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New versions of NearInfinity available

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  • argent77argent77 Member Posts: 3,476
    edited July 2017
    CamDawg said:

    A minor feature request: when viewing dialogue files, specifically transitions with journal entries, it would be nice to have some indication as to whether it's solved, unsolved, or a note journal entry without having to flip over into the edit tab. IOW, some way in the view screen to see which flags (6-8) are set on the journal entry, perhaps something as simple as changing "Journal entry:" to "Solved/Unsolved/Info journal entry:".

    Good idea. It shouldn't be too difficult to implement.
  • CamDawgCamDawg Member, Developer Posts: 3,438
    Cheers.
  • UlbUlb Member Posts: 295
    Heya, I updated my NearInfinity after quite a while and noticed the latest version does no longer display newly added files without refreshing.

    Old behavior: Add a new file (via add copy of) → new files shows up right away in the override folder

    New behavior: Add a new file (via add copy of) → new files shows up in the override folder only after refreshing NearInfinity.

    It's no big deal but can be quite a hassle if you're building new spells and such..

    I tested this with version 20170529 and the latest version (20170731) and the bug is present in both.
  • argent77argent77 Member Posts: 3,476
    I removed this feature after the v2.0-20170109 release because it interfered with an experimental real-time file watcher feature for the resource tree. It is disabled for the time being because of several more unsolved issues, but I haven't restored the update mechanism for "Copy Of" operations yet. I can probably restore it without ill side effects.
  • UlbUlb Member Posts: 295
    argent77 said:

    I can probably restore it without ill side effects.

    I think that would be great.
    Thank you for all the work you put into this!

  • argent77argent77 Member Posts: 3,476

    Update: NearInfinity v2.1-20170809

    This is mainly a bugfix release.

    Changes:
    • Removed compiler option "Interactive script and resource names" which could permanently block the application under certain circumstances when opening BCS resources. It's now part of "Autocheck BCS".
    • Fixed a bug in the string editor that could produce erroneous results for dialog.tlks that have been unusually structured (found in a number of non-english dialog.tlks of non-EE games).
    • Fixed a compiler bug where the script function signature table was not properly cleared when a new game was opened. It could result in unrecognized script actions.
    • Restored auto-adding resource from a "Add Copy Of" operation to resource tree.
    • ARE Actor flags bit 3 (Override Script Name) is supported by IWD2.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    There are a couple of features in NI that I used to be able to access, but no longer can. In resource names like SPWI405 or some such, the resource would be displayed simply as SPWI405, but now it's displayed in hex. I have to change it manually each time. More importantly, there was a search function that let me search for .cre files by class and .spl files by opcode. Now that function is simply gone.

    Without these functions, NI loads in seconds instead of 15 minutes, but it's worth it for the advanced search function. Also, NI had a different icon, using an infinity symbol instead of glasses and a pencil.

    I used to be able to fix this by loading up BG2:EE, which always had these features in NI, before loading BG:EE. But now, I can only use the one "version" of NI, without the advanced search function.
  • argent77argent77 Member Posts: 3,476
    edited August 2017

    Without these functions, NI loads in seconds instead of 15 minutes, but it's worth it for the advanced search function. Also, NI had a different icon, using an infinity symbol instead of glasses and a pencil.

    It sounds more like you are using an ancient Near Infinity release. You can check version number via menu Help > About Near Infinity.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @argent77: It's an older version, 1.33. When I download the later version, it has the correct features. Apparently the old versions pop up first on Google.
  • argent77argent77 Member Posts: 3,476
    Yeah, v1.33 is quite old (from 2013) and has no or only experimental EE support. If you still want or need to use a faster loading version you could use the latest v1.36 instead. Just be aware that it doesn't fully support 2.x patched EE games and may contain bugs that have been fixed in later releases.

    The download link to the most recent version can be found in the first post of this topic.
  • chimericchimeric Member Posts: 1,163
    A question: why doesn't the ARE display window show spawn points?
  • kjeronkjeron Member Posts: 2,368
    edited August 2017
    Some spawn points are not a part of the ARE file.

    They are displayed in the area viewer.
  • argent77argent77 Member Posts: 3,476
    Spawn points can also be defined in associated INI files. As kjeron already mentioned, they are displayed in NI's area viewer.
  • kjeronkjeron Member Posts: 2,368
    Not sure how long these have been a thing, but more labels/options:
    Opcode 189(Increase Casting Speed Factor), Parameter2:
    • 0 : Increment/Decrement
    • 1 : Set
    • 2 : Set if Lower
    Opcode 190(Increase Attack Speed Factor) does not share this feature.
  • argent77argent77 Member Posts: 3,476
    Thanks. Will be updated.
  • TressetTresset Member, Moderator Posts: 8,268
    I have been having difficulty navigating dialog files lately. Pushing the "undo" button doesn't do anything if it would take me to a different dialog file than the one I am currently viewing. This can be really annoying in banters and things where the party members add input as I can't go back and choose different options, at least not easily. Is there anything that can be done about this?
  • argent77argent77 Member Posts: 3,476
    It's a known issue and will be fixed in the next release. Latest working version was v2.0-20170106 if you don't want to wait so long.
  • GwendolyneGwendolyne Member Posts: 461
    edited September 2017
    argent77 said:

    It's a known issue and will be fixed in the next release. Latest working version was v2.0-20170106 if you don't want to wait so long.

    Despite the tremendous job @Argent77 is doing in maintaining and improving NI, I strongly advise to use two NI versions: the latest one and a more stable one, according to what you plan to do with it. ;)

    And a request: would it be possible that the BAM converter keeps in memory such information like the name of the last session loaded or the characters chain used in the BAM resource window, as it perfectly does with the name of the last BAM file name saved?
  • argent77argent77 Member Posts: 3,476

    And a request: would it be possible that the BAM converter keeps in memory such information like the name of the last session loaded or the characters chain used in the BAM resource window, as it perfectly does with the name of the last BAM file name saved?

    I'll see what I can do in this regard.
  • argent77argent77 Member Posts: 3,476

    Update: NearInfinity v2.1-20170907

    Changes:
    • Improved autodetection of text encoding in non-Enhanced games. It's currently working for western languages and Polish.
    • Area viewer provides overhead icon labels which can be controlled via global viewer settings.
    • Updated various resource type fields.
    • Updated several opcode parameters.
    • Fixed an OSX-specific bug that prevented saving current application settings when using shortcut command-Q.
    • Applied hotfix to "Undo" button in DLG viewer which didn't work correctly when external DLG references where involved.
    • Several internal fixes.
  • chimericchimeric Member Posts: 1,163
    I'd like to report a rare bug: certain ITM/SPL files get corrupted on creation so that inside Abilities Effect lines get added on top rather than on the bottom. It's all the same if you don't save, go back, restart Near Infinity - only on top. If you do save a file like this, then it won't open again. When this happens all you can do is delete the file and create or copy the original file again and start over, hence I know it's corruption.
  • argent77argent77 Member Posts: 3,476
    @chimeric Are you trying to modify a resource that is corrupt to begin with or does NI itself create corrupted resources?

    Can you provide me steps how to reproduce this issue?
  • chimericchimeric Member Posts: 1,163
    No, NI creates a corrupted file. Or perhaps the corruption happens in the copying of existing resources. I rarely make them from scratch with "Create," I mostly copy something. And rarely it turns out that I can't paste or create effects except on top. This means the file is to be junked, there is no curing it. But I don't know what causes this.
  • chimericchimeric Member Posts: 1,163
    Why don't I have the barbarian in my class.ids and archer in my kit.ids?
  • AquadrizztAquadrizzt Member Posts: 1,069
    @chimeric , Archer is mislabeled in the kit.ids table (it's Feralan I think), and Barbarian is actually just a Fighter kit.
  • chimericchimeric Member Posts: 1,163
    edited September 2017
    Okay, thanks. Though I really posted in a wrong topic, by accident.
  • islandkingislandking Member Posts: 426
    Hi there, I've been using NI and it helps me a lot thank you!

    Not sure if this is the right place to place a request, but as of the currently version of NI, exporting area map to .png will only grant plain map images, but I know that we can use "Automap Notes" to show marker for creatures, doors, chests, and other map notes, I've been wondering if you can implement this feature to exported images, which is, the option to export the exact images we're viewing in NI with highlighted map notes. I hope it's not too much to ask, but as of now, I have to use a 3rd party screencapture software to do the work, which isn't easy for large maps.

    Oh, a question if I may, instead of listing the code tree, can I, if possible, switch to a list with actual in-game names, that would be easier to recognize & search for a particular thing based on in-game name.
    Thanks again. :)
  • argent77argent77 Member Posts: 3,476

    Not sure if this is the right place to place a request, but as of the currently version of NI, exporting area map to .png will only grant plain map images, but I know that we can use "Automap Notes" to show marker for creatures, doors, chests, and other map notes, I've been wondering if you can implement this feature to exported images, which is, the option to export the exact images we're viewing in NI with highlighted map notes. I hope it's not too much to ask, but as of now, I have to use a 3rd party screencapture software to do the work, which isn't easy for large maps.

    That's probably a big amount of work. I'll look into it, but I can't promise anything.

    Oh, a question if I may, instead of listing the code tree, can I, if possible, switch to a list with actual in-game names, that would be easier to recognize & search for a particular thing based on in-game name.
    Can you elaborate?
  • islandkingislandking Member Posts: 426
    Hi @argent77,
    Sorry I didn’t post in the right place on github site.

    It's like, now the SPL folder list spells as follows:
    SPWI101.spl
    SPWI102.spl
    SPWI103.spl

    Could the list look like this:
    Grease
    Armor
    Burning Hands

    Or even:
    Grease (SPWI101.spl)
    Armor (SPWI102.spl)
    Burning Hands (SPWI103.spl)
    - Or swap the place: SPWI101.spl (Grease)

    Also about the area images, as of now when moving mouse over to a Automap Note, it will show the note name, but only the note name the mouse over to, can there be an option to show all note names? And of course, could the names be exported to .png as well? Thanks.
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