Jump to content


Photo

NearInfinity


  • Please log in to reply
1168 replies to this topic

#601 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5155 posts

Posted 23 October 2015 - 04:01 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.
Is this up again ? Cause it was here before. I think ToBEx and/or Taimon's .exe hacks added this to the game. Or I am just imagining it from the jawa juice that been drinking...

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#602 Mike1072

Mike1072
  • Modder
  • 539 posts

Posted 23 October 2015 - 05:05 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.

 

It was added in the EE games.



#603 Fiann of the Silver Hand

Fiann of the Silver Hand
  • Member
  • 286 posts

Posted 23 October 2015 - 09:45 PM

So why is it showing up as an option in my other installs?

 

edit:  Nevermind.  It's the same issue as before with itm/spl flags, and myriad other places where you can't tell if it's an original game asset or added by EE.  Makes testing a bitch when you have to check other games' docs to see if what you want to do is in there.

 

edit2:  Argh.  I just realized this also means that adding the ability to reference other IDSs in EFF targeting is out of the question.


Edited by Fiann of the Silver Hand, 23 October 2015 - 11:31 PM.


#604 Argent77

Argent77
  • Administrator
  • 1434 posts

Posted 24 October 2015 - 01:31 AM

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.

KIT is currently only available as IDS target if NI detects an Enhanced Edition game or TobEx. If someone can confirm that TobEx doesn't use KIT targets then I'll remove support for it.



#605 Fiann of the Silver Hand

Fiann of the Silver Hand
  • Member
  • 286 posts

Posted 24 October 2015 - 04:42 PM

Backup bgcarbos.cre, drop these files, and give the spell -test01 to your character.

 

http://www.mediafire...t-ds-test-ni.7z



#606 Argent77

Argent77
  • Administrator
  • 1434 posts

Posted 25 October 2015 - 05:35 AM

Thanks, Fiann. It looks like KIT is not supported by TobEx. I'll update the respective datatype in NI in the next release.
 


Edited by Argent77, 25 October 2015 - 05:35 AM.


#607 Sam.

Sam.
  • Administrator
  • 1337 posts

Posted 25 October 2015 - 04:04 PM

Tools->Check->For Unused Files...->WAV results in a lot of (IMO) false positives stemming from not detecting when the WAV is attached to a strref assigned to a CRE's sound slots.  For instance, in BGEE, AJANT01.WAV shows up in the results for unused files, but "Sound: INITIAL_MEETING" for AJANTD.CRE is set to StringRef 3502 which has AJANT01.WAV set for the associated sound.  I would like to request that WAVs associated with Strings used in CRE files be excluded from the search results.


"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

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

CA Forums CA Homepage


#608 Argent77

Argent77
  • Administrator
  • 1434 posts

Posted 26 October 2015 - 05:49 AM

Yes, currently only scripts and resource references are considered in the search. You can also find strref entries with attached WAVs in DLG resources and possibly other types as well. I should probably include all resource types to be on the safe side.



#609 Argent77

Argent77
  • Administrator
  • 1434 posts

Posted 12 November 2015 - 06:48 AM

Update: NearInfinity v1.36-20151112

Changes:

  • Major overhaul of the code base:
    • Made many classes thread-safe, which fixed most of the sporadically occuring errors in I/O-heavy operations.
    • Greatly increased speed of check routines on multi-core systems and fixed several bugs related to displaying false positives.
    • Greatly increased speed of search routines on multi-core systems.
    • Greatly increased speed of Mass Exporter on multi-core systems.
  • Enforcing specific charset when reading filenames from chitin.key to correctly display filenames with special characters (mostly relevant when dealing with Infinity Animation's special prefixes).
  • Added a resource type "guess" routine for resources of unknown type or file extension.
  • Added label to ITM flags bit 12.
  • Check for unused files: Added check for WAV resources attached to strrefs.
  • Fixed a bug in resource reference fields, which didn't properly consider resources in extra directories (movies, music, ...).
  • Numeric input fields in structured resources allow both decimal and hexadecimal user input. Hexadecimal numbers can be entered with "0x" prefix or "h" suffix (e.g. 0x12ff, 12ffh or 12ff h).
  • Fixed a bug in Flag fields based on IDS entries (i.e. CRE->Status flags)
  • Fixed jumping to line of error/warning in script resources.
  • Several minor fixes.


#610 Mike1072

Mike1072
  • Modder
  • 539 posts

Posted 12 November 2015 - 04:33 PM

Excellent.

#611 Fiann of the Silver Hand

Fiann of the Silver Hand
  • Member
  • 286 posts

Posted 12 November 2015 - 11:51 PM

Ooooh, multicore optimization.  Yummy.



#612 Roxanne

Roxanne

    Modder

  • Member
  • 3564 posts

Posted 13 November 2015 - 12:51 AM

Update: NearInfinity v1.36-20151112

Changes:

  • Major overhaul of the code base:
    • Made many classes thread-safe, which fixed most of the sporadically occuring errors in I/O-heavy operations.
    • Greatly increased speed of check routines on multi-core systems and fixed several bugs related to displaying false positives.
    • Greatly increased speed of search routines on multi-core systems.
    • Greatly increased speed of Mass Exporter on multi-core systems.
  • Enforcing specific charset when reading filenames from chitin.key to correctly display filenames with special characters (mostly relevant when dealing with Infinity Animation's special prefixes).
  • Added a resource type "guess" routine for resources of unknown type or file extension.
  • Added label to ITM flags bit 12.
  • Check for unused files: Added check for WAV resources attached to strrefs.
  • Fixed a bug in resource reference fields, which didn't properly consider resources in extra directories (movies, music, ...).
  • Numeric input fields in structured resources allow both decimal and hexadecimal user input. Hexadecimal numbers can be entered with "0x" prefix or "h" suffix (e.g. 0x12ff, 12ffh or 12ff h).
  • Fixed a bug in Flag fields based on IDS entries (i.e. CRE->Status flags)
  • Fixed jumping to line of error/warning in script resources.
  • Several minor fixes.

Just testet it - multi-core really speeds up (e.g. search in all bcs)

Fixed jumping to line of error/warning in script resources. works fine again


Edited by Roxanne, 13 November 2015 - 12:53 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#613 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5155 posts

Posted 15 November 2015 - 03:24 AM

@Argent77: Have you made any discoveries on the opcode 183 ... cause the iesdp seems to be pretty empty, but your most recent snapshot has settings for the parameters for example. Yeah, the iesdp seriously needs updating.
I figured I would ask cause a user in G3 could use the help. Yes, I realize I look like an @$$ for cross-linking. That's just life. :clown:


Edited by The Imp, 15 November 2015 - 03:29 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#614 Argent77

Argent77
  • Administrator
  • 1434 posts

Posted 15 November 2015 - 05:32 AM

In this case IESDP is probably right. The intended functionality of opcodes 182 and 183 is pretty much unknown. I couldn't get them to work in either BG2 or BG2:EE. Even DLTCEP's opcode descriptions are very vague, and this tool has been written by one of the current Beamdog developers.
 



#615 -Hurricane-

-Hurricane-
  • Member
  • 81 posts

Posted 17 November 2015 - 09:56 AM

Great release, as always. :)

Though I have one problem with NearInfinity at the moment. If I have BGII:EE loaded and try to switch to vanilla BG1, I cannot click on anything anymore. I need to quit and restart the app. When I restart, BG1 is loaded up and everything works fine again. This was not caused by v1.36-20151112. It already started to happen prior to the latest release. Any help would be appreciated.

Repro steps:
1. Make sure that you have vanilla BG1 in your bookmarks
2. Make sure that the current game is BGII:EE
3. Start NearInfinity
4. Go to Game -> Bookmarked games, click on your vanilla BG1 game
5. Notice that you cannot click on anything anymore, except to close the window

#616 K4thos

K4thos
  • Modder
  • 315 posts

Posted 17 November 2015 - 11:29 AM

I've been thinking how to report the same issue. Hurricane's repro steps indeed hangs NI every time for me too.

Edited by K4thos, 17 November 2015 - 11:33 AM.


#617 Argent77

Argent77
  • Administrator
  • 1434 posts

Posted 17 November 2015 - 11:58 AM

Great release, as always. :)

Though I have one problem with NearInfinity at the moment. If I have BGII:EE loaded and try to switch to vanilla BG1, I cannot click on anything anymore. I need to quit and restart the app. When I restart, BG1 is loaded up and everything works fine again. This was not caused by v1.36-20151112. It already started to happen prior to the latest release. Any help would be appreciated.

Repro steps:
1. Make sure that you have vanilla BG1 in your bookmarks
2. Make sure that the current game is BGII:EE
3. Start NearInfinity
4. Go to Game -> Bookmarked games, click on your vanilla BG1 game
5. Notice that you cannot click on anything anymore, except to close the window
Confirmed. It also happens when switching to PST, BG2, IWD or IWD2. Switching to the Enhanced Editions appears to work. I'll try to find (and fix) the cause.

For now you should avoid switching games within Near Infinity, because sometimes NI might continue to run in the background even if you close the app.

Edited by Argent77, 17 November 2015 - 11:59 AM.


#618 Fiann of the Silver Hand

Fiann of the Silver Hand
  • Member
  • 286 posts

Posted 25 November 2015 - 05:50 AM

(I'm crossposting this to the relevant areas.)

 

Re: effect 294, set existence delay

 

IESDP and NI say that param 1 is undefined, and param 2 sets the delay between barks (-1 = do not play at all, 0 = "normal", 1+ = increasing time between with 1 as fastest)

 

These were the tests I ran for varying params on VOIWES.

 

p1: 0

p2: anything

result:  no difference between them or with unmodded (i.e. fired very infrequently)

 

p1: 1

p2: 10

result:  super short delay (< 0.5 second) and interrupting itself to start a new one; continuously runs

 

p1: 10

p2: 10

result:  slightly longer delay than above (more of the bark played), but still interrupts itself;  continuously runs

 

p1: 20

p2: 10

result:  delay between barks varied anywhere from <1 second to about 6 seconds;  could still interrupt and run in bursts

 

p1: 0

p2: 60

result:  same as unmodded

 

p1: 1

p2: 60

result:  fired immediately and started anew when completed;  no interrupt

 

p1: 30

p2: 60

result:  fired immediately, with ~1 to 3 second delay between;  no interrupt

 

p1: 200

p2: 60

result:  fired immediately, with delays between from 6 to 34 seconds

 

Clearly param 1 controls the range of the delay between barks, and param 2 seems to set the minimum delay amount.

 

For the chanters, a setting of 100 & 60 seemed to replicate BG1 behavior.



#619 Argent77

Argent77
  • Administrator
  • 1434 posts

Posted 16 December 2015 - 05:55 AM

Update: NearInfinity v1.36-20151216

Changes:
  • Major overhaul of the datatypes used in structured resources:
    • Improved datatype for song reference fields in ARE resources.
    • Dynamically changed fields don't cause the selected field to lose focus anymore.
    • Changed the combined IDS target/value field into two separate fields which are updated dynamically.
    • Improved projectile list fields by combining entries from MISSILE.IDS and PROJECTL.IDS.
    • Improved automatic update mechanism of IDS target fields in PRO resources (Enhanced Editions only).
    • Many internal changes.
  • Added new Tools->Check->For Illegal Strrefs... feature which checks for out-of-range strrefs in game resources.
  • Added "Expiry time" field to Item structures in ARE resources.
  • BS scripts (user-defined scripts) can be selected in relevant resource reference fields.
  • Extended parameter 2 of opcode 58 (Dispel Effects) in Enhanced Editions.
  • Updated parameters of opcode 294 (Set Existence Delay).
  • Improved descriptions of (unused) value fields in GAM's Variable structures.
  • Fixed infinite blocking bug when opening games via bookmarks.
  • Fixed a bug which occasionally caused errors in various search routines.
  • Fixed a bug in "Secondary projectile" field of PRO resources, which uses a different numbering scheme.
  • Fixed Master/Current area field labels in GAM resources.
  • Fixed Kit field type in IWD2.
  • More bugfixes and improvements.


#620 agb1

agb1
  • Member
  • 1623 posts

Posted 16 December 2015 - 10:51 AM

Bookmarks are working well for me.  Thanks for the update!


BiG World Fixpack (community collection of mod fixes and compatibility patches, with user-friendly cross-platform script)

 

BiG World Setup (tool to automate best-practice installation of Infinity Engine mods on Windows, with conflict analysis)

Latest version:    https://bitbucket.or.../get/master.zip