Author Topic: Coming to a screen near you soon!  (Read 4718 times)

Legacy_tmanfoo

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« Reply #15 on: October 03, 2010, 05:21:59 am »


               Yeah, a hak-less addition to the game sounds pretty good.  Loads of questions about this of course, but I'd rather not interrupt the coding sessions.  Nice work so far.
               
               

               
            

Legacy_Talia Kirana

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« Reply #16 on: October 03, 2010, 06:49:31 am »


               Oooh, this sounds interesting!
               
               

               
            

Legacy_Nob

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« Reply #17 on: October 03, 2010, 11:14:43 am »


                Will this client edit also fix the problem of known spells for spontaneous casters taking prestige classes?
               
               

               
            

Legacy_ElgarL

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« Reply #18 on: October 03, 2010, 12:01:34 pm »


               Describe the problem and if it's not fixed I can likely fix it.
               
               

               
            

Legacy_WebShaman

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« Reply #19 on: October 03, 2010, 01:16:51 pm »


               I think that he means that spontaneous casters do not get a spell selection screen when leveling up in an appropriate Prestige class (that grants progression in the spontaneous casters class).  



Instead, they have to wait and take a level back in the Base class to get that spell selection screen.
               
               

               
            

Legacy_ElgarL

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« Reply #20 on: October 03, 2010, 04:08:47 pm »


               Oh, in that case (not tested), presetige classes who are casters 'should' get spell selections if configured to, in the 2da.
               
               

               
            

Legacy_Rubies

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« Reply #21 on: October 03, 2010, 08:39:54 pm »


               Will you be sharing the specifics of these client edits for other use? I'm especially interested in the base classes on creation, as it's something I've been trying to get around to for months.
               
               

               
            

Legacy_ElgarL

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« Reply #22 on: October 03, 2010, 08:59:01 pm »


               Base classes at creation was a real nightmare. Everything is hard coded. I literally had to rewrite a major portion of the creation functions. The original source was limited to the base 11 classes at creation, and even after removing that restriction, it suffered from a silly bug.
The bioware code was using the classID as the index reference for packages when you clicked 'customize' on a package. It should have been using the default package from classes.2da. This resulted in only classes at creation working if there was a corresponding package with the same ID as it's class. A real nightmare to find and fix.
I think I spend a sold FOUR days on just that one bug alone '<img'>.

I just handed over a pre beat to xwarren at PRC and he's just started doing some base class setups for the new settings. I know too little about the classes themselves to do the actual configuring.
The task after that is to create at least one package per base class, as no package results in a client crash if you click 'customize'.
Then it's lots of 2da mods (hundreds done already), but we are getting there. Open beta timescale is totally dependant upon those edits now.
               
               

               
            

Legacy_tmanfoo

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« Reply #23 on: October 03, 2010, 09:08:49 pm »


               Ok, I can't resist asking just one.  Hah, that's how it starts isn't it?  



Is this going to cause any backwards compatibility issues with the current client?



Bugger, now another question.



Do you plan on increasing the engine level cap at some point in the future?



I'll resist asking more questions until later.  Still, it sounds like some very nice work & I look forward to checking it out sometime.
               
               

               
            

Legacy_WebShaman

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« Reply #24 on: October 03, 2010, 09:12:57 pm »


               I have another question...just who exactly are you?  You seem to have a lot of knowledge of the Hard Coded system, and your changes are really brilliant.



Ok, scratch that.  I don't really care.  Go,go, GO!!!!
               
               

               
            

Legacy_Rubies

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« Reply #25 on: October 03, 2010, 09:26:59 pm »


               I'd love to be PMed with some more information on that class issue, as it's something I've had a lot of trouble with. In either case, looking forward to the release, even though I don't have the PRC haks! '<img'>
               
               

               
            

Legacy_Calvinthesneak

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« Reply #26 on: October 03, 2010, 09:45:19 pm »


               He is literally recoding the limitations.  In assembly.  this isn't some simple undertaking.  As for the hakless I'm not sure about that, I think you'll need to update/replace BIF's and associated resources then.  You'll need modified 2da tables and all that sort of good stuff, it will just act like the base game if it is all done correctly.  Basically it would be a big ass patch that adds a whole lot of new content.....
               
               

               
            

Legacy_Rubies

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« Reply #27 on: October 03, 2010, 10:03:57 pm »


               

He is literally recoding the limitations. In assembly. this isn't some simple undertaking.


I'm using a similar solution for most of my client edits, which is the reason for my interest! I'm certainly not this experienced in my editing, though.
               
               

               


                     Modifié par Rubies, 03 octobre 2010 - 09:04 .
                     
                  


            

Legacy_ElgarL

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« Reply #28 on: October 03, 2010, 10:53:18 pm »


               Calvinthesneak is correct. All the files go into a new set of Bifs. No haks or anything for the basic user to worry about. As far as the end user is concerned they use the same shortcut's and launcher to start the game as they always have done. It's totally transparent, but they'll have a stack of new classes to pick from at the set go, and lots of new spells. Well, everything thats in the PRC.
The installed client is left untouched so you can still launch the game as a virgin 1.69 by simply starting the (renamed) original exe. I'll probably increase the client/server version number at a later date. Once everything is tested and stable, to prevent non prc clients connecting to prc worlds by mistake. I've already tested the version part to be sure it's possible.
With this expansion we use our own Bifs, our own tlk, but all transparent with no configuring needed by the users.
Start the game with my launcher and it uses the original Bifs + new Bifs, plus defaults to our own base tlk file instead of the dialog.tlk (no need to associate it with mods anymore). This also leaves the tlk slot free for other mods. No more conflicting/merging tlk's with the PRC.

It will be a single install which will put everything you need in the right place (zip/rar will be provided for those who like to do it manually).
If you need to customize anything you have three options.

1. Modify the Bifs directly. I'll be providing the tool to build and extract files from the Bifs/Keys.
2. Modify the files and place in your override.
3. Place modified files in haks as we always have done.

So to cover a few of the questions.

Is this going to cause any backwards compatibility issues with the current client?

No, the original client will still be there to use if you need a virgin client, but characters created without the patch will work in the patched client too. It's mainly the limitations in the client which prevented a lot of people doing the magic they wanted to perform that have been recoded.

Do you plan on increasing the engine level cap at some point in the future?

Others have asked this too '<img'>. I have been considering it and I'm still considering it. It is however a sizable task. The hard cap of 40 is placed in such a way as to make it extremely difficult to remove. Data tables entered into class templates only go upto 40, with hard coded indexing on template offsets. This means if I alter the loading code to read past 40, it alters the placement of other parts and changes the whole shape of the data tables. This would also break most other programs who look for and access those tables, like NWNX.
If I do remove the cap I'll likely do as I did with the spell tables and totally rebuild the table, releasing the information to whomever wants/needs it on where and how to find it.

just who exactly are you?

Well, I've been about on these, and the other forums for quite a few years, but generally only as a scripter. I'd not found anything to really dig my teeth into until I began working with the PRC.


Thank you all for your amazing interest. I was hoping this would revitalize NWN and it seems it might just do it.
Now I'm off to learn the Linux client ':crying:'.
               
               

               
            

Legacy_Shadooow

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« Reply #29 on: October 04, 2010, 01:00:32 pm »


               Shame you didn't gave me pre-release before you published it here, but nevermind, I understand this is mainly for PRC.



What about the epic spells radial crash and 255memorised spells crash? Did you fixed them as well?