Tarot Redhand wrote...
For a couple of years we haven't had to update our 2das in order to say that our cc offerings are CEP compatible:D.
A couple of years? We're almost to 3 now.
2.4 came out (and was the last update) March 12, 2011.
Carcerian wrote...
I would think a lot of people would love to see the lower grade and buggy content fixed (lizard TGA flips), pulled/padded or better yet replaced with modern content... Examples = all of Hardpoints crashing dragons, a lot of the visually buggy NWN2 Walls, the infamous Stone Altar, Dolphin fountain, many animals with bad animations, and the like. IF the content is broken, pull it, it frees space.
Buggy content we can fix (probably), if we know exactly what needs to be fixed (specific model names) and what exactly is broken (so we know what to look for). Lower grade content, I see no problem upgrading, so long as it doesn't change the size, and doesn't really change the general look of a model (coloration, major features) so that a change doesn't mess up descriptions builders may have already written or areas already laid out. Animations, again, would benefit from having a list of specific models to be addressed. Content will not be removed, that's what would break things in existing modules that already use the CEP, making a lot more work for builders if they want anyone to continue playing their modules/PWs.
There's no guarantee that something in the CEP will get fixed or updated. We're all just volunteers spending free time on working on the production side of an almost 12 year old game that is no longer officially supported by the company that made it (or the company that now owns that company). But if we have a list of exactly what needs to be fixed, it'll make it more likely that those things get our attention.
To keep from breaking old modules placeholder content could be used for those upgrading to newer cep, such as badgers or penguins. for bad plcs use the spinning CEP logo, a vfx, or an invisible object...
That, to me, would definitely be considered breaking things in a module.
With the advent of tail based scaling in 1.69, all the size ranges of monsters, esp dragons, are basicly an obeselete file hog as well...
Quite the contrary. I use various sizes of critters often, especially if they wield visible weapons (to make sure animations all line up correctly). And Hardpoints' dragons actually have different appearances (not just size) based on their age categories. Those little wyrmlings are cute compared to their fearsome parents and grandparents.
Personally, I'd love to see a new CEP 2.6 fully backwards compatible, and a later perhaps a new CEP 3.0 designed from the ground up, remaking the old content, in the spirit of CEP, but a "reboot" based off of modern content first, keeping the best of both worlds.
CEP 2.60 will be fully backwards compatible (at least back to 2.1). The second part of this sounds like a completely separate project from the current CEP. It bit when the old, old CEP team switched things up on everyone and changed the structure and content when moving from version 1.5x to 2, with many builders not changing to the newer version and many modules that used the older version being basically abandoned (rather than do all the work to update). I think the same thing would happen by removing content or replacing it with something completely different for a version 3.
While I wouldn't be like the previous CEP lead and state flat out that there will never (again) be a version of the CEP that abandons previously build modules/PWs, I can say that such a version would not get any support or new content from me. I like to be able to use what I work on. I've invested so much time over the last 8+ years building my PW module that I would not spend the multiple solid weeks/months that would be needed to comb through every area, every previously placed object (and their potential contents for stores/containers/creatures), and every blueprint to check and fix every creature, placeable, and item that could potentially be altered by a major change to existing haks.
As a note, you can add **** before "[Todo] name" and the content will no longer show up in the toolset or client, but will still be there in the 2das to find and fix or weed out later... (and will crash proof both toolest and gameplay, as bugged content will no longer be loaded)
The [TODO] ones are on my list for removal, since there's nothing there for those lines to reference anyway. I'll also be removing the [CEP23] and [CEP24] prefixes from other listings. And yes, you can edit copies of 2da files to remove appearances you don't like from the toolset (I think I mentioned doing this myself a few days ago)...it's just not something that will happen to the versions in the CEP, because that would end up messing things up for builders that use that content. The CEP actually includes a hak already (cep2_custom.hak) that would be the perfect place to hold such altered 2da files on the server/builder side so that players wouldn't have to download another hak to play.
My personal goal when I made the decision to revive the CEP was not to replace it with something else, but to update something that already works for many builders (and is already used in many, many existing modules) but could use some additions/improvements...all the while staying as painless as possible for builders (such as myself) that want new things without breaking old things in the process. I want any player that has the latest CEP to be able to login and play on my server (well, after they also download Project Q and my PW-specific haks). For builders that use their own haks on top of the CEP, there'll be a list with every update of exactly which 2da lines get added/altered (to make updating their own 2da files much easier).
Holy crap, that sounded serious. Folks, I'm in this whole thing for fun. Just remember that I'm also the guy that brought you the old-school
pixel sword, an
evil snowman, and put
wings on a pig.
It's just
an obsession a game. I have to remind myself it's just
an obsession a game.
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Modifié par The Amethyst Dragon, 30 janvier 2014 - 04:35 .