Author Topic: Community Patch discussion and development thread  (Read 20999 times)

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #30 on: June 24, 2012, 11:44:34 am »


               

Alex Warren wrote...

ShaDoOoW wrote...
Scroll icons not yet included (me and my advisors came to the conculison they don't match default GUI and are contrasting) - that however makes a bit issue as TAD created for some spells new icons from scratch (and they are even better than original), so the image on scroll of horrid wilting doesn't match with image of spell icon. Any suggestions what to do with this?


If I understand correctly - you would like to make new scroll icons that look like the ones from original game, right? I've made some scroll icons for the PRC Pack. Maybe I could help you with this task?

Well im open to suggestions, but so far nobody responses so im deciding things by my own will (with taking my friend's opinion into consideration as well). If players who are using this patch will tell me they want TAD's scroll icons, I will include. Personally loves TAD's spell icons, but scrolls hmm well ... not so exciting. Therefore I didn't included them. Dont know about suitable colored alternative - yet the default scrolls icons are not so bad, think they dont have to be colored actually. Problem now is that some spellls has different icons on scroll.

I guess that if you could make a scroll icons that looks like defaults (colors, scroll design) but with TAD's icons images for icons that has custom look, that would be awesome. But thats purely my personal opinion. What do you think Alex?
               
               

               


                     Modifié par ShaDoOoW, 24 juin 2012 - 10:46 .
                     
                  


            

Legacy_Alex Warren

  • Sr. Member
  • ****
  • Posts: 326
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #31 on: June 24, 2012, 01:37:34 pm »


               I think coloured spell/scroll icons look great, but personally I don't use them.
I've made some sample scrolls from TAD's icons:
http://speedy.sh/j2FnM/scrolls.zip
               
               

               
            

Legacy_R-TEAM

  • Jr. Member
  • **
  • Posts: 51
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #32 on: June 24, 2012, 01:48:26 pm »


               Hi,

as i use TAD´s UI enhancement in various places ...
New transparent overall UI
New gesture icons
New abilitys icons
New feats icons
New ingame icons
Nearly all (new weapons (reforged) and new elemetals too) BUT not the scroll icons ...
I think too here is to much color ...
The icons are nice - but for an scroll that is only 2 colors (paper and text) the icons to colored ..
So i left the default scroll icons ...
btw. cant test the newer CommunityPatch versions, as i have an German game ....

Regards
R-TEAM
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #33 on: June 24, 2012, 02:20:41 pm »


               

Alex Warren wrote...

I think coloured spell/scroll icons look great, but personally I don't use them.
I've made some sample scrolls from TAD's icons:
http://speedy.sh/j2FnM/scrolls.zip

oh
well these are perfect, i will definitely add them (at least until it gets decided whether use scrolls from AD or not definitely)

Btw i was also rather conservative on the icons override, as i tried in past several icons set and never could used to it, but the new icons from AD are really great, easy to get used to becase they mostly have same image just colored. colors are picked very carefully, its not simple recolor and it looks very smooth.

R-TEAM wrote...

btw. cant test the newer CommunityPatch versions, as i have an German game ....

Regards
R-TEAM

yea, i know about that, i cant really make each lang version each release as its very labour intensive, but will try to compile germany version soon. Thanks for icons opinion as well.
               
               

               


                     Modifié par ShaDoOoW, 24 juin 2012 - 01:24 .
                     
                  


            

Legacy_Alex Warren

  • Sr. Member
  • ****
  • Posts: 326
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #34 on: June 24, 2012, 08:48:42 pm »


               I think i've finished - all 'special' spells have 'standard' scroll icons. Let me know if I missed any '<img'>
http://speedy.sh/wgsjf/scrolls.zip
               
               

               


                     Modifié par Alex Warren, 24 juin 2012 - 07:49 .
                     
                  


            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #35 on: June 25, 2012, 10:47:44 am »


               R-TEAM: i have uploaded german version. DOWNLOAD. this version contains Alex's scroll icons already, yet there isnt dialog.tlk included in the package - the changes to the descriptions must be translated first (its basically only corporeal note in stone bones/implosion).

Anyway. I thought, with this language issues where each language has different files and the patch must be compiled differently for each language. Is it possible to install english 1.69 critical rebuild on non-english version? (I have english) 

If it would, maybe it would be easier to simply tell players they need english version first and then provide them dialog.tlk for desired language. As I looked into the files between versions and only what was different was:
- GUI and credists textures (mostly the texts on image were translated to given language - needless)
- font textures (thats problem, these files are essential - would have to be added into override on english version, it is concer only for certain languages however - think polish only)

Would be probably better for languages that do far doesnt have unofficial 1.69 patch release. At any way - i dont know if the english rebuild on no-english game is possible - need to find out first.
               
               

               
            

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #36 on: June 25, 2012, 03:26:25 pm »


               

ShaDoOoW wrote...

Anyway. I thought, with this language issues where each language has different files and the patch must be compiled differently for each language. Is it possible to install english 1.69 critical rebuild on non-english version? (I have english) 

Would be probably better for languages that do far doesnt have unofficial 1.69 patch release. At any way - i dont know if the english rebuild on no-english game is possible - need to find out first.


I've installed the english 1.69 critical rebuild a long time ago. I've got a german version of the game and if I remember correctly, I renamed the german tlk and replaced it by the english tlk which is available for download somewhere. This way the game believed I had an english version of the game and I could install the patch.
I translated the extra tlk lines from the 1.69 version to german and added them to the german tlks and replaced the english one with them.
I didn't know that someone else did the same and placed the files on the vault:blush:. I've had my own german tlk file for years now.
               
               

               
            

Legacy_R-TEAM

  • Jr. Member
  • **
  • Posts: 51
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #37 on: June 25, 2012, 09:23:05 pm »


               Hi,

i have too long time after 1.69EN was relased installed the english critical rebuild and then used the community german tlk file that was found on the Vault ...
I think one year (around) ago i checked if an new version of the tlk file relased and was surprised that is in the meantime a german critical rebuild was relased on the vault ...

I haved no problems with both of critical rebuilds.
If i remember correct - to install the english over an german version, you musst first overwrite the german 1.68 tlk with an english 1.68 tlk - then its patched flawless - after this i have installed the german comunity relased tlk ... with the full german 1.69 critical rebuild this is obsolute ...

Thanks for the german version ShaDoOoW '<img'>
Will install it and play with it '<img'>

Regards
R-TEAM
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #38 on: June 27, 2012, 01:53:41 pm »


               I see, so its needed to replace dialog.tlk with english version first, hmm that is not so big issue afterall. So I guess, it would be easier and it would allowed me to make a version for all kinds of languages not just those that has their own unofficial 1.69.

Oh and one word for those that are not using this project on their server. I really dont understand the reason why not use it, when its you who are designing environment not me, anyway I starting to be really annoyed seeing the same old bugs in various PWs I often visit and play them as regular player. Damn, I didnt done all this just for nothing, and seeing bugs like losing battletide bonuses when moving between areas (with VFX as well)... Many used the script that done Rabidness but thats not really true and perfect fix. That solution has still issues - when two characters with circle against same alignment cast from same caster met - the both AOEs will end prematurely.

It really shows the ignorance when I read something like "we decided not to implement unofficial patch 1.70 because all of it is already fixed on our server" on the PW forums.
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #39 on: July 22, 2012, 04:43:55 pm »


               Neverwinter Nights Community Patch 1.71 beta 7 released:

DOWNLOAD - (installation: extract into NWN root folder and allow overwrite everything)

Mainly AI fixes and improvements. Already existing sorcerers and bards might, and very probably will, change their casting behavior and order significally. They should cast more randomly; reason is that sorcerers and bards were very susceptible to casting one spell over and over. This change should fix it unless the creature has only one spell of course. Due to this however, some sorcerers might cast even less efficiently than before - if this doesn't suit you, there is a new feature for builder - setting a variable X2_SPELL_RANDOM to -1 will restore the casting to use "best" available.

Fixed broken stuff from previous Patch versions:
- AI behavior of using invisibility/GS corrected: using GS won't be blocked by the TS/SI, also creatures will be using ii even if just for the concealment effect
- Balagarn's Iron Horn: added special workaround to handle the way this spell is cast by default AI (the AI cast this spell on enemies while its personal range - this wasnt issue pre-1.70 since spellscript didn't handled potions properly, now when it does due to this issue the spell will affect caster if cast by AI)

Removed features from previous Patch versions
- default AOE circle VFX returned for backwards compatibility reasons as players with patch didnt see the aura vfx on servers without patch. (2DA version without circles was moved into patch170.hak)

New fixes and features
soundset.2da
 - fixed gender for two female soundsets
feat.2da
 - Greater spell penetration - added missing successor
 - toolset sort category corrected for various combat feats: dirty fighting, quivering palm, smite, flurry, ranger dual
spells.2da
 - Warcry: fixed Category field so AI will not cast this personal range spell on enemies (which caused issues with new spellscript from this patch)
 - Power Word: Kill: Category removed as this spell is now coded into AI explicitly in order to avoid losing this spell needlessly

Spells and spellabilities:
- Cure wounds spells: the healing domain power doesn't work anymore when the spell is cast from an item
- Lich lyric: cannot be useable under silence effect anymore

Scripts:
- spellsIsTarget: on "Very difficult" difficulty setting, the SPELLTARGET_SELECTIVE_HOSTILE spells will behave as if it was SPELLTARGET_STANDARD_HOSTILE
- DetermineclassToUse: fixed bug that lead into choosing invalid class sometimes (which had impact on AI behavior)
- CountEnemiesAndAllies: won't count dead creatures anymore (which had impact on AI behavior)
- NWScript constant for OBJECT_TYPE_ALL changed to 0 (as per new info on wiki from Whizard)
- NWScript constant for talent categories harmful aoe discriminant and indiscriminant corrected (the values actually matched 2DA but GetCreatureTalent used them reversed)

AI fixes and improvements:
- fix for associates casting spell over and over unable to finish it when their master attacking ranged/melee
- fix for silence/deaf issue that lead bards to endless bard song loop or being stucked
- fix for casting indiscriminant AOE harmful spells where should be discriminant actually
- increased chance that bards will go into normal attack instead of casting spells
- bards and sorcerers will cast more randomly (as if they had X2_SPELL_RANDOM variable set to TRUE, setting the variable X2_SPELL_RANDOM to negative value disables this feature)
- bards with spell failure over 30% won't try to cast spells anymore
- bards will be able to use curse song
- even better Power Word: Kill's spell handling
- fixed reactivating Rage ability in combat
- barbarians will be able to use Rage and Mighty rage
- creatures with death attack or BG's sneak will try to flank too
- creatures won't use flurry of blows with ranged weapon anymore (which resulted in doing nothing)
- creatures won't waste quivering palm on wrong enemies anymore
- creatures won't cast haste on targets hasted already (still doesn't check haste items due to the efficiency constraints)
- equip code fixes and improvements:
 - fixed not equipping ranged weapon when explicitly told to from conversation
 - henchmans won't try to equip unidentified items
 - small creatures won't try to equip tower shield
 - unarmed monks won't try to equip inappropriate melee weapons or shield
 - rangers will be able to dual wield without need for ambidex/2weap fighting
 - creatures with shield equipped won't try to equip other shields from inventory
- few minor efficiency impromevents (only such that doesn't break code look to maintain easier code comparing)

Client side features and fixes

Description:
- Sun domain benefits corrected
- Lance critical multiplier corrected
               
               

               


                     Modifié par ShaDoOoW, 23 juillet 2012 - 09:45 .
                     
                  


            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #40 on: July 22, 2012, 10:34:58 pm »


               Downloaded and thanks:)
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #41 on: July 23, 2012, 10:45:23 am »


               damn, when copypasting my fixes from working module into patch includes I made an error that is causing bards being stucked... apologies should notice that earlier, I fixed this issue and reuploaded the patch into my project - those 3 peoples who downloaded it already should redownload it, its quite major issue
               
               

               
            

Legacy_NWN_baba yaga

  • Hero Member
  • *****
  • Posts: 1944
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #42 on: July 23, 2012, 03:42:17 pm »


               Tough I never play or playtest as a bard you never know if others will when playing your module. So thanks again;)
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #43 on: August 01, 2012, 11:42:51 am »


               My players just found out that with CP they can buff their gloves with spells, except keen of course (it doesnt work casting on character, but casting the spell directly on gloves in inventory/ground works). While in the environment of this server they consider it to be great feature, Im not so sure this should work globally. I wasnt meant to work anyway, this is just a unintented effect of the rewritting the GetIsMeleeWeapon function to work with CC to allow buffing CEP weapons for example. Thoughts?
               
               

               


                     Modifié par ShaDoOoW, 01 août 2012 - 10:44 .
                     
                  


            

Legacy_Knight_Shield

  • Hero Member
  • *****
  • Posts: 812
  • Karma: +0/-0
Community Patch discussion and development thread
« Reply #44 on: August 04, 2012, 10:32:14 am »


               

ShaDoOoW wrote...

My players just found out that with CP they can buff their gloves with spells, except keen of course (it doesnt work casting on character, but casting the spell directly on gloves in inventory/ground works). While in the environment of this server they consider it to be great feature, Im not so sure this should work globally. I wasnt meant to work anyway, this is just a unintented effect of the rewritting the GetIsMeleeWeapon function to work with CC to allow buffing CEP weapons for example. Thoughts?



I like the idea of buffing gloves.I like monks.Is there a way to do this for 1.69 CEP2.3?