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#1 Melkor

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Posted 01 March 2003 - 03:39 PM

The automate function does not work properly in version 110. I am trying to automate some Icewind Dale 2 items and it seems to work fine except it does not do the
SAY NAME

SAY NAME2

SAY UNIDENTIFIED_DESC
etc..

The only thing that shows up on the tp2 file is

COPY ~ItemPack/items/file01.itm~ ~override/file01.itm~

Which is what it is so that works fine.
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#2 Melkor

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Posted 03 March 2003 - 04:56 AM

Guess no one knows the answer including Weimer since I see he's been on here.
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#3 Mhoram

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Posted 03 March 2003 - 05:51 AM

I think this cuestion has been asked other times, automate copy the descrptions only if the string references are above certain number. By default this is the last BG2 reference number.

Try weidu --automate-min 0 --automate

#4 weimer

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Posted 09 March 2003 - 02:05 PM

Actually, I just noticed this thread now. This board gives me quite a bit of grief with respect to marking threads that I have never seen as "already read".

Is automate working for you?

If not, would you be so kind as to send me (email, just zip it up) a bunch of ITM or SPL files (or whatever) and a WeiDU command line such that things don't work correctly?

As mentioned earlier, --automate-min may come in handy.

#5 Melkor

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Posted 11 March 2003 - 05:33 AM

No it didnt and never mind since I had to do it the hard way and copy and paste all the text and so did someone else who had the same problem. Our game add-ons were released over a week ago that these items were for. ;)
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#6 weimer

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Posted 11 March 2003 - 10:41 AM

Melkor, would you be willing to send me your ITMs and a DIALOG.TLK that has their descriptions so that I can fix this bug? I don't want future modders to be bitten by it.

#7 -jcompton-

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Posted 11 March 2003 - 11:40 AM

Actually, I just noticed this thread now. This board gives me quite a bit of grief with respect to marking threads that I have never seen as "already read".

I don't know if there's actually a way to turn this off (doesn't seem to be one at the user level) but Invision seems to say "Okay, if you visited one forum on this site, I'm going to assume you visited ALL of the forums on this site and mark them all read." I just try to remember the last time I was there and check the last-post-date.

This isn't the only board that does this, I believe Interplay does that as well. I've asked Neil if he can find a way to change that behavior, though.

#8 -Thorfinn-

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Posted 14 April 2003 - 07:01 AM

First, let me say how much I *love* WeiDU. It has so much packed into it. I hate GUI, but have had to live in a GUI world since the mid '80s, and it is wonderful to have a reason to load "command" again.

Anyway, my question. I have been dinking with AUTOMATE, then manually tweaking TP2 a bit. I kind of like to have all the item descriptions and such there, but see that most everyone else creates .TRA files. Do people do that for multi-language support? Or is there some other reason for it? Just playing with it, it seems that the .TRA is no less picky about closing tildes, and since I am only marginally literate in one language, I can see no advantage to copy-pasting all that stuff over into a .TRA. Or is there enough other benefits to offset the effort?

Thanks!

#9 -Guest-

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Posted 14 April 2003 - 07:09 AM

Or is there enough other benefits to offset the effort?

See what I was talking about with the marginal command of one language? And English is my best. It's all downhill from there.

#10 -jcompton-

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Posted 14 April 2003 - 08:43 AM

.TRA files are for multi-language support, and to make it less likely that you'll hose the rest of your TP2 while you're editing descriptions and such.

You can use WeiDU's --traify ability to turn your automatically generated TP2 into a TP2/TRA pair, too.

#11 -Thorfinn-

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Posted 15 April 2003 - 06:29 AM

The other big advantage would be cleaning up all the garbage, making it easy to edit.

Another question, if I may.

I had several areas (no new areas) complete with CREs, and thought to outfit them with some of the items I had made some time ago which have with spells, effects and invisible creature stuff. This was a while ago, and these items are packaged as .TBGs.

I thought I could automate generation of a TP2 to suck all those things in, and if I understood the doc, I knew I would have to handle the BAM and CRE files manually. So here was the procedure I attempted:

1. Rename override to override-bak.
2. Stash a copy of DIALOG.TLK, CHITIN.KEY, WEIDU.LOG
2. Create a new override folder, so that it would be easy to isolate all the items.
3. Import all the TBGs.
4. Verify the items were all in and working w/Shadowkeeper.
5. Run the following batch file, so I don't make typos ;)

echo off
md %1
md %1\item
copy override\*.* %1\item
weidu --automate %1/item --textapp temp.tp2
md %1\backup
echo BACKUP ~%1/Backup~ > temp$$$
echo AUTHOR ~me@myisp.com~ >> temp$$$
echo AUTO_TRA ~%1/tra/%%s~ >> temp$$$
echo LANGUAGE ~English~ ~English~ ~%1/tra/english/Setup.tra~ >> temp$$$
echo // >> temp$$$
echo BEGIN ~%1~ >> temp$$$
copy temp$$$+temp.tp2 temp1.tp2 /b
weidu --traify temp1.tp2 --dout %1.tp2
md %1\tra
md %1\tra\english
copy %1.tra %1\tra\english\Setup.tra
del temp$$$
del temp.tp2
del temp1.tp2
del %1.tra
copy weidu.exe Setup-%1.exe


This all runs without creating any error messages.

At this point, I have a traified MyMod.TP2 and a Setup-MyMod.exe in the game folder, and the item name and descriptions in MyMod/Tra/Setup.tra. These files look fine.

I then restore my stashed copy of override, DIALOG, CHITIN and WEIDU.LOG

When I run Setup-MyMod, it asks me if I want to install MyMod, runs for a few seconds, and on the very first item, gives an error as follows:

Installing [MyMod]
Copying 1 file(s) ...
[MyMod/item/m_sw1k001.itm] loaded, 1234 bytes
ERROR: unknown symbolic patch location [NAME]
Known symbolic location [BATTLE_CRY3] means 0xd0
Known symbolic location [UNHAPPY_BREAKING] means 0xb8
Known symbolic location [INTERACTION1] means 0x140
Known symbolic location [DAMAGE] means 0xec
Known symbolic location [BATTLE_CRY4] means 0xd4
Known symbolic location [TIRED] means 0xc0
Known symbolic location [INTERACTION2] means 0x144
Known symbolic location [BATTLE_CRY5] means 0xd8
Known symbolic location [INTERACTION3] means 0x148
Known symbolic location [DIALOGUE_DEFAULT] means 0x19c
                .
                .
Known symbolic location [AREA_DUNGEON] means 0x100
Known symbolic location [BATTLE_CRY2] means 0xcc
ERROR: [MyMod/item/m_sw1k001.itm] -> [override/naginata.itm] Patching Failed (COPY) (Failure("int_of_string"))


It seems to make no difference what item -- if I comment out the first several, the next one gives the same message.

I must be using something improperly, but for the life of me, I have no idea what.

Any hints?

Thanks!

#12 -Thorfinn-

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Posted 15 April 2003 - 06:46 AM

FWIW, here are a few snippets of the beginning of the files I am generating:

MyMod.TP2

BACKUP ~MyMod/Backup~
AUTHOR ~me@myisp.com~
AUTO_TRA ~MyMod/tra/%s~
LANGUAGE ~English~ ~English~ ~MyMod/tra/english/Setup.tra~
//
BEGIN @0

COPY ~MyMod/item/m_sw1k001.itm~    ~MyMod/m_sw1k001.itm~     
  SAY NAME @1
  SAY NAME2 @2
  SAY UNIDENTIFIED_DESC @3
  SAY DESC @4
  SAY 0x266 @5
COPY ~MyMod/item/m_sw1k002.itm~    ~MyMod/m_sw1k002.itm~


Setup.TRA

@0    = ~thomas~
@1    = ~Halberd~
@2    = ~Naginata +3~
@3    = ~By far the oldest and most often used pole-arm, the halberd consists of a cleaver-like axe blade mounted on a staff averaging six feet in length.  The axe blade is balanced at the rear with a fluke, and surmounted by a sharp spike, usually of quadrangular design.  The fluke is sometimes replaced by a hook used to dismount cavalry.  A halberd can be best described as a cross between a spear and an axe. 

STATISTICS:

Damage:  1D10
Damage type:  piercing
Weight: 15
Speed Factor: 9
Proficiency Type: Halberd
Type:  2-handed


I should also clarify that I have manually copied all the BAMs and EFFs into override, since I forgot to incorporate it into the batch file...

#13 Dyara

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Posted 15 April 2003 - 07:27 AM

Have you tried NAME1 instead of NAME?

#14 -Thorfinn-

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Posted 15 April 2003 - 10:52 AM

Thanks! That did the trick.

OK, was that something I had set up incorrectly? Or should WeiDU output have been NAME1 instead?

#15 hlidskialf

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Posted 15 April 2003 - 12:53 PM

I've had the same error when using Weidu to automate the references for files that I've IAP'd into the game. It gives the NAME instead of NAME1. Is NAME1 necassary or is NAME generally valid as well? In my case I just use a replace all action in my text editor (TextPad) and specify it to match NAME exactly. A quick fix of the .tp2.

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#16 -jcompton-

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Posted 15 April 2003 - 01:29 PM

Sounds like Wes just flat out made a mistake.

#17 weimer

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Posted 24 April 2003 - 04:03 PM

Thank you for bringing this to my attention. I have fixed it locally.