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#921 Roxanne

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Posted 05 February 2018 - 12:04 PM

Thank you!

 

The zip creation for save games is fantastic. I do a lot of repairs for people who have bugs in their saves and this function really makes life easier. Great idea.

 

(Question, does it require the user to have some zip function installed on

No. Zip functionality is already provided by the Java Runtime.

Brilliant - makes the instruction of *how do I upload a saved game in EE* much easier, at least if you have NI.


Edited by Roxanne, 05 February 2018 - 12:04 PM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#922 Creepin

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Posted 06 February 2018 - 12:59 AM

Improved list of color location descriptions, used by opcodes 7, 8, 9, 50, 51, 52 and 61, to be more modder-friendly.
Just checked new implementation, and wow does it look cool! Thank you Argent77 :)

Edited by Creepin, 06 February 2018 - 12:59 AM.

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#923 Creepin

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Posted 26 April 2018 - 05:13 AM

It bug me for a long time that there's different names of fields for effects in NearInfinity and IESDP. In most cases I was able to draw a correlation by a guesswork, however his time I stuck.

So, # 22 Luck. IESDP says following:

#22 (0x16) Stat: Cumulative Luck Bonus
Parameter #1: Statistic Modifier
Parameter #2: Type

continuing with explanation of parameters.

IESDP on the other hand has fields like "target", "power", "value" and so on, the usual. Let's say I want to put 1 in Parameter #1 and 0 in Parameter #2, which fields in NI should I use? Or, better yet, how in general I could figure out on my own which fields should I use?


Edited by Creepin, 26 April 2018 - 05:14 AM.

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#924 Gwendolyne

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Posted 26 April 2018 - 06:08 AM

If it is a EFF v1 : parameter is 0x4 after opcode field, and parameter 2 0x8.

If it is a EFf v2 : parameter 1 is 0x1c after signature, and parameter2 0x20. In fact : opcode, target, power, parameter1 (whatever the name used in NI), parameter2...


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#925 Creepin

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Posted 26 April 2018 - 06:20 AM

If it is a EFF v1 : parameter is 0x4 after opcode field, and parameter 2 0x8.
If it is a EFf v2 : parameter 1 is 0x1c after signature, and parameter2 0x20.

Sadly, NI doesn't allow me to see raw data of effects, so I can't count 0x4 or any other within NI. I'm sure it will come handy in WeiDU though, so thanks for letting me know!

In fact : opcode, target, power, parameter1 (whatever the name used in NI), parameter2...

Aha, that's cool. Simply saying I should in any case use 4th field for parameter1 and 5th field for parameter2? As in, in case of the attached, I should put 1 in "value" field and 0 in "Unused" field event though it is, well, unused? :)

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Edited by Creepin, 26 April 2018 - 06:21 AM.

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#926 Argent77

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Posted 26 April 2018 - 06:27 AM

You can enable Options > Show Hex Offsets. It's a tremendously helpful option.

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#927 Creepin

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Posted 26 April 2018 - 06:42 AM

Argent77, that's super cool, thank you! With that option on and Gwendolyne's hint about +4 for param1 and +8 for param2 everything is clear, like pieces of a puzzle falling into place. To fully close the issue, how much should I add to opcode offset to find field for parameter 3? I remember it's used somewhere...


Edited by Creepin, 26 April 2018 - 06:52 AM.

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#928 Argent77

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Posted 26 April 2018 - 07:56 AM

To fully close the issue, how much should I add to opcode offset to find field for parameter 3? I remember it's used somewhere...

 

That's nothing a quick look into the EFF file description can't solve. ;) Parameter 3 is located at offset 0x60 (EFF v2 only).



#929 Creepin

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Posted 26 April 2018 - 09:04 AM

Parameter 3 is located at offset 0x60 (EFF v2 only).

And it is also honestly marked as such in NI. Shame on me :) I checked embedded EFF (EFF v1), saw none of it, and decided it's a mystery to solve :whistling:


The Old Gold - v0.1 WIP (mod for BGT/BWP/BWS)


#930 Argent77

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Posted 31 May 2018 - 01:31 AM

Update: NearInfinity v2.1-20180531

Changes:
  • Added support for pseudo-stat "Current HP" to SPLPROT.2DA.
  • Added option to view current WeiDU.log in NI (menu Edit > WeiDU.log).
  • Defined a custom syntax highlighter for WeiDU.log viewer.
  • Edit tab in structured resources: Increased default text length for previewing substructure info.
  • Added option to keep current resource selection after a "Add copy of" action.
  • CRE: Added spell type column to View tab > Items/Spells > Memorized Spells.
  • Updated available resource types for a number of fields in PRO resources.
  • Improved various ARE flag descriptions.
  • Updated SPL flags bit 9 (Break Sanctuary).
  • Marked EFF resource type as supported in IWD2.
  • Fixed visualization of travel distances on worldmap.
  • Various effect opcode updates:
    • EE: Added resource type SPL to opcodes 201, 226, 227, 228, 259.
    • EE: Added resource types VEF/VVC/BAM to opcode 68.
    • EE: Updated resource types for opcodes 153, 154, 155, 156, 157 and 158.
    • EE: Added new param2 option "All, magical only" to opcode 145 (Disable spellcasting).
    • EE: Added new param2 option "Increment instantaneously" to opcodes 33, 34, 35, 36, 37 and 325.
    • IWD2: Fixed param2 IDS list of opcode 177.
  • Various area viewer updates:
    • Added option to include layer controls in map export.
    • Added option to change zoom level by mouse wheel.
    • Fixed a regression that would detect auto-zoom as a fixed "custom" zoom.


#931 Argent77

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Posted 15 June 2018 - 04:09 AM

Update: NearInfinity v2.1-20180615

This release provides a greatly overhauled BAM Converter and BAM decoder. See more details in the changlog below. Because of the great number of changes, it is possible to encounter a bug or two. Please report any unusual behavior you might find in that regard.

Changes:
  • Greatly overhauled BAM Converter:
    • Added alpha palette support. Enabled for games that support BAM with alpha palette (i.e. Enhanced Edition games).
    • Improved visualization of palette in BAM palette dialog.
    • Added a global palette sorting option.
    • Fixed various color filters to work correctly with alpha-blended BAM frames.
    • Improved GIF import function. It should now correctly handle more advanced structures in animated GIFs. (There is still a chance that some animations can't be imported because of poor native GIF decoding support by Java.)
  • Improved alpha palette support in BAM decoder.
  • Overhauled color reduction functionality: Improves visual quality of converted palette-based BAM, MOS and TIS files.
  • Added a button to ARE > Actor > Animation field for opening creature animation definition files of selected type, if available.
  • Added missing field "First letter of CRE resref" to ARE > Actor structure (only relevant in saved areas).
  • Removed fields from GAM NPC substructures that are not used by the games.
  • Fixed area-related field labels in GAM structure.


#932 jastey

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Posted 15 June 2018 - 04:31 AM

Thank you for your continuous work on this!



#933 Gwendolyne

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Posted 07 July 2018 - 09:19 AM

Would it be possible to display the tooltip.2da info in ITM screen?


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.

#934 The Imp

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Posted 07 July 2018 - 10:01 AM

Would it be possible to display the tooltip.2da info in ITM screen?
If you got enough screen space, you can do this easily by running two NI's(well actually, the .jar twice), as you use one to view one file while the other is used to view the other.

Edited by The Imp, 07 July 2018 - 10:03 AM.

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#935 Argent77

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Posted 07 July 2018 - 10:39 AM

Would it be possible to display the tooltip.2da info in ITM screen?

It shouldn't be too difficult to implement this. I think the best place to add this info would be the view tab of each respective item ability.



#936 Gwendolyne

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Posted 07 July 2018 - 10:49 AM

That is exactly were I first looked for it. ;)


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#937 skellytz

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Posted 08 August 2018 - 10:26 AM

Here's something I've noticed. I'm not sure if this is how it's intended to be. (20180615)

 

1. Open game: classic BG2+ToB

2. Edit MWLFG1.BAM

3. Load external palette: MWLF_WO.BMP

 

All colors have alpha set to 0 which results in messed up look. Even with the setting "Use alpha channel: Always."

 

Is this intentional?

 

Then I tried DLTCEP. It won't even load palettes from such BMP files (gives an error). As a workaround I had to:

 

1. Edit MWLFG1.BAM in NearInfinity

2. Load external palette: MWLF_WO.BMP

3. Save messed-up BAM with alpha set to 0.

4. Load messed-up BAM in DLTCEP V7.7

 

Now DLTCEP loads the palette and automatically sets alpha to 255. I can then save the BAM with the auto-corrected palette.



#938 Argent77

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Posted 08 August 2018 - 11:15 AM

No, that's not intended. I have also noticed a few alpha-related issues with the BAM Converter myself. I'll try to fix them with the next release. In the meantime I would suggest to use the BAM Converter from the previous NI version.



#939 skellytz

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Posted 08 August 2018 - 03:15 PM

Hmm, maybe it's just something I'm doing wrong, but 20180531 seems to have issues with certain palettes, too. For example:

 

1. Open game: classic BG2+ToB

2. Edit MBERG1.BAM

3. Load external palette: MBER_PO.BMP

 

The palette loaded but the colors are messed up on the actual animation.

 

Even the DLTCEP workaround didn't help with this one.

 

Then I tried Miloch's BAM Batcher with unreleased repalette component. Worked like a charm.

 

Anyways, it's good that you're aware of these problems ;)  Thanks!



#940 Gwendolyne

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Posted 08 August 2018 - 04:14 PM

Did you try this way: Post-processing > Replace colors > Palette > Load MBER_BO.BMP ?


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.