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#581 Fiann of the Silver Hand

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Posted 29 September 2015 - 03:17 PM

Meh, I don't want to split my mod into EE-exclusive and ToBEx.  So, looking at ToBEx's doc, I see that it is only used for
 

  • Vanilla: Used only for Set Local Variable when the variable is non-existant
  • Stacking ID when bit 25 of 'Saving throw type' is enabled


So the rest isn't applicable for vanilla or ToBEx.  It'd be nice if the options were marked as EE-only, similar to how NI handles exclusion flags for items and spell.

Edited by Fiann of the Silver Hand, 29 September 2015 - 03:18 PM.


#582 K4thos

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Posted 29 September 2015 - 04:07 PM

thanks for implementing requested stuff :new_thumbs:

 

----

 

The "Find references..." button in StringRef lookup doesn't seem to work for me in the newest version.



#583 Argent77

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Posted 30 September 2015 - 02:29 AM

So the rest isn't applicable for vanilla or ToBEx.  It'd be nice if the options were marked as EE-only, similar to how NI handles exclusion flags for items and spell.

 I'll see what I can do.
 

The "Find references..." button in StringRef lookup doesn't seem to work for me in the newest version.

Good catch. I'll fix in the next release.



#584 Fiann of the Silver Hand

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Posted 30 September 2015 - 04:31 PM


So the rest isn't applicable for vanilla or ToBEx.  It'd be nice if the options were marked as EE-only, similar to how NI handles exclusion flags for items and spell.

 I'll see what I can do.
 
 



Thanks. I'm sorry it falls on you. IESDP hasn't been updated in 2½ years, so it's impossible to tell where these features/options originate without some kind of marker. If someone collated EE release notes, that'd be an acceptable but less ideal solution.

Edited by Fiann of the Silver Hand, 30 September 2015 - 04:35 PM.


#585 The Imp

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Posted 02 October 2015 - 12:34 PM

K, I'll throw an odd request.
The spell.ids is a real mess... if you look it in index vice, as the numbers are everywhere, well after the 381's line. Could you Argent try to build a function to NI that would rearrange the file so the numbers(and the following spell identifier/rest of the line) in the file would be in their numerical orders ?

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#586 Fiann of the Silver Hand

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Posted 02 October 2015 - 03:53 PM

Can WEIDU sort alphabetically after it adds entries to IDSs? They're all like that after a few mods.

#587 K4thos

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Posted 02 October 2015 - 11:28 PM

I see that "area type" (0x14 ARE offset) doesn't use AREAFLAG.IDS. IWD:EE / BG2:EE (post patch 1.3) added "32 NOREST" (bit 5) which is shown in NI as "Unknown".



#588 Argent77

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Posted 03 October 2015 - 01:32 AM

K, I'll throw an odd request.
The spell.ids is a real mess... if you look it in index vice, as the numbers are everywhere, well after the 381's line. Could you Argent try to build a function to NI that would rearrange the file so the numbers(and the following spell identifier/rest of the line) in the file would be in their numerical orders ?

DLTCEP already does what you want. Fire up DLTCEP, open the "Edit IDS" dialog via Edit->Identifiers (IDS), click "Load IDS" and select the IDS resource you want. Click on "Order by value" to have a properly ordered IDS.

 

I see that "area type" (0x14 ARE offset) doesn't use AREAFLAG.IDS. IWD:EE / BG2:EE (post patch 1.3) added "32 NOREST" (bit 5) which is shown in NI as "Unknown".

I have only un-hardcoded the "Location" flags field in the previous release. It shouldn't be too difficult to do the same with "Area type".



#589 Lollorian

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Posted 03 October 2015 - 11:04 PM


K, I'll throw an odd request.
The spell.ids is a real mess... if you look it in index vice, as the numbers are everywhere, well after the 381's line. Could you Argent try to build a function to NI that would rearrange the file so the numbers(and the following spell identifier/rest of the line) in the file would be in their numerical orders ?

DLTCEP already does what you want. Fire up DLTCEP, open the "Edit IDS" dialog via Edit->Identifiers (IDS), click "Load IDS" and select the IDS resource you want. Click on "Order by value" to have a properly ordered IDS.


That's actually a very nice to have feature :) (albeit it already being there in DLTCEP - better to use 1 modding tool than 2 yeah? :P)

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#590 The Imp

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Posted 04 October 2015 - 12:03 AM

better to use 1 modding tool than 2 yeah? :P)
Well, I don't know, because I think I can see a problem, see the DLTCEP uses a table format to process the file, while NI uses just a text file format. Similar like the Word and Excel do. They both have their advantages, but you still could kinda need both, for a precentation. Or the NI would need a table converter, aka second view table for the second style.

But thanks Argent77 for the knowledge, it was exactly what I looked for.

Edited by The Imp, 04 October 2015 - 12:11 AM.

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#591 Fiann of the Silver Hand

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Posted 04 October 2015 - 04:40 PM

Changing games results in a hang. It seems NI isn't clearing out the current game info to load the new one. RAM usage on a BGT install is ~ 1gb, when a different game is attempted to load, it shoots to about double that but hangs, and must be force closed.

Also, the "find references" button in the Search>StringRef dialog box no longer functions.

Edited by Fiann of the Silver Hand, 04 October 2015 - 11:03 PM.


#592 Argent77

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Posted 09 October 2015 - 06:36 AM

better to use 1 modding tool than 2 yeah? :P)
Well, I don't know, because I think I can see a problem, see the DLTCEP uses a table format to process the file, while NI uses just a text file format. Similar like the Word and Excel do. They both have their advantages, but you still could kinda need both, for a precentation. Or the NI would need a table converter, aka second view table for the second style.

NI follows the approach to change game resources as little as possible on its own. That's why I don't think that I'll ever add a table-style editor for 2DA or IDS resources into the default editor. However, that doesn't rule out to implement such a feature in the "Tools" section one day.

 

Changing games results in a hang. It seems NI isn't clearing out the current game info to load the new one. RAM usage on a BGT install is ~ 1gb, when a different game is attempted to load, it shoots to about double that but hangs, and must be force closed.

I couldn't reproduce this behavior on my system. Even big BWS installations didn't freeze or crash. Are you using a 32-bit Java version on your system? That version is known to run out of memory once in a while, especially after using memory-intensive operations. It might help to start NI with the "Hide NI DOS" tool mention in the first post. Alternatively you could install copies of NearInfinity.jar into each of your game folders and start it from there. NI always attempts to open a game from the current folder first.

 

Also, the "find references" button in the Search>StringRef dialog box no longer functions.

The "Find references" issue is already known and will be fixed in the next release.



#593 Fiann of the Silver Hand

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Posted 09 October 2015 - 04:34 PM

I couldn't reproduce this behavior on my system. Even big BWS installations didn't freeze or crash. Are you using a 32-bit Java version on your system? That version is known to run out of memory once in a while, especially after using memory-intensive operations. It might help to start NI with the "Hide NI DOS" tool mention in the first post. Alternatively you could install copies of NearInfinity.jar into each of your game folders and start it from there. NI always attempts to open a game from the current folder first.
I am, indeed, using the HideNI program. I've not been able to reproduce the hang consistently across my various installs (both BG & ToB in CD, GOG, and EE installs). Size doesn't seem to matter. I can't get the hang on any previous version of NI, with or without HideNI. I'll keep trying to narrow it down. It's not a deal-breaker even if it sticks around.

Edited by Fiann of the Silver Hand, 09 October 2015 - 04:34 PM.


#594 K4thos

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Posted 13 October 2015 - 12:28 PM

currently NI reference search engine is not able to find spells in CLAB and LU 2da files because they have AP_ and GA_ prefixes. Any chance to take it into account?

Edited by K4thos, 13 October 2015 - 12:31 PM.


#595 Argent77

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Posted 13 October 2015 - 12:34 PM

Sure, no problem.



#596 K4thos

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Posted 20 October 2015 - 10:13 AM

bug in spl Exclude flag description: - BIT3 excludes Neutral Good, Neutral, Neutral Evil priests. In NI it has "... Neutral" description. - BIT5 excludes Lawful Neutral, Neutral, Chaotic Neutral priests. In NI it has "Neutral ..." description. In other words these 2 descriptions should be swapped. Or better yet changed to GENeutral and LCNeutral like in IESDP. I've tested it in game, so no need to check it again.


Edited by K4thos, 20 October 2015 - 11:59 AM.


#597 Argent77

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Posted 20 October 2015 - 10:58 AM

bug in spl Exclude flag description:
- BIT3 excludes Neutral Good, Neutral, Neutral Evil priests. In NI it has "... Neutral" description.
- BIT5 excludes Lawful Neutral, Neutral, Chaotic Neutral priests. In NI it has "Neutral ..." description.

In other words these 2 descriptions should be swapped. Or better yet changed to GENeutral and LCNeutral like in IESDP. I've tested it in game, so no need to check it again.
Are your sure? I've just tested it with a cleric spell in BG2 and BG2:EE. In both games the flags are working as expected. Setting bit 3 (... Neutral) excludes Lawful/True/Chaotic Neutral. Setting bit 5 (Neutral ...) excludes Neutral Good, True Neutral and Neutral Evil.

Edited by Argent77, 20 October 2015 - 10:58 AM.


#598 K4thos

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Posted 20 October 2015 - 12:02 PM

damn, false alarm. For some bizarre reason I misinterpreted what I've seen during character generation (probably confused spells used for this test). Sorry for wasting your time on this.

Edited by K4thos, 20 October 2015 - 12:02 PM.


#599 Argent77

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Posted 23 October 2015 - 08:55 AM

Update: NearInfinity v1.36-20151023

Changes:

  • Fixed a bug in Reference Searcher for StringRefs.
  • Improved Reference Searcher for CRE resources to minimize the number of false positives.
  • Added new datatype used in IWD:EE and future patch versions of BG:EE and BG2:EE that dynamically generates an textual interpretation of SPLPROT.2DA entries for IWD-style IDS values. It's used in opcodes 318, 324 and 326 as well as for two fields in PRO resources when extended flag "IWD style check" has been enabled.
  • Replaced static list of portrait icon descriptions by a dynamic list generated from STATDESC.2DA.
  • Added tool tips to a number of flags (currently SPL/Exclusion flags, ARE/Area type, ITM/Usable by).
  • Better command line parameter support: Call "java -jar NearInfinity.jar -help" for more information.
  • Several minor fixes and improvements.


#600 Fiann of the Silver Hand

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Posted 23 October 2015 - 03:50 PM

Use EFF (177) has KIT as one of the possible IDSs, but it doesn't work in-game, and is not listed as one of the options in IESDP (though that's hardly up-to-date) for BG2.


Edited by Fiann of the Silver Hand, 23 October 2015 - 03:52 PM.