Skip to content

New versions of NearInfinity available

1131416181944

Comments

  • argent77argent77 Member Posts: 3,476
    edited April 2017
    fluke13 said:

    Hi, thanks for this @argent77 , I'm just starting to learn to mod and NI in incredible. One thing I couldn't get to work (no sure if this has been mentioned before), but if I load a saved game from TOB (bg2ee) latest - it lets me select the save game file, then NI crashes, any idea why?

    NI's debug console should provide some information what went wrong. Open it via Tools -> Show Debug Console (or Ctrl+D) and copy & paste the content.
  • chimericchimeric Member Posts: 1,163
    edited April 2017
    Never mind, false alarm.
    Post edited by chimeric on
  • kjeronkjeron Member Posts: 2,368
    @argent77
    Area (*.ARE) files are not being read or saved correctly when their "Actor" structures contain an attached CRE structure. This only applies to Area files in the biff/override, not Area files within Save Files.

    Since there is no "Add..." button for doing this, it may not ever have been implemented properly to begin with, but it's still possible to attach CRE structures to them using Copy/Paste from a Save File. Doing so does not set the correct value for the CRE structure offset field in the "Actor" structure, making the file unreadable by NI, and possibly crashing in-game.

    After correcting the offset field manually with a hex editor, the main edit page shows "Unused Bytes?" at the bottom, containing all the data for the CRE structures, but the CRE structures still display correctly within the "Actor" structure edit page. The Area works fine in-game.

    At this point any attempt at re-saving the Area file in NI (even without any changes, just pushing "save") duplicates the "CRE" structures Signature field, resulting in: "CRE CRE ", corrupting the file again.
  • argent77argent77 Member Posts: 3,476
    Thanks. I think it's very unlikely to encounter such a combination in the wild, but I'll see what I can do.
  • EvilkissEvilkiss Member, Translator (NDA) Posts: 96
    For me this last version of nearinfinity - v2.1-20170412 doesn't start at all. The previous version start OK.
  • argent77argent77 Member Posts: 3,476
    edited April 2017
    @Evilkiss Can you start Near Infinity from a text console to see if it prints any error messages?

    To do this:
    1. Open a console or command prompt
    2. Drag and drop the NearInfinity.jar file into it
    3. Prepend the line of text by the following command "java -jar " and press enter afterwards to start it.

    Example: java -jar "path/to/NearInfinity.jar"

    Edit: In the most recent version there may be a delay between the initial loading progress dialog and the NI main window popping up, especially on slow drives or when lots of files are present in the game's override folder. This is a side effect of a speed up hack that I wasn't able to fix yet. The main window will be displayed (eventually) though, and it should only be noticeable when you open the game for the first time.
  • EvilkissEvilkiss Member, Translator (NDA) Posts: 96
    Here is output:


  • argent77argent77 Member Posts: 3,476
    edited April 2017
    Interesting. So it has something to do with the SoD DLC archive in the BGEE installation. I'll look into it further.

    You can probably work around this bug for now by applying modmerge on the game installation.

    Edit: Looks like this is a totally unnecessary bug which is related to a feature which is currently dormant. I'll publish a bugfix release very shortly.
    Post edited by argent77 on
  • TressetTresset Member, Moderator Posts: 8,268
    Chrome seemed to think that this release of NI was dangerous to my computer for some reason (low number of downloads I think it said?). I assume this is not true.
  • argent77argent77 Member Posts: 3,476
    The latest release does only contain the three topmost changes listed here. Not sure why 'low number of downloads' is even safety-relevant.

    I tried to trigger this message in a newly installed Chrome (using Firefox on my system), but the zip archive downloaded without issues. Does it happen again when you re-download the file?
  • TressetTresset Member, Moderator Posts: 8,268
    argent77 said:

    Does it happen again when you re-download the file?

    No, the issue seems to be gone now. Chrome is probably just being odd...
  • argent77argent77 Member Posts: 3,476
    After googling a bit I found out that Chrome seems to be occasionally overzealous in this regard when it comes to dowloading files. NI does not contain any directly executable code and can generally be considered a safe application.
  • kjeronkjeron Member Posts: 2,368
    edited April 2017
    I've noticed that adding new resources or copies of existing ones no longer displays them until after using "Refresh Tree". Is this an intentional change?

    Also:
    Opcode: 368 - (Effect from Opcode 375)
    • Parameter2, Bit 7: Use Transparency/Alpha Channel
    • Resource: BAM Overlay
    • Dice Size: BAM tinting (Red-Green-Blue-Empty) - This field still controls minimum level in V1 effects (ITM/SPL), so it can only really be set in V2 effects (EFF/CRE).
    • Primary School: 0 - Cloak of Warding Effect
      • Secondary Type: Amount of Damage to Negate. - Secondary type can be set in the Spell, Item ability, or in an external EFF.
    • Primary School: 7 - Armor Effect
      • Secondary Type: Amount of Damage before Breaking.
      • Didn't see anything setting the AC amount, might be hardcoded.
    • Primary School: 3/16 - Pain Mirror Effect / Balance in All Things Effect
      • Secondary Type: Amount of Hits before Breaking.
    Post edited by kjeron on
  • argent77argent77 Member Posts: 3,476
    kjeron said:

    I've noticed that adding new resources or copies of existing ones no longer displays them until after using "Refresh Tree". Is this an intentional change?

    Not really. I've made some internal changes to the resource tree recently. This seems to be a side effect. It only affects the "Add copy of" action though. Most other actions already required a manual refresh before.

    According to the devs opcodes 364 (Override projectile), 368 (something with sprites?) and 377 (Speak with the Dead) are either not properly implemented or not fully tested. In any case, they are unused in vanilla PST:EE. I'm still undecided whether to add them to NI. Opcodes 348 to 351 as well as 359 are unused.
  • kjeronkjeron Member Posts: 2,368
    edited April 2017
    argent77 said:

    According to the devs opcodes 364 (Override projectile), 368 (something with sprites?) and 377 (Speak with the Dead) are either not properly implemented or not fully tested. In any case, they are unused in vanilla PST:EE. I'm still undecided whether to add them to NI. Opcodes 348 to 351 as well as 359 are unused.

    Fair enough, I think 368 has enough functionality to be listed, so I'll test it some more.

    Okay, it doesn't look like there is a way to get their durations to work properly, so it would only be useful for the two decrementing effects, Cloak of Warding and Pain Mirror, for custom damage/attack amounts.
    Post edited by kjeron on
  • EvilkissEvilkiss Member, Translator (NDA) Posts: 96
    Hi,

    now this last version start corectly. But I noticed some problems with last two versions of NearInfinity. In Version 2.0-20170106 and Version 2.1-20170413 I can't search StringRef -> Find references ->. I got many errors(in screenshot only one), but after press OK new ones arise. Only in Version 2.0-20161118 this work correctly - no errors. As you see from screenshot I search this strings from Baldur's Gate: SOD. Everything(No errors) work fine in last version 20170413 with Planescape Torment: EE.


  • argent77argent77 Member Posts: 3,476
    edited April 2017
    This issue also seems to happen only if SoD is installed as DLC archive. I'll look into it further.

    Edit: It's a regression from another fix I made months ago. Will be fixed in the next release.
    Post edited by argent77 on
  • kjeronkjeron Member Posts: 2,368
    Spell and Item projectile fields are producing a mismatched list between correct descriptions and incorrect filenames, causing the "View/Edit" to open the wrong projectile file.
  • argent77argent77 Member Posts: 3,476
    Thanks. That was a silly mistake on my side. It'll be fixed in the next release.
  • argent77argent77 Member Posts: 3,476

    Update: NearInfinity v2.1-20170416

    Changes:
    • Fixed a bug in script compiler that assigned wrong TriggerOverride function ID in BG2+ToBEx installations.
    • Fixed incorrectly referenced BIFF resources if DLC archives are present.
    • Fixed projectile IDs being off by 1.
  • DemolayeDemolaye Member Posts: 1
    Have DL NI 2.1, wish to use it for IWD 2 (have Shadowkeeper and EE Keeper for other games). My problem is after unpacking the files I can see not an executable in any folder to start NI. I have re-DL a few times with no change. I can usually get an editor running but am stumped like Minsc at a spelling-bee on how to get NI running. - Any advice?
  • argent77argent77 Member Posts: 3,476
    @Demolaye Near Infinity requires a Java Runtime to run. When it is installed you can simply double-click on "NearInfinity.jar" to start it. You can find more information in the Near Infinity Wiki. There is also no need to unpack NearInfinity.jar itself.
  • TremontonTremonton Member Posts: 16
    edited April 2017
    Hey argent77, I've been messing around with the Animation Change effect in PST:EE with various armors, and I think I've gotten to the point where I can make the Dustman Robes (well a copy of them, actually) freely equippable outside the Mortuary with the disguise effect intact, just through using Near Infinity.

    Here's the problem though: The Animation Change goes through easy enough when you equip the item. But when you unequip it, it crashes every time.

    At first I thought it might've been just related to the Dustman Disguise animation, but nope; tried a few unrelated animation changes and got the same end result. Any idea how to add an animation change code in PST without causing that? Is it related to the timing code, or morph type or something?
  • argent77argent77 Member Posts: 3,476
    This opcode may be buggy in PST:EE. The game is very special in many ways compared to the other IE games. I can imagine that several effect opcodes don't work or work incorrectly. Apparently Animation Change is not fully supported by the game, that's probably why the original dustman disguise is hardcoded into the game in the first place.

    If you really want to see the Dustman animation all the time you could instead replace TNO's other creature animations by it. The "Dustman TNO" animation is defined in F05D.INI. It should work by overwriting all the other Nameless One animations with this animation. You can look up other animation IDs in ANIMATE.IDS.
  • TremontonTremonton Member Posts: 16
    edited April 2017
    Yeah, I figured I could replace TNO's animations as a sort of fall back if need be. It's just less, shall we say, elegant if you like having the option of switching the disguise on and off at will in-game. That, and I figured if I could get one animation change to work, I could keep going and try to update an old mod from Platter that created functional Harmonium, Mercykiller and Godsmen armors/disguises that also changed TNO's animation to the appropriate sprite.

    Qwinn's tweak pack really spoiled me by cutting the dustrobe area restriction in the .exe code, (what's the phrase, "once you go tweak pack, you never go back?") and who knows how long it'll be before someone can find the EE equivalent of the same code.

    Anyway, thanks for the response. This is just one of my OCD tics that won't feel satisfied until I've found a way to replicate the ease with which Qwinn's pack made it work.
  • TremontonTremonton Member Posts: 16
    edited April 2017
    Well, I think I've found a silly, but still sort of effective, workaround. Instead of attaching the Animation Change to the robes, I made two inexhaustable consumables, one which 'switches' the robes on (via a permanent animation change effect), the other which switches them off (by just switching back to the "TNO with fists" animation -- despite this, the equipped weapon properly reappears in his hand). Not the most amazing solution, but it gets the job done without having to delete Override folder contents every time you want to switch back.
  • Garvin77Garvin77 Member Posts: 52
    Hey! New modder here with what will probably be a silly question: knowing that your character(s) are supposed to be trained by various inhabitants of Candlekeep, I thought to myself "I'm supposed to be a trained fighter/wizard/priest/rogue, yet all I start with are simple rags and a glorified stick?! The least Gorion could've done for me was give me some gear that matches my training, then given me some money for potions! Or beer, since he expects me to go to the local bar for equipment (what kind of tavern sells weapons and armour, anyway?? Do they want somebody to pay one GP for a knife to slit my character's throat and take all his money??? Who is this Winthrop in reality, an assassin from a secret society? Has to be; look at the way Imoen turned out: a thief!)." So I was wondering: how do I change my character's starting equipment? I know it may be cheating, but I consider it a part of your adventure's beginning that was misinterpreted. Thanks in advance.
  • argent77argent77 Member Posts: 3,476
    Modifying STWEAPON.2DA looks promising, but I can't really say if or how this file is used by BG1EE.

    I would suggest to create a separate topic about it in the General Modding section since this question isn't related to Near Infinity itself.
Sign In or Register to comment.