Windows Only. V2.1.4. Correction of a big bug introduced in 2.1.3 I think. This small application allows to use custom tlk files with a module :D, and use them in 2das, similarly to what Bioware has introduced in 1.59. Why update it now? Well, some people find it usefull since it can modify the existing dialog.tlk StrRefs (without modifying the file itself), and not only add new ones. Also it works in multiplayer, and you can use one tlk per hackpack. Just double click dupdemo.exe to install demo and program, then click the shortcut on the desktop to launch the demo in NWN. Note: the demo overrides 20000+ dialog.tlk StringRefs, as a consequence some text of NWN GUI is replaced when you launch the game or toolset through it (the demo); that is 'normal'. No Bioware file is mofified, nothing is permanent, it will occur only when you launch the demo. See messages below for version specfic comments. French version: http://www.proctophantasmist.cjb.net/
It seems yet an other version will be needed... When you double click a module in the list it launch NWN just as if you had pressed that button now. But I had forgotten that if you use nwdup for a stand alone server this function is disabled... err, result is, in such a case (stand alone install) double clicking will provoque exiting with error, not the most sensible thing to do. I'll have it launch the "Simply create file" path instead. As an aside I have written a small batch file which allows you to easily handle the tlk files for server installs. There is no "patching in memory" for nwserver.exe, so in this case and in this case only, you need to substitute dup.tlk to dialog.tlk. The batch will maintain a backup of dialog.tlk (and dialogF.tlk if needed), launch nwdup appropriatly, take care of file swapping and restoring dialog.tlk. Tell me if you are interested I'll post it here (I just need to translate two sentences and the explanations for configuration and use).
Posted by Sir at 2003-12-1808:08:00
V2.1.1 -tentative fix for the installer bug with Windows 9x. -you can now modify the Sound references and duration of the original dialog.tlk StrRef (as usual without modifying fialog.tlk itself) through entries in the .yae file. See the YAE FILE section of nwdup.readmeE.txt (\Dup folder) for more info.
Posted by Sir at 2003-12-1804:39:00
OK I'm worried now. I have found the specific problem, I believe, however I hope there are not a 100 like that. It comes from the MoveFileEx function, the distribution of the WIN32 API doc that I have doesn't mention that this function doesn't work at all with ME/98/95 (in fact it pretty much implies that it does)... I'll be working on a workaround, shouldn't be too complicated.
Posted by Sablephoenix at 2003-12-1719:30:00
Got your Message from Snowkitten tonight while I chatted with her. Pretty resourceful to find me. As far as the problems with Windows ME, it's during Installation. While trying to install there's an error message. The wording is- Error nwdup.exe This file could not be written. This function is not supported on this system. I have the fully updated version of Windows ME. I'll try to check my GF's computer if I can pull her from it... might have to do some enticing. Hope this helps.
Posted by Sir at 2003-12-1607:12:00
Forgot something: Thanks :)
Posted by Sir at 2003-12-1607:11:00
If you encounter a problem running this program, please specify the exact steps you took to install the demo, then run the module. Along with the moment things went awry, and whatever feedback you got, if it was during the execution of nwdup (as opposed to the StrRefs not showing up in NWN for instance). NB: the module must be launched through this program each time (the shortcut created on your desktop by the demo does just that). Launching NWN directly won't work.
Posted by Sir at 2003-12-1607:01:00
If anyone has attempted to run this program with Win 98 or Win ME, I'd be interested to have some feedback about your experience ;). Thanks. On an unrelated matter, there is a stupid design mistake with the "replace existing Strref" feature (ie .yae file). For some uncanny reason I decided not to alter the sound reference (and the 2 other sound related properties) of a StrRef when you modify it. Chances are, if you modify the text of a StrRef, you'll want to change the sound too (at least erase it); it was probably late when I coded that :). Next version is done, and will correct it: the corresponding sound ref will be "erased" if you change only the string, and you'll have the possibility to specify your own sound ref and duration through new entries in the .yae files. I might keep that update until I hear more about this possible problem with ME.
Posted by Sir at 2003-12-1512:18:00
Sablephoenix, well it is not supposed to be a Win2000/xp only program. However there is a number of reason why it might not work. Could you give me some precisions? Do you get an error message? What doesn't work? Can you install the content, and get the shortcut to launch the module? Is the problem in game: once you have launched the module (through this shortcut) the new or modified strref do not appear as they should (requesting strref: 5, 12 for exemple)? Or is it that NWN doesn't start? Does "simply create file" works from the GUI, can you open the module in the toolset from the GUI of nwdup?
Posted by Sablephoenix at 2003-12-1510:15:00
DOesn't seem to work with Windows ME. Is this a Windows XP/2000 only program? If so, it should be stated.
Posted by Sir at 2003-12-0708:24:00
I might have mixed up languaged parameters in the last compile (ie part English part French). Corrected. I took this occasion to reduce the size of the .exe. It makes nearly no difference at all (espeacially once compressed), but for the principle...