Author Topic: Fomenting Mutiny  (Read 6811 times)

Legacy_Zwerkules

  • Hero Member
  • *****
  • Posts: 1997
  • Karma: +0/-0
Fomenting Mutiny
« Reply #240 on: January 28, 2014, 08:26:34 pm »


               

The Amethyst Dragon wrote...

As far as tilesets go, I think the community has made a lot of better ones over the years.  Luckily, the ones already included in the CEP are optional for builders to use.  Fixes for issues some of them have would always be welcome.


I agree with Tiberius that tilesets shouldn't be included in the CEP. Those that are already in it of course have to stay in it and they need to be fixed because some of them have tons of tiny gaps and the like. I can't promise anything, but maybe I'll have time to at least fix the forest tileset.
               
               

               
            

Legacy_leo_x

  • Sr. Member
  • ****
  • Posts: 403
  • Karma: +0/-0
Fomenting Mutiny
« Reply #241 on: January 28, 2014, 08:28:54 pm »


               

Pstemarie wrote...

The only problem at this point is tracking the stuff, but I see people are already exploring that as well. Tracking progress could be as simple as creating an excel sheet that lists all the CEP assets and authors can note what they are working on. However, I'm not sure if there is some utlilty out there that can port a ak file's content list to an excel sheet and how hard it would be to create one if TAD wanted to do the list idea.


Tools like that can be made pretty trivially with the libraries I mentioned above.  Here is a small script that dumps filename, file size, sha1, originating hak to a csv file: hak_to_csv.py  It would be just as simple with nwn-lib as well. I truely believe people having something to make adhoc tools/scripts that anyone can create would be so valuable to a project like this, Funky's post above is a great example.

I dumped the output sorted by file name on my dropbox in case it might be of use to TAD or anyone else looking to track down a file or whatever (I didn't do all the old top haks): csv file (it's 12mb so too big for Google Docs)
               
               

               


                     Modifié par pope_leo, 28 janvier 2014 - 08:49 .
                     
                  


            

Legacy_MerricksDad

  • Hero Member
  • *****
  • Posts: 2105
  • Karma: +0/-0
Fomenting Mutiny
« Reply #242 on: January 28, 2014, 09:47:43 pm »


               haha, I was just doing the same

I was doing a table of filename <tab> type of file <tab> file it came from, and then running it for all cep prefixed haks so you could sort it by what hak it belongs to

I also agree some tools that let ANYBODY make new content would be a wonderful addition to the community. These kinds of tools should have been around since day one.
               
               

               
            

Legacy_Proleric

  • Hero Member
  • *****
  • Posts: 1750
  • Karma: +0/-0
Fomenting Mutiny
« Reply #243 on: January 29, 2014, 12:38:03 am »


               

The Amethyst Dragon wrote...

Proleric1: If you want to contribute a version of the old CEP horses that works with the new system, I think that would work out great, and would keep those horses from being completely outdated.

Will do.

ROSALIND THE UNSEEN: Once, Proleric wrote a simple story about a girl and her pony, but the only pony in the magic kingdom was bound in a huge mushroom called a cep. So Proleric ventured into its depths, where, after many adventures, he rescued the pony. Then he thought, I could free all the other poor creatures; but all the while, he glanced over his shoulder, fearful of the creeping scope in the darkness.
               
               

               
            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
Fomenting Mutiny
« Reply #244 on: January 29, 2014, 07:33:30 am »


               

Zwerkules wrote...

The Amethyst Dragon wrote...

As far as tilesets go, I think the community has made a lot of better ones over the years.  Luckily, the ones already included in the CEP are optional for builders to use.  Fixes for issues some of them have would always be welcome.


I agree with Tiberius that tilesets shouldn't be included in the CEP. Those that are already in it of course have to stay in it and they need to be fixed because some of them have tons of tiny gaps and the like. I can't promise anything, but maybe I'll have time to at least fix the forest tileset.



Adding walkable beds would be nice, and more clean rooms, fixes for minimaps, like the diagonal tile errors and missing maps, and walkmesh errors, such as on the city docks. More basic options like boats etc would be popular too. Or for example upgrading the CODI subset of CEP City Extrior to the new version '<img'>

IF CEP does ever add any new tilesets they should be small and versitile, such as worm's fantasy interiors (a favorite example as a tiny tileset with lots of options)

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.

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...

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...

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.

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)
               
               

               


                     Modifié par Carcerian, 29 janvier 2014 - 08:26 .
                     
                  


            

Legacy_Tyndrel

  • Sr. Member
  • ****
  • Posts: 313
  • Karma: +0/-0
Fomenting Mutiny
« Reply #245 on: January 29, 2014, 03:17:34 pm »


               I would be pleased to see a greater choice of tilesets within an optional CEP section, but any additions or improvements to CEP will be welcomed by builders and players alike.   Thanks TAD,  thanks all.
               
               

               
            

Legacy_Zarathustra217

  • Sr. Member
  • ****
  • Posts: 322
  • Karma: +0/-0
Fomenting Mutiny
« Reply #246 on: January 29, 2014, 07:20:25 pm »


               I ran through all the files from cep_core0-7 and cep_crp through CM3, and used the additional feedback it gave to do a few hundred other minor fixes. Most of it is somewhat minor (roughly 7k models had improper lighting settings). I've forwarded it to TAD, but if anyone wants to check it out, you can grab it here:

(link removed)

/Update:

Even with the most minimal settings, it turns out I'm just making more new issues than I'm removing old by using CM3. ':?'

I'll keep toying with it, but had to pull back the above link for now.
               
               

               


                     Modifié par Zarathustra217, 29 janvier 2014 - 08:30 .
                     
                  


            

Legacy_The Amethyst Dragon

  • Hero Member
  • *****
  • Posts: 2981
  • Karma: +0/-0
Fomenting Mutiny
« Reply #247 on: January 29, 2014, 07:59:06 pm »


               The question of naming the top/base hak for versions 2.60 and forward came up on the wiki, so I added a poll to get the opinions of more community members.  Feel free to read the comments, add your own to the discussion, and/or vote.

http://nwncep.wikia....e_Plan#Hak_Poll
               
               

               
            

Legacy_Lazarus Magni

  • Hero Member
  • *****
  • Posts: 1837
  • Karma: +0/-0
Fomenting Mutiny
« Reply #248 on: January 30, 2014, 05:17:49 am »


               3 Cheers! This has been a very long time and coming. Hope it can come to fruition.
               
               

               
            

Legacy_Tarot Redhand

  • Hero Member
  • *****
  • Posts: 4165
  • Karma: +0/-0
Fomenting Mutiny
« Reply #249 on: January 30, 2014, 12:07:51 pm »


               Of course for the lazy amongst us this is a mixed blessing. 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. Now we might actually have to dust off the tools we used for doing that :wizard:and actually use them again!'<img'> Why is it that even the laziest of us have to do some work?

Kidding aside good work so far.

TR
               
               

               
            

Legacy_The Amethyst Dragon

  • Hero Member
  • *****
  • Posts: 2981
  • Karma: +0/-0
Fomenting Mutiny
« Reply #250 on: January 30, 2014, 04:32:14 pm »


               

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. ':mellow:'  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. '<img'>
               
               

               


                     Modifié par The Amethyst Dragon, 30 janvier 2014 - 04:35 .
                     
                  


            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Fomenting Mutiny
« Reply #251 on: January 30, 2014, 07:11:13 pm »


               Flying pig??? Where???
               
               

               
            

Legacy_The Amethyst Dragon

  • Hero Member
  • *****
  • Posts: 2981
  • Karma: +0/-0
Fomenting Mutiny
« Reply #252 on: January 30, 2014, 08:06:00 pm »


               

Pstemarie wrote...

Flying pig??? Where???

It's not flying yet.  I just added wings to it because it's funny and I needed something new to experiement with uploading to the new Vault when it first went online.

If someone wants to make it actually fly, I say go for it. '<img'>  Maybe one of our people around here that are newer to model making will want to modify it (supermodel it to the pseudodragon or something for animations?).
               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Fomenting Mutiny
« Reply #253 on: January 30, 2014, 09:16:52 pm »


               Darn it! No piggy wings to go with my buffalo wings.
               
               

               
            

Legacy_The Amethyst Dragon

  • Hero Member
  • *****
  • Posts: 2981
  • Karma: +0/-0
Fomenting Mutiny
« Reply #254 on: January 30, 2014, 10:58:47 pm »


               

Pstemarie wrote...

Darn it! No piggy wings to go with my buffalo wings.

There is a pig with wings.  Well, a pig with a wing node (and a 2da edit so you can add them), so you can pick whatever wings you want.