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#1161 Argent77

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Posted 14 September 2024 - 01:08 AM

Update: NearInfinity v2.4-20240914

Changelog:

  • String Editor (for dialog.tlk) automatically sets default flags when adding new entries
  • Improved 2DA table parser (fixes issues with malformed tables, e.g. RT_FURY.2DA or RT_NORM.2DA in IWD2)
  • Improved initial output path selection in open/save dialogs in MOS and TIS converters
  • Added "Height" attribute to WED > Polygon substructures
  • Added tooltip description to CRE flags bit 31 (Uninterruptible)
  • Added option "Application Log Level" to the Preferences which controls the amount of log messages shown in the console
  • Added option to edit numeric data specifically as unsigned or signed numbers (accessible via context menu in Edit view)
  • Added a visualization of current memory usage in NI's status bar (can be turned on/off in the Preferences)
  • Worldmap viewer shows random encounter probabilities alongside travel times when travel distances are enabled
  • BAM Converter:
    • Prevent Trim filter from creating empty frames (e.g. with fully transparent images)
    • Added new output filter "Overlay BAM Filter": combines multiple (split) BAM files into a single animation (e.g. huge creature animations)
  • Area Viewer: Added support for predefined automap notes in original PST
  • Allow adding a single Song or Rest Encounter structure in ARE resources if missing
  • Item category names are dynamically generated or adjusted with ITEMTYPE.2DA information in EE games
  • View tab of ITM resources should always display the biggest item icon if available
  • Adjusted transparency detection in BAM animations to fix transparency issues with some game resources
  • Reimplemented core functionality of file handling which fixes several bugs and improves performance on case-sensitive filesystems (Linux) or when accessing resources inside DLC archives (all platforms)
  • Removed code for auto-migrating preferences from ancient NI releases (2016 or earlier) when running a more recent version for the first time
  • Improved display of log messages in the debug console
  • Improved check for unused files:
    • Added option to check multiple file types
    • Fixed listing duplicate entries that differ only in case
    • Included string table when checking for unused WAV resources
    • Improved search performance
  • Fixed a bug in CRE item slot editing when item resref fields in Item substructures were edited as literal string (via context menu)
  • Fixed "No such index" display of CRE names in the resource selection tree
  • Fixed progress info updates during check and search operations
  • Included IntelliJ IDEA project file in sources
  • A great number of internal optimizations and bugfixes


#1162 WanderingScholar

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Posted 28 September 2024 - 07:25 PM

v2.4-20240914

 

Often when switching between games in NI the .TLK file fails to load properly.

 

For example, all descriptions will be missing.

 

Restarting the application does fix it however.



#1163 Argent77

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Posted 29 September 2024 - 01:49 AM

v2.4-20240914

 

Often when switching between games in NI the .TLK file fails to load properly.

 

For example, all descriptions will be missing.

 

Restarting the application does fix it however.


I can confirm this issue. It looks like when switching the game NI sometimes still loads the dialog.tlk from the previous game. It seems to happen very rarely though. I was able to trigger it only a single time in all my tests. I'll look into it.

 

Does the debug console show anything when this happens?



#1164 skellytz

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Posted 29 September 2024 - 07:38 AM

All these years I thought this was known and expected behavior due to some Java or OS limitations. I even developed a habit of pressing F5 every time I switched games :lol:



#1165 WanderingScholar

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Posted 29 September 2024 - 02:01 PM

Does the debug console show anything when this happens?

 

It does not.



#1166 Nabber-aka-Nikodemus

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Posted 16 November 2024 - 06:51 PM

I used the most recent version on flatpak and it works great! On linux btw. If someone can point out what Project Infinity is I would thank them. Wiedu is for installing mods and such. too many questions here I am new!



#1167 Argent77

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Posted 04 December 2024 - 06:05 AM

Update: NearInfinity v2.4-20241204

Changelog:

  • Added a little gimmick that progressively populates the (empty) main panel of NI with creatures from the game which perform various random actions. The feature can be enabled or disabled in the preferences (menu Game > Preferences > General > Show creatures on main panel).
  • Added options to the context menu of resources in the Edit view to assign a selected field value to all other substructures of the same type ("Apply value to all/non-empty/empty removable structures"). This feature allows you to quickly synchronize field values, e.g. across spell or item effects.
  • Added option to sort items for sale in STO resources. Available sort orders: ascending, descending, suggested order (as used by many vanilla stores), user-defined.
  • New implementation of the MUS player "InfinityAmp" (menu Tools > InfinityAmp) with many more options:
    • Improved window layout
    • Option to load and play MUS files from all available games
    • Playlist doesn't reset when the game is refreshed or a new game is loaded
    • More playback controls and options (e.g. shuffle, play/pause, prev/next playback)
    • Import/export of playlist as *.m3u or *.m3u8 file
  • Mass Exporter: Added option to decompile .dlg to .d format
  • ARE resource View tab:
    • Fall back to a default area script if script field is empty (supported by IWD1 and IWD2)
    • Display link to associated INI resource if available
  • BAM Converter:
    • Improved usability for entering frame center values: pressing enter registers a new value moves focus to the next logical UI control
    • Added option to prevent overwriting PVRZ files but using the next free pvrz slot instead
  • Improved check for String Encoding Errors:
    • Greatly improved detection of ANSI encoding errors in original games
    • Added option to repair listed issues
  • Improved the "Open File" dialog (menu Game > Open File):
    • Added a new checkbox "Keep dialog always on top"
    • Improved file drop area and general dialog layout
  • Improved character animation sprite decoding:
    • Fixed incorrect transparent color detection for some sprites and overlays
    • Improved handling of sprites with extended directions (SSW, WNW, NNE,...) which disable the "path_smooth" option: Fixes animations with missing frames
    • More internal optimizations and improvements
  • Improved confirm prompts opening when handling unsaved changes: Added option to discard and cancel to all situation where possible and improved button names.
  • Overhauled audio playback of sound resources in the WAV resource view and the resource list field type for WAV files:
    • Improved UI controls (play/pause, loop option, slider for jumping to specific sound positions)
    • Smoother and more responsive sound playback (no delays and minimized probability to produce audible clicks or gaps)
  • Improved MUS soundtrack playback:
    • Smoother and more responsive sound playback
    • Minimized probability to produce audible clicks or gaps between sound segments
  • Improved MUS resource parser
  • Improved handling and display of strings in game resources that contain non-ASCII characters.
  • Added DLG resrefs to STO View tabs
  • Changed AC type from bitfield to list in opcode 0
  • Added a keyboard shortcut (Ctrl-/) to the quick resource search feature (magnifier icon above the resource tree).
  • Allow missing string table: Fixes issues with the non-interactive BG1 demo which doesn't include a dialog.tlk
  • Fixed available entries in the color range selection field type (used in CRE resources or opcode 7 effects)
  • Fixed game launcher not updating to the correct executable when manually opening a game via menu Game > Open Game...
  • Fixed window title of resource windows not updating to the current resource name
  • Fixed representation of the CRE V2.2 kit field (IWD2)
  • Fixed some error logging issues
  • Many internal improvements and fixes

 

Afraid of spiders?

Spoiler



#1168 WanderingScholar

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Posted 11 December 2024 - 06:45 AM

Is it possible to highlight specific coordinates on an area map? If not, that would be a nice quality of life feature. For instance, marking multiple coordinates to visualize where creatures are being spawned in. 



#1169 Argent77

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Posted 11 December 2024 - 08:38 AM

Is it possible to highlight specific coordinates on an area map? If not, that would be a nice quality of life feature. For instance, marking multiple coordinates to visualize where creatures are being spawned in. 


I don't know how difficult the implementation of such a feature would be, but I'll add a note about it to my todo list.