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#16 Mirrorman95

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Posted 20 October 2016 - 11:56 AM

Yeah, as it turns out, you're right:

GhostDog's Planescape: Torment User Interface mod v2.2

 

It all started with Bigg's mod that allows you to change the resolution in all of the infinity engine games. Bigg's mod is great, but especially in Torment when you change the resolution, almost all of the UI elements and game effects are shown in the top-left area, and the rest of the UI is chopped up. So what this mod does is that it centers all these elements and enhances the UI with original game art to fit nicely any given resolution.

 

- 2/1/2012 : Version 2.2

  • The movies are now stretched to full-screen. Thanks to aqrit for providing the offset.

 



#17 lynx

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Posted 20 October 2016 - 12:49 PM

our sdl2 backend supports arbitrary stretching in window mode, but the build is with sdl1, as there are still a few quirks left in the other backend.


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#18 Mirrorman95

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Posted 20 October 2016 - 02:38 PM

Alright then, at least it doesn't make the game unplayable or anything, so until that's settled, I guess I'll focus on 10pp again now.

If I install 10pp, and I have less than 7 party members, would there be any adverse effects on either base PST or GemRB PST? Or does the mod only affect the game when I try to recruit a 7th member?



#19 lynx

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Posted 20 October 2016 - 02:52 PM

It alters the scripts and dialogs, but the actual number should not matter.

 

While doing an ugly merge, I remembered that the simple patch I mentioned won't be enough. GetPortraitPairs will need to be called with "horizontal" from Open/UpdatePortraitWindow.


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#20 Mirrorman95

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Posted 20 October 2016 - 11:17 PM

Alright, so I opened setup-10pp.tp2 in the program Planescape Torment\WeiDU\WeiDU.exe, and though it gave me several warnings about not finding wrapper.pl, it says it installed successfully. But now the base game isn't working as well. See, I had two saves from the first level of the game that I could open and save in Infinity and GemRB interchangeably, but now I can only open them in GemRB, because if I try to run them in the base game, it crashes. Making new saves in the base game and loading them in the base game works just fine, it's just my old GemRB saves don't work anymore. I don't know if it's because of the 10pp install, because of the wrapper warnings during the install, or because of the latest GemRB build. Should I attach the saves here, or is this problem to be expected? And did my 10pp install screw up somehow?



#21 lynx

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Posted 20 October 2016 - 11:40 PM

First, it's a weidu mod, so you can cleanly uninstall it if needed. wrapper.pl is crucial, so it seems like you managed to install it without doing any changes (or did just wrapper.pl not find some files? Some script files are empty). Anyway, there should be a diffs folder somewhere in the game dir now.

 

The saves thing is a bit odd. Did you change resolution in the meanwhile?


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#22 Mirrorman95

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Posted 21 October 2016 - 12:01 AM

No, I didn't change the res. Maybe if I uninstall it, then reinstall it properly. I guess I didn't fully understand the instructions on the GitHub 10pp page. If you could tell me how to uninstall 10pp and then reinstall it properly, I think I can isolate the problem. 



#23 lynx

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Posted 21 October 2016 - 12:14 AM

I don't think it would change anything, but you do it by rerunning the installer.


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#24 Mirrorman95

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Posted 21 October 2016 - 04:56 AM

I re-ran the installer, and this time I managed to fix the "Can't locate 10pp/wrapper.pl" warning by copying it to 10pp/10pp/wrapper.pl, but then when I ran it like that, it tells me "Can't locate 10pp/wrapper.pl". If I add that to 10pp/10pp/ as well, it fixes the warning, but the installer goes into an infinite loop, constantly asking to install the party extender. I guess I REALLY don't know how to properly install this mod.
So then I re-ran it in WeiDU again and just told it to uninstall the thing. But when I ran the base game again and tried to load the GemRB save, it still wouldn't open it. So I started a new game in GemRB, and I soon noticed a few more differences.
First thing, GemRB doesn't use the enhanced fonts pack I installed, but I guess that's just another part of Ghostdog's UI mod that GemRB isn't compatible with yet. Second, when Morte's reading the tattoos on my back, his dialog cuts off towards the end, skipping the part saying "the journal, then FIND Pharod." and going directly to response options. Third, Morte doesn't go up to talk to me after getting the scalpel. Finally, the Infinity Engine can't read this new GemRB save either. Perhaps when I was running my old save on GemRB, I could load it in both engines because I just hadn't saved over it with GemRB until then, so maybe Infinity Planescape just can't handle GemRB saves. If I want to play with both engines, I'll just have to either never save with GemRB, or maintain a separate save file for each engine.
What would help me at this point is a detailed set of instructions for installing 10pp properly with WeiDU, and a method to increase the dialogue font-size, if GemRB supports such a thing.
 
I also temporarily uninstalled Python 2.7.12, and when I ran GemRB build be603be again without it, it said the following a split-second before crashing:
[Core]: Initializing GUI Script Engine...
ImportError: No module named bite

Edited by Mirrorman95, 21 October 2016 - 04:57 AM.


#25 lynx

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Posted 21 October 2016 - 06:05 AM

For the fonts, if the mod changes their names, you'd have to rename the FONT_NAME column in gemrb/unhardcoded/pst/fonts.2da .

 

For the saves, yes, that makes more sense. We try to keep compatible, but it breaks now and then, since the old engine may expect things in unusual order or have other quirks. Not the highest of priorities and a bit annoying, since you have to compare binary data. I can take a look if you send them both over. I know right at the start things are still fine.

 

Python: ok, I guess you meant site, a module internal to python. So the dll isn't enough or something else went wrong. I guess it's easier to tell people to install python on their own for now. The old buildbot builds only bundled the dll and worked (arguably with an older codebase).

 

How to install the mod? Clone or download the repo and copy the 10pp dir into the game dir. I then ran it with "weidu 10pp/setup_10pp.tp2". I do get an odd error though, that 10PP/TEMP/BAF/CUT80C.BCS supposedly isn't there (but is). Maybe a bug in weidu itself. Commenting out the two DELETE for loops made it go further (latest weidu supports recursion, so this will be cleaner once updated) and did its thing.

 

Spoiler

The Mebbeth warning is a bug in the original. I know because I had to special case it in gemrb in the past. :rant:


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#26 Mirrorman95

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Posted 21 October 2016 - 06:51 AM

I'll try following those installation instructions in a little while. In the meantime, I've attached my saves. The ones that start with "Infinity" work with the base game, while the ones that start with "GemRB" should only load in GemRB without crashing. And yeah, that word could've just as easily been "site"; I barely managed to capture the console just as the window was phasing out before it crashed, so the text was a little unclear.

Attached Files

  • Attached File  save.7z   170.15KB   45 downloads


#27 lynx

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Posted 21 October 2016 - 09:05 AM

That's quite a few. I guess it would be easier to just load an original save in gemrb and re-save it. If it's a crasher, you have almost identical files to work with.

 

I reviewed the diffs the mod make and it's all fine. An extra one from gemrb needs tweaking (angering the Lady teleport), but that's it.


Edited by lynx, 21 October 2016 - 09:10 AM.

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#28 Mirrorman95

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Posted 22 October 2016 - 04:17 AM

I took one of the Infinity Saves, loaded it in GemRB, saved it as "Infinity Save in GemRB", then tried loading them both in Torment.exe just to make sure. The Infinity Save loaded, the GemRB Save did not.

I've attached them both here; hopefully that will help find what's crashing the base game.

Attached Files


Edited by Mirrorman95, 22 October 2016 - 04:17 AM.


#29 lynx

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Posted 22 October 2016 - 10:57 AM

Thanks. I've added more support for PST to iesh, so now we can look at plaintext differences:

http://sprunge.us/XNWT?diff (sav)

http://sprunge.us/NPCb?diff (gam)

 

So, some obvious candidates:

- save file contains tot and toh, something from the other games but this is added in every save, so none would work

- different area size in save (smaller in ours, would need to diff the embedded ARE files)

- most of the gam diff is a different order of saving global variables, which would be apparent in every save; same for their case

- pc1: quick item 1 is set

- pc1: different selection

- pc1: the rest are mostly binary garbage in both, so dudds in this display

- Viewing rectange X coordinate: 65177 vs 0 (but still smaller than a short)

 

... plenty to look at.


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#30 Mirrorman95

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Posted 22 October 2016 - 03:53 PM

Well I'm not familiar with this particular save format, but it might not have been the viewing coordinates. I had to move the mouse down and right to get to the save button, and moving the mouse like that shifts the field view, especially since GemRB jacks the panning speed up to 11.


Edited by Mirrorman95, 22 October 2016 - 03:53 PM.




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