Author Topic: NearInfinity on SourceForge  (Read 27161 times)

Offline FredSRichardson

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NearInfinity on SourceForge
« on: July 16, 2006, 02:13:13 PM »
I wasn't sure where to announce this.  There's now a SourceForge project for maintaining Jon Olav Hauglid's NearInfinity.  The project is based on a beta source code somewhat older than Jon's last beta release of NI (this is what he sent me some time ago).  The goal is simply to fix bugs and/or add new fields to NI as they're discovered.  Also included is the batch-mode interface NIDigGen.  The jar archives include everything.

Most of the changes so far pertain to IWD2 resource fields (since that's what I've been working on).  We are currently a team of two: Igi over at G3 has generously offered up his time to help out with the effort.

The site is here:

http://sourceforge.net/projects/nearinfinity

and there's even a release if anyone wants try it out.

(It doesn't have the JGoodies stuff that is in Jon's last relase of NI, so the interface doesn't have the same slick look 'n feel).

Offline the bigg

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Re: NearInfinity on SourceForge
« Reply #1 on: July 16, 2006, 02:22:30 PM »
Looking great. Just one question: in the MRU game list, is it possible to display both the path and the game type? It can't also detect tutu, while the latest JOH beta did. Here is the WeiDU detection code from tp.ml:

Code: [Select]
  | PE_GameIs(game_list) -> begin
      let game_list = Str.split many_whitespace_regexp game_list in
      eval_pe game (List.fold_left (fun acc this -> if acc = (get_pe_int "1") then (get_pe_int "1") else begin
          match String.uppercase this with
          | "BG2"
          | "SOA"    -> PE_And(PE_And(Pred_File_Exists_In_Game(get_pe_string "flythr01.mve"),
                      PE_Not(Pred_File_Exists_In_Game(get_pe_string "saradush.mve"))),
                      PE_Not(Pred_File_Exists_In_Game(get_pe_string "_eregost.mve")))
          | "TOB"    -> PE_And(Pred_File_Exists_In_Game(get_pe_string "saradush.mve"),
                      PE_Not(Pred_File_Exists_In_Game(get_pe_string "_eregost.mve")))
          | "IWD2"   -> Pred_File_Exists_In_Game(get_pe_string "subrace.ids")
          | "PST"    -> Pred_File_Exists_In_Game(get_pe_string "faction.ids")
          | "BG1"    -> PE_And(Pred_File_Exists_In_Game(get_pe_string "beregost.mve"),
                        PE_Not(Pred_File_Exists_In_Game(get_pe_string "durlag.mve")))
          | "TOTSC"  -> Pred_File_Exists_In_Game(get_pe_string "durlag.mve")
          | "IWD"
          | "IWD1"   -> PE_And(Pred_File_Exists_In_Game(get_pe_string "avalanch.mve"),
                        PE_Not(Pred_File_Exists_In_Game(get_pe_string "howdrag.mve")))
          | "HOW"    -> Pred_File_Exists_In_Game(get_pe_string "howdrag.mve")
          | "TUTU"   -> PE_And(Pred_File_Exists_In_Game(get_pe_string "_eregost.mve"),
                        PE_Not(Pred_File_Exists_In_Game(get_pe_string "_durlag.mve")))
          | "TUTU_TOTSC"
          | "TUTU+TOTSC"  -> Pred_File_Exists_In_Game(get_pe_string "_durlag.mve")
          | _ -> failwith (Printf.sprintf "No rule to identify %s" (String.uppercase this))
        end
      ) (get_pe_int "0") game_list )
    end
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline FredSRichardson

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Re: NearInfinity on SourceForge
« Reply #2 on: July 16, 2006, 02:46:20 PM »
I can look into this. Unfortunately, JOH never released the source code for his latest beta version, but only for a slightly older version.  I'll see what I can do.

Offline devSin

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Re: NearInfinity on SourceForge
« Reply #3 on: July 16, 2006, 02:58:45 PM »
I shook my magic moneymaker and something unexpected came out. PM sent to Fred.

Quote
(It doesn't have the JGoodies stuff that is in Jon's last relase of NI, so the interface doesn't have the same slick look 'n feel).
Metal in Java5 looks slick enough. I don't think he ever included the Jgoodies junk in the source downloads.
« Last Edit: July 16, 2006, 03:04:07 PM by devSin »

Offline SimDing0™

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Re: NearInfinity on SourceForge
« Reply #4 on: July 16, 2006, 03:17:45 PM »
Didn't somebody mention somewhere that Smoketest had the latest NI source?

Offline Avenger_teambg

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Re: NearInfinity on SourceForge
« Reply #5 on: July 16, 2006, 05:02:35 PM »
Hey, this is great :) did Joh give his blessing, however?
Or did he say at least that he completely abandoned the project?

Offline the bigg

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Re: NearInfinity on SourceForge
« Reply #6 on: July 16, 2006, 05:08:34 PM »
Well, GPL. Neither Weimer gave me his blessing or officially announced that he'd stop WeiDUing.

BTW, the jar is called NearInfinty_blah_blah.jar. It's missing an 'i'.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline Avenger_teambg

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Re: NearInfinity on SourceForge
« Reply #7 on: July 17, 2006, 01:31:33 AM »
Oh right. I didn't remember it was LGPL, or some weird incompatible custom license :)

Btw, i thought you got his blessings if you use the homepage.

Offline the bigg

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Re: NearInfinity on SourceForge
« Reply #8 on: July 17, 2006, 03:50:34 AM »
Oh right. I didn't remember it was LGPL, or some weird incompatible custom license :)
I believe it's LGPL, like WeiDU currently is. I don't know why exactly they chose the 'L' rather than the standard, but...
Quote
Btw, i thought you got his blessings if you use the homepage.
Well, if we want to nitpick, I got Compton's, and he has access to weidu.org too.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline FredSRichardson

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Re: NearInfinity on SourceForge
« Reply #9 on: July 17, 2006, 03:59:22 PM »
To be completely honest about this, Jon has not at all officially sanctioned this project, and should he ever express his desire that things be handled differently I'll immediatly comply with his wishes.

That being said, Jon did express his lack of interest in  supporting NI and he didn't seem to care much about what anyone does with his code.

It should also be clear that the NI source forge project is really just a maintainance project.  So it will always be "Jon Olav Hauglid's NearInfinity"  + bug fixes, data field additions, architecture support and so on.

It's great that Jon put this stuff is under the (L)GPL license.  It means that his code is always going to be there for whoever wants to pick up the ball.  (LGPL is a less constrained version of the GPL which allows you to use non-GPL'd code along with it).

Offline the bigg

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Re: NearInfinity on SourceForge
« Reply #10 on: July 17, 2006, 04:29:45 PM »
To be completely honest about this, Jon has not at all officially sanctioned this project, and should he ever express his desire that things be handled differently I'll immediatly comply with his wishes.
Notabily, since NI is (L)GPL, you can freely tell him to fuck off, were he to say anything, since this is your license-granted right. Of course, being nice to people is another matter  ;)

LGPL is a less constrained version of the GPL which allows you to use non-GPL'd code along with it.
Actually, you got this wrong  ;)
A piece of code under GPL cannot be used in a non open source project, while LGPL code can. There's nothing preventing you from linking a GPL program with a non GPL library  :)
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline Echon

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Re: NearInfinity on SourceForge
« Reply #11 on: July 17, 2006, 05:10:19 PM »
Hey, this is great :) did Joh give his blessing, however?
Or did he say at least that he completely abandoned the project?


I asked him not too long ago and he said it was unlikely that he was going to work on Near Infinity again.

-Echon

Offline FredSRichardson

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Re: NearInfinity on SourceForge
« Reply #12 on: July 17, 2006, 05:26:59 PM »
Notabily, since NI is (L)GPL, you can freely tell him to @#$% off, were he to say anything, since this is your license-granted right. Of course, being nice to people is another matter  ;)
Yes, but it's my intension to go along with what Jon plans to do.  Particularly, if he wants to actively maintain NI again then hopefully he'll be willing to take over the SourceForge project.  But this is just a pipe dream anyway.

Quote
A piece of code under GPL cannot be used in a non open source project, while LGPL code can. There's nothing preventing you from linking a GPL program with a non GPL library  :)
Yes, you can do it, but you're in trouble if you try to redistribute those binaries.  When a program is GPL'd it means that all the source code going into compiling that program must also be under the GPL (no proprietary libraries) and all the source code has to be released along with the binaries.  LGPL provides a way around this (strong advocates of the GPL or less than happy with the LGPL compromise).

Offline Andyr

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Re: NearInfinity on SourceForge
« Reply #13 on: July 17, 2006, 06:05:27 PM »
A quick request: could you add the option to label dialogue states from zero, rather than 1? WeiDU counts from 0 so when counting where to patch it'd be nice if we could set NI to do the same (or have that as default).
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Offline FredSRichardson

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Re: NearInfinity on SourceForge
« Reply #14 on: July 17, 2006, 06:27:33 PM »
A quick request: could you add the option to label dialogue states from zero, rather than 1? WeiDU counts from 0 so when counting where to patch it'd be nice if we could set NI to do the same (or have that as default).

I think it's a good suggestion ... but we'd better move this discussion somewhere else.  SourceForge has a support forums and we can try using those for now (click on the link above and go to the forums).

Offline the bigg

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Re: NearInfinity on SourceForge
« Reply #15 on: July 17, 2006, 06:29:52 PM »
Don't you have to pay them 40$ a year for an account though?
(which, incidentally, is one of the reasons why I don't even try to put WeiDU related stuff on SF, and/or contribute to GemRB)
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline FredSRichardson

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Re: NearInfinity on SourceForge
« Reply #16 on: July 17, 2006, 06:43:45 PM »
No, I didn't have to pay anything.  I'll reconsider if a bill comes in the mail though ;)

They do accept contributions.  Perhaps they'll cut me off if I don't contribute at least $40 (I'm kidding of course).

EDIT: I just checked. SourceForge is purely funded by contributions.  Actually, you should really consider putting WeiDU on SF.  I don't really see any down side as far as WeiDU is concerned. 
« Last Edit: July 17, 2006, 06:54:40 PM by FredSRichardson »

Offline devSin

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Re: NearInfinity on SourceForge
« Reply #17 on: July 17, 2006, 08:15:47 PM »
Wes talked about putting Icewind Gate II up on SourceForge (maybe WeiDU too, I don't remember). And never did.

Numbering from 0: I support this for everything. Jon was a little inconsistent, and sometimes used nr+1 instead of nr, but starting from 0 makes calculating baseoffset + (nr * sizeof) a lot easier (or at least more readable, since ((nr * sizeof) - relativeoffset) / sizeof would equal nr). There are also some with multiple structs (ARE entrances and animations, etc.) where he didn't do the count at all. Dialogue states are especially annoying because the list starts from 0, but the GUI starts from 1.

I didn't get around to making these changes (of course), but it shouldn't be too hard.

SourceForge has been getting more annoying over the years. I rarely bother visiting projects there anymore.

Offline FredSRichardson

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Re: NearInfinity on SourceForge
« Reply #18 on: July 17, 2006, 09:02:17 PM »
SourceForge has been getting more annoying over the years. I rarely bother visiting projects there anymore.
Really?  Do tell.  There are a handful of projects hosted by sourceforge who's projects I use.  Probably more than that, but I get the packages through Debian "apt".

Offline devSin

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Re: NearInfinity on SourceForge
« Reply #19 on: July 18, 2006, 12:54:15 AM »
Annoying in that the site design has become increasingly kludgy and every ounce of space not used to link to hostedprojectuselessresource is devoted to a bevy of advertisements. It just takes too much effort, and I'm not willing to put up with it.

I'm just ecstatic that somebody finally decided to take up the torch. I'm betting there's all kinds of stuff I can complain about, but I'll wait until you've merged everything in and decided to what to keep and toss.
« Last Edit: July 18, 2006, 01:00:59 AM by devSin »

Offline Avenger_teambg

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Re: NearInfinity on SourceForge
« Reply #20 on: July 18, 2006, 02:18:43 AM »
Don't you have to pay them 40$ a year for an account though?
(which, incidentally, is one of the reasons why I don't even try to put WeiDU related stuff on SF, and/or contribute to GemRB)
No, it is completely free. Though donations are appreciated.
I would fully support WeiDU to appear on SF.
WeiDU appears to be a stand alone tool, so better you start a new project if you can.
We could link the tools to each other, however.

DevSin: adblock is your friend.

Offline the bigg

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Re: NearInfinity on SourceForge
« Reply #21 on: July 18, 2006, 03:57:30 AM »
SourceForge is purely funded by contributions.  Actually, you should really consider putting WeiDU on SF.  I don't really see any down side as far as WeiDU is concerned. 
Well, I'll consider doing that. Apart from WeiDU, there's also the whole WeiGUI (and WeiDB) stuff to add, which would probably benefit more from publicity.
However, this forum is perfectly fine for me ATM - much easier than forcing everybody to start posting bug reports to SF  :)
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

Offline FredSRichardson

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Re: NearInfinity on SourceForge
« Reply #22 on: July 18, 2006, 08:47:52 AM »
Annoying in that the site design has become increasingly kludgy and every ounce of space not used to link to hostedprojectuselessresource is devoted to a bevy of advertisements. It just takes too much effort, and I'm not willing to put up with it.
Yes, I see what you mean.  OTOH, it's great that they can still keep it free.  For me, it's worth it to have a free public CVS server.
Quote
I'm just ecstatic that somebody finally decided to take up the torch. I'm betting there's all kinds of stuff I can complain about, but I'll wait until you've merged everything in and decided to what to keep and toss.
It's going to take me a while to go through everything.  I'm currently patching my minor changes into the most recent beta version.

Offline FredSRichardson

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Re: NearInfinity on SourceForge
« Reply #23 on: July 18, 2006, 08:50:10 AM »
SourceForge is purely funded by contributions.  Actually, you should really consider putting WeiDU on SF.  I don't really see any down side as far as WeiDU is concerned. 
Well, I'll consider doing that. Apart from WeiDU, there's also the whole WeiGUI (and WeiDB) stuff to add, which would probably benefit more from publicity.
However, this forum is perfectly fine for me ATM - much easier than forcing everybody to start posting bug reports to SF  :)
I think the real benefit of SF is the public repository.  It means becoming familiar with CVS (or Subversion), but it's well worth it.  A developer can just checkout the latest branch, add their changes and send you a patch (using "cvs diff -u").

Offline Andyr

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Re: NearInfinity on SourceForge
« Reply #24 on: July 18, 2006, 05:20:59 PM »
A quick request: could you add the option to label dialogue states from zero, rather than 1? WeiDU counts from 0 so when counting where to patch it'd be nice if we could set NI to do the same (or have that as default).

I think it's a good suggestion ... but we'd better move this discussion somewhere else.  SourceForge has a support forums and we can try using those for now (click on the link above and go to the forums).

I'd rather not have to register somewhere else... ;)

I guess I could, though, if you guys plan on using the forum there a lot.
"We are the Gibberlings Three, as merry a band as you ever did see..." - Home of IE mods

<jcompton> Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub"

I am unfortunately not often about these days so the best way to get hold of me is via email.

 

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