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#661 K4thos

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Posted 25 January 2016 - 05:34 PM

thanks. I've compared macros we used in EET with the latest BP-BGT Worldmap ones and I didn't notice any differences, so I wasn't able to figure what's up without analysing them line by line. The problem clearly is on EET side, not NI, so if it isn't something obvious than no need to spend time on it. EET can switch to using sc#addWmpAre and ADD_WORLDMAP_LINKS by reading data from external TBL files instead of using those macros.

 

edit: latest commit on GitHub implemented new patching method with built-in weidu commands instead of macros. The problem no longer exist. Thank you for investigating it.


Edited by K4thos, 25 January 2016 - 07:58 PM.


#662 -Hurricane-

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Posted 28 January 2016 - 03:15 AM

Tiny nitpick: The name of the thief skill "Detect illusions" should be corrected to "Detect illusion" (singular). This is the official term in the game and was confirmed in the Beamdog Localization forum (Link, requires NDA access). This applies to opcode 276 and the fields in the CHR and CRE structures, at least.

#663 Argent77

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Posted 28 January 2016 - 04:09 AM

Thanks. Will be fixed.



#664 Wisp

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Posted 28 January 2016 - 01:12 PM

The uploaded WMP contains loads of unreferenced bytes. After the referenced areas there is a full set of unreferenced BGII: EE areas and I would assume the same holds for links. Edit: and NI corrupts the file by saving it without the extra data and without updating the offsets accordingly.

K4thos, it does not look like you deleted the original data in the worldmap before running the BP-BGT-Worldmap code. It assumes the WMP consists of nothing but the first 0xc8 bytes (header + 1 worldmap entry).

Edited by Wisp, 28 January 2016 - 01:53 PM.


#665 K4thos

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Posted 29 January 2016 - 05:10 AM

You are right. Thanks for investigation, Wisp!



#666 Lollorian

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Posted 07 February 2016 - 05:10 AM

Request:

 

1) An edit tab for BAMs - like CREs & ITMs allowing direct visual of the BAM header and other meta information (make it non-editable if BAM corruption is an issue :P)

2) A quick "Decompress" button on an open BAM :P (if it is a BAMC)


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#667 Argent77

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Posted 07 February 2016 - 06:38 AM

Request:

 

1) An edit tab for BAMs - like CREs & ITMs allowing direct visual of the BAM header and other meta information (make it non-editable if BAM corruption is an issue :P)

Can you elaborate further? Do you want a summary of BAM properties in the BAM viewer, some new options in the CRE/ITM resource viewer or something else entirely?

 

2) A quick "Decompress" button on an open BAM :P (if it is a BAMC)

Isn't the export button with the various conversion options quick enough?



#668 Gwendolyne

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Posted 07 February 2016 - 07:04 AM

I have been trying to clone bam files with WeiDU for a long month. The goal is to use the bam A structure to create a bam B file with the same structure but different frames and palettes.

For the moment, I can read the frames and cycles data, copy them into a new file. It works fine if cycles don't use multiple instances of the same frames. But as soon as they use shared frames, it produces a messy file.

 

I don't know what lollorian has in mind, but I would be interested in the structure of the lookup table. The IESDP doc is pretty sparing of details. ;)


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#669 Lollorian

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Posted 07 February 2016 - 07:19 AM

1) An edit tab for BAMs - like CREs & ITMs allowing direct visual of the BAM header and other meta information (make it non-editable if BAM corruption is an issue :P)

Can you elaborate further? Do you want a summary of BAM properties in the BAM viewer, some new options in the CRE/ITM resource viewer or something else entirely?

Something that displays these details when you open a BAM :P (like the Edit tabs when you open a CRE/ITM)

 

2) A quick "Decompress" button on an open BAM :P (if it is a BAMC)

Isn't the export button with the various conversion options quick enough?

Shit missed this - I was looking at Tools -> Mass Export for some reason :lol:


"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#670 Argent77

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Posted 07 February 2016 - 07:38 AM

I have been trying to clone bam files with WeiDU for a long month. The goal is to use the bam A structure to create a bam B file with the same structure but different frames and palettes.

Sounds like a feature that can be added to the BAM Converter: importing and exporting the cycle structure of a given BAM.

 

1) An edit tab for BAMs - like CREs & ITMs allowing direct visual of the BAM header and other meta information (make it non-editable if BAM corruption is an issue :P)

Can you elaborate further? Do you want a summary of BAM properties in the BAM viewer, some new options in the CRE/ITM resource viewer or something else entirely?

Something that displays these details when you open a BAM :P (like the Edit tabs when you open a CRE/ITM)

An editable table is most likely a bad idea, but I could probably add a tab that displays a (read-only) summary of the BAM structure.



#671 K4thos

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Posted 07 February 2016 - 07:54 AM

how about a button "open in BAM Converter" when you view BAM file? Currently in order to edit biffed files we have to first export them somewhere than load BAM Converter, than find that file (no drag and drop functionality) and than the window is automatically closed after saving (unless you remember to check the option to not do it). Kinda frustrating to work with. Even viewing bam files is preferable to do via BAM Converter because it can show a list of all frames and it's easier to analyze cycles in it.

 

edit:

An editable table is most likely a bad idea, but I could probably add a tab that displays a (read-only) summary of the BAM structure.

if this will be implemented than maybe BAM Converter could be integrated directly into the BAM window in separate tab? "View" showing what you mentioned and "Edit" = BAM Converter windows.


Edited by K4thos, 07 February 2016 - 08:09 AM.


#672 Gwendolyne

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Posted 07 February 2016 - 08:27 AM

I have been trying to clone bam files with WeiDU for a long month. The goal is to use the bam A structure to create a bam B file with the same structure but different frames and palettes.

Sounds like a feature that can be added to the BAM Converter: importing and exporting the cycle structure of a given BAM.

 

An editable table is most likely a bad idea, but I could probably add a tab that displays a (read-only) summary of the BAM structure.

 

Great! ;)

 

I thought the bam converter was not to be modyfied any more. But if you agree to add this function, I am always ready to put some weight back on testing it one more time!


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#673 Argent77

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Posted 07 February 2016 - 08:50 AM

how about a button "open in BAM Converter" when you view BAM file? Currently in order to edit biffed files we have to first export them somewhere than load BAM Converter, than find that file (no drag and drop functionality) and than the window is automatically closed after saving (unless you remember to check the option to not do it). Kinda frustrating to work with. Even viewing bam files is preferable to do via BAM Converter because it can show a list of all frames and it's easier to analyze cycles in it.

That's a good idea, but probably a good amount of work as well. I won't integrate the converter into the BAM viewer itself however, as the converter is very complex (and requires a lot of memory) which will only slow down opening BAM files. Btw, both the converter and the viewer are using a lot of shared functionality already, so I wouldn't have to reinvent the wheel by adding a new summary tab to the BAM viewer.

 

I have been trying to clone bam files with WeiDU for a long month. The goal is to use the bam A structure to create a bam B file with the same structure but different frames and palettes.

Sounds like a feature that can be added to the BAM Converter: importing and exporting the cycle structure of a given BAM.

 

An editable table is most likely a bad idea, but I could probably add a tab that displays a (read-only) summary of the BAM structure.

 

Great! ;)

 

I thought the bam converter was not to be modyfied any more. But if you agree to add this function, I am always ready to put some weight back on testing it one more time!

This kind of feature sounds pretty straightforward (although the devil is usually in the details). I'll probably use some kind of self-explanatory text format for it (ini or xml) to make editing easier.



#674 Gwendolyne

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Posted 07 February 2016 - 09:02 AM

OK.

 

If you need anything, you can PM ;)


Edited by Gwendolyne, 12 February 2016 - 08:31 PM.

CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#675 Fiann of the Silver Hand

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Posted 09 February 2016 - 12:41 AM

TobEx says it adds functionality to EFF, ITM, and SPL files to customize effect stacking behavior.  NI for that address only says "EE: Ignore difficulty".  Should I assume on non-EE games that this works as ToBEx intends?  Does this also mean EE can't do anything with the old effect stacking problems?



#676 Argent77

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Posted 09 February 2016 - 04:36 AM

I suppose this is a feature exclusively for TobEx games. I don't know if the EE games have implemented something similar.

 

NI is currently using the same static list of save type descriptions for all games except IWD2, but I can probably add an additional check for TobEx as well.



#677 Fiann of the Silver Hand

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Posted 09 February 2016 - 01:57 PM

As long as the "when it's EE" stuff doesn't impede the ToBEx stuff, clarifying here is enough for me.  I think I'm the only one not modding for EE at all, so this is of fairly limited scope.



#678 Argent77

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Posted 09 February 2016 - 03:06 PM

I'll add the TobEx flag description anyway. You're probably not the only one modding for TobEx-improved games.

Let me know if you find more TobEx features that are overlapping with EE stuff.



#679 Fiann of the Silver Hand

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Posted 09 February 2016 - 07:44 PM

I had a list, but until this they either (a) did the same thing, or (b) one used it and the other didn't at all.  Never seen an actual conflict between uses like this one.  My notes are a mess, but I'll alert when I come across them.



#680 Argent77

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Posted 14 February 2016 - 01:20 PM

Update: NearInfinity v1.36-20160214

Changes:

  • Added "Import/Export BAM session" feature to BAM Converter. You can export or import the current BAM configuration, which includes BAM frames, center coordinates of frames, cycle definitions and/or filter configurations to/from INI files.
  • Added option to import or add internal game resources to the BAM Converter in addition to external files.
  • Added an "Edit BAM" button to the BAM resource viewer which opens the current BAM in the BAM Converter.
  • Added new "Raw" tab to BAM resource viewer which lets you edit BAM data directly.
  • Added Save Type bit 25 description (Limit effect stacking) to Effect structures for TobEx installations.
  • Added new EE-specific field to effect v2 structures: "Time applied (Ticks)".
  • Added option "Show icons in DLG tree viewer" to Options menu. It can be used to disable the icons in front of dialog state and transition nodes in the DLG tree view tab.
  • Fixed a side effect of disabling the "Enable transparency" checkbox in the BAM resource viewer which affected the icons displayed in the ITM and SPL viewer.
  • Fixed a bug in the BAM Converter which didn't always properly update cycle definitions when you added new frames to the frames list.
  • Fixed autoselection in resource list panels of structured resources when typing into the text field.
  • Fixed a bug in DLG resources when selecting empty script structures.
  • Spelling fix "Detect Illusions" -> "Detect Illusion".
  • Several more minor fixes and improvements.