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Infinity Explorer v0.85


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#41 aVENGER

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Posted 03 February 2008 - 06:41 AM

I recently noticed that the current Infinity Explorer (0.84) doesn't show all item flag columns when viewing CRE files i.e. it only shows the "Identified" column.

Would it be possible to add three new columns for the other known flags (Non-pickpocketable, Stolen and Undroppable)?

#42 bigmoshi

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Posted 04 February 2008 - 08:34 AM

I recently noticed that the current Infinity Explorer (0.84) doesn't show all item flag columns when viewing CRE files i.e. it only shows the "Identified" column.

Would it be possible to add three new columns for the other known flags (Non-pickpocketable, Stolen and Undroppable)?


Hey Avenger!

I'll take a look at that bit and see if I can do anything without messing it up! Thanks :D

"[You are] the foe of my foe, friend of my friend, by the first sapling that rose where Shilmista now stands, and by the shadow it will cast before all things will end, I swear to give my blood for you." - Kivan when we meet Imanel Silversword.

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@ SMM Auto DL / Auto-Installer / Manual Install / Walkthru - based on Erebusant's installation @
@ Infinity Explorer v0.85 (Some fixes for v0.75/v0.80) @
@ Future of MegaMods? - Working with Mega-Modification Installations - by Ascension64 @


#43 Bookwyrme

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Posted 15 May 2008 - 09:25 PM

I'm getting a persistent DNS Error when I try to download this.

Mods: <a data-cke-saved-href="http://www.shsforums...-auroras-shoes/">Aurora's Shoes (released),

 


 

 


#44 Kaeloree

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Posted 15 May 2008 - 10:09 PM

I've uploaded it to the thread for the moment. :)

#45 Bookwyrme

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Posted 15 May 2008 - 10:26 PM

Thanks

Mods: <a data-cke-saved-href="http://www.shsforums...-auroras-shoes/">Aurora's Shoes (released),

 


 

 


#46 jcompton

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Posted 22 May 2008 - 11:44 AM

Why hasn't Sourceforge been asked to turn over control of the infexp.sourceforge.net site yet?

#47 Sasha Al'Therin

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Posted 18 August 2008 - 05:37 PM

In version .85
When examining scripts that have the action CreateCreature the resref of the created creature links to a script file if there is a script file of the same name rather than linking to the creature file.

My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm


#48 Sasha Al'Therin

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Posted 21 August 2008 - 07:42 PM

Something else I've ran across.
If I access say BG1 and look at something there then I go to another game say BG2 to look at something, when I try to go back to BG1 it will not let me. It says:

Cannot create file "C:\Program Files\Black Isle\Baldur's Gate\dialogcopy.tlk". The process cannot access the file because it is being used by another process"

I assume this is related to the adjustment made to prevent Infinity Explorer from locking up the dialog.tlk file and keeping mods from installing. However, if it's just looking at a different filename, why would this cause itself to lock up? Version .75 doesn't lock up when switching back and forth, but it looks at the actual dialog.tlk so I don't know what's up. But I felt you should know.

I like the area coordinates feature. That's the number one reason I've upgraded to .85.

My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm


#49 Aldark

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Posted 07 July 2012 - 12:57 AM

Since Infinity Explorer is under GPL2 license it must be provided with source code. bigmoshi, could you provide it to community? I suggest, earlier or later here will be men to continue work on Infinity Explorer.

Edited by Aldark, 07 July 2012 - 12:57 AM.

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TraDE : classic BG, IWD, PS:T and NWN .TLK/.TRA editor
cppbg : Open source C++ library for manipulating Infinity Engine files

#50 Jaesun

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Posted 15 November 2012 - 01:03 PM

I am having an odd problem with this. Basically when viewing or exporting MOS files, all MOS files (in the viewer or when exported) have this.... brightness effect on them. For example here is how it looks vs Near Infinity:

http://i69.photobuck.../brightness.png

Near Infinity shows the MOS files correctly, but it doesn't have an export to BMP function. :/

#51 Daulmakan

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Posted 15 November 2012 - 01:35 PM

I am having an odd problem with this. Basically when viewing or exporting MOS files, all MOS files (in the viewer or when exported) have this.... brightness effect on them. For example here is how it looks vs Near Infinity:
http://i69.photobuck.../brightness.png
Near Infinity shows the MOS files correctly, but it doesn't have an export to BMP function. :/

I believe that's a feature implemented in the last version:

Fixes for v0.85 (5 Feb 08):
* Brighter area maps (Yes! You no longer go blind looking at dark area)
http://www.shsforums...-explorer-v085/


Quickest solution I can think of is using InfExp-0.8pre.zip available here, which seems to export MOSs without the extra brightness.

item_pack.jpg   Drows.jpg

 


#52 Jaesun

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Posted 16 November 2012 - 09:26 AM

Quickest solution I can think of is using InfExp-0.8pre.zip available here, which seems to export MOSs without the extra brightness.


OK thanks Daulmakan!

#53 shadowlich

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Posted 10 December 2012 - 12:04 PM

I coded an InfExplorer on C# based on Delphi version (practically copy/paste delphi into .NET). Things are going pretty well.
Then, for a fully installed BG2, I see that InfExplorer is not able to open the first area of BG2, i.e. AR0011.ARE, I have this message : "Please insert CD2". Of course, my C# InfExplorer has the same message, same code same bug I presume...

BUT when I use Weidu as data provider to extract resources to feed my GUI, I am able to read AR0011.ARE easily; same for many other resources.
Maybe something not optimal into the Delphi source?

Also I am very interested with the last Delphi source code, especially for the hyper link components; so hard to debug mentally :D
Somebody could give me the source download link, please?

Edited by shadowlich, 10 December 2012 - 12:34 PM.


#54 -David-

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Posted 27 October 2013 - 02:44 PM

I think some of the damage resistances may be swapped round in the CRE files.  For instance, "CLGOL01" [clay golem] is listed as having 100% resistances to slashing, crushing and missile damage - but 0% to piercing.  I would expect crushing to be the damage they're vulnerable to, not piercing.  Near Infinity does list the crushing resistance as 0%.

 

Both programs agree that "GORJELGR" [green slime] has 90% resistance to slashing, piercing and crushing; but 100% to missile.  But for "GORSNAKE" [giant snake], they again have the piercing and crushing resistances swapped.

 

This possible error was in v0.8 of Infinity Explorer too, so it isn't a problem you introduced :-).

 

It's a very nice program - I hope it gets some more development!

 

Thank you,

 

David.



#55 Peanuts

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Posted 19 July 2016 - 02:10 AM

Hi guys, I have recreated some of the fixes discussed in this thread and uploaded the source to github.

 

If anyone is interested, here's the link to the source and binary download: 

https://github.com/o...nfinityExplorer

 

Cheers



#56 Greenhorn

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Posted 16 June 2021 - 03:31 PM

I wonder if it is possible to adapt this great tool to work on EE somehow? If I'm not mistaken it was possible until ini file become replaced by lua. ( Copy dialogue tlk and ini files from EE documents to folder where EE game was installed). Although NI is great utility I found that I miss good old IE which had few advantages of it's own ( for example you can quickly see exact speed of weapon and all properties of spells and innate abilities neatly sorted per level ). 


Edited by Greenhorn, 16 June 2021 - 03:33 PM.