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#1121 Insomniator

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Posted 19 February 2023 - 03:50 PM

Visual Bug (java 11 x64, 1024x768 Desktop):

1) Open any BALDUR.GAM

2) By default "View" tab is opened

3) Switch to "Raw" tab

4) Scroll slider down to end

5) Few last lines not displayed

6) If "Raw" selected, then opened BALDUR.BMP or other file in save folder, then switch back to BALDUR.GAM, then slider down - no visual bug, last lines is displayed normally



#1122 Argent77

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Posted 20 February 2023 - 02:19 AM

Visual Bug (java 11 x64, 1024x768 Desktop):

1) Open any BALDUR.GAM

2) By default "View" tab is opened

3) Switch to "Raw" tab

4) Scroll slider down to end

5) Few last lines not displayed

6) If "Raw" selected, then opened BALDUR.BMP or other file in save folder, then switch back to BALDUR.GAM, then slider down - no visual bug, last lines is displayed normally


Looks like a GUI-related problem. I'll look into it. Currently it can be worked around by moving the divider of the details pane slightly up or down.



#1123 Graion Dilach

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Posted 24 February 2023 - 11:08 PM

Applying op51 with parameters R 250; G: 196 B: 0 to a creature which uses IWD animations and then viewing different facings of the creature in the Animation tab ends up weird because the rotations make the creature more reddish and darker as it goes (as iif the effect is reapplied somewhat with each rotations).

 

Originally noticed by Saltlord on G3 Discord.



#1124 Argent77

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Posted 25 February 2023 - 02:20 AM

Applying op51 with parameters R 250; G: 196 B: 0 to a creature which uses IWD animations and then viewing different facings of the creature in the Animation tab ends up weird because the rotations make the creature more reddish and darker as it goes (as iif the effect is reapplied somewhat with each rotations).

 

Originally noticed by Saltlord on G3 Discord.


I'm unable to reproduce this issue. Can you provide more info? Which NI version was used? What creature animation was used? What are the exact effect parameters?



#1125 Graion Dilach

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Posted 25 February 2023 - 03:45 AM

Edited SoD creature with relevant op51 attached.

 

lDemIwJ.png

Attached Files



#1126 Argent77

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Posted 25 February 2023 - 04:31 AM

Thanks, I'll look into it.



#1127 Argent77

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Posted 03 March 2023 - 10:30 AM

Update: NearInfinity v2.3-20230303

Changelog:

  • Improved WAV/ACM audio playback:
    • Added Play/Pause button.
    • Added display of elapsed and total playback time.
    • Added a "Properties" button for additional information about the current audio file.
  • Added a context menu to MOS and TIS resource viewer which provides information about referenced PVRZ or WED files.
  • Added native ETC1 and ETC2 texture decoding support for PVRZ files (used by Android versions of the games).
  • Added option to enable or disable confirmation of opening bookmarked games (menu Options > Confirm opening bookmarked games).
  • Fixed stuttering sound playback and potential crashes when playing back multiple sound clips simultaneously.
  • Fixed display of animated primary tiles in the Area Viewer (e.g. used for the crystal in the High Hedge interior map, or the wheel of fortune in carnival and circus tents).
  • Fixed an issue in the creature animation viewer which incorrectly applied visual effect multiple times.
  • Fixed a scrollbar-related visibility issue in the "Raw" tab of structured resources.
  • Fixed viewing and saving TOT files in original games.
  • Fixed BIFF-related issues with the GemRB demo (thanks lynx).
  • Updated library responsible for the various text editing components in NI.