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argent77

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About argent77

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    https://github.com/Argent77/

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  1. Spellhold Studios Test Your Mettle! Test Your Mettle! is a mod for BG2:EE and EET that provides you with a unique dungeon crawling experience. Version 1.5 provides Simplified Chinese translation as well as various improvements and bugfixes. Full changelog: Added Simplified Chinese translation (thanks yoshimo0417) Improved event of unsealing the boss chamber Improved several visual effects Improved general mod compatibility Fixed missing spell effect of a Drone penalty on heavy damage Minor creature fixes Links: Forums: SHS, Beamdog Download: GitHub Readme
  2. That has been fixed last year in one of the commits among many other issues. In general, EET has been greatly improved since the latest official release. By now I would always suggest to download and play the latest master branch version instead of the (outdated) release version.
  3. I have recently coded an improved version of the "FIND_FREE_ANIMATION_SLOT" function for my own mods which returns a free animation slot for a specified animation type as well as other useful values for installing new animations (such as ini filename and ANIMATE.IDS entry). The function code is attached below. This version takes animation types into account that are only available for very specific subranges (like monster/monster_old or monster_quadrant/monster_multi/multi_new), based on IESDP information, and provides several more parameters for customizing slot detection. Example code for a typical creature animation installation of type "monster": INCLUDE "%MOD_FOLDER%/lib/a7#anim_slots.tph" LAF FIND_FREE_ANIMATION_SLOT INT_VAR // slot_index = 0x7300 // optional: alternate method for requesting a type-specific animation slot // in place of the "type" parameter below. // min_index = 0x7350 // optional: further restrict available slot range (lower limit) // max_index = 0x7390 // optional: further restrict available slot range (upper limit) // silent = 1 // optional: suppress (warning) messages STR_VAR type = "monster" // supported animation types are listed in the a7#anim_slots.tph script file symbol = "PET_CORNUGON_IN_PINK" RET slot // the free animation slot number ini_file // filename of the associated INI file animate_entry // configured ANIMATE.IDS entry END // Returned values: // slot: 0x7002 // ini_file: 7002.ini // animate_entry: 0x7002 PET_CORNUGON_IN_PINK COPY "%MOD_FOLDER%/pet_cornugon/7xxx.ini" "override/%ini_file%" APPEND "ANIMATE.IDS" "%animate_entry%" COPY "%MOD_FOLDER%/pet_cornugon/petcornu.cre" "override" WRITE_LONG 0x28 slot // updating animation slot a7#anim_slots-v1.1.zip
  4. Expanding spoilers with spacious content in quoted sections can break the website layout. Example: https://www.gibberlings3.net/forums/topic/34875-bug-report-ee-content-bugs/?do=findComment&comment=337035
  5. [IWD] Brother Harken and Sister Incylia are initially positioned after a delay and reset their positions after a certain amount of time in the Fallen Temple area Brother Harken and Sister Incylia are positioned by script, based on the entrance the party uses to enter the area, to ensure that Brother Harken is always closest to the initial party location. This method introduces a delay of up to several seconds before the positioning is performed. Moreover, it causes their positions to reset after a certain amount of time (24 hours?). If you entered from Marketh's Palace - Myconid area then both characters will stand next to each other or (in rare cases) on top of each other. If you entered from the Lower Dorn's Deep Forge area then Sister Incylia's will return to her original position near the blocked staircase. I can think of two options how to fix these issues: Adding a MoveToPoint() action after the JumpToPoint() action in the script seems to prevent their positions from resetting but does not fix the delay before their initial positioning. Defining their positions in the INI file of the area solves both issues at the same time but may potentially conflict with mods that attempt to modify their positioning behavior (if there are any). Any suggestions?
  6. 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.)
  7. Finally some good news. I think I'll go with the Oracle version.
  8. 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
  9. 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?
  10. 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
  11. 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)
  12. 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:
  13. [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.
  14. [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.
  15. 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
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