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New versions of NearInfinity available

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  • kjeronkjeron Member Posts: 2,184
    The "Falling" is controlled by the projectile, comet.pro, but it is no longer hardcoded.
    If you want 3 "in parallel" though, I'm almost certain you'll have to create a new animation with all 3 comets already drawn in parallel.
    The explosion can easily be tripled through the VEF and additional VVC files, but the traveling animation cannot use VEF's.

  • Luke93Luke93 Member, Mobile Tester Posts: 1,389
    edited August 24
    @argent77

    I'm not sure what's the problem here (see code below), but NI states "ERROR READING EXAMPLE2.CRE null".
    <<<<<<<< .../example-inline/blank
    
    >>>>>>>>
    
    COPY ".../example-inline/blank" "override/EXAMPLE2.cre"
    	DELETE_BYTES 0x0 BUFFER_LENGTH
    	INSERT_BYTES 0x0 0x434	// 0d1076
    BUT_ONLY
    

    EDIT: Nevermind, the signature can't be missing.

  • argent77argent77 Member Posts: 2,937
    Luke93 wrote: »
    I'm not sure what's the problem here (see code below), but NI states "ERROR READING EXAMPLE2.CRE null".
    <<<<<<<< .../example-inline/blank
    
    >>>>>>>>
    
    COPY ".../example-inline/blank" "override/EXAMPLE2.cre"
    	DELETE_BYTES 0x0 BUFFER_LENGTH
    	INSERT_BYTES 0x0 0x434	// 0d1076
    BUT_ONLY
    

    EDIT: Nevermind, the signature can't be missing.
    I'd suggest using WeiDU's CREATE function for creating new resources.

  • Luke93Luke93 Member, Mobile Tester Posts: 1,389
    edited August 24
    argent77 wrote: »
    I'd suggest using WeiDU's CREATE function for creating new resources.

    Yeah, I know, but since I want to skip feedback messages, I need to replicate it (or redefine "FL#CREATE#MAKE_FILE"...?).
    Anyway, after setting signature, if you launch "FJ_CRE_VALIDITY", it will fix almost everything for you (you just need to set all item/sound slots to "-1").

    Also, WeiDU's CREATE does not support PRO files (quite a common resource I think...)

  • LZennerLZenner Member Posts: 19
    It sure is faster! Kudos! Major kudos! I work with, basically, a rock covered in bear skins and it loads right up now where it took quite a long time with previous versions. Thank you!

    argent77
  • LZennerLZenner Member Posts: 19
    Although the increased loading speed is wonderful, my new all-time-favorite feature is the labels on the areas, creatures, items, etc. Thank you for that. How did I live without them before? They are so handy!

  • argent77argent77 Member Posts: 2,937
    LZenner wrote: »
    Although the increased loading speed is wonderful, my new all-time-favorite feature is the labels on the areas, creatures, items, etc. Thank you for that. How did I live without them before? They are so handy!

    The thanks for this goes to Mingun. He laid the foundation to make this useful feature possible.

  • Luke93Luke93 Member, Mobile Tester Posts: 1,389
    argent77 wrote: »
    I can't say how much these optimizations affect macOS systems. Feedback would be welcome.

    Should I wait for the macOS specific app packages (currently on hiatus...?) before giving feedback about loading times?

    Separately: op#126 and #176. These two opcodes support "parameter2=5". It's a multiplicative stacking percentage modifier, i.e.:
    • 50% * 50% = 25%
    • 150% * 150% = 225%

    (Courtesy of Kjeron)

  • DrAzTiKDrAzTiK Member Posts: 37
    edited September 27
    Hello everybody,

    In my current game, I want to remove the berserk innate abiliy of Minsc and the innate abilities of Mazzy but it seems I cannot do it anymore with nearInfinity. In the past, I used to be able to do it.

    Heeeeelp me please

    Edit : it looks like I cannot do it also with EEkeeper. It is because of the last BG patch ? very strange

  • argent77argent77 Member Posts: 2,937
    Luke93 wrote: »
    argent77 wrote: »
    I can't say how much these optimizations affect macOS systems. Feedback would be welcome.

    Should I wait for the macOS specific app packages (currently on hiatus...?) before giving feedback about loading times?

    Separately: op#126 and #176. These two opcodes support "parameter2=5". It's a multiplicative stacking percentage modifier, i.e.:
    • 50% * 50% = 25%
    • 150% * 150% = 225%

    (Courtesy of Kjeron)

    Thanks for the opcode info.

    It should be safe to test the bare NearInfinity.jar on macOS. Afaik, macOS specific app packages only provide a proper app icon and some version information.

  • argent77argent77 Member Posts: 2,937
    DrAzTiK wrote: »
    Hello everybody,

    In my current game, I want to remove the berserk innate abiliy of Minsc and the innate abilities of Mazzy but it seems I cannot do it anymore with nearInfinity. In the past, I used to be able to do it.

    Heeeeelp me please

    Edit : it looks like I cannot do it also with EEkeeper. It is because of the last BG patch ? very strange

    It's doable with NI but a bit more complicated since known spells and memorized spells are stored in different substructures:
    • Open the BALDUR.GAM of your save.
    • Open the "Party member x" entry for Minsc (double-click or press "View/Edit" button). The "Character" entry for Minsc is called "*INSC8" or some such. The number may be different.
    • Scroll down and open the "CRE resource" entry.
    • Scroll down to the list of "Known spell x" entries.
    • Select the entry with the right spell resource (e.g. SPIN117 for Minsc's Berserk ability) and press the "Remove" button.
    • Scroll down to the list of "Memorization info x" entries and open the entry where the "Type" subentry indicates "Innate (2)".
    • Remove all "Memorized spell" entries matching the right spell resource.
    • Update the entries "# spells memorizable" and "# currently memorizable" to match the "Spell count" value.
    • Do the same for Mazzy. Her "Character" entry is called "*AZZY8" (number may be different).
    • After all the work is done close all substructure windows and save the changes.
    (For all of these steps select the "Edit" tab of the structures.)

    hook71
  • NdranCNdranC Member Posts: 5
    I'm having an issue with NearInfinity detecting vanilla files in linux. For example, if I'm doing a normal item search I get a lot of errors and this is the output of the terminal:
    java.io.IOException: DATA/ITEMS.BIF not found
    	at org.infinity.resource.key.Keyfile.getBIFFFile(Unknown Source)
    	at org.infinity.resource.key.BIFFResourceEntry.getResourceDataAsStream(Unknown Source)
    	at org.infinity.resource.key.ResourceEntry.getResourceDataAsStream(Unknown Source)
    	at org.infinity.resource.key.ResourceEntry.getSearchString(Unknown Source)
    	at org.infinity.search.SearchFrame.run(Unknown Source)
    	at java.base/java.lang.Thread.run(Thread.java:834)
    

    I get a lot of similar errors with 25items.bif and others. This does not seem to be the case with override files. Out of curiosity I changed the name of the data folder to DATA and Items.bif to ITEMS.BIF and it found it no problem. So it seems to be a case issue.

    I'm not sure why because I'm running baldur's gate 1 and 2 from a ext4 case insensitive folder (chattr +F). I'm able to install tons of weidu mods with no issues and just to double check "lsattr" marks the data folder as case insensitive as well so it should be recursive.

    Any ideas what I could be doing wrong?

  • DavidWDavidW Member Posts: 808
    Only just got around to trying this... terrific. 25% seriously underestimates the speedup on my windows install.

  • argent77argent77 Member Posts: 2,937
    NdranC wrote: »
    I'm having an issue with NearInfinity detecting vanilla files in linux. For example, if I'm doing a normal item search I get a lot of errors and this is the output of the terminal:
    java.io.IOException: DATA/ITEMS.BIF not found
    	at org.infinity.resource.key.Keyfile.getBIFFFile(Unknown Source)
    	at org.infinity.resource.key.BIFFResourceEntry.getResourceDataAsStream(Unknown Source)
    	at org.infinity.resource.key.ResourceEntry.getResourceDataAsStream(Unknown Source)
    	at org.infinity.resource.key.ResourceEntry.getSearchString(Unknown Source)
    	at org.infinity.search.SearchFrame.run(Unknown Source)
    	at java.base/java.lang.Thread.run(Thread.java:834)
    

    I get a lot of similar errors with 25items.bif and others. This does not seem to be the case with override files. Out of curiosity I changed the name of the data folder to DATA and Items.bif to ITEMS.BIF and it found it no problem. So it seems to be a case issue.

    I'm not sure why because I'm running baldur's gate 1 and 2 from a ext4 case insensitive folder (chattr +F). I'm able to install tons of weidu mods with no issues and just to double check "lsattr" marks the data folder as case insensitive as well so it should be recursive.

    Any ideas what I could be doing wrong?

    I can't reproduce it with the latest release.

    Which NI version are you using (see menu Help -> About Near Infinity)?
    What did you do to trigger this error and is this original BG2 or BG2:EE?

  • NdranCNdranC Member Posts: 5

    argent77 wrote: »
    I can't reproduce it with the latest release.

    Which NI version are you using (see menu Help -> About Near Infinity)?
    What did you do to trigger this error and is this original BG2 or BG2:EE?

    Near Infinity v2.1-20200901

    This is how I launch it from the terminal
    rg3f014uykfu.png

    This happens with every game that I've tried. This includes bg1ee bg2ee and bgeet.

    It fails to open/read any .bif file and it seem to be related to the fact it's looking for them with a specific casing.

    For the sake of completion this is the entire log I get in the terminal after waiting 10 seconds https://pastebin.com/jw2nTgDk

    And this is the output of lsattr of my current bgeet test install folder
    qniwd6gdymyh.png

    If there is anything else I can provide let me know.

  • argent77argent77 Member Posts: 2,937
    I was able to reproduce it when case of BIFF file references in chitin.key don't match case of actual BIFF filenames. This can happen when a mod updates or expands the chitin.key (e.g. Generalized Biffing or EET).

    It doesn't make a difference whether case folding is active or not. (Although you might be able to work around it by installing the game on a filesystem with true case-insensitive filenames, such as JFS in OS/2 mode or ZFS.)

    I'll look into it.

  • NdranCNdranC Member Posts: 5
    edited October 20
    This also happened to me on a bg1ee install with modmerger so it's possible that mod merger is also updating the chitin.key names with the wrong casing. I never tried to use it on a vanilla game.

    EDIT: I also can confirm that this does not happen when I move my bg install to an NTFS file system. It's a pain but I guess I'll get around it for now that way. Thanks for your help!

    Post edited by NdranC on
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