Author Topic: Tool-set pallet Fix  (Read 477 times)

Legacy_The Amethyst Dragon

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Tool-set pallet Fix
« Reply #15 on: May 16, 2014, 11:33:03 pm »


               


Just a quick heads up A.D., but there were other blueprints in other haks in CEP2, not every blueprint was put in the sb_v1 hak




Yup.  I know there's some in the cep2_build.hak, and maybe a couple in others.  Those will get removed to .erf(s) when I start putting everything back together into the haks (and all those others will get moved into the legacy cep2_add_sb_v1.hak so they're all in one place).


               
               

               
            

Legacy_Pstemarie

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Tool-set pallet Fix
« Reply #16 on: May 17, 2014, 12:11:04 am »


               


Yup.  I know there's some in the cep2_build.hak, and maybe a couple in others.  Those will get removed to .erf(s) when I start putting everything back together into the haks (and all those others will get moved into the legacy cep2_add_sb_v1.hak so they're all in one place).




 


I would leave the contents of the legacy HAK as is. If you put the ERF only blueprints into that HAK you would negate any modifications that Builders made to the CEP blueprints that were not saved under a different resref. Although it is now widely accepted to save blueprint copies under a different name, that wasn't always the case and I'm sure there are many Builders that changed the default ERF blueprints and didn't bother to save them as a copy.


               
               

               
            

Legacy_kuronue bloodlust

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Tool-set pallet Fix
« Reply #17 on: May 17, 2014, 12:42:14 am »


               


I would leave the contents of the legacy HAK as is. If you put the ERF only blueprints into that HAK you would negate any modifications that Builders made to the CEP blueprints that were not saved under a different resref. Although it is now widely accepted to save blueprint copies under a different name, that wasn't always the case and I'm sure there are many Builders that changed the default ERF blueprints and didn't bother to save them as a copy.




I think its being done to provide a better solution to make it more user friendly, I for one would love to not have them imbibed into the hack its a poor way to do things if you think about it its nothing but a vanity trip. its like saying "here are the items I didn't bother making a description for oh and the broken sword is a wooden sword but you cant fix that because I don't want you to build your vision without my input."


 


Its a border insult if you get into it liek that, I voiced objections to adding the custom items as a hack as apposed to just the component Blueprints because what if I want the Bamboo komono to be a different color standard? what if I want to fix the broken sword, or make the Invisible Chair placable name Sit and change the description to "a place to put your bum." and I don't want the blueprints items?


 


the problem isn't that they have given you items its that they have given you items builders may not want and given no way to remove them without potentially causing problems. having them be one separate component players can sit there and say I don't want this, but I want to make a different version of it and have the rest of the server unaffected is a wonderful idea for the next CEP can I make a suggestion for the tool-set pallet because i think this is a small typo that got unnoticed


 


where it says "CEP2.1 Custom Palette" take the "Custom Palette" and place it in the blank space, I looking at that while I am working on my module trying to catch up and I can't help but notice that it just looks like that's where its suppose to be.



               
               

               
            

Legacy_The Amethyst Dragon

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Tool-set pallet Fix
« Reply #18 on: May 17, 2014, 02:45:00 am »


               


I would leave the contents of the legacy HAK as is. If you put the ERF only blueprints into that HAK you would negate any modifications that Builders made to the CEP blueprints that were not saved under a different resref. Although it is now widely accepted to save blueprint copies under a different name, that wasn't always the case and I'm sure there are many Builders that changed the default ERF blueprints and didn't bother to save them as a copy.




I'm not going to put .erf blueprints into CEP haks.  I'm going to take the hak'd blueprints and add them as .erfs that builders can add as they want.  I plan on having a folder in the CEP 2.60 download just for .erfs so that they're not automatically included.


 


I'll probably also just do a minor rename of the "CEP 2.1 Custom" palette to remove the version number ("CEP Custom") or change it just to "CEP 2 Custom".


               
               

               
            

Legacy_kuronue bloodlust

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Tool-set pallet Fix
« Reply #19 on: May 17, 2014, 03:07:00 am »


               


I'm not going to put .erf blueprints into CEP haks.  I'm going to take the hak'd blueprints and add them as .erfs that builders can add as they want.  I plan on having a folder in the CEP 2.60 download just for .erfs so that they're not automatically included.


 


I'll probably also just do a minor rename of the "CEP 2.1 Custom" palette to remove the version number ("CEP Custom") or change it just to "CEP 2 Custom".




works for me but what is with the blank category? an added category in clothing for clothing with armor properties might be useful for some large module builders.


               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #20 on: May 17, 2014, 03:59:48 am »


               


works for me but what is with the blank category? an added category in clothing for clothing with armor properties might be useful for some large module builders.




I'll have to look into it and experiment.  I've never actually edited palette categories before.  Just another NWN skill I'll have to teach myself with references from the community.


               
               

               
            

Legacy_Shadooow

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« Reply #21 on: May 17, 2014, 05:33:37 am »


               


Just a quick heads up A.D., but there were other blueprints in other haks in CEP2, not every blueprint was put in the sb_v1 hak


 


And OP, you are about 2 years late to the complaint department of CEP2.. all those who made that gem happen are now long gone.


 


I also will argue to the end of time that the cep2 whatever starter module is not the best starter module of all time. The Q one is.




 


well, whoever complained in those times that CEP2 was topical was considered to be pariah. Some peoples still hate me for my CEP2 critique I did at that time.


               
               

               
            

Legacy_Mecheon

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« Reply #22 on: May 17, 2014, 06:11:53 am »


               


well, whoever complained in those times that CEP2 was topical was considered to be pariah. Some peoples still hate me for my CEP2 critique I did at that time.




Word up Shadow.


 


Yeah, uh, they did -not- take criticism well back then


               
               

               
            

Legacy_kuronue bloodlust

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« Reply #23 on: May 17, 2014, 06:20:54 am »


               


Word up Shadow.


 


Yeah, uh, they did -not- take criticism well back then




That was pathetic of them because Allot of the people complaining about the problems were telling them about all the bugs, now I appear to be having some generic script problems with the CEP2, I can't get the items to talk to the players.


               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #24 on: May 17, 2014, 07:53:26 am »


               

The previous CEP Team has not been heard from in over a year and a half.  From what I've heard in forum posts and private messages, the previous captain and first mate made things...challenging.


 


My goal is to make the CEP open to community input and keep people informed about what's being done (through posts here, the CEP forum, and the CEP wiki I started). Should the day come when I can't keep up with keeping the thing organized, I'll turn over the helm to someone else in the community.



               
               

               
            

Legacy_kuronue bloodlust

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« Reply #25 on: May 17, 2014, 08:06:00 am »


               


The previous CEP Team has not been heard from in over a year and a half.  From what I've heard in forum posts and private messages, the previous captain and first mate made things...challenging.


 


My goal is to make the CEP open to community input and keep people informed about what's being done (through posts here, the CEP forum, and the CEP wiki I started). Should the day come when I can't keep up with keeping the thing organized, I'll turn over the helm to someone else in the community.




Seems to me liek you have a better idea about what to do than the previous group; I liek the idea of player input if I may make a suggestion for a content competition HATS (as helmet appearances of course) I would love to do a 1800's armor series that isn't three musketeer inspired for an event NPC.


 


as a side note I found the problem with my non talking placeables.... it helps if you are using the right generic scripts.



               
               

               
            

Legacy_SHOVA

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« Reply #26 on: May 17, 2014, 02:58:30 pm »


               

Ah.. fun times.. I am the reason there is an "a" at the end of the CEPv2.4a release, as I had to vote a 1 on the vault to get them to listen that making named entries in the 2da, that had no files in the haks was causing crashing issues. When told I was a dick for doing so, and that I should list actual problems with the release, or to shut the hell up. Once I did do just that, list several crashing instances 2da line by line in the items 2da. I was still treated with hostility. That is when I abandoned building with the CEP2. I am hopeful that the new team can turn this around, but I know there is so much work to be done to make it great again.


 


Kuronue... wow. Just wow. I suggest you brace yourself for letdown on what will happen with the next release of the CEP. I have a feeling that in order to fix and create the next 2.6 or whatever it's going to be called, 2da lines will be changed, models updated and compatibility with old CEP2 may not happen. In other words, updating your current module to the new release will probably break your existing work. having made many haksets, built several modules, and even updated a few of them to newer haksets, this tends to happen. It happened with the CEP1-CEP2 build.


               
               

               
            

Legacy_Zwerkules

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« Reply #27 on: May 17, 2014, 03:20:49 pm »


               


Kuronue... wow. Just wow. I suggest you brace yourself for letdown on what will happen with the next release of the CEP. I have a feeling that in order to fix and create the next 2.6 or whatever it's going to be called, 2da lines will be changed, models updated and compatibility with old CEP2 may not happen. In other words, updating your current module to the new release will probably break your existing work. having made many haksets, built several modules, and even updated a few of them to newer haksets, this tends to happen. It happened with the CEP1-CEP2 build.




 


I don't think it will happen because it is The Amethyst Dragon's goal to keep 2.6 compatible with previous versions.



               
               

               
            

Legacy_Mecheon

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« Reply #28 on: May 17, 2014, 03:39:49 pm »


               

Yeah, 2.6 is going to maximise compatability


 


Names may be changed due to the CEP 2.3/2.4 bits at the start, but that is likely to be the most that'll happen. Oh, and models getting bugfixes


 


AD uses a modified CEP, he's not going to break his own server '<img'>



               
               

               
            

Legacy_kuronue bloodlust

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« Reply #29 on: May 18, 2014, 01:15:40 am »


               


Ah.. fun times.. I am the reason there is an "a" at the end of the CEPv2.4a release, as I had to vote a 1 on the vault to get them to listen that making named entries in the 2da, that had no files in the haks was causing crashing issues. When told I was a dick for doing so, and that I should list actual problems with the release, or to shut the hell up. Once I did do just that, list several crashing instances 2da line by line in the items 2da. I was still treated with hostility. That is when I abandoned building with the CEP2. I am hopeful that the new team can turn this around, but I know there is so much work to be done to make it great again.


 


Kuronue... wow. Just wow. I suggest you brace yourself for letdown on what will happen with the next release of the CEP. I have a feeling that in order to fix and create the next 2.6 or whatever it's going to be called, 2da lines will be changed, models updated and compatibility with old CEP2 may not happen. In other words, updating your current module to the new release will probably break your existing work. having made many haksets, built several modules, and even updated a few of them to newer haksets, this tends to happen. It happened with the CEP1-CEP2 build.




Yes the whole acting hostile thing towards players was a BIG NO NO, I mentioned before there was no prefect way to do a flying player in NWN it lacks a Skymap and Seamless area Transactions, things that would require NWN's BASE CORE to be rewritten entirely bringing a whole host of bugs and problems to players. the best way to do flying players was to use a altered teleport script set. I even bothered explaining that a skymap version can kind of be made and a good way to do it with newer placeables but it should be left up to the players digression how its done.


 


I am aware of the rebuild that's why I am putting bigger areas on hold but I kinda want to be online gathering people before than so I am setting it to be a simple Social server and working on export files for when I do update. since most of my old exportable are gonna be in the server anyhow I can just make them in a non hack module and edit them later. one of the big features is the training arena that's gonna take about a month to complete alone. but i have a few social features I wanted to add but requires a small fix here and there, that's also going to take time.


 


These are all changes I can make in a hack-less module and since it will take about 2-3 months to completely redesign the arena and other exportable I wanted to add back into it, Including Custom Creature lore and a portable Trash Can revisit I wouldnt really be wasting time. because I don't need hacks there is a prefect way for me to work and test them as well as working on a character's status for the server.


 


I still however need to get leto again unless there is a better program for editing a characters biography. I use Leto to quickly deal with my bad spelling and grammar in biography updates, i sometimes do scrawny or smaller humans using the base appearance feature. these do NOT add BS to a player character as contrary to popular belief neither does a wizards ability to learn spells yet I noticed they were added to the item striping servers like a bad habit. I will be happy to clarify rather something is a exploit or not.


 


 




Yeah, 2.6 is going to maximise compatability


 


Names may be changed due to the CEP 2.3/2.4 bits at the start, but that is likely to be the most that'll happen. Oh, and models getting bugfixes


 


AD uses a modified CEP, he's not going to break his own server  '<img'>




I correct myself sorry I read that wrong; I noticed he is paling only to fix the resource problem