Jump to content


Photo

NearInfinity


  • Please log in to reply
1153 replies to this topic

#141 Eric P.

Eric P.

    Journeyman Modder

  • Member
  • 1178 posts

Donator

Posted 24 August 2013 - 07:02 AM

It would be nice to get copy and paste in NI on the Mac. Doesn't work at all for me.

What key combinations are you using to try to copy and paste? It works on my Mac using ctrl-c for copy, and ctrl-v for paste.


Edited by Eric P., 24 August 2013 - 07:05 AM.

Working and playing on a Mac Pro 6,1 running Mac OS X 10.13.6 High Sierra, and a Mac Pro 3,1 running Mac OS X 10.11.6 El Capitan.

~Buion na 'ell! I serve with joy! Your eyes and ears I shall be. Let us hunt together!~
- Erysseril Gwaethorien: a joinable, romanceable NPC mod for BGII - SoA/ToB, in sporadic development.

A female elf warrior of nature and a Bhaalspawn cross paths during their quests, joining forces to share adventure and companionship. Will they find more?


#142 hook71

hook71
  • Member
  • 280 posts

Posted 24 August 2013 - 11:36 AM

Thanks Eric! That works. Didn't think to try with anything but Cmd-C/V.



#143 Eric P.

Eric P.

    Journeyman Modder

  • Member
  • 1178 posts

Donator

Posted 26 August 2013 - 06:25 AM

Thanks Eric! That works. Didn't think to try with anything but Cmd-C/V.

Good deal :) Yeah, NI is not quite like a typical Mac application. I learned those key commands the hard way.


Working and playing on a Mac Pro 6,1 running Mac OS X 10.13.6 High Sierra, and a Mac Pro 3,1 running Mac OS X 10.11.6 El Capitan.

~Buion na 'ell! I serve with joy! Your eyes and ears I shall be. Let us hunt together!~
- Erysseril Gwaethorien: a joinable, romanceable NPC mod for BGII - SoA/ToB, in sporadic development.

A female elf warrior of nature and a Bhaalspawn cross paths during their quests, joining forces to share adventure and companionship. Will they find more?


#144 Wisp

Wisp
  • Modder
  • 1353 posts

Posted 26 August 2013 - 09:00 AM

If you can provide a list of things you would expect from a typical Mac application, I'll see what we can do about it.



#145 hook71

hook71
  • Member
  • 280 posts

Posted 26 August 2013 - 10:24 AM

If you can provide a list of things you would expect from a typical Mac application, I'll see what we can do about it.

Thanks Wisp! I don't really expect a java application like this to behave exactly like a mac application, but since I was fooled (and guessing others could be as well) adding support for Cmd-x/c/v for cut/copy/paste would be helpful. It would make it much easier when copying to/from other mac applications as well.



#146 -Guest-

-Guest-
  • Guest

Posted 16 November 2013 - 12:54 PM

Will NI be updated so it can read the new pvrz compression of MOS files in BG(2)EE please?



#147 Wisp

Wisp
  • Modder
  • 1353 posts

Posted 16 November 2013 - 01:19 PM

All signs point to yes (mostly due to the efforts of Argent77).



#148 Argent77

Argent77
  • Administrator
  • 1397 posts

Posted 31 January 2014 - 02:59 PM

Since there is no specific release date yet for the next official version of NearInfinity, I have decided to start releasing development snapshots. The releases are based on my fork of NearInfinity, but they include all the features and updates from the main branch too.

New features and improvements since NearInfinity w1.3.0 (as of v1.35.0-snapshot-20140201):
  • Full BG:EE and BG2:EE support (including new resource types and effect opcodes)
  • Native ACM and WAVC sound support (no acm2wav or acmtool required anymore)
  • Native Ogg Vorbis sound support
  • Native MVE movie playback support (works now on non-Windows machines too)
  • New experimental area viewer (found in the view tab of each ARE resource entry)
  • Various conversion routines (found under menu Tools->Convert):
    • Image sequence to BAM (supports both legacy and new PVRZ-based formats)
    • Image(s) to BMP (supports 32-bit BMP versions used in BG:EE and BG2:EE)
    • Image to MOS (supports both legacy and new PVRZ-based formats)
    • Image(s) to PVRZ
    • Image to TIS (supports both legacy and new PVRZ-based formats)
  • Extended search (found under menu Search)
  • Improved TLK charset selection (under menu Options)
  • and many minor improvements and bugfixes
 
Important: The development snapshots may still contain bugs or incomplete features. Also note that all releases on both the main branch and my fork published after NearInfinity w1.3.0 may break compatibility with older releases (w1.3.0 or older) under certain circumstances. I'm providing binaries for non-CI versions of NearInfinity only. CI-versions can still be downloaded from the main branch.

Feel free to test it, especially the new features, and post your comments, bug reports or suggestions.

Edit: Updated feature list.

Edited by Argent77, 01 February 2014 - 06:20 AM.


#149 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5148 posts

Posted 31 January 2014 - 03:42 PM

... NearInfinity w1.3.0 (as of snapshot 20140130):

Erhm, the NI's history of versions is horrible, First v1... till v1.32, then someone else took over, put a "beta tag" with a "bx", x being number under that and we came up to v1.33b20, then yet others too over and then Wisp took it and then there was w1.0.2(I assume there was a w1.0.0 too, but it got no one but Wisp etc...) and now we have w1.3.0, and you want to put a + date on it... you know guys, we could just go with a v2.00.00 and go from there on out, right ? :devil:


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#150 Argent77

Argent77
  • Administrator
  • 1397 posts

Posted 01 February 2014 - 03:56 AM

NI's version history won't change much. We have decided go back to the roots and follow the "official" version scheme. The last official one was v1.33b21 (I think). The next public release will be labeled as v1.35 (skipping v1.34 as it is the equivalent of Wisp's w1.3.0 release).

 

My development snapshots are only work-in-progress releases, but I can add a snapshot suffix to the version number to avoid or (at the very least) reduce confusion.


Edited by Argent77, 01 February 2014 - 04:18 AM.


#151 -Hurricane-

-Hurricane-
  • Member
  • 81 posts

Posted 11 February 2014 - 05:08 AM

I've been waiting eagerly for the next official release, that's why I'm incredibly grateful for these development snapshots. :)

My conclusion after a little bit of testing: This is outstanding work! I haven't encountered any errors or crashes. The Enhanced Edition support works splendidly. The native ACM, WAV, and OGG playback is smooth and very responsive. I'm deleting acm2wav.exe for good now. :)

The experimental area viewer works perfectly for me, including the switching to night maps and displaying the various layers. Loading takes about two seconds for the largest areas. What an awesome new feature.

 

A gigantic tip of my hat to you and Wisp. :)



#152 LiellaMod

LiellaMod
  • Member
  • 49 posts

Posted 11 February 2014 - 11:25 AM

I too am very excited about this - especially the area viewer! Trying out these features atm and haven't had a crash or encountered a problem yet!

Just wanted to let you know to keep up the excellent work! You're doing some amazing stuff!

| The Liella NPC Mod - adding a extensively written, sensual Bardess to the party | 

 

Comments, Suggestions & Feedback are to be mailed to

 

LiellaMod (at) Gmail.com

 

 

 


#153 Argent77

Argent77
  • Administrator
  • 1397 posts

Posted 11 February 2014 - 12:10 PM

Thank you. Work for the area viewer is still in progress, so expect performance improvements and more features in the future.
 



#154 Viktor

Viktor
  • Member
  • 20 posts

Posted 19 February 2014 - 03:18 AM

@Argent77 Great work for the support of the new file format but... with all latest versions, the BGEE tlk is corrupt after edit it (WinXP, character set UTF-8...), no problem with BGT.

 

Edit (solved) : If I set charset > win-1252, the tlk is no corrupt after the save.


Edited by Viktor, 19 February 2014 - 04:20 AM.


#155 Argent77

Argent77
  • Administrator
  • 1397 posts

Posted 19 February 2014 - 05:14 AM

the BGEE tlk is corrupt after edit it (WinXP, character set UTF-8...), no problem with BGT.

This looks like a character encoding bug in NI. It corrupts BGEE's or BG2EE's dialog.tlk if a multi-byte charset has been selected (e.g. UTF-8, or "Autodetect") and you save the dialog.tlk (you don't even need to modify it). I'll try to fix it.

As a work-around until the bug is fixed, manually select one of the single-byte charsets (e.g. Windows-1252), found under menu Options->TLK Charset, before editing the dialog.tlk. Edit: Not advisable, it will remove or replace certain special characters in the dialog.tlk strings.


Edited by Argent77, 19 February 2014 - 07:20 AM.


#156 Argent77

Argent77
  • Administrator
  • 1397 posts

Posted 19 February 2014 - 07:22 AM

The dialog.tlk corruption bug has been fixed. You can grab the latest snapshot of NearInfinity here.



#157 Viktor

Viktor
  • Member
  • 20 posts

Posted 19 February 2014 - 08:03 AM

Thanks Argent, problem solved.


Edited by Viktor, 20 February 2014 - 01:04 AM.


#158 Argent77

Argent77
  • Administrator
  • 1397 posts

Posted 24 February 2014 - 08:34 AM

Update: NearInfinity v1.35.0-snapshot-20140224

The area viewer has undergone a major rewrite. I have added many new features and improved overall performance and stability.

Changes:
  • Added overlay support (i.e. correctly emulating overlayed water, lava, ...)
    • can be enabled, disabled or animated
  • Simulation of various daytime lighting conditions
    • You can choose between day, dawn/dusk and night (separate night maps are used automatically)
  • Added a map zoom feature
    • you can choose between different zoom levels (25% to 400%) and auto-zoom to automatically fit the map into the current viewport
  • Improved performance and stability

Feel free to test the new release and post your comments, bug reports or suggestions.

#159 -Hurricane-

-Hurricane-
  • Member
  • 81 posts

Posted 24 February 2014 - 12:28 PM

Very nice work again! Overlays, lighting conditions, zooming - it all works flawlessly for me. :) I especially like the zoom feature. Makes checking out large area maps a lot easier. Thank you!



#160 Sam.

Sam.
  • Administrator
  • 1292 posts

Posted 24 February 2014 - 04:38 PM

Thanks Argent77!!!  I updated the 1st post and apologize for failing to update it on the last couple of releases.  I'll do better :) .


"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

CA Forums CA Homepage