Changes: - Reduced loading times of DLG resources. - Switched to zero-based state and response indices in DLG viewer. - Fixed a bug in the automatic language detection for game languages if the specified language in the baldur.ini differs from the actual language folder name by case. - Switching game languages didn't update certain main menu entries (such as Edit->dialogf.tlk): Fixed. - Added full BG2EE support of effect opcodes for EET installations. - Fixed unavailable file size info in "New update available" dialog.
This is a good opportunity to test the new "Check for updates" feature introduced in the previous version (v1.36-20150316). You can either check manually (via Help->Check for updates) or let NI automatically check for updates (can be enabled in Help->Update settings...).
Changes: - Added "Export to PNG" feature to area viewer. It exports the map background graphics, which includes current day time and door states, (water) overlays and selected mini maps. - Fixed black borders around frames of PVRZ-based BAM files created by the BAM Converter. - PVRZ files of imported BAM v2 files are loaded from the BAM folder first before falling back to the game's own PVRZ resources. This change is relevant when importing BAM v2 files in the BAM Converter. - Fixed a bug in BCS script editor which caused freezes in very specific situations. - The "Remove" button of structured resources (ARE, ITM, SPL, ...) can now remove whole ranges of selected entries. - Added missing (albeit unused) value fields of different types in Variable structures of GAM V2.x and ARE resources. - Count and offset fields in structured resources can't be edited by the user anymore. These field types were never intended to be modified directly by the user and more often than not caused file corruption because of it. - Several smaller fixes and updates.
I don't really know how else to explain my issue but basically upon opening Near Infinity it immediately prompts me with a window that asks me to open a keyfile. Except I can't actually open a .app file in order to connect the program to a chitin.key file.
The only way around avoiding this window seems to be giving it a false file. I then get an error message however that also allows me to access the menu for Near Infinity. So I can use that to open a game as needed.
@elminster NI uses the open dialog provided by Java. It's up to the installed Java Runtime whether it uses a native Mac dialog or its own implementation. There isn't much I can do in NI.
Next NI version will accept application parameters to override or specify the starting game folder. You'll probably have to start NearInfinity via console command to make use of it, but maybe Mac OS X also supports drag&drop actions. Anyway, the console command to start NI via console is java -jar NearInfinity.jar "path/to/game/folder".
@AstroBryGuy hey I'm finding that with the mac version I'm not able to right click while trying to open a game.
The implications of this being that (since its mac) I can't get access to the chitin.key file. So I can't connect Near Infinity to that.
Go to the BGEE (or BG2EE/IWDEE) app and right click on it, select Show Contents, click on Contents. next, right click on the Resources folder and select Make Alias. Copy the Resources alias to your Desktop (or some other location). Now, you should be able to use that when opening NI. The Open File dialog will show the alias greyed out, but if you double-click on it, it will open up the BGEE Resources folder. It also resolves the alias, so it will be storing the actual location of the chitin.key, not the alias (so you don't need to store the alias permanently).
Another trick you can use to open a new game is to temporarily switch the Look and Feel to something other than OSX, like Metal. NI then uses Java's open file dialog, which sees .app packages as folders.
EDIT: See my post below for a better way to open new games with NI on OSX.
@elminster NI uses the open dialog provided by Java. It's up to the installed Java Runtime whether it uses a native Mac dialog or its own implementation. There isn't much I can do in NI.
Next NI version will accept application parameters to override or specify the starting game folder. You'll probably have to start NearInfinity via console command to make use of it, but maybe Mac OS X also supports drag&drop actions. Anyway, the console command to start NI via console is java -jar NearInfinity.jar "path/to/game/folder".
@Argent77 - You're a genius! I didn't even think of drag & drop!
This works right now with the Open File Dialog (at least for OSX Look & Feel).
1. In a Finder window, navigate to the Resources folder of the app you want to open with Near Infinity. 2. Select "Open Game" from the File menu in NI. 3. Drag the CHITIN.KEY file from the Finder and drop in into NI's "Open game: Locate Keyfile" dialog. This will open the Resources folder of the game you want to open in NI.
Changes: - Added option to export MVE movies as AVI videos. You can either export selected MVE resources or use the Mass Exporter for this. I have also taken the opportunity to remove the option to create Windows executables from MVEs. - Added option to specify starting game directory as application parameter to NearInfinity.jar. You'll probably have to start NI via console command to make use of it, unless your OS supports drag & drop actions. - Added TobEx detection. Currently only effect opcodes are affected, which includes Kit support for IDS targetting, new parameters for existing opcodes and new opcode 318 (Set Stat). - Added effect opcode 360 (Ignore reputation breaking point) support. - Greatly improved layout calculation speed for PVRZ-based BAM/MOS/TIS conversions. - Updated familiar structure and "Save Version" field in GAM resources. - Added confirmation dialog when leaving decompressed SAV resources. - Added language-specific override folder support for EE games. - Several smaller fixes and updates.
Changes: - Fixed a serious bug in effect opcode 233 which caused file corruption in TobEx/BG2 game installations. - Added Regular Expression support when searching text files, dialogs or strings in the dialog.tlk. This page provides a list of supported regular expression constructs.
@AKrugBier It looks like that either the selected file or references in the file are unreadable or in the wrong file format.
Can you export the file and attach it (as zipped file) to your post? I'd like to take a look. To export unreadable resources in NI, right-click the file in the resource tree on the left and select "Export" from the popup menu.
@AKrugBier It looks like the error message is caused by the Actor "Greyhand" that has been added to the area file by a mod. The actor structure contains an invalid value which causes Near Infinity to look for data that isn't there. I will add a more thorough check to the next NI release to prevent this kind of error in the future.
I've attached a fixed version of your resource, which can be parsed successfully by NI.
Changes: - WMP: Added options to display all map icons and, optionally, travel distances from selected map entry on the worldmap. This feature can be toggled on or off via popup menu when right-clicking on the worldmap graphics. (Dashed lines for travel distances indicate random encounters on the way, while solid lines indicate no random encounters.) - TIS: Added option to convert (legacy) palette-based TIS files into the new PVRZ-based TIS format. - Mass Converter: Added option to automatically convert all TIS files into either palette-based (legacy) or PVRZ-based TIS files. - ITM: Made icon display in ITM view tab more consistent across different game versions. - Added option for turning on/off auto indentation in BCS script. Can be found under Options->Text Editor->BCS and BAF->Enable Automatic Indentation. - Fixed a bug when repeatedly opening and closing area viewer via window close button. - Fixed a bug in DLG resources when adding/removing action or trigger entries. - Several smaller fixes.
@argent77 In no way Near Infinity was at the core of my misunderstanding. And I am absolutely certain that you are aware of the following features but let me describe them naively. I would like to share this user case (mine) with you.
Bioware/Beamdog has a naming convention / versioning for its files. For instance an are file in BG2 follows the V1.0 structure. Everything went fine when I created such an are file (thanks to the weidu CREATE statement). I also used the same weidu statement to create spells. Was it ok ? well almost... I was able to install that weidu component but when I ran the game the spell was ineffective. I used NI to understand why. Strangely I did not spot the issue in the edit view. For a reason I cannot explain this became obvious when I compared two spells using the hexa view. A spell "V1.0" does not seem to exist in BG2, that's "V1". In other words the primary mistake is the internal naming convention. The second mistake is that weidu refuses V1 as an argument to the CREATE command whereas it accepts to create a V1.0 spl instead. All of that does not relate to NI itself but I have two vague remarks. 1- I do not know if this is in your plan for future releases but a field validation on some fields might be welcome. 2- The fact I realized my mistake using the hexa view is not entirely new. I think that a kind of hexa diff function using two files as arguments would be great.
...Or someone tells me that's already available in NI and I am not knowledgeable enough to use it.
The incorrect version field of SPL resources created by WeiDU's CREATE command is a known bug and will most likely be fixed in the next WeiDU version. You can find a simple work-around for this bug in the linked topic.
Regarding your suggestions. Field validations are partly implemented, mostly to distinguish between different resource versions to provide version-specific fields (e.g. SPL is available as V1 and V2.0). NI never fixes game resources on its own and doesn't show errors as long as the file structure is consistent, but I could expand the resource checker (found under Tools->Check->For corrupted files...) to check for valid signature and version fields.
I read your link. I wish I had read it earlier... Something not similar in the report : it does not crash the game in my case.
One ultra minor comment about NI. The resource field of opcode/effect 321 is associated with a list of spells but that particular resource can be an item for instance. Not sure there is a good solution for that type of issue.
Changes: - Extended Tools->Check->For corrupted files... to check signature and version fields in structured resources. - Enabled syntax highlighting when editing baldur.ini in Enhanced Editions. - Options->Text Editor->BCS and BAF->Enable Automatic Indentation will now disable all indentations when unchecked. - New fields in WED resources: "Animation speed" in tilemap structures (all games), "# unique tiles" and "Movement type" in overlay structures (EE only). - Reassigned field in ARE resources (EE only): "Wind Speed" -> "Overlay transparency". - Added original/active class support for basic proficiency fields in CRE resources as used in BG1 or IWD. - Using mschool.2da and msectype.2da references instead of hardcoded strings for primary and secondary types in SPL resources and effect opcodes. - Edit tabs of structured resources will now remember table column widths and the height of the bottom panel. - Added option for opening WBM files in applications registered by the OS. You'll have to register the .wbm extension in your video player (or web browser) first to make use of it (which is a shortened version of the .webm extension). - Several more clean ups, fixes and minor improvements.
Over the last years Near Infinity has grown steadily feature-wise, but also in file size. Currently, NearInfinity.jar is almost 3 MB big and future release will most likely continue to grow in size. The increased file size results in a noticeable delay whenever you start Near Infinity and in a higher memory consumption. That's why I'm currently testing a "light" version of Near Infinity. It doesn't contain any of the converters, no area viewer, no syntax highlighting for text files and no update mechanism. This version is about 50% of the size of Near Infinity (currently about 1.5 MB). Is there a real need for a stripped down version of NI?
From the replies here and there it looks like there is no urgent need for a stripped down version yet. I'll keep the concept of a "NI light" in mind, however, in case it is really needed sometime in the future.
Changes: - Added option to select a user-defined font for displaying structured and textual resources (Options->Text Font->Select font...). - Location flag descriptions of ARE resources can make use of custom entries found in AREATYPE.IDS when available. - Unchecking Options->Text Editor->BCS and BAF->Enable Automatic Indentation now completely disables auto-indentation. - Fixed encoding and decoding of (IWD2) script actions that require more than two string arguments. - Fixed a regression which disabled storing settings of the Area Viewer. - Missing IDS files don't cause scripts to produce errors.
Changes: - Target type selection of Reference Searcher will be remembered separately for each resource type. - CRE's script names are included when searching for resource references. - Reference Searcher takes EFF's Resource2 and Resource3 fields into account. - Added INI target to Reference Searcher. - Script compiler takes overridden CRE script names from ARE/actor structures into account. - OR() constructs containing "NextTriggerObject" triggers will be correctly indented in scripts. - Added effect entries to ARE projectile trap structures. - Added loop detection to DLG tree view when auto-expanding to reduce the number of expanded nodes. - Added button to quicksearch of the resource tree for opening resources in a new window.
Comments
Update: NearInfinity v1.36-20150402
Changes:- Reduced loading times of DLG resources.
- Switched to zero-based state and response indices in DLG viewer.
- Fixed a bug in the automatic language detection for game languages if the specified language in the baldur.ini differs from the actual language folder name by case.
- Switching game languages didn't update certain main menu entries (such as Edit->dialogf.tlk): Fixed.
- Added full BG2EE support of effect opcodes for EET installations.
- Fixed unavailable file size info in "New update available" dialog.
This is a good opportunity to test the new "Check for updates" feature introduced in the previous version (v1.36-20150316). You can either check manually (via Help->Check for updates) or let NI automatically check for updates (can be enabled in Help->Update settings...).
Update: NearInfinity v1.36-20150428
Changes:- Added "Export to PNG" feature to area viewer. It exports the map background graphics, which includes current day time and door states, (water) overlays and selected mini maps.
- Fixed black borders around frames of PVRZ-based BAM files created by the BAM Converter.
- PVRZ files of imported BAM v2 files are loaded from the BAM folder first before falling back to the game's own PVRZ resources. This change is relevant when importing BAM v2 files in the BAM Converter.
- Fixed a bug in BCS script editor which caused freezes in very specific situations.
- The "Remove" button of structured resources (ARE, ITM, SPL, ...) can now remove whole ranges of selected entries.
- Added missing (albeit unused) value fields of different types in Variable structures of GAM V2.x and ARE resources.
- Count and offset fields in structured resources can't be edited by the user anymore. These field types were never intended to be modified directly by the user and more often than not caused file corruption because of it.
- Several smaller fixes and updates.
The implications of this being that (since its mac) I can't get access to the chitin.key file. So I can't connect Near Infinity to that.
The only way around avoiding this window seems to be giving it a false file. I then get an error message however that also allows me to access the menu for Near Infinity. So I can use that to open a game as needed.
Next NI version will accept application parameters to override or specify the starting game folder. You'll probably have to start NearInfinity via console command to make use of it, but maybe Mac OS X also supports drag&drop actions. Anyway, the console command to start NI via console is
java -jar NearInfinity.jar "path/to/game/folder"
.Another trick you can use to open a new game is to temporarily switch the Look and Feel to something other than OSX, like Metal. NI then uses Java's open file dialog, which sees .app packages as folders.
EDIT: See my post below for a better way to open new games with NI on OSX.
This works right now with the Open File Dialog (at least for OSX Look & Feel).
1. In a Finder window, navigate to the Resources folder of the app you want to open with Near Infinity.
2. Select "Open Game" from the File menu in NI.
3. Drag the CHITIN.KEY file from the Finder and drop in into NI's "Open game: Locate Keyfile" dialog. This will open the Resources folder of the game you want to open in NI.
Update: NearInfinity v1.36-20150530
Changes:- Added option to export MVE movies as AVI videos. You can either export selected MVE resources or use the Mass Exporter for this. I have also taken the opportunity to remove the option to create Windows executables from MVEs.
- Added option to specify starting game directory as application parameter to NearInfinity.jar. You'll probably have to start NI via console command to make use of it, unless your OS supports drag & drop actions.
- Added TobEx detection. Currently only effect opcodes are affected, which includes Kit support for IDS targetting, new parameters for existing opcodes and new opcode 318 (Set Stat).
- Added effect opcode 360 (Ignore reputation breaking point) support.
- Greatly improved layout calculation speed for PVRZ-based BAM/MOS/TIS conversions.
- Updated familiar structure and "Save Version" field in GAM resources.
- Added confirmation dialog when leaving decompressed SAV resources.
- Added language-specific override folder support for EE games.
- Several smaller fixes and updates.
Edit : maybe a stupid question, is there a plan or even a currently implementd way to use regexp in search and lookups ?
Update: NearInfinity v1.36-20150604
Changes:- Fixed a serious bug in effect opcode 233 which caused file corruption in TobEx/BG2 game installations.
- Added Regular Expression support when searching text files, dialogs or strings in the dialog.tlk. This page provides a list of supported regular expression constructs.
http://fs2.directupload.net/images/150618/be8t2p87.jpg
I already tried older versions of Near Infinity but they too were not able to edit this file.
Can you export the file and attach it (as zipped file) to your post? I'd like to take a look. To export unreadable resources in NI, right-click the file in the resource tree on the left and select "Export" from the popup menu.
Can't attach files to my post.
I've attached a fixed version of your resource, which can be parsed successfully by NI.
Update: NearInfinity v1.36-20150619
Changes:- WMP: Added options to display all map icons and, optionally, travel distances from selected map entry on the worldmap. This feature can be toggled on or off via popup menu when right-clicking on the worldmap graphics. (Dashed lines for travel distances indicate random encounters on the way, while solid lines indicate no random encounters.)
- TIS: Added option to convert (legacy) palette-based TIS files into the new PVRZ-based TIS format.
- Mass Converter: Added option to automatically convert all TIS files into either palette-based (legacy) or PVRZ-based TIS files.
- ITM: Made icon display in ITM view tab more consistent across different game versions.
- Added option for turning on/off auto indentation in BCS script. Can be found under Options->Text Editor->BCS and BAF->Enable Automatic Indentation.
- Fixed a bug when repeatedly opening and closing area viewer via window close button.
- Fixed a bug in DLG resources when adding/removing action or trigger entries.
- Several smaller fixes.
In no way Near Infinity was at the core of my misunderstanding.
And I am absolutely certain that you are aware of the following features but let me describe them naively.
I would like to share this user case (mine) with you.
Bioware/Beamdog has a naming convention / versioning for its files.
For instance an are file in BG2 follows the V1.0 structure.
Everything went fine when I created such an are file (thanks to the weidu CREATE statement).
I also used the same weidu statement to create spells. Was it ok ? well almost...
I was able to install that weidu component but when I ran the game the spell was ineffective.
I used NI to understand why.
Strangely I did not spot the issue in the edit view. For a reason I cannot explain this became obvious when I compared two spells using the hexa view.
A spell "V1.0" does not seem to exist in BG2, that's "V1".
In other words the primary mistake is the internal naming convention. The second mistake is that weidu refuses V1 as an argument to the CREATE command whereas it accepts to create a V1.0 spl instead.
All of that does not relate to NI itself but I have two vague remarks.
1- I do not know if this is in your plan for future releases but a field validation on some fields might be welcome.
2- The fact I realized my mistake using the hexa view is not entirely new. I think that a kind of hexa diff function using two files as arguments would be great.
...Or someone tells me that's already available in NI and I am not knowledgeable enough to use it.
Regarding your suggestions. Field validations are partly implemented, mostly to distinguish between different resource versions to provide version-specific fields (e.g. SPL is available as V1 and V2.0). NI never fixes game resources on its own and doesn't show errors as long as the file structure is consistent, but I could expand the resource checker (found under Tools->Check->For corrupted files...) to check for valid signature and version fields.
Something not similar in the report : it does not crash the game in my case.
One ultra minor comment about NI. The resource field of opcode/effect 321 is associated with a list of spells but that particular resource can be an item for instance. Not sure there is a good solution for that type of issue.
Update: NearInfinity v1.36-20150718
Changes:- Extended Tools->Check->For corrupted files... to check signature and version fields in structured resources.
- Enabled syntax highlighting when editing baldur.ini in Enhanced Editions.
- Options->Text Editor->BCS and BAF->Enable Automatic Indentation will now disable all indentations when unchecked.
- New fields in WED resources: "Animation speed" in tilemap structures (all games), "# unique tiles" and "Movement type" in overlay structures (EE only).
- Reassigned field in ARE resources (EE only): "Wind Speed" -> "Overlay transparency".
- Added original/active class support for basic proficiency fields in CRE resources as used in BG1 or IWD.
- Using mschool.2da and msectype.2da references instead of hardcoded strings for primary and secondary types in SPL resources and effect opcodes.
- Edit tabs of structured resources will now remember table column widths and the height of the bottom panel.
- Added option for opening WBM files in applications registered by the OS. You'll have to register the .wbm extension in your video player (or web browser) first to make use of it (which is a shortened version of the .webm extension).
- Several more clean ups, fixes and minor improvements.
Over the last years Near Infinity has grown steadily feature-wise, but also in file size. Currently, NearInfinity.jar is almost 3 MB big and future release will most likely continue to grow in size. The increased file size results in a noticeable delay whenever you start Near Infinity and in a higher memory consumption.
That's why I'm currently testing a "light" version of Near Infinity. It doesn't contain any of the converters, no area viewer, no syntax highlighting for text files and no update mechanism. This version is about 50% of the size of Near Infinity (currently about 1.5 MB). Is there a real need for a stripped down version of NI?
Update: NearInfinity v1.36-20150826
Changes:- Added option to select a user-defined font for displaying structured and textual resources (Options->Text Font->Select font...).
- Location flag descriptions of ARE resources can make use of custom entries found in AREATYPE.IDS when available.
- Unchecking Options->Text Editor->BCS and BAF->Enable Automatic Indentation now completely disables auto-indentation.
- Fixed encoding and decoding of (IWD2) script actions that require more than two string arguments.
- Fixed a regression which disabled storing settings of the Area Viewer.
- Missing IDS files don't cause scripts to produce errors.
Update: NearInfinity v1.36-20150827
A bugfix release:- Fixed a bug in the initialization routine of the Extended Search dialog, which prevented the dialog from opening.
Update: NearInfinity v1.36-20150925
Changes:- Target type selection of Reference Searcher will be remembered separately for each resource type.
- CRE's script names are included when searching for resource references.
- Reference Searcher takes EFF's Resource2 and Resource3 fields into account.
- Added INI target to Reference Searcher.
- Script compiler takes overridden CRE script names from ARE/actor structures into account.
- OR() constructs containing "NextTriggerObject" triggers will be correctly indented in scripts.
- Added effect entries to ARE projectile trap structures.
- Added loop detection to DLG tree view when auto-expanding to reduce the number of expanded nodes.
- Added button to quicksearch of the resource tree for opening resources in a new window.