Bugs, any of them goes here... |
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Bugs, any of them goes here... |
Jun 30 2008, 09:13 AM
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#21
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Master of energies Council Member Posts: 3319 Joined: 9-July 04 From: Magyarország |
The "fix" (workaround) that was first introduced to this problem seems to be correct, and I see the same code in ToD 3.1 for it. So it's interesting that the bug caused by UB appeared again, but Valiant will surely find the reason. Perhaps something has changed, indeed. (I don't assume you accidently use the outdated version, Leomar.)
QUOTE You are completly right. It is a incombatibility between ToD and BG1 UB and that is mentioned in this thread. BG1 UB or (BG2) UB? I think you meant the latter. Anyway, it's an incompatibility of UB with all mods that use the Crooked Crane inn's original script, and has nothing to do with ToD apart from the fact that ToD is also the victim of that error. To my knowledge, the developers have fixed it (but not yet released the fixed version), so hopefully the new release of UB will solve this problem once and for all. -------------------- Mental harmony dispels the darkness.
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Jun 30 2008, 09:26 AM
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#22
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Forum Member Posts: 165 Joined: 29-January 05 From: Modena (Italy) |
It might have to do with some kind of biffing not leaving the correct file in the override.
CODE ///////////////////////////// // Extending Existing Bafs // ///////////////////////////// ACTION_IF FILE_EXISTS ~ar0021.bcs~ THEN BEGIN // if Teleport mod or Unfinished Business is installed PRINT @102 COPY_EXISTING ~ar0021.bcs~ ~override~ EXTEND_TOP ~ar0021.bcs~ ~TOD/AppendBaf/ar0021.baf~ END ELSE BEGIN COMPILE ~TOD/AppendBaf/ar0021.baf~ ~override/ar0021.bcs~ END ACTION_IF FILE_EXISTS ~ar0004.bcs~ THEN BEGIN // if Teleport mod or Unfinished Business is not installed PRINT @102 COPY_EXISTING ~ar0004.bcs~ ~override~ EXTEND_TOP ~ar0004.bcs~ ~TOD/AppendBaf/ar0004.baf~ END ELSE BEGIN COMPILE ~TOD/AppendBaf/ar0004.baf~ ~override/ar0004.bcs~ END optimized rewrite: CODE ///////////////////////////// // Extending Existing Bafs // ///////////////////////////// EXTEND_TOP ~ar0021.bcs~ ~TOD/AppendBaf/ar0021.baf~ EXTEND_TOP ~ar0004.bcs~ ~TOD/AppendBaf/ar0004.baf~ EXTEND_TOP creates the bcs file if missing, and doesn't require to be inside COPY_EXISTING (EXTEND_* is an action, not a patch). It might be more mod friendly if a biffing routine removes ar0021.bcs from the override, or something. If we want to nitpick, there's also the option of moving Tian to another location altogether, and/or summon him in the City Door district area and then move him to the Crooked Crane (Keto does the same thing to summon her in an area without an area script). -------------------- Please do not contact me for assistance in using BGT, BP, any other of the 'large mods', or a mod I didn't write or contribute to. I'm not your paid support staff, so I'd suggest you to direct your help questions to the forum relative to the mod you're playing.
Thanks for your cooperation. |
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Jul 1 2008, 03:39 AM
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#23
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Contributor Posts: 60 Joined: 5-December 07 From: Germany beneath Cologne |
The "fix" (workaround) that was first introduced to this problem seems to be correct, and I see the same code in ToD 3.1 for it. So it's interesting that the bug caused by UB appeared again, but Valiant will surely find the reason. Perhaps something has changed, indeed. (I don't assume you accidently use the outdated version, Leomar.) No, we used v3.1, now. QUOTE QUOTE You are completly right. It is a incombatibility between ToD and BG1 UB and that is mentioned in this thread. BG1 UB or (BG2) UB? I think you meant the latter. Anyway, it's an incompatibility of UB with all mods that use the Crooked Crane inn's original script, and has nothing to do with ToD apart from the fact that ToD is also the victim of that error. To my knowledge, the developers have fixed it (but not yet released the fixed version), so hopefully the new release of UB will solve this problem once and for all. Uups. Sorry, yes I mean BG2 UB. Sikret is right. Valiant is very kindly to make his mod with UB compatible and has of course thereby now additional work and one thinks his mod is incompatible with UB. Right, that's not fair. ToD is a supportet mod and UB unfortunately not more. The last fixes of UB are long ago. Valiant should decide if he want to do the changes or we all hope of a new version of UB. I think, that's why I asking, that Valiant could be helpful in this case, because he is active and we have with him a chance, to get both mods installed together. Unfortunately, this I can't say for UB. I see not really a new update of UB in the near future. Now we have two options. 1.) Valiant make the needed changes (this would be again a very kindly help of him, but don't forget Sikret words) 2.) We try to make a patch/fix without bothering Valiant. Greetings Leomar This post has been edited by Leomar: Jul 1 2008, 03:41 AM -------------------- |
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Jul 1 2008, 05:19 PM
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#24
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Contributor Posts: 60 Joined: 5-December 07 From: Germany beneath Cologne |
Valiant, you don't need to make changes. As it is mentioned in your readme, we should install ToD after Devine Remix. If we do that, we install ToD after UB, too. And if we install ToD after UB the bug not occurs. Tian is normally showing up. So I think we have fixed this problem with the right installation order.
Edit: The only thing you could do is to mention it in the readme like you do with Divine Remix. A new bug: The component [Encounter with Ustrain] will not be installed, because by va#ustrn.TRA is missing a "~" at the end of @27 and @46 . Greetings Leomar This post has been edited by Leomar: Jul 2 2008, 03:26 AM -------------------- |
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Jul 2 2008, 05:52 AM
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#25
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The Tactician Distinguished Developer Posts: 7781 Joined: 1-December 05 |
A new bug: The component [Encounter with Ustrain] will not be installed, because by va#ustrn.TRA is missing a "~" at the end of @27 and @46 . This is strange. I remember that Valiant and Razfallow had tested that component (once with and once without IA installed) for ToD v3 and no other player has reported any such problem. Have you possibly changed those dialogue lines for v3.1, Valiant? -------------------- Improved Anvil
Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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Jul 2 2008, 02:46 PM
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#26
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Contributor Posts: 57 Joined: 6-April 05 From: Czech Republic |
It might have to do with some kind of biffing not leaving the correct file in the override. CODE ///////////////////////////// // Extending Existing Bafs // ///////////////////////////// ACTION_IF FILE_EXISTS ~ar0021.bcs~ THEN BEGIN // if Teleport mod or Unfinished Business is installed PRINT @102 COPY_EXISTING ~ar0021.bcs~ ~override~ EXTEND_TOP ~ar0021.bcs~ ~TOD/AppendBaf/ar0021.baf~ END ELSE BEGIN COMPILE ~TOD/AppendBaf/ar0021.baf~ ~override/ar0021.bcs~ END ACTION_IF FILE_EXISTS ~ar0004.bcs~ THEN BEGIN // if Teleport mod or Unfinished Business is not installed PRINT @102 COPY_EXISTING ~ar0004.bcs~ ~override~ EXTEND_TOP ~ar0004.bcs~ ~TOD/AppendBaf/ar0004.baf~ END ELSE BEGIN COMPILE ~TOD/AppendBaf/ar0004.baf~ ~override/ar0004.bcs~ END In version 3.1 it was changed to CODE EXTEND_TOP ~ar0004.bcs~ ~TOD/AppendBaf/ar0004.baf~ ACTION_IF FILE_EXISTS_IN_GAME ~ar0021.bcs~ THEN BEGIN // if Teleport mod or Unfinished Business is installed EXTEND_TOP ~ar0021.bcs~ ~TOD/AppendBaf/ar0004.baf~ END UB still has to be installed before ToD, but I've suggested to Valiant to remove ACTION_IF FILE_EXISTS_IN_GAME ..., then it won't be dependent on installation order. QUOTE(Sikret) QUOTE(Leomar) A new bug: The component [Encounter with Ustrain] will not be installed, because by va#ustrn.TRA is missing a "~" at the end of @27 and @46 . This is strange. I remember that Valiant and Razfallow had tested that component (once with and once without IA installed) for ToD v3 and no other player has reported any such problem. Leomar forgot to mention that this bug is in german TRA only, all other languages are OK. |
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Jul 3 2008, 03:51 AM
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#27
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Contributor Posts: 60 Joined: 5-December 07 From: Germany beneath Cologne |
QUOTE(Leomar) A new bug: The component [Encounter with Ustrain] will not be installed, because by va#ustrn.TRA is missing a "~" at the end of @27 and @46 . Leomar forgot to mention that this bug is in german TRA only, all other languages are OK. Then it is our mistake, because we made the German translation. Sorry. Could you correct this? Greetings Leomar -------------------- |
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Jul 3 2008, 05:27 AM
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#28
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Contributor Posts: 57 Joined: 6-April 05 From: Czech Republic |
This post has been edited by Razfallow: Jul 4 2008, 07:41 PM |
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Jul 3 2008, 07:55 PM
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#29
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3ds Max Mage Mod Developer Posts: 663 Joined: 25-December 05 From: Slovensko |
So, I have finally returned back from Prague. I had some work to do there. To conclude all this:
- I have corrected the .tp2 code according to The Bigg and Razfallow´s advices - checked the German translation file, but it seems to be fine, all lines have "~" at the end. Compiled a new version, but the name will remain the same, V3.1... Already uploaded, so please, Baronius, transfer it to DHDC as usual. Hope you all will be satisfied now. -------------------- Valiant
Tower Of Deception creator. |
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Jul 3 2008, 08:29 PM
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#30
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Contributor Posts: 57 Joined: 6-April 05 From: Czech Republic |
- checked the German translation file, but it seems to be fine, all lines have "~" at the end. That's weird, because I downloaded ToD this morning and german's va_ustrain.tra had two ~ missing. I uploaded corrected file in the post above. This post has been edited by Razfallow: Jul 3 2008, 08:46 PM |
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Jul 3 2008, 09:21 PM
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#31
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3ds Max Mage Mod Developer Posts: 663 Joined: 25-December 05 From: Slovensko |
Weird or not, I just checked it, few seconds ago, no missing signs. Maybe some bug during the RAR compression? Really doubt it
Don´t know if Baronius already transfered it to DHDC by now, but I uploaded it to my own ftp few hours ago. Just give him time.. This post has been edited by Valiant: Jul 3 2008, 09:24 PM -------------------- Valiant
Tower Of Deception creator. |
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Jul 3 2008, 09:25 PM
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#32
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Master of energies Council Member Posts: 3319 Joined: 9-July 04 From: Magyarország |
It has just been uploaded!
-------------------- Mental harmony dispels the darkness.
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Jul 4 2008, 03:08 AM
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#33
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Contributor Posts: 60 Joined: 5-December 07 From: Germany beneath Cologne |
Thank you all for your help and special thanks for Valiant for the new updated ToD.
Greetings Leomar -------------------- |
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Jul 4 2008, 09:54 AM
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#34
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Forum Member Posts: 53 Joined: 25-July 07 |
can't install the newest version. Any help?
The error message: CODE Press any key to install Tower Of Deception Mod ... [Setup-TOD.exe] WeiDU version 20700 [Setup-TOD.exe] Using scripting style "BG2" In state 66, I expected one of these tokens: [2] ~~ Parse error (state 66) at LPAREN [TOD/SETUP-TOD.TP2] PARSE ERROR at line 20 column 1-19 Near Text: ( GLR parse error [TOD/SETUP-TOD.TP2] ERROR at line 20 column 1-19 Near Text: ( Parsing.Parse_error ERROR: parsing [TOD/SETUP-TOD.TP2]: Parsing.Parse_error ERROR: problem parsing TP file [TOD/SETUP-TOD.TP2]: Parsing.Parse_error FATAL ERROR: Parsing.Parse_error Press ENTER to exit. Greetings Spike \edit: Wrong placed "~" in line 20 in SETUP-TOD.TP2. It is working now. This post has been edited by Spike: Jul 4 2008, 10:12 AM |
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Jul 5 2008, 01:29 AM
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#35
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Master of energies Council Member Posts: 3319 Joined: 9-July 04 From: Magyarország |
Replaced with the new file!
-------------------- Mental harmony dispels the darkness.
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Jul 5 2008, 07:17 AM
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#36
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3ds Max Mage Mod Developer Posts: 663 Joined: 25-December 05 From: Slovensko |
Thanks, Baronius Now it should be working just fine...
-------------------- Valiant
Tower Of Deception creator. |
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Jan 11 2009, 04:32 AM
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#37
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Forum Member Posts: 6 Joined: 7-January 09 |
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Jan 11 2009, 04:22 PM
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#38
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Contributor Posts: 57 Joined: 6-April 05 From: Czech Republic |
I guess the movie, which should play after you get on the ship, is causing this crash, but I don't know why. I suggest to reinstall the mod and try it again. And if it still crashes, download the attached file, rename it to va#04sc.bcs and put it to override, it will disable the movie.
This post has been edited by Razfallow: Jan 11 2009, 06:37 PM
Attached File(s)
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Jan 12 2009, 04:03 PM
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#39
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3ds Max Mage Mod Developer Posts: 663 Joined: 25-December 05 From: Slovensko |
Funny, I´ve never noticed this kind of bug, neither my testers and the rest of the mod players... Raz is right, try to reinstall it and if it won´t work, then use Raz´s script...
-------------------- Valiant
Tower Of Deception creator. |
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Jan 12 2009, 04:45 PM
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#40
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Forum Member Posts: 165 Joined: 29-January 05 From: Modena (Italy) |
This sort of thing can happen if you didn't do a full install of BG2; the easiest solution is to put "Disable Movies=1" in the [Movie Options] section of baldur.ini.
source. -------------------- Please do not contact me for assistance in using BGT, BP, any other of the 'large mods', or a mod I didn't write or contribute to. I'm not your paid support staff, so I'd suggest you to direct your help questions to the forum relative to the mod you're playing.
Thanks for your cooperation. |
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