Guest Guest Posted February 11, 2006 Share Posted February 11, 2006 I wish you luck, although I do believe this project should be much easier than IWG2. For the most part in fact, you could say IWG2 is already as complete as it could have ever have been - the only problems are the party joining and a bunch of presentation issues that could have been smoothed over eventually, if it weren't for the party joining wrecking the whole idea. If you need another beta tester, I'd be more than happy to Link to comment
FredSRichardson Posted February 13, 2006 Author Share Posted February 13, 2006 Yes, the conversion from BG2 to IWD2 was much more ambitious than this project is and consequently faced many technical problem this project doesn't face. There's no inter-party banter or joinable NCP's to deal with. And so I'm focusing mostly on the details that IWG2 would have eventually focused on if the project had continued. Proper creature conversion is at the top of the list. Another beta test is always welcome, please log in so I can send you a PM when things are ready to roll -Fred Link to comment
Bill Bisco Posted March 9, 2006 Share Posted March 9, 2006 Just wanted to quickly say that this looks really cool. It's also nice because your posts are relatively recent. to ya man! Link to comment
FredSRichardson Posted March 23, 2006 Author Share Posted March 23, 2006 Well, my fancy new laptop is broken, so I'm back to my old stand by that's great for games like IWD*/BG*. Unfortunately, I've gotten stuck playing StarCraft. But hey, that's a great game too. Anyway, I'm hoping to get back to this work on the soonish side of time. -Fred Link to comment
devSin Posted March 24, 2006 Share Posted March 24, 2006 Always good news. Any chance you'll throw caution to the wind and decide to release the NI tool source? Link to comment
FredSRichardson Posted April 17, 2006 Author Share Posted April 17, 2006 Always good news. Any chance you'll throw caution to the wind and decide to release the NI tool source? <{POST_SNAPBACK}> Oh boy, it's been too long and I apologize! Yes, I haven't hear anything from Jon Hauglid so I think it's safe to release the tools. Only problem now is I need to move my work around to this other computer and pick it up again. Not a big deal, I'll try to get back into it again. -Fred Link to comment
devSin Posted April 17, 2006 Share Posted April 17, 2006 Looking forward to it, thanks. Link to comment
Vasculio Posted April 24, 2006 Share Posted April 24, 2006 Looking forward to it, thanks. <{POST_SNAPBACK}> Too bad i'm too special ed to learn programing or i'd help you in this conquest. My prayers go out to you! And wish you 100% success in you're efforts. Link to comment
FredSRichardson Posted April 27, 2006 Author Share Posted April 27, 2006 I promise I'll get back to it! If I can, I'll try to make it easy for people to add in parts. This would be best for everyone I think Link to comment
FredSRichardson Posted May 1, 2006 Author Share Posted May 1, 2006 Always good news. Any chance you'll throw caution to the wind and decide to release the NI tool source? <{POST_SNAPBACK}> Okay, I have the NIDigGen utility up here: http://www.ann-fred.org/NIDigGen/NIDigGen.jar The usage is pretty straight forward: java -jar NIDigGen.jar Usage: NIDigGen [-e -f -u -a -l TYP] <chitin-key> <out-dir> <res-name> ... -e Export the resource(s) to <out-dir> -f Load the resource(s) from the specified file(s) -u Include unknown fields in text output -a Include hex offsets in text output -l TYP List all resouces of type TYP and exit Not all modes work together. "-e" is used when you want to extract the binary resources into some directory (it's like a baf unpacker that uses the override first). "-f" lets you specify the resource as a file, otherwise the resource is taken from the game's baf/override. "-l" just lists all the resouces of some type (e.g. use this to list all ARE's or CRE's in a game). The default mode will save a text file for each specified resource into director "<out-dir>". By default, "unknown" fields are NOT included, so use the "-u" switch if you want to see these (good for finding unknown fields). "-a" includes hex offsets which can be quite useful. This may just toggle between absolute and relative offsets or include both (I've forgotten). The idea is that you might want to compare to text resources and the absolute offsets make this difficult. Link to comment
devSin Posted May 1, 2006 Share Posted May 1, 2006 Very nice, thanks. -a looks to also use relative offsets, but lists the absolute offset of each structure. EDIT: e.g.,   AutomapNote 0xb950 {    [000] 0x000  2 DecNumber    X-coord        = 1983    [001] 0x002  2 DecNumber    Y-coord        = 306    [002] 0x004  4 StringRef    Text         = Locked Portal    [003] 0x008  2 Unknown     Unknown        = 01 00 h    [004] 0x00a  2 Bitmap      Worldmap mark color  = Gray (0)    [005] 0x00c  4 Unknown     Unknown        = 00 00 00 00 h    [006] 0x010 36 Unknown     Unknown        = 00 00 00 00 ... h   }; Link to comment
FredSRichardson Posted May 1, 2006 Author Share Posted May 1, 2006 Very nice, thanks. -a looks to also use relative offsets, but lists the absolute offset of each structure. <{POST_SNAPBACK}> Okay, I remember now -Fred P.S. The source code is all in the .jar file. It's possible to add new fields if you find them (I've added a few new ones in the course of this conversion stuff). Link to comment
Guest maerduin Posted May 17, 2006 Share Posted May 17, 2006 hey best of luck! this looks like a great project and i look forward to playing. Link to comment
FredSRichardson Posted May 17, 2006 Author Share Posted May 17, 2006 hey best of luck! this looks like a great project and i look forward to playing. <{POST_SNAPBACK}> Hey there, thanks for the interest! I'm dusting off the code again, but something suddenly isn't working. Specifically, the dialog triggers aren't getting parsed. Now if I can only figure out how to run the Ocaml debug version of WeiDU (I'm not sure if this works, but the linux compile targets should be close for native cygwin). Well, clearly I bunged the code somewhere along the line. But hopefully some progress on this stuff soon -Fred Link to comment
the bigg Posted May 17, 2006 Share Posted May 17, 2006 Now if I can only figure out how to run the Ocaml debug version of WeiDU (I'm not sure if this works, but the linux compile targets should be close for native cygwin). <{POST_SNAPBACK}> If you're using the set of Makefiles distributed with WeiDU, you must undefine NATIVECAML in the Makefile (= comment out the relevant line, not set to 0) and run make clean; make. After that, run the program (which is compiled to bytecode instead of native) with ocamldebug rather than ocamlrun (ocamldebug nameofyourfile). See the OCaml docs for further details Link to comment
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