Author Topic: Script, Spell fix compilation by ILKAY UPDATED  (Read 535 times)

Legacy_Shadooow

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Script, Spell fix compilation by ILKAY UPDATED
« on: January 27, 2011, 09:41:49 am »


               If you used this package, you might be interested that I have updated it.

First, override version never worked, well at least version 4, but there wasn't option to download lesser. Thats now fixed, also fixed few spell scripts that couldn't be compiled before (were missing nw_i0_spells include).

EDIT: just found out another major bug, the nw_i0_spells library which was included in this compilation was outdated. Now updated to 1.69 version.

Except this I added few more bugfixes:

Awaken - nw_s0_awaken - maximized version was ignored, also the spell
stacked before

Gate - nw_c2_gatebad - removed treasure from summoned Balor

Eyeball familiar:
(nw_s1_bltdaze,nw_s1_bltknckd,nw_s1_bltslow,x1_s1_eyebray) - missing
no-pvp check

All cone shape spells (Prismatic spray, Cone of Cold and Mestil's
Acid breath
) and monster abilities (gaze) - fixed self targetting which
may happen if the spell was cast from specific angle (and full pvp for
player spells)


Also, what are your thoughts abour Flame Arrow "bugfix"? There was a huge debate abour it at NWN Wiki, do you use it or you excluded this particular fix from your module?
               
               

               


                     Modifié par ShaDoOoW, 27 janvier 2011 - 10:19 .
                     
                  


            

Legacy_henesua

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Script, Spell fix compilation by ILKAY UPDATED
« Reply #1 on: January 27, 2011, 05:23:34 pm »


               thanks for doing this. This now makes all these changes useable. I had been holding off until now. Thanks much!
               
               

               
            

Legacy_ehye_khandee

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Script, Spell fix compilation by ILKAY UPDATED
« Reply #2 on: January 27, 2011, 08:07:11 pm »


               Just a 'heads up' for any interested party. This thread caught my eye and I forwarded it to my favorite genius (our Lead Scripter Eriniel) - she replied with this a few minutes ago:



"So far all but one of the bugs this erf was suppose to fix seem to have been in 1.69 or earlier.



The one I found that didn't had the same error in both copies.

awaken had a line that read 18 instead of nInt = 18

But fixed now."



Double check your own modules - but the chances are she is spot on as usual.



Be well. Game on.

GM_ODA



P.S. Be careful not to overwrite your include file before checking this or you may be in for some digging through archives to replace it.
               
               

               
            

Legacy_Shadooow

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Script, Spell fix compilation by ILKAY UPDATED
« Reply #3 on: January 28, 2011, 09:23:52 am »


               No they were not fixed in official patches. Fact that your best scripter do not know these bugs (and can't sse any changes in scripts in this package) does not mean they do not exist.
               
               

               
            

Legacy_Shadooow

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Script, Spell fix compilation by ILKAY UPDATED
« Reply #4 on: January 30, 2011, 01:29:19 pm »


               Ok, I developed new and better fix for AOE's than Rabidness one. It allows to retain circle VFX even after changing area and it does not use any additionals delays/workaround. It is clear. Im just not sure when the update will be, Im adjusting all spells for my community patch with a slight rewrite to fix one exploit that cannot be fixed other way.

Well I now don't know if I should script two projects or if would be better to combine it into one project.

That rewrite is simplified version of what I wanted to do before (total conversion to new spell engine). Now nothing so monumental. I simplified it only to using variables from struct, so now every spellscript starts with.

struct spell spell = spellsDeclareMajorVariables();

and instead of using direct functions like GetCasterLevel in script, I rewrited it to use spell.Level, spell.DC, spell.Meta etc. Nothing else in order to be as much not-so-experienced scripters friendly, however struct remains. And even this minor change will allow better control to experienced scripters that would want to change caster level etc. They will now need only to adjust code of the spellsDeclareMajorVariables in my include file and then recompile all spellscripts, and thats all.

So, should I make new version of ILKAY's spellfix compilation not using my new spell engine (which fixes major exploit in spells) or I don't have to care about it anymore?:innocent:
               
               

               


                     Modifié par ShaDoOoW, 30 janvier 2011 - 01:30 .
                     
                  


            

Legacy_ehye_khandee

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Script, Spell fix compilation by ILKAY UPDATED
« Reply #5 on: January 30, 2011, 04:33:26 pm »


               

ShaDoOoW wrote...

No they were not fixed in official patches. Fact that your best scripter do not know these bugs (and can't sse any changes in scripts in this package) does not mean they do not exist.


Maybe you could show us all where the differences lay? Be certain you are using the right version of the include file when citing differences please. I honestly give credence here to our scripter, she's an amazing lady with over 22 years of coding experience and is just shy of her Masters Degree.

So please, show me some of the code so we can compare notes?
               
               

               
            

Legacy_ehye_khandee

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Script, Spell fix compilation by ILKAY UPDATED
« Reply #6 on: January 30, 2011, 04:35:36 pm »


               sorry, strange duplicate post removed.
               
               

               


                     Modifié par ehye_khandee, 30 janvier 2011 - 04:36 .
                     
                  


            

Legacy_Shadooow

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Script, Spell fix compilation by ILKAY UPDATED
« Reply #7 on: January 30, 2011, 08:58:25 pm »


               

ehye_khandee wrote...

ShaDoOoW wrote...

No they were not fixed in official patches. Fact that your best scripter do not know these bugs (and can't sse any changes in scripts in this package) does not mean they do not exist.


Maybe you could show us all where the differences lay? Be certain you are using the right version of the include file when citing differences please. I honestly give credence here to our scripter, she's an amazing lady with over 22 years of coding experience and is just shy of her Masters Degree.

So please, show me some of the code so we can compare notes?


It is written in the package description, like "Aid: temp HP stacked". This and all other fixes are fully working non of these has been fixed in official patches, most of it is also written in NWN Wiki if you consider nwn wiki to be trusthworthy source.

As far as new version from me. Try software like Beyond Compare (version 2 is shareware). That way you will see easily ALL differences, even those you won't see from vague look. Or maybe easier, you can try it.

Awaken: the spell without my fix stacks and maximized version do not add 10 to wisdom as it should, this is easy to try if you have Druid character.

cone spells: Set Full PvP, cast spell mantle protection, and target prismatic spray at EAST direction, now it will eat your spellmantle

Summoned Balor have loot, thats very common exploit. I really wonder you haven't heard of it yet. Players exploits this especially on low magic servers.

Eyeball familiar ignore pvp, you can kill other player in no-pvp via this. This is also very known. Where have you an your eriniel been last years, that you do not know it?

There is only one man that ever had doubt about this package (which made someone else than me, if this is personal) and that is The Krit. Not that he would claim that this package made no difference, he refuses to admit that anything in NWN is broken, since it works, thus it cannot be fixed, because there is nothing to fix.
               
               

               


                     Modifié par ShaDoOoW, 30 janvier 2011 - 09:00 .
                     
                  


            

Legacy_Pstemarie

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Script, Spell fix compilation by ILKAY UPDATED
« Reply #8 on: January 30, 2011, 10:20:34 pm »


               Having gone through line-by-line, script-by-script and applied a lot of Ilkay's fixes to version 2 of NWN Enhanced, I can confirm that MOST - if not all of that package - was NOT fixed in 1.69 or earlier patches. However, there were several changes applied in 1.68 and 1.69 that invalidated some of Ilkay's work. But what those were I can no longer recall - nor do I have the desire to pour through pages of notes I made.

I will say this though...while ShaDoOoW and I may not always agree on how things should be fixed, he has seldom been wrong when it comes to identifying exploits and tracking whether or not they were fixed by BioWare.

P.S. It took me the better part of a week (about 4-5 hours a night) to go through Ilkay's scripts manually and comparing them to the BioWare and NwnE modified scripts. Therefore, I'd be suspect of anyone's claims that went through this package in less than a day. There is NO way that you could have gone through everything unless you used a text comparing tool - a poor substitute for manual analysis and testing.
               
               

               


                     Modifié par Pstemarie, 30 janvier 2011 - 10:21 .
                     
                  


            

Legacy_Shadooow

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Script, Spell fix compilation by ILKAY UPDATED
« Reply #9 on: January 30, 2011, 10:30:27 pm »


               

Pstemarie wrote...

I will say this though...while ShaDoOoW and I may not always agree on how things should be fixed

Yea this is very hard to decide, nobody will be always satisfied. The Fire Arrow (ILKAY's decision) "fix" is a good example of it.

Since this package was and is one man show, these issues can happen and happened.

Only thing that we can do is to find some compromise.
               
               

               


                     Modifié par ShaDoOoW, 30 janvier 2011 - 10:31 .
                     
                  


            

Legacy_ehye_khandee

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Script, Spell fix compilation by ILKAY UPDATED
« Reply #10 on: January 30, 2011, 11:30:24 pm »


               I won't address your passive-aggressive stance.

I did, however, ask for code as it was code I was specifically referring to in my post, both specifically and by inference (as I'd included code in my post). *shrugs* I guess we'll just leave it to others to hash out for themselves if they want this package or not.

Our summons have been changed to NOT use the original creatures, but we did that for alternate reasons and long ago.

To PSM, we don't use manual comparisons, we use programming tools to compare things, something we've done separately for decades in my case, and a long time in Erin's.
               
               

               


                     Modifié par ehye_khandee, 30 janvier 2011 - 11:32 .
                     
                  


            

Legacy_Shadooow

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Script, Spell fix compilation by ILKAY UPDATED
« Reply #11 on: January 30, 2011, 11:54:27 pm »


               I provided you knowhow, the code you want for me take me too much time to bother when I am obviously right. And I have better things to do than argue with you.

It is you, who should provide proof that this package is useless. Not me and other peoples who did it.

Bring that proof or stop talking nonsenses. I am agressive because it annoys me, I took the time and work to do that and it is not my duty to provide anything extra to peoples who do not understand it. If you don't understand it, do not use it, but keep comments about it for yourself.
               
               

               


                     Modifié par ShaDoOoW, 30 janvier 2011 - 11:55 .
                     
                  


            

Legacy_ehye_khandee

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Script, Spell fix compilation by ILKAY UPDATED
« Reply #12 on: January 31, 2011, 12:19:17 am »


               There is nothing so obvious as you assert in this post, save perhaps that you are quite nettled by my asking for a code sample. I won't bother discussing this further with a bad attitude so evident on your part.



               
               

               
            

Legacy_Rubies

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Script, Spell fix compilation by ILKAY UPDATED
« Reply #13 on: January 31, 2011, 01:02:25 am »


               While it's not something I'm capable of using (...namely because I don't use NWN spells at present), I've been through some of the fixed spell scripts out of sheer curiousity and I'm amazed by how thorough the fixes are!

The only complaint I could have is that, in the ones I looked at, there's a bit of a lack of specifics in the commenting. Some of them are just labelled "bugfix" and I had to look at the original code to tell the difference. '<img'>
               
               

               


                     Modifié par Rubies, 31 janvier 2011 - 01:06 .
                     
                  


            

Legacy_Pstemarie

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Script, Spell fix compilation by ILKAY UPDATED
« Reply #14 on: January 31, 2011, 08:39:06 am »


               

ehye_khandee wrote...


To PSM, we don't use manual comparisons, we use programming tools to compare things, something we've done separately for decades in my case, and a long time in Erin's.


Well, you might to check whatever program you are using. I just ran this package through TextPad's comparison tool, comparing it to the corresponding scripts from the 1.69 script library, and the tool spit out a rather lengthy list of changes - which I knew it would.

Of course to see just what was changed, you would have to open the new files and compare them manually to the 1.69 files. '<img'>

Keep plugging away at this stuff ShaDoOoW, its a worthwhile package that fixes a lot of little things that were overlooked or passed over by BioWare's Live Team. Brian Chung will gladly tell anyone that cares to listen that a LOT of little fixes were sacrificed in patch 1.69 due to time constraints and the fact that in the end the Live Team had been reduced to two people at BioWare and a bunch of Community volunteers. Scriptwise, the major focus of 1.69 was the horse scripts - thus a pile of script issues were passed over in favor of that work. Basically, if the script worked without causing major issues in the game, it was deemed unnecessary to fix.