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New Infinity Engine 2.7 beta release

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  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,900
    The beta has been updated to 2.7.1.0:

    Chinese font change. At the request of the Chinese localization volunteers, we have changed the font for Chinese in BG:EE, BG2:EE, and IWD:EE. Hopefully this new font will be more readable within the games.

    Font Size saved per font language. The Font Size zoom setting is now saved per font language. Previously, the Font Size zoom setting was universal across languages, but now the setting is saved per Font, thus allowing the different language font zoom settings to be preserved. This setting can be found in the in-game Options -> Graphics menu, and adjusted via the Font Size slider. The Font Size zoom settings are stored in the Baldur.lua file in your user game data folder. For example, on Windows for BG:EE, the file would be:
    <user_path>\Documents\Baldur's Gate - Enhanced Edition\Baldur.lua

    The entries are stored in the file as such:

    SetPrivateProfileString('FontZoom','STONESML','112')

    The following are the font name values for specific languages:

    MEIRYO - Japanese
    NANUM - Korean
    NOTOSANS - Simplified Chinese
    PTSERIF - Russian and Ukrainian
    STONESML - all other languages

    The zoom value is specified as a percentage zoom, thus ‘112’ is the default of 112% whereas the new Chinese font NOTOSANS defaults to ‘134’.
  • harijanharijan Member Posts: 2
    edited March 12
    We're wondering about your setup, do you use a mouse, trackpad, or "Mouse Keys"? And if you can try all the options you have available, does the issue still happen with each?
    I'm on a 14" M1 Macbook Pro and this issue only occurs when I use the laptops trackpad. Tap to click is off. Force click is enabled. It works perfectly with a mouse attached. I've never used "Mouse Keys" before - but that seems to work ok as well.

    It seems a bit inconsistent and for me it only happens occassionally on UI elements (action bar, left bar for instance), the game map seems to work perfectly. The UI buttons depress like I've clicked it, but nothing happens.

    It seems to happen with my usual way of using the trackpad, where I track the pointer with one finger and force-click with my thumb. It seems to work if I use a single finger on the trackpad and use that same finger to force-click.

    It looks like the same as this bug https://forums.beamdog.com/discussion/67604/issues-correctly-registering-clicks

    Note: I've had this issue forever (even on my previous intel macs), I was just hoping the native Apple Silicon build magically fixed it for this laptop (and I know bug fixing isn't a focus of this build).
  • PuleyoVonAndradePuleyoVonAndrade Member Posts: 14
    edited March 12
    Hi, for Apple silicon release: is the setup file compiled Universal or native and not intel ?
    I say so because Neverwinter Apple silicon last release ask always for rosetta emulator installed, and rosetta will be lost next MacOs version.
    So the setup and installation files must be all compiled for Apple silicon Universal or we cannot install game in future without rosetta (deprechated).
    Bye
  • Rallye89Rallye89 Member Posts: 2
    I hope you release a patch also for the disc editions that i own on dvd because it seems to be impossible to patch these versions
  • Darigaaz87Darigaaz87 Member Posts: 140
    Any chance you will add controller support for desktop versions?
  • inokajuinokaju Member Posts: 3
    Bubb wrote: »
    Great to hear a new update's coming!

    Once v2.7 is finalized, would it be possible to host its debug symbols (like was done with v2.6) at https://files.beamdog.com? This would help tremendously with getting EEex / other binary patches up to speed with the new version.

    Sure, why not? We'll look into that.

    Is adding more moddability to the EE engine an option in the future? If Infinity Engine was more open, we would need less of these binary patches.
  • TolvoTolvo Member Posts: 2
    edited March 21
    This is totally not important, but...

    Whenever you get to updating the game, do you think you could change the library background for the games on Steam to reflect the game art a little more?

    You're advertising the games with the original art from back when, which is (imho) much better and iconic.

    The random hobgoblin (?) that greets me instead on Steam has always been so boring and out-of-character to me...

    (I know we can customize the images ourselves, but thought I'd ask anyway)
    Post edited by Tolvo on
  • Match451Match451 Member Posts: 56
    It would be really cool if the original BG2 launcher theme was restored to the game. The Game Select (BG2, ToB or Black Pits) would be an ideal place.
  • TolvoTolvo Member Posts: 2
    Match451 wrote: »
    It would be really cool if the original BG2 launcher theme was restored to the game. The Game Select (BG2, ToB or Black Pits) would be an ideal place.

    oooooOOOOHH I remember that :'(
  • Magnus87Magnus87 Member Posts: 22
    Can we please get the IWD druid spells in BG? thank you
  • deadinsidedeadinside Member Posts: 62
    Magnus87 wrote: »
    Can we please get the IWD druid spells in BG? thank you

    As the patch is mostly Apple compatibility oriented, I doubt it. They did not even update the Linux binaries (and Linux is a supported platform). IWDification is still your best bet.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,900
    deadinside wrote: »
    Magnus87 wrote: »
    Can we please get the IWD druid spells in BG? thank you

    As the patch is mostly Apple compatibility oriented, I doubt it. They did not even update the Linux binaries (and Linux is a supported platform). IWDification is still your best bet.

    We hope this is user error, the patch does have a Linux binary, and we've been able to test it. Can you double-check, please?

    You have to use Steam's road_to_2.7 Beta if you right-click a game -> Properties -> Game Versions & Betas -> pick the road_to_2.7 option.

    As for requests about content & features (e.g. IWD spells), please refer to my OP and the part about the approach towards these patches.
  • deadinsidedeadinside Member Posts: 62
    edited March 27
    deadinside wrote: »
    Magnus87 wrote: »
    Can we please get the IWD druid spells in BG? thank you

    As the patch is mostly Apple compatibility oriented, I doubt it. They did not even update the Linux binaries (and Linux is a supported platform). IWDification is still your best bet.

    We hope this is user error, the patch does have a Linux binary, and we've been able to test it. Can you double-check, please?

    You have to use Steam's road_to_2.7 Beta if you right-click a game -> Properties -> Game Versions & Betas -> pick the road_to_2.7 option.

    As for requests about content & features (e.g. IWD spells), please refer to my OP and the part about the approach towards these patches.


    Steam is fine. But the stand alone installers you get from places like GOG have binaries built with old dependencies. Don't know about this new patch (the release notes I saw had no mention of updated Linux builds), but IWDEE 2.6.6.0 does not work on newer distros like the latest Ubuntu unless you include your own libraries (from Steam is the easiest). BG/BG2 (2.6.6.0-p) were fine last time I tried the Linux builds several months ago. To be honest I just use WINE now to avoid that hassle. Not complaining, since keeping up with relatively fast moving distros involves some work. Just one of those things Linux users must deal with. Best options are just to use Steam (since it loads its own stable libraries) or WINE.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,900
    Thanks, that is a known issue with 2.6, and we'll try to make sure the live 2.7 patch on GOG addresses it.
  • deadinsidedeadinside Member Posts: 62
    Good to hear thanks.
  • Darigaaz87Darigaaz87 Member Posts: 140
    Darigaaz87 wrote: »
    Any chance you will add controller support for desktop versions?

    Bump
  • argent77argent77 Member Posts: 3,601
    edited April 5
    @JuliusBorisov
    It seems the latest patch version (2.7.1.0) of BGEE on Windows contains some biff packaging issues. PATCH20.BIF contains tileset key index definitions that are off by 1, which causes some resource mapping issues in Near Infinity.

    It can be verified by opening AR2600N.TIS which is linked to WTLAKA.TIS instead, followed by all of the WT*.TIS files stored in PATCH20.BIF being "off by one", and the last tileset in the biff (YSWAVER.TIS) causing an index-out-of-bounds error. The game itself seems to open the files correctly though.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,900
    @argent77 Thanks for the report. We'll investigate and see if there is any problem with the game loading the wrong area. From the initial testing, it might seem this is more of a Near Infinity issue.
    Darigaaz87 wrote: »
    Darigaaz87 wrote: »
    Any chance you will add controller support for desktop versions?

    Bump

    This is out of scope of what we can do for 2.7.
  • argent77argent77 Member Posts: 3,601
    Thanks for the report. We'll investigate and see if there is any problem with the game loading the wrong area. From the initial testing, it might seem this is more of a Near Infinity issue.

    More details: The issue is file format specific and therefore affects all resource editors that follow the biff file format specification. The game itself works only because it ignores the file format specification and uses hardcoded assumptions to load the biffed resources.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,900
    @argent77

    That made members of our team curious, did we or BioWare provide the biff file format specification? If so, we can see an argument to try and make sure we stick to it, or potentially provide an updated one that matches what the game does. Not sure how much work that'll be, though.

    Do you have a way to reproduce the index-out-of-bounds error? (easy steps)
  • CamDawgCamDawg Member, Developer Posts: 3,451
    The two people who could answer offhand would likely be Scott Brooks or Avenger. The build script used a custom tool (biffer) internally, which I'm pretty sure Scott wrote, but I never had the source.
  • argent77argent77 Member Posts: 3,601
    edited April 8
    @argent77

    That made members of our team curious, did we or BioWare provide the biff file format specification? If so, we can see an argument to try and make sure we stick to it, or potentially provide an updated one that matches what the game does. Not sure how much work that'll be, though.

    Do you have a way to reproduce the index-out-of-bounds error? (easy steps)

    BIFF file specification was published by Beamdog in the form of a Go source file: https://github.com/Beamdog/bgfileformats/blob/master/bif.go
    Relevant field is "ResourceID" in the "bifFixedEntry" structure.

    More information at IESDP: https://gibberlings3.github.io/iesdp/file_formats/ie_formats/bif_v1.htm#bif_v1_TilesetEntry
    I can't say whether it's based on official Bioware or Beamdog specifications, though.

    Repro steps to trigger the issue:

    With Near Infinity (https://github.com/Argent77/NearInfinity/releases/latest ):
    1. Open BGEE 2.7 beta in Near Infinity
    2. Open game resource AR2600N.TIS: should display WTLAKA.TIS instead
    3. Open game resource YSWAVER.TIS: should trigger an error about the resource not found

    With DLTCEP (https://www.gibberlings3.net/files/file/900-dltcep/ ):
    1. Open BGEE 2.7 beta
    2. Open game resource AR2600N.TIS via menu Edit > Tileset (TIS): should trigger error "Cannot read image"
    The same error is triggered for all tilesets stored in PATCH20.BIF.

    Fixing the issue should be trivial, as it just involves incrementing the key resource index in the ResourceID field of all tileset entries in PATCH20.BIF by one.
    Post edited by argent77 on
  • kokarol91kokarol91 Member Posts: 27
    Hi, I just saw that a new update is coming out. I understand you have some goals and are implementing them. But would there be any chance of introducing some alternative balance? I'm thinking more along the lines of modifying combat styles, introducing significant differences between two-handed and one-handed weapons (katanas are too powerful), only shooting with a dagger and short sword, and maybe some new subclasses? Something that would breathe new life into the game without losing any of the original. I know there are mods that do all of this, but I, and I think part of the community, want to play the game as is without changing it.
  • kokarol91kokarol91 Member Posts: 27
    kokarol91 wrote: »
    Hi, I just saw that a new update is coming out. I understand you have some goals and are implementing them. But would there be any chance of introducing some alternative balance? I'm thinking more along the lines of modifying combat styles, introducing significant differences between two-handed and one-handed weapons (katanas are too powerful), only shooting with a dagger and short sword, and maybe some new subclasses? Something that would breathe new life into the game without losing any of the original. I know there are mods that do all of this, but I, and I think part of the community, want to play the game as is without changing it.

    In the sense that it is as published by you
  • Darigaaz87Darigaaz87 Member Posts: 140
    edited April 9
    Darigaaz87 wrote: »
    Any chance you will add controller support for desktop versions?

    This is out of scope of what we can do for 2.7.

    Thanks for the answer. May I ask why you can't implement it? I'm just curious, not critical.
  • inokajuinokaju Member Posts: 3
    What on the other hand is IN scope ? ;)
    I mean less community patches and hacks are always a good thing.
    Is 2.7 just about savegames?
  • Fallen_JeStErFallen_JeStEr Member Posts: 1
    "What on the other hand is IN scope ? ;)
    I mean less community patches and hacks are always a good thing.
    Is 2.7 just about savegames?"

    I'm hoping for an upgrade on multiplayer stability. It's frustrating trying to get friends into this game when they constantly get disconnected and no one wants to go through hamichi or a lan system. They would rather just play a different game that works.
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