 Cahir

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Posted 13 June 2021 - 05:33 AM

Ok, so it seems that tat sound, UI, and visuals are the things that matters the most to you, clear. Thanks for explaining.

I for one would be more interested to see those features implemented to EE's (especially Infinity Sounds) than to backport EE stuff to the old engine. There are to many quality of life improvements in EEs and EE-only mods released for me to ever get back to classic BG series.

#30 Andrea C.

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Posted 13 June 2021 - 06:33 AM

I for one would be more interested to see those features implemented to EE's (especially Infinity Sounds) than to backport EE stuff to the old engine. There are to many quality of life improvements in EEs and EE-only mods released for me to ever get back to classic BG series.


Appreciate that, though I don't see EAX and the ability to use integer scaling ever coming to the EEs.

 

I also dislike most of the arbitrary changes they've made to the games, especially BG1, and the items they've introduced.

 

While the EEs could certainly be modded to have all of the things I want (except, as mentioned, EAX and integer scaling), everything is already available in the classics right now at no cost or effort. The latest updates to ToBEx by Insomniator, as well as his Improved GUI mod, backport what I personally consider to be the best fixes and ease-of-use features of the Enhanced Editions to the classics, thus defeating any interest I might have in the former.



#31 Andrea C.

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Posted 13 June 2021 - 06:47 AM

All right, I could make it work in the sense that strings are added to the TLK with the appropriate sound references and CHARSND.2DA is also appended with the extra columns and strrefs.

 

However, subtitles are still not displayed in-game for these sound sets for whatever reason.



#32 skellytz

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Posted 13 June 2021 - 06:53 AM

Infinity Sounds supports BGEE ;)
 
Anyways, here's the code. Simply follow the examples to add the soundset strings to the tra file and their numbers to the list of OUTER_SETs.

 

You need TobEx component "Subtitles for Standard Soundsets". For the classic BG2, we're appending to csound.2da not charsnd.2da. I've also PMed you properly converted audio files so that they display as individual options in the sound selection.

 

TRA

 

@1 = ~text for subtitles~ [bdtpag0]
@2 = ~text for subtitles~ [bdtpag1]


TP2

 

OUTER_SET bdtpag0 = RESOLVE_STR_REF(@1)
OUTER_SET bdtpag1 = RESOLVE_STR_REF(@2)
OUTER_SET bdtpag2 = RESOLVE_STR_REF(@3)
OUTER_SET bdtpag3 = RESOLVE_STR_REF(@4)
OUTER_SET bdtpag4 = RESOLVE_STR_REF(@5)
OUTER_SET bdtpag5 = RESOLVE_STR_REF(@6)
OUTER_SET bdtpag6 = RESOLVE_STR_REF(@7)
OUTER_SET bdtpag7 = RESOLVE_STR_REF(@8)
OUTER_SET bdtpag8 = RESOLVE_STR_REF(@9)
OUTER_SET bdtpag9 = RESOLVE_STR_REF(@10)
OUTER_SET bdtpaga = RESOLVE_STR_REF(@11)
OUTER_SET bdtpagb = RESOLVE_STR_REF(@12)
OUTER_SET bdtpagc = RESOLVE_STR_REF(@13)
OUTER_SET bdtpagd = RESOLVE_STR_REF(@14)
OUTER_SET bdtpage = RESOLVE_STR_REF(@15)
OUTER_SET bdtpagf = RESOLVE_STR_REF(@16)
OUTER_SET bdtpagg = RESOLVE_STR_REF(@17)
OUTER_SET bdtpagh = RESOLVE_STR_REF(@18)
OUTER_SET bdtpagi = RESOLVE_STR_REF(@19)
OUTER_SET bdtpagj = RESOLVE_STR_REF(@20)
OUTER_SET bdtpagk = RESOLVE_STR_REF(@21)
OUTER_SET bdtpagl = RESOLVE_STR_REF(@22)
OUTER_SET bdtpagm = RESOLVE_STR_REF(@23)
OUTER_SET bdtpagn = RESOLVE_STR_REF(@24)
OUTER_SET bdtpago = RESOLVE_STR_REF(@25)
OUTER_SET bdtpagp = RESOLVE_STR_REF(@26)
OUTER_SET bdtpagq = RESOLVE_STR_REF(@27)
OUTER_SET bdtpagr = RESOLVE_STR_REF(@28)
OUTER_SET bdtpagw = RESOLVE_STR_REF(@29)
OUTER_SET bdtpagz = RESOLVE_STR_REF(@30)
//OUTER_SET xxxxxx0 = RESOLVE_STR_REF(@)

ACTION_DEFINE_ASSOCIATIVE_ARRAY subtitles BEGIN
  ~%bdtpag0%~, ~%bdtpag1%~, ~%bdtpag2%~, ~%bdtpag3%~, ~%bdtpag4%~, ~%bdtpag5%~, ~%bdtpag6%~, ~%bdtpag7%~, ~%bdtpaga%~, ~%bdtpagb%~, ~%bdtpagc%~, ~%bdtpagd%~, ~%bdtpage%~, ~%bdtpagf%~, ~%bdtpagg%~, ~%bdtpagh%~, ~%bdtpagi%~, ~%bdtpagj%~, ~%bdtpagk%~, ~%bdtpagl%~, ~%bdtpagm%~, ~%bdtpagn%~, ~%bdtpago%~, ~%bdtpagp%~, ~%bdtpagq%~, ~%bdtpagr%~, ~%bdtpagw%~, ~%bdtpagz%~, ~%bdtpag8%~, ~%bdtpag9%~ => bdtpag
  ~%bdtpam0%~, ~%bdtpam1%~, ~%bdtpam2%~, ~%bdtpam3%~, ~%bdtpam4%~, ~%bdtpam5%~, ~%bdtpam6%~, ~%bdtpam7%~, ~%bdtpama%~, ~%bdtpamb%~, ~%bdtpamc%~, ~%bdtpamd%~, ~%bdtpame%~, ~%bdtpamf%~, ~%bdtpamg%~, ~%bdtpamh%~, ~%bdtpami%~, ~%bdtpamj%~, ~%bdtpamk%~, ~%bdtpaml%~, ~%bdtpamm%~, ~%bdtpamn%~, ~%bdtpamo%~, ~%bdtpamp%~, ~%bdtpamq%~, ~%bdtpamr%~, ~%bdtpamw%~, ~%bdtpamz%~, ~%bdtpam8%~, ~%bdtpam9%~ => bdtpam
  ~%bdtpbe0%~, ~%bdtpbe1%~, ~%bdtpbe2%~, ~%bdtpbe3%~, ~%bdtpbe4%~, ~%bdtpbe5%~, ~%bdtpbe6%~, ~%bdtpbe7%~, ~%bdtpbea%~, ~%bdtpbeb%~, ~%bdtpbec%~, ~%bdtpbed%~, ~%bdtpbee%~, ~%bdtpbef%~, ~%bdtpbeg%~, ~%bdtpbeh%~, ~%bdtpbei%~, ~%bdtpbej%~, ~%bdtpbek%~, ~%bdtpbel%~, ~%bdtpbem%~, ~%bdtpben%~, ~%bdtpbeo%~, ~%bdtpbep%~, ~%bdtpbeq%~, ~%bdtpber%~, ~%bdtpbew%~, ~%bdtpbez%~, ~%bdtpbe8%~, ~%bdtpbe9%~ => bdtpbe
  ~%bdtpdg0%~, ~%bdtpdg1%~, ~%bdtpdg2%~, ~%bdtpdg3%~, ~%bdtpdg4%~, ~%bdtpdg5%~, ~%bdtpdg6%~, ~%bdtpdg7%~, ~%bdtpdga%~, ~%bdtpdgb%~, ~%bdtpdgc%~, ~%bdtpdgd%~, ~%bdtpdge%~, ~%bdtpdgf%~, ~%bdtpdgg%~, ~%bdtpdgh%~, ~%bdtpdgi%~, ~%bdtpdgj%~, ~%bdtpdgk%~, ~%bdtpdgl%~, ~%bdtpdgm%~, ~%bdtpdgn%~, ~%bdtpdgo%~, ~%bdtpdgp%~, ~%bdtpdgq%~, ~%bdtpdgr%~, ~%bdtpdgw%~, ~%bdtpdgz%~, ~%bdtpdg8%~, ~%bdtpdg9%~ => bdtpdg
  ~%bdtpeh0%~, ~%bdtpeh1%~, ~%bdtpeh2%~, ~%bdtpeh3%~, ~%bdtpeh4%~, ~%bdtpeh5%~, ~%bdtpeh6%~, ~%bdtpeh7%~, ~%bdtpeha%~, ~%bdtpehb%~, ~%bdtpehc%~, ~%bdtpehd%~, ~%bdtpehe%~, ~%bdtpehf%~, ~%bdtpehg%~, ~%bdtpehh%~, ~%bdtpehi%~, ~%bdtpehj%~, ~%bdtpehk%~, ~%bdtpehl%~, ~%bdtpehm%~, ~%bdtpehn%~, ~%bdtpeho%~, ~%bdtpehp%~, ~%bdtpehq%~, ~%bdtpehr%~, ~%bdtpehw%~, ~%bdtpehz%~, ~%bdtpeh8%~, ~%bdtpeh9%~ => bdtpeh
  ~%bdtpsd0%~, ~%bdtpsd1%~, ~%bdtpsd2%~, ~%bdtpsd3%~, ~%bdtpsd4%~, ~%bdtpsd5%~, ~%bdtpsd6%~, ~%bdtpsd7%~, ~%bdtpsda%~, ~%bdtpsdb%~, ~%bdtpsdc%~, ~%bdtpsdd%~, ~%bdtpsde%~, ~%bdtpsdf%~, ~%bdtpsdg%~, ~%bdtpsdh%~, ~%bdtpsdi%~, ~%bdtpsdj%~, ~%bdtpsdk%~, ~%bdtpsdl%~, ~%bdtpsdm%~, ~%bdtpsdn%~, ~%bdtpsdo%~, ~%bdtpsdp%~, ~%bdtpsdq%~, ~%bdtpsdr%~, ~%bdtpsdw%~, ~%bdtpsdz%~, ~%bdtpsd8%~, ~%bdtpsd9%~ => bdtpsd
  ~%bdtpto0%~, ~%bdtpto1%~, ~%bdtpto2%~, ~%bdtpto3%~, ~%bdtpto4%~, ~%bdtpto5%~, ~%bdtpto6%~, ~%bdtpto7%~, ~%bdtptoa%~, ~%bdtptob%~, ~%bdtptoc%~, ~%bdtptod%~, ~%bdtptoe%~, ~%bdtptof%~, ~%bdtptog%~, ~%bdtptoh%~, ~%bdtptoi%~, ~%bdtptoj%~, ~%bdtptok%~, ~%bdtptol%~, ~%bdtptom%~, ~%bdtpton%~, ~%bdtptoo%~, ~%bdtptop%~, ~%bdtptoq%~, ~%bdtptor%~, ~%bdtptow%~, ~%bdtptoz%~, ~%bdtpto8%~, ~%bdtpto9%~ => bdtpto
END

ACTION_PHP_EACH subtitles AS variable => name BEGIN
  APPEND_COL ~csound.2da~
    ~$ $ %name% $ $ $ $ $ $ %variable_9% %variable_10% %variable_11% %variable_8% %variable_28% %variable_29% $ $ $ $ $ $ %variable_19% %variable_20% %variable_12% %variable_21% %variable_22% %variable_23% %variable_24% %variable_25% %variable_13% %variable_14% %variable_15% %variable_0% $ $ %variable_16% %variable_17% %variable_18% $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ $ %variable_26% $ $ $ $ $ $ $ $ $ $ $ %variable_27% %variable_1% %variable_2% %variable_3% %variable_4% %variable_5% %variable_6% %variable_7%~
  BUT_ONLY
END

COPY_EXISTING ~csound.2da~ ~override~
  PRETTY_PRINT_2DA
BUT_ONLY


 



 


 
 


Edited by skellytz, 13 June 2021 - 10:04 AM.


#33 Cahir

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Posted 13 June 2021 - 07:11 AM

I didn't know Infinity Sounds are compatible with BGEE. It wasn't clear for me from mod thread. Thank for confirming, that's good news!

#34 Andrea C.

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Posted 13 June 2021 - 08:01 AM

skellytz comes to the rescue again—thank you :)

 

I'll need to change some of the files and references as sometimes sounds don't match their subtitles and/or don't make sense in the context, but we're 90% there.