Quite some time since version 1.32 was
released, but I'm still not finished with the next release.I have
however just released a new beta
version with much improved
support for Neverwinter
Nights and Star
Wars: Knights of the Old Republic. For the most part it's still
viewing-only, but editing should not be too difficult to add.
As for the Infinity Engine games, the latest betas contains several
bug fixes, improved DLG/BCS editors, more compile time checks
for scripts and much more.
September 16th, 2003 - Version 1.32 released
A really long time since the last release,
but I'm not dead yet :-) Here are the changes since version 1.31:
Scripts:
Compile time check for strings. Checks S:Area*,
S:DialogFile*, S:CutScene*, S:Item*, S:Sound*, S:TextList*,
S:Effect*, S:NewObject*, S:Parchment*, S:Spell*,
S:Store*, S:ToArea*, S:FromArea* and S:Areaname*
arguments.
Compile time check for the currect number of values
in P: arguments.
Support for multiple STATE.IDS (all games)
and SPLCAST.IDS flags (IWD2 only) both for decompilation
and compilation. To specify more than one
flag, separate them by |
Example: StateCheck(Myself, STATE_INVISIBLE
| STATE_IMPROVEDINVISIBILITY)
Please note that this is a custom extension of the
IE scripting language and that scripts containing
| will not compile correctly with the official
compiler.
Added more autogenerated comments to decompiled
IWD2 scripts.
Added workaround for a bug in the default IWD2
TRIGGER.IDS (regarding ATTSTYL / ATTSTYLE).
Visuals:
Added PlasticXP to the Look and Feel options menu.
Replaced almost all icons with more colorful icons
from www.eclipse.org
Updated viewers.
Updated menus.
Automatic file checkers:
Added script checker
Added corrupted file finder
NI used to only add new substructures below all current
substructures of the same type. This limitation has now
been removed. If you for example select a DLG state and
then
add a new
state,
it will be added above the selected state. (Did this make
any sense?)
Find references now remembers the settings last used
(not between sessions, though)
Made it possible to save scripts that has errors (you
will only be warned)
Data updates to effects, STOs, CREs, ITMs and SPLs.
Newly opened windows will always be brought to the front.
Bugs fixed:
Add copy of works properly in NWN.
Find IDS references in IWD2 was broken.
Find references in BCS and DLG scripts should now
work much better.
Fixed terrible internationalization issue.
The DLG viewer is continously updated to
reflect any edits. (Won't work for all types of edits)
PlasticXP
with new icons
Even more automatic file checkers
Thanks to Kevin Dorner, Vlad
Papper, Platter, Dudleyville,
Grog, Ash McGowen, Josh Clue, Larry, Cirrerek, Xyx, Alexander
Kuznetsov, Aaron (and more?) for help with this release.
Oh, and here is a neat project I just discovered: BG1Tutu
June 2nd, 2003 - Version 1.31 released
Changes since last version:
The last opened games are available as menu options
on the game menu.
Added tool that searches for unknown IDS references
(both scripts and structured files).
Added tool that searches for CREs with items that are
not assigned to a inventory slot.
The tables used to display results can be sorted by
clicking on the column headers.
Text files (2DA, IDS, etc) are converted to DOS format
when saved (CR/LF).
Added support for version 1.1 of CREs (PS:T only).
Data updates to AREs and CREs.
BCS compiler identifies even more scripting errors.
The list used to select area ambient wavs now only
displays wavs that are legal choices.
Added status bars to all resource windows. The bars
also display cursor position when editing text files
or scripts.
Added a special editor for IDS targeting effects.
"Add copy of" a BS file now puts the file
in the scripts folder and not the override folder.
Bugs fixed
Fixed STO file corruption that could occur especially
in STOs embedded in save games.
AREs embedded in PS:T save games can now be read
properly.
ARE viewer was broken in version 1.30 (no great
loss...)
Recently opened games
More automatic file checkers
Thanks to Kevin Dorner,
Dyara, Daniel Newhouse, Cuv, Gebhard
Blucher, Aaron and Ghreyfain for help with this release.
May 11th, 2003 - Web page redesign
Out with the old pages and in
with the new. This change makes it much easier for me to update
the pages. Not saying I will do so more often, though :-)
Most of the text is unchanged from the old pages, but at least menu
options has been a bit updated. The old news items are currently
missing, but will be converted to the new design soon. In addition,
I plan to add a few more screenshots to some of the pages. Except
from these two things, I consider the redesign pretty much completed.The
new design no longer uses frames so it should be easier to link
to
different pages.
May 5th, 2003 - Version 1.30 released
Version 1.00
of Near Infinity was released exactly two years ago today. To celebrate
this, here is version 1.30 :-) Since the last version, the source
code has grown by a record 113 KB. So even if this site is pretty
idle, NI is not dead yet. This is in large part thanks to the increasing
number of feature requests, bug reports and general feedback I
get. Everything is read even if I don't always answer right away.
Here are the (most important) changes since version 1.29.1:
Mac OS X support.Version 10.2.3 of OS X required in
order to install version 1.4.1 of the Java Runtime Environment.
Switched from "Windows" look and feel
to "Native". This gives Aqua look and feel
on OS X and Windows on Windows.
Buttons for playback of StrRef sounds "everywhere"
DLG viewer updated to make navigation between
view/edit easier
Will remember view/edit setting as long as file
type remains constant
Will remember view/edit setting for subsections
All file open or save dialogs now default to game
dir
Mass export BCS > BAF, can now choose output
directory
DLG script checking, will now highlight attribute
with compile error
Double-clicking can be used as a shortcut in almost
every list and table
Placement and size of windows have been optimized
One more font is available from Options->Text
Font
More tool tips
Lots of other minor stuff
Searching in text files
Hits presented all at once instead of one at a
time
Instead of highlighting the entire line, only
query term is highlighted
Text searching available from the new "Search" menu.
Script drop zone
Added option to write scripts as either BCS or
BS files
Added option to specify output directory
Scripts containing errors can be opened and edited
directly
Bugfix: If compiler errors are found, no file
will be written
Other bugs fixed
CR/LF issue with DLGs fixed
Text searching had problems with query terms containing
special characters
Several BCS compiler/decompiler bugs fixed (including
some IWD2-only bugs)
Lack of acm2wav.exe will no longer produce endless
error messages for MUS files
ARE doors now handle all types of vertices properly
Fixed a problem that could occasionally result
in corrupted AREs.
BCS indentation of OR() would sometimes fail
Updated: CHR to CRE converter was broken in 1.29.1
Updates to CREs (including kits-attribute), ITMs, WEDs,
VVCs, AREs and Effects
Added an option to check for ResRefs that point to non-existent
files
WMP viewer added
CRE viewer updated
More WED attributes can be added, removed, cut, copied
and pasted
Option to choose BCS indentation (2 spaces, 4 spaces,
tab)
VAR.VAR editor added (PS:T only)
Compile check of DLG
code
Table of results from text searches
Script drop zone options
WMP viewer
Thanks to Kevin Dorner,
Dyara, Platter, Xyx, Westley
Weimer, Ash McGowen, Gebhard
Blucher, Mario Roma, SimDingo, Cirerrek, Avenger, Ghreyfain,
Ginger Chen, Aaron, Thomas Vandenberghe and Caswallon for help
with this release.
In October last year, I posted a fixed version of kit.ids for
BG2. It turns out that this file still has some problems. But with
help from Dyara and Knight, I've hopefully fixed the kit-issue
this time. Read this
thread at the TeamBG message boards for a full explanation.
Basically, NI now uses kitlist.2da for CRE/CHR editing and kit.ids
should be used for BCS scripts. Corrected kit.ids.
February 17th, 2003 - Version 1.29.1 released
Changes:
Added option to keep the "Open file" dialog open
when a file is opened. (Happy now?)
Changed "Unsupported version" dialogs so that
they won't pop up during searching.
A minor GAM data update.
NI compiled using a different compiler. This is reported
to fix various mysterious crashes :-)
BugFix: Version 1.29 made it impossible to add spells to
most IWD2 CREs.
BugFix: BAM handling improved - removed several embarrassing
bugs...
BugFix: The (de)compiler is better at handling custom namespaces
(for example SetGlobal("RTWTEST","ARRTW1",1)).
BugFix: The resource tree now uses case insensitive sorting.
BugFix: Improved handling of lowercase resource names in
chitin.key.
Thanks to Ghreyfain, Avenger, Dyara, Alaundo, Quitch, Gebhard
Blucher and Denis Ribayrol.
With so much help, hardly any work is left for me :-)
February 10th, 2003 - Version 1.29 released
Due to vacation, travels,
laziness and writing on my PhD, this version is extremely late.
To make up for the long wait, this version has probably the largest
number of changes ever.
The details:
Add/remove and cut, copy and paste has been almost completely
rewritten.
Effects can be copied between SPLs, CREs and ITMs.
Variables, player and non-player characters can now
be added or removed from GAMs.
Actors, vertices and items can be added or removed
from AREs.
BugFix: Adding or removing something from AREs embedded
in SAVs, now works properly.
BugFix: Adding or removing something with vertices
would break the file.
Reorganized the display of AREs and GAMs. GAM viewer updated
as a result.
The various text searching tools are now much faster.
Double-clicking a file in a SAV, now opens the file. (Similar
to the "View/Edit" button).
Double-clicking list items in the various viewers, now opens
the view window for the item. (Similar to the "View/Edit" button).
The "Open file" dialog is closed when a file is
opened.
Many data updates to CREs, PROs, Effects, SPLs, STOs, AREs
and ITMs.
Several file dialogs now display the full path to the file.
The "Open game" dialog now defaults to the directory
of the last game opened.
The BCS compiler now recognizes even more scripting errors.
The interfaces for editing several attributes have been
improved.
The text in the "StringRef Lookup" window can
now be selected and copied.
BugFix: Encrypted text files are now decrypted on export.
BugFix: "Match whole word only" would not work
properly when searching.
BugFix: Fixed a bug that prevented Near Infinity from working
under Linux.
BugFix: Empty non-interrupting DLGs would not be written
correctly.
BugFix: The compiler and decompiler had problems with objects
consisting of strings with spaces in them.
BugFix: The compiler would sometimes choke on hex numbers.
BugFix: The compiler required namespaces to be in upper
case (for example "ar1234" would not work).
BugFix: The compiler recognizes the "MYAREA" namespace.
BugFix: The "Save changes?"-dialog would not always
display for GAMs.
BugFix: The MUS player would play the wrong "end of
battle" clips.
BugFix: The "Animation ID" lists would be incomplete
for some games.
BugFix: Broken DLGs could previously freeze the dialog script
checker.
Several minor GUI improvements.
Probably a few things I've forgotten...
Thanks to Avenger, Gebhard Blucher, Rene Heroux, Ghreyfain,
Dyara, Vaskez, Eugene Gluzberg, Westley Weimer, Platter, Ash
McGowen, Xyx, Extremist, Billy Zhao, Michael Helling, Grjgori,
Michele, cbisson, Aaron (Wistrik) and probably a few I've missed.
I'll probably try to release smaller but more frequent updates
in the future...
One last thing, make sure you use the latest version of java: v
1.4.1_01
Icewind Dale, Icewind Dale II, Baldur's Gate, FORGOTTEN REALMS,
the FORGOTTEN REALMS logo, D&D, the Dungeons & Dragons
logo, Wizards of the Coast and the Wizards of the Coast logo
are trademarks of Wizards of the Coast, Inc., a subsidiary of
Hasbro, Inc., and are used by Interplay under license from Infogrames
Interactive, Inc. Black Isle Studios and the Black Isle Studios
logo are trademarks of Interplay Entertainment Corp. The BioWare
Infinity Engine and the BioWare logo are trademarks of BioWare
Corp. Exclusively licensed and distributed by Interplay Entertainment
Corp. All other trademarks and copyrights are property of their
respective owners.