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#21 Grave

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Posted 23 March 2004 - 07:22 PM

That did the trick. I see what you were saying now. :)

#22 Grave

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Posted 24 March 2004 - 03:37 AM

Well, the .d files seem to be in order now. BUT now I have this (from the DEBUG):

Adding MULGORE to internal list of available DLGs
Adding MULGOREP to internal list of available DLGs
ERROR: Cannot resolve external symbolic label [XaviaRejoin] for DLG [XAVIA]
ERROR: Cannot postprocess MULGOREP
ERROR: problem processing D files: Failure("cannot resolve label")


Here is a thread that has XaviaRejoin in it:

IF ~Global("XaviaJoined","LOCALS",0) NumTimesTalkedTo(1)~ THEN BEGIN XaviaRejoin // from:
SAY ~So, the mighty <CHARNAME> returns! What do you want?~
IF ~~ THEN REPLY ~I'd like for you to accompany me again.~ GOTO Rejoin2
IF ~~ THEN REPLY ~Nothing for the moment. Just greeting a familiar face.~ EXIT
END


#23 -jcompton-

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Posted 24 March 2004 - 07:28 AM

Well, if I were you I'd have put that state inside something called XAVIAP, which might explain why it's not being found in XAVIA. Are you sure the state is being added to the right DLG?

#24 Grave

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Posted 24 March 2004 - 03:20 PM

No.. I'm not sure if the state is being added in right. :blink: This is my first attempt ever at trying to create an NPC(s), and my first time ever tinkering with WeiDU. I'm just going by trial-and-error.

But the "XaviaRejoin" state is located in the ~XAVIAP~ dialog, to sorta answer your last post.

#25 weimer

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Posted 24 March 2004 - 04:09 PM

Are you trying to compile this MULGORE thing before the XAVIA thing? Unlike, say, Java, WeiDU won't always magically find the right dependency order for your D files. Try putting them all in the same COMPILE statement.

If that doesn't fix it, you'll really have to include the text from your TP2 file and the relevant bits (the definition and the use of XaviaRejoin) from the D files.

#26 Grave

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Posted 24 March 2004 - 04:26 PM

The way WeiDU is compiling it, it looks like it's doing the xavia.d file first, then the mulgore.d file.

Basically, I have 2 NPCs so I created 2 seperate .d files, which cointain the initial dialogs as well as the P dialogs.

I'll try putting them in the same COMPILE statement in the tp2 and see if that works.

*** EDIT ***

PROGRESS! By compiling both .d files in the same statement, it worked. I was using a seperate COMPILE statement for each .d file. So that's out of the way...

Now I ran into this (from the DEBUG):

Processing 2 dialogues/scripts ...
Adding MULGORE to internal list of available DLGs
Adding MULGOREP to internal list of available DLGs
Adding XAVIA to internal list of available DLGs
Adding XAVIAP to internal list of available DLGs
[MULGORE.DLG] saved 5 states, 5 trans, 1 strig, 0 ttrig, 3 actions
[MULGOREP.DLG] saved 7 states, 7 trans, 3 strig, 0 ttrig, 5 actions
[XAVIA.DLG] saved 17 states, 26 trans, 1 strig, 0 ttrig, 10 actions
[XAVIAP.DLG] saved 7 states, 9 trans, 3 strig, 0 ttrig, 5 actions
Copying and patching 1 file ...
[MulgoreXaviaNPC/xavia.cre] loaded, 2932 bytes
Patching baldur.gam in directory save/000000010-True Rosetta
[save/000000010-True Rosetta/baldur.gam] loaded, 100272 bytes
ERROR: [MulgoreXaviaNPC/xavia.cre] -> [override/xavia.cre] Patching Failed (COPY) (Failure("not a valid GAME V1.1 file (wrong sig)"))


What's that mean? The only thing I can think of is it's saying I didn't update the game using the latest patches?? :(

#27 weimer

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Posted 24 March 2004 - 04:48 PM

State labels that are strings are a "weidu-only" sort of thing -- once you save the DLG file to and throw it at the Infinity Engine, string state labels go away. You can reference MULGORE from XAVIA or whatever using integer state labels if you want ... or you can put them in the same compile statement, at which point WeiDU will remember the string state labels and you can use them instead.

On to your new problem:

Again, you seem to be working very hard to not provide exactly the info we'd need to address this problem. :-) Whenever you quote an error message, please try to quote the relevant part of your hand-written file (in this case, your TP2 file) as well.

Anyway, you're using PATCH_GAM on your CRE file and you should be using it on a GAM file. Look for PATCH_GAM in your TP2 file and fix up that bit. I can't be more specific because I don't know what you wrote. :-)

#28 Grave

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Posted 24 March 2004 - 05:17 PM

Sorry, man! I'll try to be more descriptive when asking for help.

But I checked my tp2 file, and there's no references to PATCH_GAM or GAM at all. Since the .d files seemed to compile correctly, it seems like the problem is happening right after that. So, here's that portion of my tp2:

COMPILE ~MulgoreXaviaNPC/xavia.d~ ~MulgoreXaviaNPC/mulgore.d~
USING ~~

COPY ~MulgoreXaviaNPC/xavia.cre~ ~override/xavia.cre~
SAY NAME1 ~Xavia~
SAY NAME2 ~Xavia~
SAY HAPPY ~~ [xavia0]
SAY LEADER ~~ [xaviab]
SAY TIRED ~~ [xaviac]
SAY BORED ~~ [xaviad]
SAY BATTLE_CRY1 ~~ [xaviaa]
SAY BATTLE_CRY2 ~~ [xavia8]
SAY BATTLE_CRY3 ~~ [xavia9]
SAY DAMAGE ~~ [xavial]
SAY DYING ~~ [xaviam]
SAY HURT ~~ [xaviae]
SAY SELECT_COMMON1 ~~ [xaviaf]
SAY SELECT_COMMON2 ~~ [xaviag]
SAY SELECT_COMMON3 ~~ [xaviah]
SAY SELECT_ACTION1 ~~ [xaviai]
SAY SELECT_ACTION2 ~~ [xaviaj]
SAY SELECT_ACTION3 ~~ [xaviak]
SAY SELECT_RARE1 ~~ [xavia_]
SAY SELECT_RARE2 ~~ [xaviax]
SAY CRITICAL_HIT ~~ [xaviaz]
SAY CRITICAL_MISS ~~ [xavia6]
SAY TARGET_IMMUNE ~~ [xavia2]
SAY INVENTORY_FULL ~~ [xavia3]
SAY PICKED_POCKET ~~ [xavia4]
SAY EXISTANCE1 ~~ [xavia5]
SAY EXISTANCE2 ~~ [xavia1]
SAY EXISTANCE3 ~~ [xavia7]
ADD_GAME_NPC "Xavia" "FW1001" #854 #320


#29 Kismet

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Posted 24 March 2004 - 05:34 PM

Since BG1tutu uses the BG2 game engine I wouldn't think you would need to use the ADD_GAME_NPC command (since that is for BG1 only).

#30 Grave

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Posted 24 March 2004 - 05:51 PM

Ok, I got it working now!!!!!!!!!!!! :D

Kismet, you're right... I didn't need the ADD_GAME_NPC line. I removed it from the tp2, and viola!

Now to just fire up the game and try it out

*crosses fingers*