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#1161 Argent77

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Posted 14 September 2024 - 01:08 AM

Update: NearInfinity v2.4-20240914

Changelog:

  • String Editor (for dialog.tlk) automatically sets default flags when adding new entries
  • Improved 2DA table parser (fixes issues with malformed tables, e.g. RT_FURY.2DA or RT_NORM.2DA in IWD2)
  • Improved initial output path selection in open/save dialogs in MOS and TIS converters
  • Added "Height" attribute to WED > Polygon substructures
  • Added tooltip description to CRE flags bit 31 (Uninterruptible)
  • Added option "Application Log Level" to the Preferences which controls the amount of log messages shown in the console
  • Added option to edit numeric data specifically as unsigned or signed numbers (accessible via context menu in Edit view)
  • Added a visualization of current memory usage in NI's status bar (can be turned on/off in the Preferences)
  • Worldmap viewer shows random encounter probabilities alongside travel times when travel distances are enabled
  • BAM Converter:
    • Prevent Trim filter from creating empty frames (e.g. with fully transparent images)
    • Added new output filter "Overlay BAM Filter": combines multiple (split) BAM files into a single animation (e.g. huge creature animations)
  • Area Viewer: Added support for predefined automap notes in original PST
  • Allow adding a single Song or Rest Encounter structure in ARE resources if missing
  • Item category names are dynamically generated or adjusted with ITEMTYPE.2DA information in EE games
  • View tab of ITM resources should always display the biggest item icon if available
  • Adjusted transparency detection in BAM animations to fix transparency issues with some game resources
  • Reimplemented core functionality of file handling which fixes several bugs and improves performance on case-sensitive filesystems (Linux) or when accessing resources inside DLC archives (all platforms)
  • Removed code for auto-migrating preferences from ancient NI releases (2016 or earlier) when running a more recent version for the first time
  • Improved display of log messages in the debug console
  • Improved check for unused files:
    • Added option to check multiple file types
    • Fixed listing duplicate entries that differ only in case
    • Included string table when checking for unused WAV resources
    • Improved search performance
  • Fixed a bug in CRE item slot editing when item resref fields in Item substructures were edited as literal string (via context menu)
  • Fixed "No such index" display of CRE names in the resource selection tree
  • Fixed progress info updates during check and search operations
  • Included IntelliJ IDEA project file in sources
  • A great number of internal optimizations and bugfixes


#1162 WanderingScholar

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Posted 28 September 2024 - 07:25 PM

v2.4-20240914

 

Often when switching between games in NI the .TLK file fails to load properly.

 

For example, all descriptions will be missing.

 

Restarting the application does fix it however.



#1163 Argent77

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Posted 29 September 2024 - 01:49 AM

v2.4-20240914

 

Often when switching between games in NI the .TLK file fails to load properly.

 

For example, all descriptions will be missing.

 

Restarting the application does fix it however.


I can confirm this issue. It looks like when switching the game NI sometimes still loads the dialog.tlk from the previous game. It seems to happen very rarely though. I was able to trigger it only a single time in all my tests. I'll look into it.

 

Does the debug console show anything when this happens?



#1164 skellytz

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Posted 29 September 2024 - 07:38 AM

All these years I thought this was known and expected behavior due to some Java or OS limitations. I even developed a habit of pressing F5 every time I switched games :lol:



#1165 WanderingScholar

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Posted 29 September 2024 - 02:01 PM

Does the debug console show anything when this happens?

 

It does not.



#1166 Nabber-aka-Nikodemus

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Posted 16 November 2024 - 06:51 PM

I used the most recent version on flatpak and it works great! On linux btw. If someone can point out what Project Infinity is I would thank them. Wiedu is for installing mods and such. too many questions here I am new!



#1167 Argent77

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Posted 04 December 2024 - 06:05 AM

Update: NearInfinity v2.4-20241204

Changelog:

  • Added a little gimmick that progressively populates the (empty) main panel of NI with creatures from the game which perform various random actions. The feature can be enabled or disabled in the preferences (menu Game > Preferences > General > Show creatures on main panel).
  • Added options to the context menu of resources in the Edit view to assign a selected field value to all other substructures of the same type ("Apply value to all/non-empty/empty removable structures"). This feature allows you to quickly synchronize field values, e.g. across spell or item effects.
  • Added option to sort items for sale in STO resources. Available sort orders: ascending, descending, suggested order (as used by many vanilla stores), user-defined.
  • New implementation of the MUS player "InfinityAmp" (menu Tools > InfinityAmp) with many more options:
    • Improved window layout
    • Option to load and play MUS files from all available games
    • Playlist doesn't reset when the game is refreshed or a new game is loaded
    • More playback controls and options (e.g. shuffle, play/pause, prev/next playback)
    • Import/export of playlist as *.m3u or *.m3u8 file
  • Mass Exporter: Added option to decompile .dlg to .d format
  • ARE resource View tab:
    • Fall back to a default area script if script field is empty (supported by IWD1 and IWD2)
    • Display link to associated INI resource if available
  • BAM Converter:
    • Improved usability for entering frame center values: pressing enter registers a new value moves focus to the next logical UI control
    • Added option to prevent overwriting PVRZ files but using the next free pvrz slot instead
  • Improved check for String Encoding Errors:
    • Greatly improved detection of ANSI encoding errors in original games
    • Added option to repair listed issues
  • Improved the "Open File" dialog (menu Game > Open File):
    • Added a new checkbox "Keep dialog always on top"
    • Improved file drop area and general dialog layout
  • Improved character animation sprite decoding:
    • Fixed incorrect transparent color detection for some sprites and overlays
    • Improved handling of sprites with extended directions (SSW, WNW, NNE,...) which disable the "path_smooth" option: Fixes animations with missing frames
    • More internal optimizations and improvements
  • Improved confirm prompts opening when handling unsaved changes: Added option to discard and cancel to all situation where possible and improved button names.
  • Overhauled audio playback of sound resources in the WAV resource view and the resource list field type for WAV files:
    • Improved UI controls (play/pause, loop option, slider for jumping to specific sound positions)
    • Smoother and more responsive sound playback (no delays and minimized probability to produce audible clicks or gaps)
  • Improved MUS soundtrack playback:
    • Smoother and more responsive sound playback
    • Minimized probability to produce audible clicks or gaps between sound segments
  • Improved MUS resource parser
  • Improved handling and display of strings in game resources that contain non-ASCII characters.
  • Added DLG resrefs to STO View tabs
  • Changed AC type from bitfield to list in opcode 0
  • Added a keyboard shortcut (Ctrl-/) to the quick resource search feature (magnifier icon above the resource tree).
  • Allow missing string table: Fixes issues with the non-interactive BG1 demo which doesn't include a dialog.tlk
  • Fixed available entries in the color range selection field type (used in CRE resources or opcode 7 effects)
  • Fixed game launcher not updating to the correct executable when manually opening a game via menu Game > Open Game...
  • Fixed window title of resource windows not updating to the current resource name
  • Fixed representation of the CRE V2.2 kit field (IWD2)
  • Fixed some error logging issues
  • Many internal improvements and fixes

 

Afraid of spiders?

Spoiler



#1168 WanderingScholar

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Posted 11 December 2024 - 06:45 AM

Is it possible to highlight specific coordinates on an area map? If not, that would be a nice quality of life feature. For instance, marking multiple coordinates to visualize where creatures are being spawned in. 



#1169 Argent77

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Posted 11 December 2024 - 08:38 AM

Is it possible to highlight specific coordinates on an area map? If not, that would be a nice quality of life feature. For instance, marking multiple coordinates to visualize where creatures are being spawned in. 


I don't know how difficult the implementation of such a feature would be, but I'll add a note about it to my todo list.



#1170 Yovaneth

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Posted 15 February 2025 - 04:24 AM

Minor display problem with the current release (v2.4-20241204); on an area map when checking the 'Regions | Show target locations', the resulting target location is missing a space in the string e.g. you get 'To7001' instead of 'To 7001' (or more preferably: 'To AR7001' but that's just me).

 

-Y-



#1171 Argent77

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Posted 15 February 2025 - 05:30 AM

Minor display problem with the current release (v2.4-20241204); on an area map when checking the 'Regions | Show target locations', the resulting target location is missing a space in the string e.g. you get 'To7001' instead of 'To 7001' (or more preferably: 'To AR7001' but that's just me).
 
-Y-


If you mean the label above a region marker:

Spoiler

That's just the name defined by the respective region substructure. A more detailed summary, including destination area for travel triggers, is shown in the bottom-right info box if you hover the mouse cursor over the region polygon itself.



#1172 Yovaneth

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Posted 17 February 2025 - 04:53 AM

region-names.jpg

 

Does this help?



#1173 Argent77

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Posted 17 February 2025 - 05:52 AM

Does this help?


Yes, that's just the name of the associated trigger region. The "A" in the marker indicates that the trigger uses the activation point (trigger flags bit 10 is set).



#1174 Argent77

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Posted 25 February 2025 - 07:26 AM

Update: NearInfinity v2.4-20250225

Changelog:
  • Added new context menu options for text resources (2DA, IDS, INI):
    • Option to open selection or numeric value at current text cursor position as string references
    • Option to open selection or numeric value at current text cursor position as numeric IDS reference
    • Option to open selection or text at current text cursor position as game resource
  • Added new Preferences option "Use last available IDS symbol for display" to mimic WeiDU's behavior when resolving IDS tables with multiple definitions
  • Added new feature: SPLPROT Converter (found in Tools menu) to encode or decode splprot definitions
  • Added portrait icons preview to the icon selection list (e.g. used by opcodes 142, 169 and 240)
  • Added a help link to "Use regular expression" checkboxes in various search and check dialogs which opens a page that lists all supported regex features
  • Added option to include symbolic spell names in the search for spell resources
  • Added workaround to fix missing weapon overlays on some type 7000 creature animations
  • Reorganized Preferences categories: created new subcategory "Resources"
  • BAM Converter: fixed creation of BAM V2 resources with frames of dimensions >= 1024 pixels
  • BAM Converter: improved autodetection of PVRZ compression type for BAM V2 output
  • Improved reference search:
    • Implemented missing search for WAV references in BCS resources
    • Improved results of music, resource and string references in script and text resources
  • Improved BAM navigation controls (BAM Viewer and BAM Converter): jump to first/last cycle, jump to first/last frame, jump to specific cycle (BAM converter only)
  • Improved parsing of effect structures in ITM/SPL resources
  • Improved UI behavior of "Search CRE/ITM/SPL/STO" and "Advanced Search" while search operations are in process
  • Improved representation of area links in WMP resources
  • Improved WAV playback controls: reduces situations where time labels overlap each other
  • Improved BAM V2 decoder: invalid texture definitions won't terminate the decoding operation anymore
  • Improved ITM/SPL ability flags
  • Included party scripts (*.bs) in BCS text search (menu Search > Text Search > BCS)
  • Changed behavior of selection lists in resource structures when filter mode is enabled: filter text is not automatically removed when a list item is selected
  • Restructured WMP viewer and added support of XNEWAREA.2DA for BG2:SoA worldmap
  • Updated opcodes 67, 108, 271, 323
  • Show memory usage display only on NI's main window
  • Fixed potential locking when opening a new game while a resource still contains unsaved data
  • Fixed opening ITM and SPL resources in BG2:SoA (without ToB) which formerly crashed because of missing MISSILE.IDS in this game
  • Many internal fixes and improvements


#1175 Salk

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Posted 01 March 2025 - 09:46 PM

Just wanted to chime in to thank you for the great work at the constant improvments to our beloved Near Infinity, argent77. 

 

Cheers!  :cheers:



#1176 Argent77

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Posted Today, 07:15 AM

Update: NearInfinity v2.4-20250303

Changelog:

  • Added new feature "Generate WeiDU changelog": Produces an interactive list of mod components that made changes to selected game resources. Option can be found in the File menu or the context menu of the resource tree. A WeiDU executable is required which can be specified in the Preferences ("Resources" section) or is autodetected if found in the game directory.
  • Improved synchronization of the string table if external tools, such as WeiDU, or multiple NI instances made modifications.
  • Fixed worldmap not showing up in the WMP view tab in EET games.
  • Fixed blocking issues when adding or removing entries from the string table.
  • Fixed marking the string table as "modified" when removing entries.
  • Some internal updates.