Author Topic: Community Patch discussion and development thread  (Read 21015 times)

Legacy_Shadooow

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Community Patch discussion and development thread
« Reply #855 on: April 10, 2016, 11:12:18 pm »


               


is spells.2da supposed to be in root folder?


 


edit: love the new emote icon. But could the main/eye icon be changed as well? the neon green sticks out very much now.


 


As an ongoing endeavor, would you say you'd prefer if the colorized icons had a more unified style? currently the coloring is a bit mixed from different sources. While i think you chose the most fitting for vanilla, would you agree, that further unification would be good? Personally, i like the style of the skill icons the best. Very close to vanilla with just a tiny bit of extra color. I think the ones from Melliuc are an awesome base for adding this kind of style on top.




spells_level.2da is just a showcase 2da. Since CPP will not be adding spellcasting to Assassin/Blackguard by default, there is no reason this 2da would be included inside bif resources also given its format. You can delete it if you dont plan to setup custom spellcasting or put it into override/hak if you do.


 


Hmm, its not green in my nwn version hmm, will check closely.


 


And yes, the colorized skill and class icons is exactly the style I think fits perfectly this project. Colorized spells are bit different and didn't fully met my criterias, however it was still far best choice especially when class and skills were already colored. Its unfortunate some spell icons are brand new and not a recolor of the vanilla ones, but thats what I get from The Amethyst Dragon as he wasn't interested in making special version for this project. In the end, the new icons are looking better anyway it just needs a bit time to get use to.


               
               

               
            

Legacy_Gruftlord

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« Reply #856 on: April 10, 2016, 11:17:27 pm »


               

can you tell me the name of the eye icon, might help me to track it down faster.


 


edit: disregard what i said. the green eye is on my end. sorry for the confusion. I totally forgot which colorized icons i saw were from CPP; and how much i had added with a patch hak myself ':rolleyes:' I should probably consider dropping some of them, if i start commenting on how the ones from CPP are better '<img'>



               
               

               
            

Legacy_WhiteTiger

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« Reply #857 on: April 24, 2016, 10:39:59 pm »


               

I use no more NWNX on my modules I lost some use of the CPP but I still am ansiouxly to update my cpp



               
               

               
            

Legacy_Shadooow

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« Reply #858 on: May 03, 2016, 10:55:36 am »


               

I fixed few nwnxc_patch plugin issues that happened in multiplayer. Everyone who wants to use it in multiplayer should download new version here.


 


Note that for that functinality, your server should use nwnx_connect and client also needs nwncx_connect plugin and run nwn via NWNCX_Loader naturally...


 


Alternatively, you need to tell player to put some 2das into his override.



               
               

               
            

Legacy_ShadowM

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« Reply #859 on: May 03, 2016, 10:26:17 pm »


               

Thanks Shadooow, I been meaning to grab it. You got a link to the nwncx_connect plugin?



               
               

               
            

Legacy_Shadooow

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« Reply #860 on: May 04, 2016, 07:25:17 am »


               


Thanks Shadooow, I been meaning to grab it. You got a link to the nwncx_connect plugin?




It should be a part of the NWNCX basepackage if Im not mistaken. Anyway here is link for my modified version.


               
               

               
            

Legacy_R_TEAM

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« Reply #861 on: May 23, 2016, 06:05:22 pm »


               

Hi,


 


have found an bug in beta13 .... (german version)


have updated b12 to b13 , play an new modul with an friend, i use an druid ...


after loading and all ready, i try to summon my animal .... game crash ....


o.k. - i think it can be an problem with the modul ... loading an modul i used before (i know it is working with druids ..) and the same ...


going back to beta12 - all is running fine ...


so the beta13 have an bug if an driud summon his animal ...


 


Regards



               
               

               
            

Legacy_Shadooow

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« Reply #862 on: May 23, 2016, 07:24:47 pm »


               

damn, I don't know how this happened, I tested summons multiple times... maybe after I made some code optimizations..


 


anyway, this should fix it, new versions of nwnx plugins or don't run nwn via NWNCX



               
               

               
            

Legacy_Shadooow

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« Reply #863 on: May 24, 2016, 03:35:39 am »


               

Finally tried to setup assassin and blackguard spellcasting myself and during that I found another issue with nwncx_patch.


 


So here is fixed version of plugin + removed debug notifications about vanilla values for classes beyond id 10.


 


If anyone wants to reuse my spells_level.2da with assassin and BG spellcasting you can download it here. You still need to setup cls_spgn_* / cls_spkn_* and classes.2da for this though! If needed I can share mine, but I implemented assassin as a spontaneous caster (according to d20srd.org).



               
               

               
            

Legacy_R_TEAM

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« Reply #864 on: May 24, 2016, 12:16:58 pm »


               

Thanks Shadooow for the quick fix '<img'>


Works now ...


 


Regards



               
               

               
            

Legacy_Shadooow

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« Reply #865 on: May 26, 2016, 02:24:27 am »


               

*Sigh*


 


There is another issue with nwncx_patch caused again by the fact that the hak preloading feature is in external plugin.


 


What happens then is that when player uses NWNCX with my plugin to log into server with custom content class/spells that doesn't use nwnx_connect, such player will see only basic vanilla content...


 


More and more issues because this stupid special plugin for each feature policy...


 


I found a workaround for this but it slows game loading noticeably, another option is to put nwnx_connect feature into my plugin which will cause incompatibilities...



               
               

               
            

Legacy_Gruftlord

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« Reply #866 on: May 26, 2016, 06:03:43 pm »


               Then the hard truth is that you need to drop the feature from CPP. Hacky workarounds aren't for a patch project
               
               

               
            

Baaleos

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« Reply #867 on: May 26, 2016, 09:47:56 pm »


               

Oh 'eer


 


That 


  • NWNXPatch_PlayMovie

Does that actually play a bik movie without having to start or end a module?


Is that a client side function?



               
               

               
            

Legacy_Shadooow

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« Reply #868 on: May 26, 2016, 11:44:21 pm »


               


Oh 'eer


 


That 


  • NWNXPatch_PlayMovie

Does that actually play a bik movie without having to start or end a module?


Is that a client side function?




yes


 


but so far this is working in singleplayer only


 


I need to first maintain a server-client plugin communication to enable this in multiplayer


               
               

               
            

Legacy_Shadooow

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« Reply #869 on: May 26, 2016, 11:46:21 pm »


               


Then the hard truth is that you need to drop the feature from CPP. Hacky workarounds aren't for a patch project




Maybe.


 


But releasing it as a standaloe plugin is not a solution either.


 


I guess the best would be to remove nwnx plugins from a CPP release and maitain them serapately.