Author Topic: Community Patch 1.70 final release  (Read 2021 times)

Legacy_Shadooow

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Community Patch 1.70 final release
« on: December 10, 2011, 04:48:05 am »


               There have been some issues with uploading on vault, but its finally there. Thanks again all peoples who contributed or supported this project.

LINK FOR DOWNLOAD

I think that most peoples on these forums already heard about this project, if not everything can be found on vault or project page.

If there are any questions or issues let me know.
               
               

               
            

Legacy_NWN DM

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Community Patch 1.70 final release
« Reply #1 on: December 10, 2011, 05:00:52 am »


               Amazing... thanks for doing this for the community.
               
               

               
            

Legacy_jmlzemaggo

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Community Patch 1.70 final release
« Reply #2 on: December 10, 2011, 07:43:48 am »


               Did I hear final? Going in myself. Also in my "add-ons" list later...

Same than NWN DM to you!

(Many files to download. Some new ones are gonna get scared away I'm afraid...
I'd try it before talking too much anyway ;-) )
               
               

               


                     Modifié par jmlzemaggo, 10 décembre 2011 - 07:52 .
                     
                  


            

Legacy_jmlzemaggo

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Community Patch 1.70 final release
« Reply #3 on: December 10, 2011, 08:09:46 am »


               The ".exe installer" file is one of those few .exe files which don't open on a Mac.
Sorry, I'm the only bug here... ;-)

Does that "NWNPatch170_EN" file does exactly the same job? 
               
               

               


                     Modifié par jmlzemaggo, 10 décembre 2011 - 08:10 .
                     
                  


            

Legacy_UrkOfGreyhawk

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Community Patch 1.70 final release
« Reply #4 on: December 10, 2011, 09:20:14 am »


               Probably best to post questions to the Project Forum:
http://social.biowar...45/#discussions

I'm still hazy as to what all is included here. Can't wait to bop over and take a look myself tomorrow.
               
               

               


                     Modifié par UrkOfGreyhawk, 10 décembre 2011 - 09:20 .
                     
                  


            

Legacy_WebShaman

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Community Patch 1.70 final release
« Reply #5 on: December 10, 2011, 09:33:01 am »


               Well done!
               
               

               
            

Legacy_Shadooow

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Community Patch 1.70 final release
« Reply #6 on: December 10, 2011, 09:46:36 am »


               

jmlzemaggo wrote...

The ".exe installer" file is one of those few .exe files which don't open on a Mac.
Sorry, I'm the only bug here... ;-)

Does that "NWNPatch170_EN" file does exactly the same job? 

Yep exactly.
               
               

               
            

Legacy_The Amethyst Dragon

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« Reply #7 on: December 10, 2011, 07:34:15 pm »


               Added page to the www.neverwinternights.info site.  It's currently found under "game enhancements" on the Players page.  Here's the direct link.
               
               

               
            

Legacy_jmlzemaggo

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Community Patch 1.70 final release
« Reply #8 on: December 11, 2011, 06:35:27 am »


               Allright, I'm slow but willing to do it right.  Just an ultimate confirmation here, for any Mac user aiming for english for instance:
  • download and open the "NWNPatch170_EN.7z" only
  • Move those 2 files: "xp2patch.key" & "dialog.tlk" and eventually overwrite if asked straight as they are into your main NWN folder (no subfolders for those two, right?)
  • Move the "patch170.bif" file into the 'data' folder
  • Move the "patch170.hak" file into the 'hak' folder
  • Move the "xp2_gui.erf" file into the 'texturepacks' folder
No need to open the toolset at any time here, it's all about manually moving those 5 files to each one's very own destiny (and eventually overwriting is asked), right?
Dziękuję! '<img'>
               
               

               


                     Modifié par jmlzemaggo, 11 décembre 2011 - 06:48 .
                     
                  


            

Legacy_Pstemarie

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Community Patch 1.70 final release
« Reply #9 on: December 11, 2011, 09:26:58 pm »


               See you added c_goblinX. Did you also add c_goblincheifA (note the spelling)? This model is listed in the main .bif for the game - its a goblin chief with a shield on its back.
               
               

               
            

Legacy_Shadooow

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« Reply #10 on: December 11, 2011, 10:18:07 pm »


               

Pstemarie wrote...

See you added c_goblinX. Did you also add c_goblincheifA (note the spelling)? This model is listed in the main .bif for the game - its a goblin chief with a shield on its back.

Didn't because I didn't noticed this one and now I guess its too late. But I added a Belker.

Anyway both will appear in toolset only if you use hak version/files from hak in your custom hak and you merge appearance.2da with yours appearance.2da (if there is a custom one).
               
               

               
            

Legacy_Pstemarie

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Community Patch 1.70 final release
« Reply #11 on: December 11, 2011, 11:11:23 pm »


               

ShaDoOoW wrote...

Pstemarie wrote...

See you added c_goblinX. Did you also add c_goblincheifA (note the spelling)? This model is listed in the main .bif for the game - its a goblin chief with a shield on its back.

Didn't because I didn't noticed this one and now I guess its too late. But I added a Belker.

Anyway both will appear in toolset only if you use hak version/files from hak in your custom hak and you merge appearance.2da with yours appearance.2da (if there is a custom one).


Heh - its easy to miss hidden goodies. Only reason I found it was because I wanted to see what the c_goblinx model looked like. I use the Q goblins anyway, so its no big deal. I didn't mention the belker cause I've had it added in for quite some time.

Yeah I do have a custom appearance.2da cause I use a lot of custom stuff for my module. Basically any creature model I use has to be upto Project Q standards or it doesn't make it in. Quite often this just means increasing the poly count of the model and revamping the texture. Other times it means making a completely new model. Seems the more I work with Project Q, the more fussy I become.

Fortunately, I'm in the early stages of scripting for my module, so it will be a small matter to convert it over for use with the 1.70 CP. On behalf of my LAN group, thanks again for compiling all this stuff - we look forward to putting it through its paces...
               
               

               
            

Legacy_ShadowM

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« Reply #12 on: December 11, 2011, 11:27:04 pm »


               Great job. '<img'> unlike Pstemarie I have a lot of script in my base, but I get it all to work with your patch eventually '<img'>
               
               

               
            

Legacy_Shadooow

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Community Patch 1.70 final release
« Reply #13 on: December 12, 2011, 05:23:32 am »


               The Krit just pointed out that some spells cannot be cast if a server doesnt use Patch. And he's right dammit. Not really nice from him when he knew that from start as it were his fixes that does this issue.

I will have to make a quickfix build as this goes against Patch objectives.

Thank you very much The Krit ':sick:'

Though Im not sure what to do. These changes are quite essential for (single player) gaming experiences. If I move these changes to the HAK version, they doesnt manifest in a single player game... Really bad issue.
               
               

               


                     Modifié par ShaDoOoW, 12 décembre 2011 - 06:26 .
                     
                  


            

Legacy_Shadooow

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Community Patch 1.70 final release
« Reply #14 on: December 12, 2011, 01:41:38 pm »


               Quickfix done and uploaded. I also added goblin chieftant model Pstemarie found out. He is in HAK version. Thanks Pstemarie.

For experts/builders: I moved those changes/fixes causing this issue into HAK version (Auto 2DA merger updated as well).
               
               

               


                     Modifié par ShaDoOoW, 12 décembre 2011 - 01:42 .