InfinityCore v0.01d ------------------- - Splash screen - Creature screen should be useable now - Fixed area screen (some show checkboxes were not implemented) - Dialog screen is now playable practically as in game. If you open it from the explorer tree, context is missing so, some features are missing. If you open it from the simulator, the context allows to play as in game (check if triggers are satisfied) - Basic version of a simulation engine first; allowing to effectively play a dialog - 2 screenshots used as read me to explain how to use dialog screen and simulator engine; too lazy to explain more *Technical part: - Dueto fast refactoring, secondary resource are broken (effects, abilities...) - A minimun of the simulator engine are implemented, just to be able to play dialogs and serve as a proof of concept; don't know yet if I can do farther InfinityCore v0.01b ------------------- - Ask for BG2 - SoA folder - Bookmark implemented: A/ Crtl + Shift + {0-9} to bookmark, or Crtl + Shift + D; B/ Ctrl + {0-9} to go to bookmark (or use menu) - Multi-Windows (ALT + click) - Cannot make autoscroll working to goto the required rectangle of a picture; C# component stupid. * Technical part: - Start to get away from pseudo-coding by contract, it's a real burden; now use DDD - Use of ShadowInfExp.dll, it's the data acces layer of InfExp that I wrapped on a Delphi 7 dll. Missing libs were replaced by my owns. This dll is used to resolve 2 points: A/ turn .BAM and .MOS in .BMP dueto the very very very slow C# SetPixel() method; B/ to avoid to implement the useless .TIS decoder (coz' not compatible with BG:EE) - Note: Seems to potentially have a memory leak in InfExpl. Fixed in ShadowInfExp.dll InfinityCore v0.01 ------------------ - You have to edit Config.ini fill BG2 path - You can set your own bookmark, there's not yet GUI for editing it - ARE, VVC, WAV, WED: not yet viewable - Make sure to have weidu.exe in your BG2 directory