Jump to content


Photo

NearInfinity


  • Please log in to reply
1168 replies to this topic

#981 Argent77

Argent77
  • Administrator
  • 1434 posts

Posted 09 November 2019 - 01:49 AM

I think I have identified an issue with how NI Area Viewer renders night areas with animated overlays.  When the overlays are enabled, the night shading doesn't seem to be correct:

Overlays not always being properly rendered in BG2(EE) is a known issue. The current solution uses a "dumb" check to determine how to render overlays, which doesn't always work. Fixing it is not trivial though. The great number of different overlay render mechanisms would require to implement individual rendering paths depending on game engine variant and used tileset format.

 

 Additionally, BAMs don't seem to render properly when Background Animations->Show actual animations is enabled, but the transparent color in the BAM is something other than the traditional green (such as BW1's stupid teal color).  The BAM renders properly in the game (BG2).

Actual BAM background color shouldn't matter as long as it's located at palette index 0. Can you provide a BAM sample for me to test?



#982 Sam.

Sam.
  • Administrator
  • 1337 posts

Posted 11 November 2019 - 05:54 PM

I think I have identified an issue with how NI Area Viewer renders night areas with animated overlays.  When the overlays are enabled, the night shading doesn't seem to be correct:

Overlays not always being properly rendered in BG2(EE) is a known issue. The current solution uses a "dumb" check to determine how to render overlays, which doesn't always work. Fixing it is not trivial though. The great number of different overlay render mechanisms would require to implement individual rendering paths depending on game engine variant and used tileset format.

 

 Additionally, BAMs don't seem to render properly when Background Animations->Show actual animations is enabled, but the transparent color in the BAM is something other than the traditional green (such as BW1's stupid teal color).  The BAM renders properly in the game (BG2).

Actual BAM background color shouldn't matter as long as it's located at palette index 0. Can you provide a BAM sample for me to test?

 

After further examination, I think the 1st issue was a problem with the actual tileset and not an issue with NI, although I'm a bit surprised it wasn't visible in-game.

 

Here is the offending BAM from the second issue.  I have processed it through PS BAM to fix the palette, and it renders as expected in NI afterward.  Here is the original:

Attached File  ysflwht1.rar   1.69K   208 downloads


"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


#983 Sam.

Sam.
  • Administrator
  • 1337 posts

Posted 01 December 2019 - 12:58 PM

Existent sound files are sometimes not found by NI's interface.  For example:

Load BGEE V2.5

Navigate to AR0100.ARE -> Songs -> Main ambient (day) 1

Notice that is is looking for AMB_M13A.WAV, which is not found in the combo box at the bottom of the window.

Go back to the main GUI, and click on the find resources button.

Search for AMB_M13A.WAV

Notice that it does exist and is found contained within SFXSOUND.BIF.

 

This bug results in many false positive results when using Tools -> Check -> For Illegal ResourceRefs...

 

I am using Near Infinity v2.1-20180615.  Is there a newer compiled release?


"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


#984 skellytz

skellytz
  • Staff
  • 576 posts

Posted 02 December 2019 - 02:10 PM

Existent sound files are sometimes not found by NI's interface.

NI has been annoying like that the whole time. It was very frustrating when I was doing research for my projects a few years ago. At the time I thought it was because NI couldn't handle all the biffing.



#985 Sam.

Sam.
  • Administrator
  • 1337 posts

Posted 02 December 2019 - 03:46 PM

I thought maybe it was an issue with the resource in question having the potential of being either a WAV, WAVC, or OGG file, but I haven't actually looked into it.

"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


#986 skellytz

skellytz
  • Staff
  • 576 posts

Posted 02 December 2019 - 04:35 PM

Does it happen only in some sections for you, too? For example, main ambients in area songs. But if you try to use AMB_M13A in any of the area ambients or spell casting sounds, it will show up in the box.



#987 Argent77

Argent77
  • Administrator
  • 1434 posts

Posted 03 December 2019 - 10:19 AM

 Additionally, BAMs don't seem to render properly when Background Animations->Show actual animations is enabled, but the transparent color in the BAM is something other than the traditional green (such as BW1's stupid teal color).  The BAM renders properly in the game (BG2).

Actual BAM background color shouldn't matter as long as it's located at palette index 0. Can you provide a BAM sample for me to test?

That's likely a bug in NI. The code is hardcoded to use the legacy BG1 method for determining the transparent color (I don't remember anymore why I implemented it like that in the first place). It should be easy to fix. 
 

Existent sound files are sometimes not found by NI's interface.  For example:
Load BGEE V2.5
Navigate to AR0100.ARE -> Songs -> Main ambient (day) 1
Notice that is is looking for AMB_M13A.WAV, which is not found in the combo box at the bottom of the window.
Go back to the main GUI, and click on the find resources button.
Search for AMB_M13A.WAV
Notice that it does exist and is found contained within SFXSOUND.BIF.
 
This bug results in many false positive results when using Tools -> Check -> For Illegal ResourceRefs...
 
I am using Near Infinity v2.1-20180615.  Is there a newer compiled release?

This is caused by a piece of legacy code that hasn't been updated for the EE games yet. It limits the search for WAV files to a few selected BIFF archives and the override folder. That issue should also be easy to fix.



#988 Sam.

Sam.
  • Administrator
  • 1337 posts

Posted 16 December 2019 - 07:05 PM

Thanks, looking forward to the update.

 

I have run into a handful of BAMs that cause my PS BAM utility to crash when trying to read them.  When I tried loading one with NI, it wasn't able to handle it either. However, BAMWorkshop, BAMWorkshopII, and DLTCEP seem to be able to read them properly.  Contents of the Debug Console:

 

Exception in thread "AWT-EventQueue-0" java.lang.IndexOutOfBoundsException
    at java.nio.Buffer.checkIndex(Unknown Source)
    at java.nio.HeapByteBuffer.get(Unknown Source)
    at org.infinity.resource.graphics.BamV1Decoder.decodeFrame(Unknown Source)
    at org.infinity.resource.graphics.BamV1Decoder.frameGet(Unknown Source)
    at org.infinity.resource.graphics.BamV1Decoder$BamV1Control.cycleGetFrame(Unknown Source)
    at org.infinity.resource.graphics.BamResource.updateCanvas(Unknown Source)
    at org.infinity.resource.graphics.BamResource.showFrame(Unknown Source)
    at org.infinity.resource.graphics.BamResource.makeViewer(Unknown Source)
    at org.infinity.gui.ViewFrame.setViewable(Unknown Source)
    at org.infinity.gui.ViewFrame.<init>(Unknown Source)
    at org.infinity.gui.OpenFileFrame.openExternalFile(Unknown Source)
    at org.infinity.gui.OpenFileFrame.actionPerformed(Unknown Source)
    at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
    at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
    at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
    at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
    at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
    at java.awt.Component.processMouseEvent(Unknown Source)
    at javax.swing.JComponent.processMouseEvent(Unknown Source)
    at java.awt.Component.processEvent(Unknown Source)
    at java.awt.Container.processEvent(Unknown Source)
    at java.awt.Component.dispatchEventImpl(Unknown Source)
    at java.awt.Container.dispatchEventImpl(Unknown Source)
    at java.awt.Component.dispatchEvent(Unknown Source)
    at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
    at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
    at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
    at java.awt.Container.dispatchEventImpl(Unknown Source)
    at java.awt.Window.dispatchEventImpl(Unknown Source)
    at java.awt.Component.dispatchEvent(Unknown Source)
    at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
    at java.awt.EventQueue.access$500(Unknown Source)
    at java.awt.EventQueue$3.run(Unknown Source)
    at java.awt.EventQueue$3.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
    at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
    at java.awt.EventQueue$4.run(Unknown Source)
    at java.awt.EventQueue$4.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
    at java.awt.EventQueue.dispatchEvent(Unknown Source)
    at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
    at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
    at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
    at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
    at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
    at java.awt.EventDispatchThread.run(Unknown Source)

 

Apparently the game engine loads them fine.  Can you tell exactly where the issues is?  I haven't had time to pinpoint the exact issue yet, but maybe the last frame's frame data is simply truncated early?  Edit:  test BAM seems to indicate this is the case.  Loading and saving with DLTCEP adds a single 0x00 to the end of the file.

Attached File  grnbow.rar   1.23K   351 downloads


Edited by Sam., 16 December 2019 - 07:27 PM.

"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


#989 Argent77

Argent77
  • Administrator
  • 1434 posts

Posted 29 December 2019 - 07:36 AM

Thanks, looking forward to the update.
 
I have run into a handful of BAMs that cause my PS BAM utility to crash when trying to read them.  When I tried loading one with NI, it wasn't able to handle it either. However, BAMWorkshop, BAMWorkshopII, and DLTCEP seem to be able to read them properly.  Contents of the Debug Console:
 

Spoiler

Apparently the game engine loads them fine.  Can you tell exactly where the issues is?  I haven't had time to pinpoint the exact issue yet, but maybe the last frame's frame data is simply truncated early?  Edit:  test BAM seems to indicate this is the case.  Loading and saving with DLTCEP adds a single 0x00 to the end of the file.
attachicon.gifgrnbow.rar

From what I can see the RLE encoding of transparent pixels in the second frame of the BAM contains some errors which results in a buffer overflow. Even DLTCEP warns you about it. I'd suggest to reencode the BAM, possibly without RLE encoding (frame compression) or use another tool for the encoding operation.
 



#990 Sam.

Sam.
  • Administrator
  • 1337 posts

Posted 29 December 2019 - 11:03 AM

Thanks, looking forward to the update.
 
I have run into a handful of BAMs that cause my PS BAM utility to crash when trying to read them.  When I tried loading one with NI, it wasn't able to handle it either. However, BAMWorkshop, BAMWorkshopII, and DLTCEP seem to be able to read them properly.  Contents of the Debug Console:
 

Spoiler

Apparently the game engine loads them fine.  Can you tell exactly where the issues is?  I haven't had time to pinpoint the exact issue yet, but maybe the last frame's frame data is simply truncated early?  Edit:  test BAM seems to indicate this is the case.  Loading and saving with DLTCEP adds a single 0x00 to the end of the file.
attachicon.gifgrnbow.rar

From what I can see the RLE encoding of transparent pixels in the second frame of the BAM contains some errors which results in a buffer overflow. Even DLTCEP warns you about it. I'd suggest to reencode the BAM, possibly without RLE encoding (frame compression) or use another tool for the encoding operation.

I ended up modifying PS BAM to handle it.


"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


#991 Luren

Luren
  • Member
  • 7 posts

Posted 21 March 2020 - 11:50 PM

Hi Argent77,

And thanks a lot for all the time you spend on working on NearInfinity.

Recently, while working on an object for IWD2, I noticed an error in NearInfinity, in the list of values associated with the opcode #402. It seems that you have taken the one from the opcode #290, but it turns out that it is slightly different, as we can check in the effects.src file, and as the IESDP also indicates.
It was when I wanted to create an object with the effect #402 that I realized this. The effect applied while the values entered (80 -> Near enemies | 86 Daytime) had to ensure that it did not apply! Indeed in the list of the Effects.src file, the values are different (80 -> not goblin | 86 not keg).
 
effect #290

Spoiler


effect #402

Spoiler


Edited by Luren, 21 March 2020 - 11:58 PM.

banniere_small1.jpg


#992 Argent77

Argent77
  • Administrator
  • 1434 posts

Posted 23 March 2020 - 09:24 AM

Recently, while working on an object for IWD2, I noticed an error in NearInfinity, in the list of values associated with the opcode #402. It seems that you have taken the one from the opcode #290, but it turns out that it is slightly different, as we can check in the effects.src file, and as the IESDP also indicates.
It was when I wanted to create an object with the effect #402 that I realized this. The effect applied while the values entered (80 -> Near enemies | 86 Daytime) had to ensure that it did not apply! Indeed in the list of the Effects.src file, the values are different (80 -> not goblin | 86 not keg).

Thank you. I'll add a fix.

 

Btw, I have recently started coding again (after a prolonged time of absence). I'll probably publish a new version shortly.



#993 Argent77

Argent77
  • Administrator
  • 1434 posts

Posted 01 April 2020 - 12:18 AM

Update: NearInfinity v2.1-20200401

A new version is available after a long wait, which provides a great number of new features, various improvements and many bugfixes. You can find out more in the changelog below.

Many thanks to Mingun for his contributions over the past two years.

Changelog:

  • Show search names of areas (if available), creatures, items, spells and stores in the resource navigation tree (thanks Mingun) <- can be turned on/off in Options menu
  • Show overridden resources in bold in the resource navigation tree (thanks Mingun) <- can be turned on/off in Options menu
  • Moved game-related configuration files (such as baldur.lua, WeiDU.log, ...) from Edit menu to the new "Special" folder in the resource navigation tree
  • Bookmarks: Use game name by default (thanks Mingun)
  • Copy or rename game resources: Show a default naming suggestion; allow change of extension for rename operation
  • Added script compiler option "Autogenerate BCS comments" for scripts, mass exporter and bcs drop zone
  • Improved enforcing global font size for all UI text (useful for high dpi displays)
  • BAM Converter -> Splitted BAM Output: Fixed filename suffix generation
  • Mass Converter: Fixed automatic TIS V1 -> V2 conversion
  • Reference Searcher: Included type MENU
  • Improved DLG checker: cover more potential issues (thanks Mingun)
  • Improved tooltips in Area Viewer: Show parent structure names or search names if available (thanks Mingun)
  • ARE -> Actor View tab: Show CRE information in separate tab if available
  • Visual improvements in View tabs for ARE Container, GAM and SPL Ability structures
  • Show item ability name (from tooltip.2da) in View tab
  • Show dialog resref of conversable itemsin View tab
  • IWD2: Fixed misaligned controls and background dimension in CHU viewer
  • Added Raw tab to DLG resources (thanks Mingun)
  • Fixed various bugs in View tab of DLG resources (thanks Mingun)
  • Fixed permanent high CPU/GFX load when states or responses with script blocks are selected
  • Greatly improved dialog tree viewer (thanks Mingun)
    • Colorize entries from external dialog resources
    • Removed cyclic redundancy of dialog branches: use links instead (double click to activate)
    • Update Tree view when entries are changed in Edit view
    • Visualization of orphaned state and response entries
    • Added option to always show state 0 if available
    • Various bug fixes
  • Improvements to Edit view of structured resources:
    • Added new conversion option "Edit ad bit field" to context menu for numeric fields
    • Added new conversion option "Edit as resref" to context menu for text fields
    • Added new option "Go to offset" for section offset fields to jump straight to referenced structures
    • Fixed finding attribute by offset (thanks Mingun)
    • Added option to colorize offset fields (thanks Mingun) <- can be turned on/off in Options menu
  • Improved BCS script decompiler
    • Edge cases, such as functions with empty strings or wildcards, are decoded properly.
    • Order of signature definition in action.ids and trigger.ids have no impact on script decoding anymore
  • Added support for virtual string references via ENGINEST.2DA
  • New field in ARE -> Actor structure: Alternate actor name
  • New field in GAM V2.2: Nightmare mode
  • Improved CRE field label: Undead level -> Turn undead level
  • Updated SPL and ITM ability flag labels
  • Retrieve custom ITM flag labels dynamically from itemflag.ids
  • Fixed ambiguous description of spellprot stat 0x104
  • Added default entry to source item slot list in EFF V2
  • Updated STO flags
  • Updated opcodes 13, 23, 24, 25, 78, 98, 108, 109, 272, 279, 282, 290
  • IWD2: Fixed opcode 402
  • Allow negative numbers in parameter 1 of opcode 233
  • Original PST: Added Quest Viewer to GAM resources and Resource Tree -> Special -> quest.ini (thanks Mingun)
  • Original PST: Added custom Viewer for Bestiary structure in GAM resources (thanks Mingun)
  • Fixed priority order of override folders
  • Fixed adding removables in CHR when section offset is 0
  • Fixed reading BAM V1 resources with non-standard palette size
  • Improved BG Tutu detection
  • Various stability fixes (thanks Mingun)
  • Internal code refactoring and cleanup (thanks Mingun)


#994 Gwendolyne

Gwendolyne
  • Administrator
  • 1016 posts

Posted 01 April 2020 - 01:36 AM

Very impressive! Congrats and a big thanks to Mingun. ;)


CARPE DIEM ....
 

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


#995 jastey

jastey
  • Administrator
  • 3219 posts

Posted 01 April 2020 - 03:23 AM

Awesome! Thank you for your continuous work on NI, argent!

#996 Argent77

Argent77
  • Administrator
  • 1434 posts

Posted 10 April 2020 - 12:49 PM

This is a first preview of a new search feature I've been working on for some time. It is intended to be much more powerful and flexible than the current "Extended Search" (but at the cost of some convenience).

The central element of the search feature are filter definitions. Filters can be used to define search options for specific resource fields or groups of fields with similar properties and provides a great number of options to match field values.

There is virtually no limit to how many filters can be defined, which makes it possible to build rather complex filter chains.

The whole search configuration can be exported and imported as xml data, so you don't have to build it time and again when you want to search for resources with the same kind of properties.

The main search dialog:
b3ydim1d066x.png

 

The upper section contains the filter list. In this example the filter list is set up to find only items that are exclusively usable by shamans.

 


The dialog for setting up individual filter entries:
uhyfyax6vd39.png


The structure level defines where to search for the resource fields. In this example only global Effect structures are searched.

The field section deals with field names of the structure. It is possible to search by name or by (relative or absolute) offsets.

The value section deals with the field values themselves. The filter dialog provides options to search for text (in the broadest sense), numeric values or ranges of values, resource references or bitfields (useful to target specific flags or flag combinations).

The bottom-most option "Invert match" inverts the search result for this filter, so only resource fields NOT matching the specified definitions will be added.



#997 Sam.

Sam.
  • Administrator
  • 1337 posts

Posted 10 April 2020 - 06:46 PM

This is a first preview of a new search feature [...]

Was there a question there somewhere?  At first glance, it looks powerful but perhaps complicated for a layman (perhaps myself included) to figure out.


"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


#998 Argent77

Argent77
  • Administrator
  • 1434 posts

Posted 11 April 2020 - 12:35 AM

This is a first preview of a new search feature [...]

Was there a question there somewhere?  At first glance, it looks powerful but perhaps complicated for a layman (perhaps myself included) to figure out.

I was never really satisfied with the original "Extended Search". It's a huge mess of code that is difficult to maintain and at the same time rather limited in regards to available search options (e.g. if you want to search for specific opcode variants). The new search feature doesn't require updates when I make changes to any of the resource structures.
 
The plan for adding an improved search feature was already made over three years ago. But I never got around to actually design and implement it.



#999 Argent77

Argent77
  • Administrator
  • 1434 posts

Posted 12 April 2020 - 06:02 AM

The Near Infinity Wiki has been updated.

It should now reflect the current state of Near Infinity's feature set. Several outdated links have been fixed, and documentation for the upcoming "Advanced Search" has been added.



#1000 Argent77

Argent77
  • Administrator
  • 1434 posts

Posted 19 April 2020 - 01:51 AM

Update: NearInfinity v2.1-20200419

Changelog:

  • Added new feature: Advanced Search (Wiki entry)
  • Made option "Find references to this file" available from context menu of the resource tree and the File menu
  • Updated names of opcodes 318 and 324
  • Negative numbers are treated as Unknowns instead of errors for numeric fields with associated names
  • Added CHR search names in resource tree
  • Improved detection of area search names in EE 2.0+ games
  • Improved layout of area selection list in the worldmap (WMP) View tab
  • Added support for (erroneous?) CRE V9.1 resources found in IWD2
  • Several bugfixes and minor improvements