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New versions of NearInfinity available

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  • shylamanshylaman Member Posts: 173
    argent77 wrote: »
    @shylaman @Greener An ARM64-compatible macOS installer is now available for the latest NI release, provided by critto on G3 Forums. It may solve your issues with running Near Infinity on the latest macOS version.

    Most excellent. That worked. B)
  • harticus33harticus33 Member Posts: 23
    edited November 2023
    shylaman wrote: »
    argent77 wrote: »
    @shylaman @Greener An ARM64-compatible macOS installer is now available for the latest NI release, provided by critto on G3 Forums. It may solve your issues with running Near Infinity on the latest macOS version.

    Most excellent. That worked. B)

    I tried the latest installer, but got the same 'bounce' that @shylaman got - then went in and tried to launch the .jar directly, saw a message about java - went to download java from java.com, and so far so good.

    EDIT - should add, it still bounces if I try to run the app from app menu, I need to 'show package contents' of the app, and go lanch the .jar directly. It launces, showing an .lua error, which I hope isn't important!

    I still can't see my save game folder on the left menu. Anyone on mac have that issue and know how to solve?
    Post edited by harticus33 on
  • TSHawkTSHawk Member Posts: 67
    I got this installed finally on my laptop, how do I get it to work with IWD2EE?
  • argent77argent77 Member Posts: 3,476
    TSHawk wrote: »
    I got this installed finally on my laptop, how do I get it to work with IWD2EE?

    Explicit IWD2:EE support is not yet available. However, it should work well enough with the present classic IWD2 support.

    If you downloaded the NearInfinity.jar directly then place it into the game folder and start it. The game should be automatically opened. A local Java installation is required to run Near Infinity that way, however.

    If you installed the executable version of Near Infinity then run NI, select menu Game > Open Game..., navigate to the CHITIN.KEY file of your IWD2:EE installation and open it.
  • IncrementisIncrementis Member Posts: 62
    TSHawk wrote: »
    I got this installed finally on my laptop, how do I get it to work with IWD2EE?

    There is a forked Near Infinity version that supports IWD2EE.
    It's a modified version by OlvynChuru (one of the IWD2EE mod developers, I believe).
    I asked him about it. He replied that his version is more than 400 changes behind the latest NI version, so merging it with the original NI version is problematic.
    I'm assuming you're on his official IWD2EE Discord server too? If so, you can find the link to the repository under the channel “Download-Links”. If I'm not mistaken, it provides IWD2EE specific features.
  • TSHawkTSHawk Member Posts: 67
    TSHawk wrote: »
    I got this installed finally on my laptop, how do I get it to work with IWD2EE?

    There is a forked Near Infinity version that supports IWD2EE.
    It's a modified version by OlvynChuru (one of the IWD2EE mod developers, I believe).
    I asked him about it. He replied that his version is more than 400 changes behind the latest NI version, so merging it with the original NI version is problematic.
    I'm assuming you're on his official IWD2EE Discord server too? If so, you can find the link to the repository under the channel “Download-Links”. If I'm not mistaken, it provides IWD2EE specific features.

    No I'm not
  • TSHawkTSHawk Member Posts: 67
    edited December 2023
    argent77 wrote: »
    TSHawk wrote: »
    I got this installed finally on my laptop, how do I get it to work with IWD2EE?

    Explicit IWD2:EE support is not yet available. However, it should work well enough with the present classic IWD2 support.

    If you downloaded the NearInfinity.jar directly then place it into the game folder and start it. The game should be automatically opened. A local Java installation is required to run Near Infinity that way, however.

    If you installed the executable version of Near Infinity then run NI, select menu Game > Open Game..., navigate to the CHITIN.KEY file of your IWD2:EE installation and open it.

    Ok I guess what I am trying to figure out is how to use this? I am used to the EEKeepers and since IWD2 isn't working with the EEKeepers like in the old days shall we say, how do I use NI to change a character's stats like STR or INT?
    Post edited by TSHawk on
  • argent77argent77 Member Posts: 3,476
    Update: NearInfinity v2.4-20231231

    Changelog:
    • Added new game variant: IWD2:EE
    • Added option "Auto-align 2DA Columns" to Preferences > Text Editor > Misc. Resource Types:
      • Automatically cleans up and aligns columns in opened 2DA resources (nonpersistent unless explicitly saved)
    • Added a playback button to the WAV resource list UI component
    • Improved "Check for Corrupted Files": Performs offset field validation in structured resources
    • Show hidden folders in the "Open Game" dialog
    • WMP viewer: Improved display of travel routes:
      • No selection: Shows travel routes for all areas
      • Single selection: Shows travel routes starting at the selected area
      • Multi-selection: Shows travel routes between selected areas
    • Add/insert/remove operations on removable substructures automatically updates and re-indexes structure labels
    • Removed deprecated "Nimbus" Look&Feel UI theme (theme was broken for years)
    • Advanced Search: Fixed opening resources in the wrong Viewable
    • Fixed a display issue in the projectile list UI component
  • argent77argent77 Member Posts: 3,476
    edited April 24
    Update: NearInfinity v2.4-20240424

    Changelog:
    • Greatly improved TIS conversion between palette-based and PVRZ-based variants:
      • Added options dialog for setting or tweaking various conversion options to TIS viewer (via Export... > as palette/pvrz-based TIS)
      • Added multithreading support to speed up PVRZ texture encoding
      • Provides option to convert (water) overlays between BG2 <-> BG2EE
      • Provides options to eliminate visual artifacts around borders of door tiles, animated tiles and overlay tiles in PVRZ-based tilesets
      • Added the same TIS conversion functionality to the Mass Exporter when option "Convert TIS to ..." is enabled
    • Added a separate syntax highlighting option for trigger and action blocks in in the DLG tree viewer
    • Added syntax highlighting for MENU resources
    • Added context menu to NPC list panels in GAM resources for quick CRE structure access
    • Added option to the File menu and context menu in the resource tree to explicitly open biffed versions of overridden resources if available
    • Added quick jump feature to the table view of structured resources: Selecting a cell in the "Attribute" or "Offset" column allows you to quickly jump to the next matching entry when entering characters on the keyboard
    • Added PSTEE-specific ARE animation flags
    • New Effect structures are always preinitialized with Probability1=100
    • Updated ARE rest spawn field for oIWD and oIWD2
    • Area Viewer:
      • Added option "Show cell grid" for visualizing search map cells
      • Fixed PNG export of zoomed maps not considering the zoom level when option "Include layer items" was disabled
      • Fixed PNG export of zoomed maps not properly scaling actor and animation bitmaps when option "Include layer items" was enabled
    • Improved MUS file parser (fixes BG1 demo music parsing)
    • Improved loading times of PVRZ-based TIS resources
    • Improved script decompiler: Reduced the probability of triggers with multiple definitions to choose the wrong one
    • Improved list of available ARE container types by looking up entries in associated CONTAINR.2DA file in EE games
    • Play button in resource lists should be hidden for resource types that don't support playback
    • Clarified labels in the context menu for entries in structured resources
    • Fixed crashes on Linux caused by "inotify watches limit reached" events
    • Fixed some important controls being invisible in the "Open external file" dialog
    • Fixed compiling issues with Java 21
    • Fixed File Dialogs issues with certain Look&Feel themes (mostly FlatLaf themes)
    • Fixed issues with compiling/decompile script actions AddexperiencePartyGlobal() and GivePartyGoldGlobal()
    • Fixed NI freezing/crashing when trying to open malformed TOH/TOT files (may happen in IWD2 under certain circumstances)
    • Fixed sorting results by 'Attribute/Line' of reference searches if they contained entries with incompatible values
    • Fixed showing the wrong path in Open/Save dialogs of BMP/MOS/PVRZ/TIS converters under certain conditions
    • Many more internal bugfixes and improvements
    Post edited by argent77 on
  • Daeros_TrollkillerDaeros_Trollkiller Member Posts: 327
    @argent77 - Just wanted to take a moment to thank you for all your efforts in keeping this tool updated over the years. It has been absolutely invaluable to me as a modder.
  • IncrementisIncrementis Member Posts: 62
    @argent77 - Just wanted to take a moment to thank you for all your efforts in keeping this tool updated over the years. It has been absolutely invaluable to me as a modder.

    I agree and add the fact that it has been my experience that argent77 takes requests with serious intent.
  • ______ Member Posts: 16
    How can I transfer some lines that I have translated to the game using this program?
  • GrogginGroggin Member Posts: 2
    edited July 16
    Thanks for all the great work, @argent77.

    I have a question/request. I want to make an item cast a spell (opcode 146 or 148) at the level of the user using the "cast normally" mode, but that doesn't seem to be possible. The only way to specify caster level is if you choose to cast the spell instantly, but I don't want that, I want the casting animation to play out. I'm actually surprised this isn't supported.

    Is this something you could add in a future version? Or maybe NearInfinity already supports this and I'm just overlooking something?

  • argent77argent77 Member Posts: 3,476
    edited July 16
    Groggin wrote: »
    I have a question/request. I want to make an item cast a spell (opcode 146 or 148) at the level of the user using the "cast normally" mode, but that doesn't seem to be possible. The only way to specify caster level is if you choose to cast the spell instantly, but I don't want that, I want the casting animation to play out. I'm actually surprised this isn't supported.

    Is this something you could add in a future version? Or maybe NearInfinity already supports this and I'm just overlooking something?

    NI can only provide options that are supported by the game engine. In the case of casting spells via opcode there are only the three listed options available (see opcode description on IESDP).
  • GrogginGroggin Member Posts: 2
    edited July 16
    argent77 wrote: »
    Groggin wrote: »
    I have a question/request. I want to make an item cast a spell (opcode 146 or 148) at the level of the user using the "cast normally" mode, but that doesn't seem to be possible. The only way to specify caster level is if you choose to cast the spell instantly, but I don't want that, I want the casting animation to play out. I'm actually surprised this isn't supported.

    Is this something you could add in a future version? Or maybe NearInfinity already supports this and I'm just overlooking something?

    NI can only provide options that are supported by the game engine. In the case of casting spells via opcode there are only the three listed options available (see opcode description on IESDP).

    Thanks. It says there that leaving the casting level at 0 makes the item cast it at the level of the user. That's what I had assumed, but in my tests it doesn't work like that and casting level makes no difference. Maybe I'm doing something wrong, or maybe that information is incorrect and the engine doesn't support it. It would explain why spell scrolls and such are cast at a fixed level instead of using the level of the user.
  • argent77argent77 Member Posts: 3,476
    Groggin wrote: »
    argent77 wrote: »
    NI can only provide options that are supported by the game engine. In the case of casting spells via opcode there are only the three listed options available (see opcode description on IESDP).

    Thanks. It says there that leaving the casting level at 0 makes the item cast it at the level of the user. That's what I had assumed, but in my tests it doesn't work like that and casting level makes no difference. Maybe I'm doing something wrong, or maybe that information is incorrect and the engine doesn't support it. It would explain why spell scrolls and such are cast at a fixed level instead of using the level of the user.

    It probably depends on the class of the user. If the user is not a spell caster (mage, sorcerer, or bard) then the game assumes caster level 1.
  • argent77argent77 Member Posts: 3,476
    Update: NearInfinity v2.4-20240914

    Changelog:
    • String Editor (for dialog.tlk) automatically sets default flags when adding new entries
    • Improved 2DA table parser (fixes issues with malformed tables, e.g. RT_FURY.2DA or RT_NORM.2DA in IWD2)
    • Improved initial output path selection in open/save dialogs in MOS and TIS converters
    • Added "Height" attribute to WED > Polygon substructures
    • Added tooltip description to CRE flags bit 31 (Uninterruptible)
    • Added option "Application Log Level" to the Preferences which controls the amount of log messages shown in the console
    • Added option to edit numeric data specifically as unsigned or signed numbers (accessible via context menu in Edit view)
    • Added a visualization of current memory usage in NI's status bar (can be turned on/off in the Preferences)
    • Worldmap viewer shows random encounter probabilities alongside travel times when travel distances are enabled
    • BAM Converter:
      • Prevent Trim filter from creating empty frames (e.g. with fully transparent images)
      • Added new output filter "Overlay BAM Filter": combines multiple (split) BAM files into a single animation (e.g. huge creature animations)
    • Area Viewer: Added support for predefined automap notes in original PST
    • Allow adding a single Song or Rest Encounter structure in ARE resources if missing
    • Item category names are dynamically generated or adjusted with ITEMTYPE.2DA information in EE games
    • View tab of ITM resources should always display the biggest item icon if available
    • Adjusted transparency detection in BAM animations to fix transparency issues with some game resources
    • Reimplemented core functionality of file handling which fixes several bugs and improves performance on case-sensitive filesystems (Linux) or when accessing resources inside DLC archives (all platforms)
    • Removed code for auto-migrating preferences from ancient NI releases (2016 or earlier) when running a more recent version for the first time
    • Improved display of log messages in the debug console
    • Improved check for unused files:
      • Added option to check multiple file types
      • Fixed listing duplicate entries that differ only in case
      • Included string table when checking for unused WAV resources
      • Improved search performance
    • Fixed a bug in CRE item slot editing when item resref fields in Item substructures were edited as literal string (via context menu)
    • Fixed "No such index" display of CRE names in the resource selection tree
    • Fixed progress info updates during check and search operations
    • Included IntelliJ IDEA project file in sources
    • A great number of internal optimizations and bugfixes
  • jasteyjastey Member Posts: 2,779
    Sorry if this is a dumb question or was already discussed.
    Would it be possbible to let NI delete all wrongly formatted symbols out of the strings in the dialog(f).tlk? After identifying them via Tools.
    I'm not sure how much effort this would be (if at all possible) and whether there is actually a great demand. It was an idea I had; it would enable players to continue their game (sort of) even if a mod was installed with wrong string encodings which can lead to crashes in the EE.
  • argent77argent77 Member Posts: 3,476
    jastey wrote: »
    Sorry if this is a dumb question or was already discussed.
    Would it be possbible to let NI delete all wrongly formatted symbols out of the strings in the dialog(f).tlk? After identifying them via Tools.
    I'm not sure how much effort this would be (if at all possible) and whether there is actually a great demand. It was an idea I had; it would enable players to continue their game (sort of) even if a mod was installed with wrong string encodings which can lead to crashes in the EE.

    That sounds like a highly specific use case. Removing invalid characters may cripple game strings quite a bit. I'll have to see how much work that would involve before I can give an answer.

    Alternatively you could try to fix the strings manually with the weidu tool and some help of an advanced text editor or charset conversion tool.

    1. Export the dialog.tlk into a tra file:
    weidu.exe --traify-tlk --out exported_tlk.tra
    

    2. Find the offending lines. Copy them into a text editor or separate text file and try to fix or reconvert the lines. If they are all from a single mod then there is probably a whole block of strings that you can find and fix. Finally, overwrite the corrupted lines with the fixed lines.

    3. Create a new set of tlk files:
    weidu.exe --make-tlk exported_tlk.tra --tlkout dialog.tlk --ftlkout dialogF.tlk
    
    "--ftlkout" is only needed for languages that require a female string table.

    4. Copy the generated TLK files into the "lang/xx_YY" folder (where xx_YY specifies the game language) and overwrite the original files. Make a backup first, just in case.
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