[RELZ] Wrye Bash -- Thread 63

Post » Wed Mar 30, 2011 6:36 am

I think I know why you failed to unpack UL 1.57 omod, but the omod patch was successful and the only reason I can think of is that there is two graphics question in the 1.57 omod.

Unique Landscapes Compatibility Patches 3.41


IIRC the UL 1.57 omod has these question during the omod installation in OBMM.

- Do you want to deactivate weat in the (I can't remember that area right now) area? Yes or No
- Do you want to use low poly grass for better performance (I think it was something like that)? Yes or No

If that's correct my guesses is that any omod with no questions about graphics settings are suitable omods that can be unpacked in BAIN. The rest of them I don't know the solution for it, so perhaps someone can figure it out of how to that. :)
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Gaelle Courant
 
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Post » Wed Mar 30, 2011 5:50 am

Wow someones been busy, thats a whole lot more testing than I did on the extracting :)
Now that I come to think about it I wonder myself :D
Btw it occurred to me that Bash won't starting was due maybe to basher.py being open in the editor (not likely though)
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BRAD MONTGOMERY
 
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Post » Wed Mar 30, 2011 3:53 am

I think I know why you failed to unpack UL 1.57 omod, but the omod patch was successful and the only reason I can think of is that there is two graphics question in the 1.57 omod.

Unique Landscapes Compatibility Patches 3.41


IIRC the UL 1.57 omod has these question during the omod installation in OBMM.


If that's correct my guesses is that any omod with no questions about graphics settings are suitable omods that can be unpacked in BAIN. The rest of them I don't know the solution for it, so perhaps someone can figure it out of how to that. :)
Nope. The only thing Wrye Bash is doing is Extracting the data from the OMOD. It does nothing whatsoever with the script if any exists.


Now that I come to think about it I wonder myself :D
Btw it occurred to me that Bash won't starting was due maybe to basher.py being open in the editor (not likely though)
That's not biggie either.

My guess is maybe the editors you and a1t3rn1ty are using use tab's instead of spaces for spacing. In Python as you know whitespace has meaning...well even spaces vs tabs is different to Python, so that's my guess at what's going on when you insert the 'raise'.


Anyway, I just got up, so after I take care of some things, I'll commit a version that should:
  • Provide more UI feed back when extracting the OMODs. I have the feeling the 'hanging' you guys saw was just it taking a long time on longer files.
  • When debug mode is enabled, it'll provide a traceback as to why any OMOD's failed to extract
  • Try to fix that little glitch with the drag and drop.

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Pumpkin
 
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Post » Wed Mar 30, 2011 6:26 am

Btw it occurred to me that Bash won't starting was due maybe to basher.py being open in the editor (not likely though)

No, I always ensure nothing else has a possible lock on files that will be used by another programme, the couple of versions of Wrye Bash prior to 290 which had the pidfile.tmp problem heightened awareness of such potential complications.

My guess is maybe the editors you and a1t3rn1ty are using use tab's instead of spaces for spacing. In Python as you know whitespace has meaning...well even spaces vs tabs is different to Python, so that's my guess at what's going on when you insert the 'raise'.

You guess correct - Notepad++ by default is using tabs for spacing (I am a recent convert to Notepad++, previously used just notepad and didn't know the tabs made a difference - In fact they were a bit of a godsend when editing that wizard recently) - Or maybe its not using them by default but I assumed those faint vertical lines were tabs. Anyway noted for future - Whitespace was previously unfamiliar terminology for a non python head dabbler :)

Edit: Notepad++ Settings - Preferences - Language Menu/Tab Settings - I had not checked "Replace by Space"

Edit2: Also helps if you go to View menu - Show Symbol - and check "Show Whitespace and Tabs" :whistling: damn defaults :)
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Guy Pearce
 
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Post » Wed Mar 30, 2011 10:55 am

Anyway, I just got up, so after I take care of some things, I'll commit a version that should:
  • Provide more UI feed back when extracting the OMODs. I have the feeling the 'hanging' you guys saw was just it taking a long time on longer files.
  • When debug mode is enabled, it'll provide a traceback as to why any OMOD's failed to extract
  • Try to fix that little glitch with the drag and drop.

Notepad++ here too - I thought it might but dismissed it as improbable :trophy:
As for hanging - it hangs on the omod it failed (the tracebacks) and still displays the failed omod (http://www.bild.me/bild.php?file=8157517OMODS_hung.jpg) - both that hanged that way were small (automagic bags 3 and mercantile leveling)
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Steve Smith
 
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Post » Wed Mar 30, 2011 6:23 am

Ok, well I didn't get everything in there yet. Still working on a more informative progress bar with a Skip and Cancel button. But, I did commit some changes that can help us debug this in the meantime. Just enable debug mode to get the print out when you're trying to extract OMODs.

Oh, and I think I solved the 'drag and drop' graphical glitch, too.

Let me know what you get.

EDIT: ooh! and http://www.wxpython.org/download.php#stable got released. Which I just figured out fixes a problem with using the 'Skip' button on progress dialogs.

EDIT2: a1t3n1ty, you should update the starter post to point to those in the 'manual setup'.
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Tyrel
 
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Post » Wed Mar 30, 2011 6:54 am

Let me know what you get.

Heres my first from r974 http://www.bild.me/bild.php?file=2975281Capture1.JPG

EDIT: ooh! and http://www.wxpython.org/download.php#stable got released. Which I just figured out fixes a problem with using the 'Skip' button on progress dialogs.
EDIT2: a1t3n1ty, you should update the starter post to point to those in the 'manual setup'.

Will do - Would that be for Python 2.5, 2.6 and 2.7 ?
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Ashley Campos
 
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Post » Wed Mar 30, 2011 1:31 am

Heres my first from r974 http://www.bild.me/bild.php?file=2975281Capture1.JPG


Will do - Would that be for Python 2.5, 2.6 and 2.7 ?

Hmm. Ok, do you mind sending me 'plugins.crc' from the OMOD. If you don't know how to get it, just change the extension to .zip, then extract it somewhere.

Also, looks like the update is only release for Python 2.6 and 2.7, I couldn't find a 2.5 version.
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Krystina Proietti
 
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Post » Wed Mar 30, 2011 4:18 am

Hmm. Ok, do you mind sending me 'plugins.crc' from the OMOD. If you don't know how to get it, just change the extension to .zip, then extract it somewhere.

PM with link sent :)

Edit: And OP changed linking wxPython2.8-win32-ansi-2.8.12.0 (appropriate sourceforge download links for both Python 2.6 and 2.7)

Edit2: Also amended ....

"Python 2.6: *included in Wrye Python 03a"

to read ...

"Python 2.6: *included in Wrye Python 03a (With the exception of wxPython 2.8.12.0 ansi - 03a includes 2.8.11.0)"

Edit3: And note - I would not know how to amend the starter post in the svn, I just know how to grab it :)
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Rebecca Dosch
 
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Post » Wed Mar 30, 2011 4:20 am

Question: even though WB will run with these newer versions of Python, it's not required right? I just ask because I don't think NifTools will work with the newer versions - not sure I need to investigate that further...
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Ymani Hood
 
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Post » Tue Mar 29, 2011 10:59 pm

PM with link sent :)
Edit3: And note - I would not know how to amend the starter post in the svn, I just know how to grab it :)
Ah.. The long filenames were making my code choke. I assumed filenames were stored in pascal format...they aren't. They're in .net format. I'll get a fixed version up in a few
svn starter post: I'll get to it eventually, thanks :)


Question: even though WB will run with these newer versions of Python, it's not required right? I just ask because I don't think NifTools will work with the newer versions - not sure I need to investigate that further...
True. WB works as low as the 2.5.4 listed in the OP, up to 2.7.x.
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Barbequtie
 
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Post » Wed Mar 30, 2011 10:39 am

~ I'll get a fixed version up in a few ~

Off to make a coffee
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danni Marchant
 
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Post » Wed Mar 30, 2011 3:25 am

Ok, fixed that problem.

I'll let you (alt3rn1ty) and utumno test the latest out on all your omods, see if it works right.
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Yonah
 
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Post » Tue Mar 29, 2011 11:40 pm

Ok, fixed that problem.

I'll let you (alt3rn1ty) and utumno test the latest out on all your omods, see if it works right.


Surazal can probably better confirm the content expected - But http://www.bild.me/bild.php?file=5054164Capture1.JPG :)

Edit: Will hang around for a while but zed time across the pond here. Will pop in tomorrow. Utumno has a fair few more than I to have a Bash at (pardon the pun)
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Lynette Wilson
 
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Post » Tue Mar 29, 2011 8:47 pm

Surazal can probably better confirm the content expected - But http://www.bild.me/bild.php?file=5054164Capture1.JPG :)
Great! Now I'll get working on better UI for this (cancel-able progress bar, more text info in the progress bar, etc)

BTW I added the tortoise SVN instructions for updating WB to my blog : http://udunslabs.blogspot.com/2011/04/essential-tools-and-tips.html - have a look if you care everybody - corrections/additions/tips welcome
Missed this a bit back, but looks good.
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Miragel Ginza
 
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Post » Wed Mar 30, 2011 12:31 am

Surazal can probably better confirm the content expected - But http://www.bild.me/bild.php?file=5054164Capture1.JPG :)

Looking at the picture, it looks spot on. I'm in no position at the moment to actually test the new stuff - my stable game has become very unstable after moving to a new PC and I am trying to find out why :(
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Bitter End
 
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Post » Wed Mar 30, 2011 8:16 am

Brilliant :celebration: We have a Wrye Bash omod extraction capability - Hope you get your troubles sorted, theres a lot of superb developments lately.
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Len swann
 
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Post » Wed Mar 30, 2011 9:04 am

Ok, last update for the OMOD stuff I think:
  • Progress bar shows more info, and is cancel-able
  • Fixed a bug that made almost-but-not-quite-correct 'script.txt' and 'readme.rtf' files when creating omod conversion data

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Celestine Stardust
 
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Post » Wed Mar 30, 2011 12:20 am

Question: even though WB will run with these newer versions of Python, it's not required right? I just ask because I don't think NifTools will work with the newer versions - not sure I need to investigate that further...

PyFFI/blender scripts will work with 2.6, 2.7 and 3.0 (as long as you use the right branch) last I knew... but I've been quite irresponsibly inactive there for the last few (maybe 8) months.
Pacific Morrowind
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Celestine Stardust
 
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Post » Wed Mar 30, 2011 4:27 am

"Houston we have a problem" - r977, last time I had Wrye Bash open was on the Installers Tab, so currently trying to open Wrye Bash goes straight into the Refresh. Alls well until just after CRC checks when it goes into Refreshing Converters ... http://www.bild.me/bild.php?file=1730260Capture1.JPG

A video would be better, but the refresh dialogue starts flashing, as if the refresh is finished and closes but then quickly opens again, so we have a blinking dialogue ( :) sounds like a polite curse )

I have to use Task manager to close down Wrye Bash.
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bimsy
 
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Post » Wed Mar 30, 2011 2:10 am

"Houston we have a problem" - r977, last time I had Wrye Bash open was on the Installers Tab, so currently trying to open Wrye Bash goes straight into the Refresh. Alls well until just after CRC checks when it goes into Refreshing Converters ... http://www.bild.me/bild.php?file=1730260Capture1.JPG

A video would be better, but the refresh dialogue starts flashing, as if the refresh is finished and closes but then quickly opens again, so we have a blinking dialogue ( :) sounds like a polite curse )

I have to use Task manager to close down Wrye Bash.

That is an odd one indeed. I was able to reproduce it, and track down half the reason why it was happening. Still not 100% sure why though, but it is fixed.
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Sxc-Mary
 
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Post » Tue Mar 29, 2011 11:12 pm

Question ... well first I can see you guys are deep into testing a new version, but I'd like ask about features that were suggested some 5 months ago that I'm pretty sure have been shelved.

I think this is mainly for Pacific Morrowind.

Back when Gaticus was active he proposed to you a new structure for the formatting/location of the information that records what BAIN packages (and in what configuration these BAIN packages) are installed. I think the file is called installers.dat.

He proposed moving the location of this file to the same area as the save games (for newer Vista/Win7 users) located in the user profile and away from the actual BAIN archives (most often called Oblivion Mods folder) ... or was it have that information stored in the Mopy folder under the Oblivion folder ... or even better make the location something that could be defined in the ini. (not sure that was suggested yet, but I like that version best).

The advantage of doing this is admittedly for those who want to use multiple installs mostly. The reason it is an advantage is because then one could have one BAIN archive that could then be read differently by multiple installs instead of having to keep separate BAIN archives for each install. Say, for instance, in install one I wanted a certain set of windows from AWLS and in another install a different set. Currently the only way to do that with multiple installs is to have different BAIN archives for each install. By moving this install data one could have both installs reference the very same AWLS archive but install from it differently.

It would make updating easier and also, I think, make more sense as far as where data is stored.

I'm facing having to again move my installs to a new mo-better hard drive and well it would be neat if this feature made it into the next bash.

thanks again for hearing this case ... I promise to help test it if you implement it.
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Strawberry
 
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Post » Wed Mar 30, 2011 9:36 am

That is an odd one indeed. I was able to reproduce it, and track down half the reason why it was happening. Still not 100% sure why though, but it is fixed.


Grabbing 979 (I was veeery tempted by 978 :) but hung on) - I have re-grabbed all of CorePCs Vibrant OMODs to give extracting a bit more testing while you all sleep and until Utumno pops in again with his batch - will post results later.
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JERMAINE VIDAURRI
 
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Post » Wed Mar 30, 2011 5:47 am

r979 gets past the Refreshing converters part - But the extracting omods horse now falls at the first fence http://www.bild.me/bild.php?file=1906740Capture1.JPG

I did notice the Cancel button on the progress though - Going back to the last good working OMOD extracting version r973 for now to try the Vibrant omods

Edit: PS this omod has no plugins.crc - It has config, data, data.crc and readme
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Doniesha World
 
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Post » Wed Mar 30, 2011 1:48 am

Question ... well first I can see you guys are deep into testing a new version, but I'd like ask about features that were suggested some 5 months ago that I'm pretty sure have been shelved.

...

He proposed moving the location of this file to the same area as the save games (for newer Vista/Win7 users) located in the user profile and away from the actual BAIN archives (most often called Oblivion Mods folder) ... or was it have that information stored in the Mopy folder under the Oblivion folder ... or even better make the location something that could be defined in the ini. (not sure that was suggested yet, but I like that version best).

...

thanks again for hearing this case ... I promise to help test it if you implement it.
I vaguely remember this. I don't remember the verdict or if there even was one. I'll see if I can look into it once I've got this omod thing stable.


r979 gets past the Refreshing converters part - But the extracting omods horse now falls at the first fence http://www.bild.me/bild.php?file=1906740Capture1.JPG

I did notice the Cancel button on the progress though - Going back to the last good working OMOD extracting version r973 for now to try the Vibrant omods

Edit: PS this omod has no plugins.crc - It has config, data, data.crc and readme
Ok, got that one fixed too. You managed to uncover a bug due to me doing calculations retardedly. Amazing what taking a fresh look at your own code can reveal. *shudder*
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Liv Staff
 
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