The preset list of Scripting States/Stats for Opcode 282 is off. From 32 onward, all stats should be one less. 32 is Chaos_Shield 33 is NPC_Bump 34 is Use_Any_Item 35 is Assassinate etc... 42 is StoneSkinsGolem 43 is LevelDrain 44 is DonotDraw
The current stat for 32, Summon_Disable_Action, is skipped. The final stat, Ignoredraindeath109, cannot be set by this opcode. This may be EE-only (maybe a side effect of giving it a proper upper/lower bound, I don't know).
NI reads values for opcode 282 directly from STATS.IDS. To take the arbitrary skips into account I would be forced to turn it into a static list of entries. Are scripting states 32 or higher actually set via opcode by any spells? I'm more inclined to limit range of valid scripting states from 0 to 31 instead.
NI reads values for opcode 282 directly from STATS.IDS. To take the arbitrary skips into account I would be forced to turn it into a static list of entries. Are scripting states 32 or higher actually set via opcode by any spells? I'm more inclined to limit range of valid scripting states from 0 to 31 instead.
There are only a handful of places left where the game still sets the non-Scripting-State stats. While Beamdog has done a good job migrating these over to Spellstates, those I've found are all "BD____" files, from SoD.
None of them above #9(Stat 165) should be set by this opcode though, unless your intentionally trying to override it's normal function.
A static list would unfortunately be appropriate, as it really is one. It would also allow STATS 176-182 to be labeled correctly, as Thieving skill modifiers. Alternatively, just reversing the display, so it is ordered by STAT, instead of LABEL, would make it a lot easier to work with, IMO.
Thanks for the update, argent77! The color slider is much better now and copying & pasting entries also works in the correct order. What looks broken now in the CRE files are plenty Unknowns for Allegiance, Class, Race, etc.
About the color slider again: how about changing the slider into a scrollable, vertical list always showing the codes and color shemes side by side. That would vastely speed-up looking for the desired colors instead of going through all numbers over and over again.
What looks broken now in the CRE files are plenty Unknowns for Allegiance, Class, Race, etc.
Yeah, that's quite a nasty regression from one of the changes. It affects every field that presents values from an IDS file. I'll fix it asap.
About the color slider again: how about changing the slider into a scrollable, vertical list always showing the codes and color shemes side by side. That would vastely speed-up looking for the desired colors instead of going through all numbers over and over again.
I had the same thought when I started working on the slider. It'll require a bit of work to implement though, so it might take a while.
This release fixes a nasty bug from the previous release that resulted in empty IDS lists for resource fields which reference IDS entries. It also fixes a minor import issue with the BAM Converter filter 'Center BAM frames'.
I'm currently working on a new color gradient selection control that allows you to choose a value from a list of entries. It is meant to replace the current control using a slider.
I'm unsure how to visualize the color gradient. There are two options available:
1. Use color gradients directly, without filtering:
While option 2 undeniably looks prettier, I would personally prefer option 1 for clarity (it is easier for me to tie that visual back to the squares in EEKeeper, which I'm accustomed to.)
I don't think so. My understanding is that you'd still have to select colors by their numerical index, and the only change would be in how each index is displayed (smooth or blocky.)
I don't think so. My understanding is that you'd still have to select colors by their numerical index, and the only change would be in how each index is displayed (smooth or blocky.)
Correct. The gradients are all predefined and can only be selected by an index number. Each gradient consists of twelve shades of colors.
First option allows you to make out every individual color. Second option may give you a better feeling how it looks in-game, since most of the time you'll only see a partial or distorted gradient.
#1 is better, as object parts usually don’t show the full spectrum but only some parts of the gradient. These small block-ranges can be easier compared to other codes then. It simply looks closer what we get to see in the game.
Issue with Spell Icons: The icon displayed on the "View" tab is always the first frame of the specified BAM file, rather than the first frame of the first Cycle, as is used in-game. I'm not certain how important it is though. I don't think this affects any non-mod content, nor do I know of any reason why you need such inconsistency in a BAM file, I only noticed it because I forgot to delete the unused frames before saving the file.
Hello argent77, Could you change the color of travel region or maybe make it a separate option in "Regions" layer in .ARE viewer? Because as of now the the travel regions are the same color as traps (both are red), which is a bit confusing to read, especially for those where traps are near the entrance, thanks.
Well, technically there is no real difference between a trap, an info region and a travel region. All three types are defined by the same kind of structure internally. I could experiment with different color shades though. Maybe that helps a bit.
Adds a list of recently used BAM sessions for quick access.
I certainly missed something... But how to display this list?
You can find a new submenu "Load recent sessions" on top of the BAM session menu (see screenshot). It's grayed out (and possibly easy to miss) if the list is empty.
Well, technically there is no real difference between a trap, an info region and a travel region. All three types are defined by the same kind of structure internally. I could experiment with different color shades though. Maybe that helps a bit.
Thank you @argent77, for the continued support of this great program.
Thank you for all the work that went into the BAM Converter. Using it I feel like a BAM artist now! :-)
One question (v1.32.1. beta 24): I have a mod added .cre in the game and run a search "Find/references to this file/BCS" and it lists me more or less all bcs files of the game as a reference, whereas the cre doesn't appear in any of them. Do you have an idea what this means, I am ready to blame my mod cre-file but I wouldn't know what went wrong.
One question (v1.32.1. beta 24): I have a mod added .cre in the game and run a search "Find/references to this file/BCS" and it lists me more or less all bcs files of the game as a reference, whereas the cre doesn't appear in any of them. Do you have an idea what this means, I am ready to blame my mod cre-file but I wouldn't know what went wrong.
Does this CRE have an empty script name / death variable, offset 0x280? That will cause the results you are seeing.
One question (v1.32.1. beta 24): I have a mod added .cre in the game and run a search "Find/references to this file/BCS" and it lists me more or less all bcs files of the game as a reference, whereas the cre doesn't appear in any of them. Do you have an idea what this means, I am ready to blame my mod cre-file but I wouldn't know what went wrong.
Does this CRE have an empty script name / death variable, offset 0x280? That will cause the results you are seeing.
That's probably it. Currently, only script name "None" is ignored by the reference search. I will also add empty script names to the ignore list in the next release.
Comments
None of them above #9(Stat 165) should be set by this opcode though, unless your intentionally trying to override it's normal function.
A static list would unfortunately be appropriate, as it really is one. It would also allow STATS 176-182 to be labeled correctly, as Thieving skill modifiers.
Alternatively, just reversing the display, so it is ordered by STAT, instead of LABEL, would make it a lot easier to work with, IMO.
Update: NearInfinity v2.1-20171027
Changes:The color slider is much better now and copying & pasting entries also works in the correct order.
What looks broken now in the CRE files are plenty Unknowns for Allegiance, Class, Race, etc.
About the color slider again: how about changing the slider into a scrollable, vertical list always showing the codes and color shemes side by side. That would vastely speed-up looking for the desired colors instead of going through all numbers over and over again.
I had the same thought when I started working on the slider. It'll require a bit of work to implement though, so it might take a while.
Update: NearInfinity v2.1-20171027-rev2
This release fixes a nasty bug from the previous release that resulted in empty IDS lists for resource fields which reference IDS entries. It also fixes a minor import issue with the BAM Converter filter 'Center BAM frames'.I'm unsure how to visualize the color gradient. There are two options available:
1. Use color gradients directly, without filtering:
2. Interpolate colors to create smooth gradients:
What do you prefer?
First option allows you to make out every individual color. Second option may give you a better feeling how it looks in-game, since most of the time you'll only see a partial or distorted gradient.
The icon displayed on the "View" tab is always the first frame of the specified BAM file, rather than the first frame of the first Cycle, as is used in-game.
I'm not certain how important it is though. I don't think this affects any non-mod content, nor do I know of any reason why you need such inconsistency in a BAM file, I only noticed it because I forgot to delete the unused frames before saving the file.
Could you change the color of travel region or maybe make it a separate option in "Regions" layer in .ARE viewer? Because as of now the the travel regions are the same color as traps (both are red), which is a bit confusing to read, especially for those where traps are near the entrance, thanks.
And it is still in memory after closing and relaunching NI: Great !
One question (v1.32.1. beta 24): I have a mod added .cre in the game and run a search "Find/references to this file/BCS" and it lists me more or less all bcs files of the game as a reference, whereas the cre doesn't appear in any of them. Do you have an idea what this means, I am ready to blame my mod cre-file but I wouldn't know what went wrong.
NI crashed once (disappeared) and wrote an err.log, too - if you give me an email address I can send it to you, if you want.