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critto

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  1. Awesome. Let me know if you need any other help with the builds.
  2. corretto works, oracle works, temurin fails (same error). Screens for system info output on the main NI screen for the first two are attached (in case it's useful, and my own as well). coretto: oracle: mine:
  3. Sure, here it is: https://drive.google.com/file/d/1cYxsb-d3EifpYtF0iaHjZdIX5QhECIVH/view?usp=sharing There must be some difference in build environments. I'm doing mine on a M1 Max machine running Sonoma 14.1, with Java 21.0.1. Would be great if somebody else could test the two different builds and report the results.
  4. This one crashes too, with the same error stack trace.
  5. Hey argent77. So, the new release seems to be crashing on arm64: Application Specific Information: References to Carbon menus are disallowed with AppKit menu system (see rdar://101002625). Use instances of NSMenu and NSMenuItem directly instead. I can send you a whole stack-trace if you wish, but it looks like generic Apple crash report stuff. I did my own build locally, using the latest jar, and it runs fine.
  6. Here's arm64 build of the version 2.4-20231231: https://drive.google.com/file/d/1P-8Y-yBmG3Mnqk_8Tcd7Vwugr6cYjX2l/view?usp=sharing
  7. Great I'll subscribe to the repo on github, to try and stay up to date with the new releases.
  8. OK, so l've managed to produce a packaged app that installs and runs well on my system. If someone wants to give this one a go, here's a temporary link: https://drive.google.com/file/d/1zqqK1maA3sRXICmAR5j5kUPD7PsYrGTh/view?usp=drive_link
  9. What does the process entail, exactly?
  10. I've started seeing a similar issue a few months ago after I'd updated to one of the newer packages. The app tries to open but fails silently. Running "open NearInfinity.app" fails silently. Then I've tried to run NearInfinity.app/Contents/MacOS/NearInfinity and got a java exception stack trace, failing to find libharfbuzz. So I installed and symlinked it into the expected location, and now I get the following exception: Exception in thread "main" java.lang.UnsatisfiedLinkError: /Applications/NearInfinity.app/Contents/runtime/Contents/Home/lib/libfontmanager.dylib: dlopen(/Applications/NearInfinity.app/Contents/runtime/Contents/Home/lib/libfontmanager.dylib, 0x0001): Library not loaded: /usr/local/opt/harfbuzz/lib/libharfbuzz.0.dylib Referenced from: <D7FA2D64-D161-374E-A9D5-C5A565497B9F> /Applications/NearInfinity.app/Contents/runtime/Contents/Home/lib/libfontmanager.dylib Reason: tried: '/usr/local/opt/harfbuzz/lib/libharfbuzz.0.dylib' (no such file), '/System/Volumes/Preboot/Cryptexes/OS/usr/local/opt/harfbuzz/lib/libharfbuzz.0.dylib' (no such file), '/usr/local/opt/harfbuzz/lib/libharfbuzz.0.dylib' (no such file), '/usr/local/lib/libharfbuzz.0.dylib' (mach-o file, but is an incompatible architecture (have 'arm64', need 'x86_64')), '/usr/lib/libharfbuzz.0.dylib' (no such file, not in dyld cache) Looks like the end of the road to me. It seems that the current NearInfinity app was built for Intel architecture. Running the jar file directly, however, works perfectly well, so I do that instead as a workaround.
  11. Did I understand correctly that this is an observed and proven behaviour? This explains why people some time report stuff like a portrait icon getting stuck on a character's portrait even if the character saved against the harmful effect. And then you sit and wonder, how did it ever happen.
  12. Hello, everyone. So, I was investigating an observation that a player has made regarding the behaviour of the game (BG2: EE) when multiple copies of the same spell are put into a spell sequencer. For example, Flame Arrow has a damage effect that does half the damage on a successful saving throw. In my tests, I've seen the creature that has been struck with 3xFire Arrow from a sequencer make only one successful saving throw against the first spell (that was shown in the combat log) but get half the damage from all three instances, judging by the numbers. In another test, I've had a sequencer with 3x Polymorph Other hit a creature. Combat log would sometimes show only a single successful saving throw message, and sometimes two. If that happened, none of the spells would affect the creature. So, what is going on here, exactly? My current hypothesis is that the engine rolls a single saving throw during a particular time frame (a round?) and uses the rolled value against all spells that require this particular kind of ST. Any insight? Cheers
  13. feature/v7 is the main branch. But I believe that @SparrowJacek wanted to take a look at it himself first (Jacek, correct me if I'm wrong). But thanks for the offer, if you do find the time to send a MR, we'd appreciate it. No, I'm still doing the primary maintenance and slowly working on v7 whenever I get a minute. But Jacek has been helping out a lot with various new changes to graphics and animations, as well as doing some of his own patches to the main branch and experimenting in separate branches, such as the recent v6.6-beta.
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