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argent77

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  1. I have updated the auto-build scripts for NI which should produce working macOS binaries in future releases (unless Apple deprecates even more APIs in future macOS versions.)
  2. Finally some good news. I think I'll go with the Oracle version.
  3. Thank you! I have created several more (zipped) PKG files with JDK packages from different distributors. Could you test whether any of them actually works? installer-macos-arm64-corretto.zip installer-macos-arm64-oracle.zip installer-macos-arm64-temurin.zip
  4. In that case there isn't much more I can do on my side to fix this issue. Could you please upload your own (working) version?
  5. Interesting. I couldn't find out much about this error except for this thread. It isn't very clear but it seems to be caused by a deprecation of an API in macOS 14 that is used by some Java Runtime packages. Could you test whether this version runs on your system: NearInfinity-macos-arm64-2.4.20240424.pkg
  6. Near Infinity v2.4-20240424 Near Infinity is a resource browser and editor for Infinity Engine games, such as Baldur's Gate or Icewind Dale. It is written in Java and available for Windows, macOS and Linux. This release introduces a greatly improved TIS converter, new syntax highlighting options for MENU resources and action/triggers in the dialog tree viewer, as well as many more improvements and bugfixes. Near Infinity is available as a platform-independent Java JAR file, Windows installer and macOS PKG installer, as well as a Flatpak application from Flathub for Linux. More information as well as a detailed Changelog can be found in the respective topics at Spellhold Studios, Beamdog Forums, and GitHub Discussions. Download: GitHub (Java JAR file, Windows and macOS installers) Flathub (Linux Flatpak archive)
  7. The color bleeding effect of DXT encoding is actually less of a problem than the way how the EE engine assembles the tiles to generate the map background in the game. Moreover, the bleeding effect occurs only if adjacent pixels lie inside a single DXT-encoded block of 4x4 pixels. Reconverting a "problematic" tileset with NI can fix these issues in most cases. (There will still be edge cases where the lossy nature of DXT compression can produce visible artifacts, but they are rare.) Example conversion of the High Hedge interior crystal animation with the very noticeable horizontal line:
  8. [PST] Trias is vulnerable to several spell effects that make it impossible to finish the game Abilities like Morte's Litany of Curses or spells like Abyssal Fury that can apply death effects can prevent Trias from triggering the conversation that allows you to return back to Sigil and finish the game.
  9. [BG1] The animated crystal in the High Hedge interior map has a darker shade and visual artifacts The darker shade is an oBG1 issue that is also present in BGEE. The visual artifacts are caused by the way how animated or secondary tiles are rendered in the game.
  10. Btw, next release of Near Infinity provides a greatly improved TIS conversion feature that takes care of visual artifacts on PVRZ-based tilesets, handles overlay conversions between oBG2 and EE engine, and more. (Select "Export... > as PVRZ/palette-based TIS" from an opened TIS resource to test this feature.) A preview version can already be tested from the Nightly Releases: https://github.com/Argent77/NearInfinity/releases/tag/nightly
  11. Good question. Maybe @CamDawg can answer that question? With every new PR it becomes more difficult to merge them with the repo since several PRs conflict with each other.
  12. There is a PR for EEFP that restores these cinematics: https://github.com/Gibberlings3/EE_Fixpack/pull/89
  13. I agree with Acifer that the water overlays work as expected in your test sample. Since the background of the water tiles are mostly solid black you'll see a very strong overlay effect from the water tileset. Adding some background to the water tiles will probably reduce the effect somewhat. In that case you could also tweak the "Overlay transparency" field in the ARE file (formerly known as 'Wind Speed') to adjust overlay transparency. Alternatively, do it the SoD way and use WBM video overlays instead:
  14. It could be an issue with DLTCEP. The tool hasn't been updated for years. Does the map load correctly in NI? Did you check the height/light/search map overlays in NI's area viewer?
  15. Did you maybe use the original "wrong" WED file from BG2EE instead? It has a tileset dimension of 80x45 tiles that actually corresponds with a height/light/search map size of 320x240 pixels.
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