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Argent77

Member Since 05 Jul 2010
Offline Last Active Private

Posts I've Made

In Topic: General discussion

25 January 2023 - 06:09 AM

Hello Argent77.
 
I created a spanish translation this mod.
https://www.mediafir...translation.rar
I hope you can officially include it :-)
Greetings.


Thank you!
 
Translation has been added and uploaded to the development branch if you want to test it.


In Topic: NearInfinity

29 December 2022 - 04:44 AM

Couple of questions:
 
1) When I import a PNG file that is not the exact pixel size as the original, even if it is correct aspect ratio multiple (e.g. 11712x11712 or 12288x12288), the end result shows up all garbled in the game (both with legacy TIS or PVRZ-based). Why is that?

TIS files are merely collections of tiles. They don't store width or height, and don't even have to be laid out sequentially. That's all provided by the associated WED file. In NI's TIS viewer you can adjust the desired width by a slider or input field to fix the distortion in the viewer. For the game you have to adjust the tile mappings in the associated WED file, but that's a lot of tedious work to do it manually. I'd recommend to use the same scale and layout of the original tileset instead, if you just want to improve the tileset graphics.
 

2) Must backgrounds be scaled back down to original pixel size? Is there any way to maintain pixel size greater than original?

Yes, the backgrounds have to match the scale of all the other graphics in the game to work correctly. The game graphics is purely based on 2D assets, so the size of everything (tilesets, overlays, sprites, as well as interactive regions or coordinates) must match. It is theoretically possible to upscale the whole game (PST uses a different scale than BG or IWD), but it would be a huge amount of work and would possibly be limited by several hardcoded assumptions.


In Topic: PS:T UB - Reloaded: A continuation of Qwinn's PST-UB for PST:EE

18 December 2022 - 02:57 AM

New release: PS:T Unfinished Business - Reloaded v2.1

Changelog:
  • Updated Polish translation (thanks memory)

In Topic: Trials of the Luremaster for Baldur's Gate

04 December 2022 - 02:20 AM

ToTLM introduces duplicate spells against IWDification.

 

On the Cleric side, IWDification has the shorter CLERIC_SYMBOL_PAIN and CLERIC_SYMBOL_HOPELESSNESS against IWDEE/ToTLM CLERIC_SYMBOL_OF_PAIN and CLERIC_SYMBOL_OF_HOPELESSNESS.

 

On the Mage side, I don't see the difference between 2527 WIZARD_CWE_OLD and 2533 WIZARD_CONJURE_WATER_ELEMENTAL in IWDEE (besides that the former is in hidespl.2da) and IWDification imports the latter one as WIZARD_CONJURE_LESSER_WATER_ELEMENTAL, so I'd suggest to substitute this one as well.


Thanks, I'll look into it.


In Topic: NearInfinity

02 December 2022 - 07:59 AM

My suggestion is that Near Infinity automatically handles the special characters so that the string looks just like it looks in the game, without the "\". 

Editing the string directly inside Near Infinity should not be a problem. A user that types in a special character should have it escaped automatically by Near Infinity.


The whole mechanism is a bit more complicated than this. Square brackets and angle brackets have special meanings in the game. Text in square brackets is invisible to the player (it's used quite a lot in IWD). Angle brackets are used for tokens.

You can apparently escape these special characters with a backslash, so that they are shown in plain text. But that's only the case if the "Has token" flag (bit 2) is set for the string. If the bit is not set then special characters are always shown in plain text.

Hiding escape characters in NI is not a good idea for the reasons given above. The best I could do is to add an option which allows you to filter escaped characters in certain views, e.g. in the "View" and "Tree" tabs for dialog resources.