NearInfinity
#181
Posted 08 March 2014 - 06:28 AM
#182
Posted 08 March 2014 - 09:26 AM
Trimming excess spaces only saves about 100 pixels (at most). I'll try to think of a better way to display the sidebar controls.
Edited by Argent77, 08 March 2014 - 09:48 AM.
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#183
Posted 09 March 2014 - 02:30 PM
Update: NearInfinity v1.35.0-snapshot-20140309
More updates for the area viewer:
- New layout of the sidebar on the right. The controls are now arranged in a tree structure which makes it easier to use on lower screen resolutions.
- Using a new renderer for drawing maps. It should (theoretically) use less memory and may improve overall performance.
Feel free to test the new release and post your comments, bug reports or suggestions.
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
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#184
Posted 14 March 2014 - 11:29 AM
A bug report though--using NI's 'Tools > Check > For Illegal ResourceRefs' turned up about 50k hits on an EE development build, mainly because it was reporting false positives of fields set to 'None'.
I had mentioned this to Wisp in passing as a feature request--while I don't like DLTCEP's handling of multiple game setups, one thing I do like is the ability to give names to various installs. Right now when I use NI the five recent games in the Game menu are usually labeled identically and I have to hover to see the path to tell them apart. It'd be nice to have some mechanism to give them a nickname to differentiate them (e.g. BGEE Nightly, BGEE Pure, BGEE Cam's Breaking Stuff, etc.). I'd also like to see the menu extended past five entries, though I doubt too many folks have the 20+ IE installs that I do.
Another thing that I'd love to see is for NI to automatically show the script name of a spell. So when I open sppr101.spl, it'd be nice to have an extra 'script name: CLERIC_BLESS (1101)' on the View tab for spells in the special SPCL/SPIN/SPPR/SPWI name spaces. Even more to the point, it's be nice if the 'Edit > Find > References to this file' included the script name when searching for references in scripts and dialogues.
Why is this Hypnotoad video so popu... ALL GLORY TO THE HYPNOTOAD.
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#185
Posted 14 March 2014 - 12:32 PM
A bug report though--using NI's 'Tools > Check > For Illegal ResourceRefs' turned up about 50k hits on an EE development build, mainly because it was reporting false positives of fields set to 'None'.
Will be fixed in the next snapshot.
I had mentioned this to Wisp in passing as a feature request--while I don't like DLTCEP's handling of multiple game setups, one thing I do like is the ability to give names to various installs. Right now when I use NI the five recent games in the Game menu are usually labeled identically and I have to hover to see the path to tell them apart. It'd be nice to have some mechanism to give them a nickname to differentiate them (e.g. BGEE Nightly, BGEE Pure, BGEE Cam's Breaking Stuff, etc.). I'd also like to see the menu extended past five entries, though I doubt too many folks have the 20+ IE installs that I do.
We've planned to implement this feature along with a new game id design, as the current system breaks compatibility with older NI releases under certain circumstances (the main reason why there is no official 1.35 release yet). This rewrite heavily affects the fundamental design of NI though, so it'll take some time to be implemented.
Another thing that I'd love to see is for NI to automatically show the script name of a spell. So when I open sppr101.spl, it'd be nice to have an extra 'script name: CLERIC_BLESS (1101)' on the View tab for spells in the special SPCL/SPIN/SPPR/SPWI name spaces. Even more to the point, it's be nice if the 'Edit > Find > References to this file' included the script name when searching for references in scripts and dialogues.
Good idea...and noted here and there.
Edited by Argent77, 14 March 2014 - 12:46 PM.
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
My contributions:
#186
Posted 14 March 2014 - 01:05 PM
Loving the updates for NI, Argent77; the addition of EE support is very welcome.
A bug report though--using NI's 'Tools > Check > For Illegal ResourceRefs' turned up about 50k hits on an EE development build, mainly because it was reporting false positives of fields set to 'None'.
Can this have anything related to this ??? Or distantly related stuff... cause if the created resources are not done with the common editors, there might be a problems on that editors side. Not that I know any of this stuff.
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#187
Posted 14 March 2014 - 01:26 PM
Loving the updates for NI, Argent77; the addition of EE support is very welcome.
A bug report though--using NI's 'Tools > Check > For Illegal ResourceRefs' turned up about 50k hits on an EE development build, mainly because it was reporting false positives of fields set to 'None'.Can this have anything related to this ??? Or distantly related stuff... cause if the created resources are not done with the common editors, there might be a problems on that editors side. Not that I know any of this stuff.
No, this bug is a regression after I've changed the behavior of the datatype that handles resource references some time ago.
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
My contributions:
#188
Posted 15 March 2014 - 11:13 AM
Update: NearInfinity v1.35.0-snapshot-20140315
Lots of improvements:
- BAM resource viewer: Improved loading speed and animations take center information into account (i.e. no more jumping animations)
- MOS and TIS resource viewers: Improved performance and reduced memory consumption
- Area Viewer:
- Better performance of animated overlays and background animations (on multi-core systems)
- Added support for the "Is active" flag of background animations (can be overriden by a viewer settings option). Icons will be grayed out and actual animations will only show an empty frame for inactive background animations
- Added support for context menu keys on keyboards (that have one) to trigger popup menus if the mouse cursor is over one of the layer objects on the map
- And many more bugfixes and improvements under the hood
Feel free to test the new release and post your comments, bug reports or suggestions.
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
My contributions:
#189
Posted 18 March 2014 - 02:43 AM
Update: NearInfinity v1.35.0-snapshot-20140318
This update fixes a major bug in the BAM converter (found under Tools->Convert) that caused to create incomplete BAM v2 files under certain circumstances.
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
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#191
Posted 23 March 2014 - 04:08 PM
Glad to see this is still being updated.
Her locks were as yellow as gold
Her skin was white as leprosy.
The Nightmare Life-in-Death was she,
Who thicks man's blood with cold.
Samuel Taylor Coleridge
http://teambg.net
The Undying
#192
Posted 24 March 2014 - 07:11 AM
#193
Posted 24 March 2014 - 08:39 AM
Thanks for the information. Will be added in the next update.
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
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#194
Posted 25 March 2014 - 06:52 AM
Update: NearInfinity v1.35.0-snapshot-20140325
Changes:
- BAM resource viewer: "Export..."->"All frames as PNG" now preserves the original palette for BAM v1 files.
- A couple of minor enhancements and bugfixes (e.g. proper multi-screen support for area viewer and new BG(2)EE-related fields in CRE resource)
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
My contributions:
#195
Posted 12 April 2014 - 08:02 PM
Would it be possible to implement something that lets you compare 2 files? Something like WinMerge but for IE binary file formats.
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#196
Posted 12 April 2014 - 09:24 PM
Would it be possible to implement something that lets you compare 2 files? Something like WinMerge but for IE binary file formats.
From memory (at least two years ago), I almost thought that NIDigGen (and a download) might do something along the lines of what you wanted, but after finding it again and looking at it, I'm not so sure. Might be worth a look anyway.
"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"
--<CHARNAME> to Portalbendarwinden
--------------------
___________Old pen and paper modules of the 70s and 80s.___________
#197
Posted 13 April 2014 - 01:29 AM
Would it be possible to implement something that lets you compare 2 files? Something like WinMerge but for IE binary file formats.
Sounds like an interesting feature. I'll add it to the list, but I can't promise anything.
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
My contributions:
#198
Posted 16 April 2014 - 01:03 PM
Update: NearInfinity v1.35.0-snapshot-20140416
Lots of improvements:
- Greatly improved BAM converter (including proper palette support and an advanced post-processing filter system)
- Added support of new pixel formats to the PVRZ decoder. It should now properly decode PVRZ files used in the iPad version of BG(2)EE.
- Added symbolic spell names (from SPELL.IDS) to SPL's View tab
- Added symbolic spell name support to "Find...->references to this file" for DLG and BCS targets
- Added BMP format to export option of BAM resources
- Added new (BGEE-specific) fields to GAM structures
Feel free to test the new release and post your comments, bug reports or suggestions.
Imagination is more important than knowledge. Knowledge is limited; imagination encircles the world. - Albert Einstein
My contributions:
#199
Posted 16 April 2014 - 08:32 PM
Glad to see new versions coming frequently. Its my main tool that I use these days since I am modding the EE games from now on.
Her locks were as yellow as gold
Her skin was white as leprosy.
The Nightmare Life-in-Death was she,
Who thicks man's blood with cold.
Samuel Taylor Coleridge
http://teambg.net
The Undying
#200
Posted 18 April 2014 - 11:27 PM
It would be really convenient if the "Store purchases" list in STO files could be displayed as a panel of checkboxes instead of individual items. I know as far as the file structures are concerned, NI typically only uses the checkboxes for bit fields, but the ease-of-use would be greatly improved IMO if something similar could be implemented for the "Store purchases" dword array as well.
"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"
--<CHARNAME> to Portalbendarwinden
--------------------
___________Old pen and paper modules of the 70s and 80s.___________