Bug report and feature reuest
jubei
Member Posts: 14
Ok the android version of bgEE has a bug in WSPATCK.2da in fact the 2da is totally f**ked obviously a typo, now being no stranger to infinity modding thought would fix it, so located the content directories ( in 2 .obb files which are actually zips ) stripped them from my nexus 7 2013, extracted and set up the dirs on a pc, fired up near-infinity, fixed the .2da, injected it back into DEFAULT.BIFF which went back into the .obb, then back into the nexus.
Great plan, should have worked, BUT !!!!! , the android APK checks the 2 .obb files on startup ( to avoid corruption via download obviously ) and deletes said files if they dont meet a checksum of some kind.
So what that means is no modding is possible on the android platform, now there is a beamdog sdcard location which contains saved games ,characters etc, Will an overide folder there be recognised ? ( have tried a few experiments but no joy as of yet )
Im sure beamdog realizes the power of the bg fan base and the importance of modding for the game, so please include a Overide location or remove the integrity checks.
Do i really have to decompile the APK and make the changes myself ??? Cos if it comes down to it thats exactly what i will do, ie create a moddable version of the game for android.
I would expect the upcomming BG2 android release ( for which i have written extensive mods and new content ) is nerfed in the same fashion, please correct BG2:EE before it gets to the store
Thanks
Jubei
Great plan, should have worked, BUT !!!!! , the android APK checks the 2 .obb files on startup ( to avoid corruption via download obviously ) and deletes said files if they dont meet a checksum of some kind.
So what that means is no modding is possible on the android platform, now there is a beamdog sdcard location which contains saved games ,characters etc, Will an overide folder there be recognised ? ( have tried a few experiments but no joy as of yet )
Im sure beamdog realizes the power of the bg fan base and the importance of modding for the game, so please include a Overide location or remove the integrity checks.
Do i really have to decompile the APK and make the changes myself ??? Cos if it comes down to it thats exactly what i will do, ie create a moddable version of the game for android.
I would expect the upcomming BG2 android release ( for which i have written extensive mods and new content ) is nerfed in the same fashion, please correct BG2:EE before it gets to the store
Thanks
Jubei
0
Comments
The integrity checks are most probably part of Google Play and its implementation, so 'removing' them probably isn't an option.
Also, what is the typo? The filename?
As for the override folder we talking the same location the beamdog dir on /..device sd card locatin/Android/com.beamdog..... ? i will check again but seems not to pick the dir up if there, but if its coded into the APK, and im just an idiot ( most possible for a start been using Override, and just noticed you typed override ) then we still have the problem that chitin.key and dialog.tlk are in the .obb's and pretty sure they need to be changed for any extensive content addition.
Yes just been looking and integrity checks are part of GPlay extra content download procedure, can decompile the APK into SMALI then into java, and remove the offending code, but that would effectively crack the game cos would have to take out the whole stack of GPlay verification code, And last thing want to do is deny beamdog revenue.
There actually might be a better and nicer way by writing an exposed module for the job, but a bit new to exposed framework so not sure.
The best way to solve this is to kick the issue up to beamdog and let them come up with a solution, but if they dont then i will have to.
5 pips in a weapon should grant an additional full attack per round; so a fighter at level 1 with 5 pips should have 2 attacks per round, at level 7 he should have 5/2 APR, and at level 13 he should have 3 APR.
Is that not what you're getting? Bear in mind that only warrior classes (Fighter, Ranger, Paladin, Barbarian) get the bonus APR from specialization and higher.
i am checking effect on a sample fighter, been away from modding for a while so will take a bit, sorry
And while i have your attention is a override dir in Android/data/com.beamdog.baldursgateenhancededition/files really supposed to work ? def not working for me with .2da s
WSPATCK.2da may look weird, but it does function the way it's supposed to in-game.
maybe the xp cap is coded in the saved game ( cant remember ) but dont think so.
Anyway having done some research i see that others are getting a functioning override, it has to be something i am doing wrong.
Can you suggest a simple 2da test that you know works ( and thats easy to check without hours of gameplay )
Ok maybe WSPATCK.2da is functioning correctly , but thats only by accident, it is def wrong according to all the tools i have, everything says there is extra space on the 5 pip line which messes the row allocation, just open it up in 2da editor and you will see row 5 colom 1 has the value of 11, thats OBVIOUSLY wrong. Its prob not showing cos you cant get to 5 pips before lv7 odd
BTW thanks for all the help, once all this is sorted i should be in good shape to start porting my monster BG2 mod to the upcomming BG2:EE Android, i know dialog.tlk etc is an issue now but its not impossible to get round, even with leaving the apk as is, may be able to do it with a clever scirpt and a few symlinks, but thats only going to work on Android 4.2 and earlier ( pre full SElinux integration ) It should also be possible to use a custom Lucky Patcher patch. All these methods tho are crap and flaky, it would be much easier if beamdog put chitin.key and dialog.tlk in the list of files recognised in Android/data/com.beamdog.baldursgateenhancededition/files simply use them if they are present, could not be simpler
Earlier version of NI had trouble with line breaks, effectively creating an additional empty line after each line of text. This issue shouldn't render 2DA files invalid, but I haven't tested if it also applies to Android versions of BG:EE.
You can change the HP progression table for a class and create a new character. The modifications should result in an unusual HP amount for a character of that class.
For example, change the first line of HPWAR.2DA from to and create a new fighter. His/her HP amount should be significantly higher than normal.
2DA V1.0 0 LEVEL1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 0 0 0 0 0 0 0 -1 -1 -1 -1 -1 -1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 -1 -1 -1 -1 -1 -1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 -1 -1 -1 -1 -1 -1 1 1 1 1 1 1 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 3 -1 -1 -1 -1 -1 -1 1 1 1 1 1 1 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 4 -1 -1 -1 -1 -1 -1 1 1 1 1 1 1 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 5 1 1 1 1 1 1 -2 -2 -2 -2 -2 -2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2
The above is a copy/paste version of my own file, and I don't see '11' on row five.You might need to explain it a little better. I don't just mean telling people to open up the file in an editor, I mean provided proof that it is actually incorrect in-game. If it is working in-game, then either the engine is programmed to accommodate the 'issue' or the issue is with the tools.
As far as I am aware, the number of spaces (provided there are spaces) doesn't mean anything. This is specifically why there are no spaces in the keys or values, or spaces are replaces with underscores, e.g. FIGHTER_MAGE. Spaces are removed and the engine advances through each object it finds that isn't a space. Meaning that this:
1 1 1 1
is the same as this:
1 1 1 1
Here's a neat version of the file, using tabs to replace the spaces:
2DA V1.0 0 LEVEL1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 0 0 0 0 0 0 0 -1 -1 -1 -1 -1 -1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 -1 -1 -1 -1 -1 -1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 -1 -1 -1 -1 -1 -1 1 1 1 1 1 1 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 3 -1 -1 -1 -1 -1 -1 1 1 1 1 1 1 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 4 -1 -1 -1 -1 -1 -1 1 1 1 1 1 1 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 5 1 1 1 1 1 1 -2 -2 -2 -2 -2 -2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2
As you can see, the numbers go from 'LEVEL1' to '40'—one end to the other—just fine.Please open it up in 2da editor and see for yourself, but fair enough if its only the 2da editor going wild many apologies
Am trying a 2da test now thanks for the tip
But DAMN !!!!!!! about 2da editor, you would friggin think if one wrote a util one would know how the frigg its supposed to parse a file ( and test the bugger )
So whitespaces are ignored as in your previous post, and as you were saying that applies to all objects ( like the BASH interpreter ) ?
tried the 2da test, yep works like a charm, thank you very very much
A fully working override folder goes a massive long way even without access to chitin.key and dialog.tlk i can get the majority of my mod tested, piece by piece, under this new graphics engine. Have no idea why xpcap did not work but sure will spend many hours finding out
And a general big thanks to all in this post for their helpfull comments
I don't know how long ago that 2DA program was written, so it might have been primarily for the original games and this might not have been a problem back then. Then again, they simply may not have tested every single file; if it works with 9 out of 10 files, normally you would assume that it will work with the 1 that was left.
Further to your enquiry, I have tried out my own simple XP cap remover and now have a level 12/12 multi-class Khalid. So it does work. I am attaching the files I used to remove the cap, you can either use them or compare them to what you have.
has anyone noticed any differences in BAM playing/handling on the android version ? i have lots of custom and odd sized ( vbig ) BAM's in the mod ( new spells and effects ) and getting as much heads up as possible