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.
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.
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.
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.
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.
@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.
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.
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?
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?
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'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.
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.
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.
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.
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.
Comments
Update: NearInfinity v2.1-20170731
Changes: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.
Thank you for all the work you put into this!
Update: NearInfinity v2.1-20170809
This is mainly a bugfix release.Changes:
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.
The download link to the most recent version can be found in the first post of this topic.
They are displayed in the area viewer.
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.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?
Update: NearInfinity v2.1-20170907
Changes:Can you provide me steps how to reproduce this issue?
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.
Can you elaborate?
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.