Author Topic: Community Patch discussion and development thread  (Read 21039 times)

Legacy_Shadooow

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« Reply #225 on: April 20, 2014, 03:57:59 pm »


               


You might be able to do it via a pheno change - an new pheno that has the spellcasting kuri hands - but the stutter during the pheno change might not be worth the effort.




Hmm yes, that would be possible, might be worth for someone, but Im looking for rather engine change, something like having two hand models one with default name (empty) and one with a "c" (clenched) at the end that will engine automatically switch in case PC is holding anything in that hand.


 


Will see what I can do but no promises.


               
               

               
            

Legacy_Shadooow

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« Reply #226 on: April 30, 2014, 12:10:49 am »


               

Neverwinter Nights Community Patch 1.71 final released:

DOWNLOAD - this is windows installer containing English, German, Polish, Russian and Czech languages, NWNX Patch, NWNCX Patch and Builder's resources (optional component)

CPP current documentation was updated to reflect changes from this version:
Project main documentation.
Spell changes documentation
Special Abilitity and feat changes documentation
 

Changes between RC4 to 1.71 final:

Fixed broken stuff from previous Patch versions:
- readded 70_EC_POISON and 70_EC_DISEASE placeables that by mistake disappeared from the files in RC4
- fixed ttd01_t11_01 tile that might caused issues
- fixed tde01_o13_01 tile that threw SQRT Domain error in toolset when choosed from palette

Revisited features from previous Patch versions:
- Bioware secret prestige classes enabled by the variable again due to the issue with invalid character after restart.
- removed all my remaining signatures across all scripts leaving only 1.70: or 1.71: as there were those who found it offensive
- removed all words of "fix" and "change" etc. from all script comments since that wording was too controversy and caused unneccessary objections from haters

New fixes and features:

 

Tileset fixes:
- tde01_a16_01, tde01_a16_02 - fixed visibility node (allowed to see hidden rooms)
- tde01_g02_05 - two objects didn't faded properly
- tde01_z06_01 - polygon gaps fixed
- ttu01_a02_02 - broken animloop feature fixed
- ttu01_d03_02 - pathnode and visibility node fixed (allowed to see hidden rooms)
- ttu01_g15_01, ttu01_h15_01, ttu01_e10_01, ttu01_e09_01, ttu01_e08_01, ttu01_d02_01, ttu01_d02_02, ttu01_d02_03, ttu01_b08_01, ttu01_b09_01 - fixed visibility node (allowed to see hidden rooms)
- ttu01_d20_01, ttu01_k09_01, ttu01_j09_01 - pathnode fixed
- ttu01_d03_01, ttu01_d04_01 - flickering splotch fixed
- ttu01_d14_01 - small polygon gap fixed
- ttu01_d03_02 - polygon gaps fixed
- ttu01_g15_01 - added missing transition exit door

2DA changes:
cls_feat_shou.2da
- made the martial flurry to appear on the class radial
feat.2da
- made Shou Disciple flurry feats to be successors of the monk's flurry
iprp_spells.2da
- cost correction to the OC formula of dozens of itemproperties, mostly SoU ones

Other:
- fixed invalid use nodes for several placeables from patch 1.69
- chicken texture renamed so the high-res version of the bad texture doesn't overwrite the new texture from the Ancarion.
- fixed bug with levelling up in the main class in the LevelHenchmanUpTo function from x0_i0_henchman include (WhiZard)
- fixed bug in function TakeNumItem that destroyed full item stack instead of taking a part of it away (nw_i0_plot)
- improved the SoU treasure generation system: few bugfixes, added missing functionality and made compatible with custom content items with nonstandard baseitem

DIALOG.TLK corrections:
- Cast spell: Bestow Curse itempropertly level corrected to 5.


               
               

               
            

Legacy_Cursed Eclipse

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« Reply #227 on: May 01, 2014, 06:05:54 pm »


               

GJ ShadoOow thx for all your hard work.


 


im going to install the patch '<img'>


               
               

               
            

Legacy_Shadooow

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« Reply #228 on: May 01, 2014, 07:42:37 pm »


               

ty Cursed Eclipse


 


BTW, when making the CEP 2DA merge, I noticed one thing I wasn't aware before. CEP uses a value of 2 in field Static in placeables.2da for a VFX-like placeables. Is this value documented anywhere, whats the difference over 0 or 1? Does it work at all?



               
               

               
            

Legacy_Rolo Kipp

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« Reply #229 on: May 01, 2014, 07:55:32 pm »


               

<straddling...>


 


AFAIK, that column is strictly, but not explicitly boolean, so a 2 would behave as "true" or "not false" depending on the implementation. I.e. depending on whether they use if (static){} or if (!static){}... 


 


Edit: Put another way, I'm pretty sure they are not using if (static==1){} anywhere. I'll look for the reference, but I'm also pretty sure that column is defined as boolean.


 


But I'm sure Lightfoot or Whizard have a better idea of it. Toss a 2 on a standard placeable and see if the static checkbox is greyed out... ;-)


 


<...the boolean fence>



               
               

               
            

Legacy_Rolo Kipp

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« Reply #230 on: May 01, 2014, 08:20:23 pm »


               

<digging up...>


 


From Brian Chung - Technical Artist:


1.67 2da editing problem (bug?) 
Placeables.2da adds a new column "Static", this is to get around problem where an animated placeable with skinmesh set to static will cause the client to crash. If set to 0, the checkbox in the object properties will be grayed out so it's should never get toggled as static.

This was added for the school of fish and kelp placeables from Pirates of the Sword Coast since they were created as skinmeshed models, as segmented models they looked really bad. Plus any other skinmeshed placeables people will create.

 


<...the dirt>



               
               

               
            

Legacy_Shadooow

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« Reply #231 on: May 05, 2014, 09:35:58 am »


               

Ive uploaded a "remastered edition" of the Patch 1.70 on the new vault (can be found in the Patches section).


 


This is a fresh build of the older community patch version with few modifications. All bugfixes that came later are applied, also all stuff that was revisited or removed in 1.71 was also removed from this 1.70 version. Specifically:

- fixed phantasmal killer

- fixed bugged petrifying abilities

- torch base AC type changed to deflection

- Scare PnP modification revisited and removed

- removed empower/maximize support for a Tasha's hideous laughter spell

- module switches for Dusty Rose and Continual flame spells were removed

- custom door portraits from TheSpiritedLass were revisited and removed

- auras' circles restored by default and a no circles 2da pushed into HAK to avoid problems with not seeing circles on a servers without community patch

- robe maximum dexterity 2da edit removed

- script comments simplified, authorship credits removed


- builders resources and documentation edited to reflect these changes


 


Im not expecting anyone to use this, the main reason I did this was to cut the differences between both 1.70 and 1.71, to avoid documentating that version 1.70 contains this and 1.71 removed or changed it again, etc.


 


BTW, anyone interested in the door portraits that TheSpiritedLass made for CPP? I have removed them shortly after first 1.71 beta because they didn't fit very well and because no portrait proved to look better.



               
               

               
            

Legacy_Cursed Eclipse

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« Reply #232 on: May 05, 2014, 10:02:04 am »


               

ShadoOow just a question,is 1.71 the last patch that you plan to release?



               
               

               
            

Legacy_Shadooow

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« Reply #233 on: May 05, 2014, 04:03:01 pm »


               


ShadoOow just a question,is 1.71 the last patch that you plan to release?




EDITED - extended answer


 


yes, there isn't much to improve, the only thing I can see is to standardize tileset roofs, which can do another project as well (some Facelift package, Q, CEP).


 


Of course, if through time there'll be enough more content such as tileset fixes new version would be possible, but its not in plan, neither I think there is so much issues issues in tileset - and those few I know of are quite time consuming to fix and not In my abilities (to make more accurate walkmesh around placeables in tiles, texture connection between different tiles (if zoomed you will see a little inaccuracy) - dungeon tileset specifically).


 


Oh, forgot. There is a lot to do with NWNX_Patch and NWNCX_Patch, but that can be developed standalone. At this moment however I do not plan to improve these on my own. I've pretty much done everything I was capable of, and other engine fixes are atm above my abilities. If that changes, the new version of these plugins can be definitely released, but again - as a standalone project.



               
               

               


                     Modifié par Shadooow, 05 mai 2014 - 03:17 .
                     
                  


            

Legacy_Bogdanov89

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« Reply #234 on: May 08, 2014, 08:09:47 pm »


               

ShadoOoW, can you suggest a good AI improvement mod for the companions/enemies in the bioware's official campaign and it's expansions?


 


I heard the Tony AI is good but it has not been updated in a loooong while.


 


 


Also, if i wanted to instal the NWN+Expansions and your latest 1.71 patch (final version) and an AI mod and the maximize/empower (75%/50%) mod you made - in which order (and how) would i do all that?


 


Also if i wanted to host a multiplayer game from my computer for my brother to join, would i have to instal the mods in any special way?


Would my brother also have to install all the most just like i am supposed to?


 


Thanks for helping out.



               
               

               
            

Legacy_Shadooow

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« Reply #235 on: May 08, 2014, 08:23:49 pm »


               


ShadoOoW, can you suggest a good AI improvement mod for the companions/enemies in the bioware's official campaign and it's expansions?


 


I heard the Tony AI is good but it has not been updated in a loooong while.




I have no experience with any of those, all I can is repeat the recommendation of the Tony K which is widely used by players. But no personal experiences - I have experiences only with Jasper's AI which is not suitable for companions but for enemies and which is now quite outdated also.


 


However the fact that these AIs havent been updated shouldnt be a big deal. There are missing only: horse support from 1.69 and fixes from my patches. Something you can live without.


 




Also, if i wanted to instal the NWN+Expansions and your latest 1.71 patch (final version) and an AI mod and the maximize/empower (75%/50%) mod you made - in which order (and how) would i do all that?




Any order. Except of installing NWN,expansions and 1.69 first of course, but then you can install the CP and mods in any order you want, it doesn't matter. Never for CP which has lower priority so in case of conflict the version from CP is not used, and not for those two because AI mods usually dont contain spell scripts.


 




Also if i wanted to host a multiplayer game from my computer for my brother to join, would i have to instal the mods in any special way?


Would my brother also have to install all the most just like i am supposed to?




No.


No. Extended answer. There are two types of content. Client/player content and module/server content. Client/Player doesnt need any of the module/server content such as AI modifications, spell modifications.


Client content = overrides, facelifts, NWNCX.


Server content = various ERF packages, NWNX


 


Then there are patches which up to 1.69 must have both Client and Server but this is not a case of community patch which works even when only on one side has it.


And then there are haks which must have both sides.


               
               

               
            

Legacy_Shadooow

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« Reply #236 on: May 09, 2014, 01:54:44 am »


               

Oh, forgot. There is a lot to do with NWNX_Patch and NWNCX_Patch, but that can be developed standalone. At this moment however I do not plan to improve these on my own. I've pretty much done everything I was capable of, and other engine fixes are atm above my abilities. If that changes, the new version of these plugins can be definitely released, but again - as a standalone project.



Okay, got finally free weekend, and even extended one, so I am going to work on the new NWNX_Patch features.


 


Any ideas and suggestions from the community on new features?


 


Also, would you like to be able to toggle already existing features on/off? And if so, then how? NWNCX doesnt use ini file afaik, but I think it could be possible to do it via variable on module, so just like module switch. But for me I dont see a reason why would anyone want to disable the ability decrease on items, perhaps the other two features, curse and circle kick, though if you give it chance you find out its not a game breaker. (Nonexistant curse immunity can be fixed manually - Uef spell modification (would gave this spell reason to use), or custom itemproperty or custom spell... Circle kick is not that imbalanced really. Its still less attacks than with kamas.


 


And got two features I am able to make in my mind.


1) new 2da collumn in baseitems.2da to set whether that base item type is possible to use in polymorph (question is, whether this is suitable content for a plugin called NWNX_Patch?)


2) cursed items will not be unequippable (I never saw a reason why they are and I know there are many cursed item systems that workaround this by putting the item back into slot, but I could make a more direct way for this - or is there some reason why to allow cursed items to be unequipped?)


 


Need some feedback really.


               
               

               
            

Legacy_R_TEAM

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« Reply #237 on: May 09, 2014, 07:49:20 pm »


               

Hi,


 


i see your work in 169>170>171 not only as bug fixing and corrections ... i see it more as an way to get more things in NWN that have nowdays RPG games and evolve NWN ...


Things that i miss in NWN general:


A higher Level system - 40 levels are nice .... but it is going always nicer '<img'>


i would like to see an system like "The God Level System By Genisys" as part from NWN - not only, the way to make the system work in an modul that is not designed for this, is not easy, even for an light advanced NWN user who know over toolset and module building .. it would make NWN better for the Future -imho- , the actual 40 level restriction is to low.


Second, i miss an durability system for items (special weapons) ... this is nice on many other (not so nice '<img'> ) modern RPGs ... i miss this.And it would make the ability to craft weapons more usefull ...


 


Regards


R-TEAM



               
               

               
            

Legacy_Shadooow

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« Reply #238 on: May 09, 2014, 08:46:27 pm »


               


Hi,


 


i see your work in 169>170>171 not only as bug fixing and corrections ... i see it more as an way to get more things in NWN that have nowdays RPG games and evolve NWN ...




Yes that become a goal soon after I started gathering all available content back then.


 



 


Things that i miss in NWN general:


A higher Level system - 40 levels are nice .... but it is going always nicer '<img'>


i would like to see an system like "The God Level System By Genisys" as part from NWN - not only, the way to make the system work in an modul that is not designed for this, is not easy, even for an light advanced NWN user who know over toolset and module building .. it would make NWN better for the Future -imho- , the actual 40 level restriction is to low.


Second, i miss an durability system for items (special weapons) ... this is nice on many other (not so nice '<img'> ) modern RPGs ... i miss this.And it would make the ability to craft weapons more usefull ...


 


Regards


R-TEAM



ok, post40 levels:


 


This needs to be done via engine edit. And thats the problem. I wanted to make a new client, nwmain171.exe but developers from NWNX didnt supported this. And modifying the vanilla client is even less desired + there are some legal issues. Thats why I instead only provided NWNX/NWNCX plugins. Also, post40 level support has few problems, the few who turned it out find out there are several bugs like that you get 20+ (+- dont remember exactly) free bonuses at lvl 41 of any base class (workaround is to enable max 40lvl of any class though) saving throws, base attack and so on. Some of these issues are fixable easily, other needs heavy engine modification and AFAIK nobody solved them yet. But the main issue here is the client/server thing. All I am allowed to do is to provide plugin for NWNX/NWNCX which I feel its not ideal for project like this. But maybe this will change in future.


 


durability:


 


Not sure whether this should be included in a core nwn. There is no "crafting" of items in vanilla, aka vanilla NWN is just three campaigns and custom content support. There is no default crafting and for majority of modules weapon durability system wouldnt worked because of this (and rare loot). But it can be done and Ive already seen at least two such scripting systems on vault.


 


Plus the 1.71 is the last version, for now. I definitely won't be developing a new version from my own iniciative. But, if there will be later a desire for new CP version with specific features such as those you mentioned AND I still will be there, its possible to do it.


               
               

               
            

Legacy_Pstemarie

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« Reply #239 on: May 10, 2014, 12:26:53 am »


               

ShaDoOoW, since CPP 1.71 doesn't support 40+ levels, is the 60 MaxLevel parameter you defined in classes.2da for prestige classes an error or is it supposed to be like that?