Author Topic: Community Patch 1.71 final version released!  (Read 427 times)

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch 1.71 final version released!
« on: April 30, 2014, 12:04:39 am »


               

Finally its there. Thanks to Aldark again for helping me with installer and making neccessary changes in it.


 


LINK for download. (Windows installer)


LINK for download. (English Manual installation package  - other languages are available too, check the Patches page on vault)


 


Few notes:


 


1) Newly, installation is possible only onto official english patch 1.69 version. Those with unofficial 1.69 patches will have to revert to english with rebuild before installing 1.71 first (althought I supported this previously). You wont lose anything important, 1.71 is translated into german, polish, russian and czech with all texts from 1.69. The czech and russian languages (since not official ones) includes also additional files such as fonts override or main hero name inflection tool.


 


2) Those with other languages (Spanish, Brazil etc), will want to backup dialog.tlk if its in that language and replace after 1.71 installation since these languages are not included yet. Btw, if you speak with this language and you can help with this support please contact me with personal message.


 


3) Lastly, the documentation sucks. I really need help with this. This project become extremely huge, and I more or less documentet everything but it has bad format. Currently Im providing a text file with all 1.71 beta release content readmes, but it needs to be rewritten into better format.


The full documentation is within these links: General, Spell changes, Spellability&Feat changes



               
               

               


                     Modifié par Shadooow, 31 mai 2014 - 07:49 .
                     
                  


            

Legacy_Gruftlord

  • Sr. Member
  • ****
  • Posts: 490
  • Karma: +0/-0
Community Patch 1.71 final version released!
« Reply #1 on: April 30, 2014, 12:29:12 am »


               

congratulations on getting the patch finished, wrapped up and out into the public. your hard work is very much appreciated


 


just a question: if i have previously installed RC4, will running the installer sort everything out (i.e. overwrite the necessary files) or is is best to revert the game to 1.69 before applying the new patch?


do the old CEP compatible 2das still suffice, or will they need to be updated?



               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch 1.71 final version released!
« Reply #2 on: April 30, 2014, 12:35:15 am »


               


just a question: if i have previously installed RC4, will running the installer sort everything out (i.e. overwrite the necessary files) or is is best to revert the game to 1.69 before applying the new patch?




Yes completely fine. Installing on 1.70 or any 1.71 is possible as long as you have 1.69 english official patch installed "under" it. 1.70 previously allowed and supported unofficial 1.69 versions which was case of Polish and German language. The warning is for players and builders with these versions. If you have english you dont have to use critical rebuild at all.


 



 


do the old CEP compatible 2das still suffice, or will they need to be updated?



it should be same, but i will recheck this later


               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch 1.71 final version released!
« Reply #3 on: May 01, 2014, 02:42:11 pm »


               

Notice: one error has been found. In x0_s0_laugh (Tasha's hideous laughter spell script) there is bug in line:



int nDuration = spell.Meta;

should be:



int nDuration = d3(1);

I will repack a new patch version and upgrade it on vault, but for those who already downloaded it it might be faster solution to fix it in their module.


 


//havent checked cep2 2das yet...



               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch 1.71 final version released!
« Reply #4 on: May 01, 2014, 05:45:33 pm »


               

The Patch 1.71 has been quickly updated to fix the Tasha's issue. You can redownload from new vault now.


 


Note: I recommend to uncheck the backup option in the installer (and then press replace for all). Otherwise you get a *.bak duplicate for every file that has been put there with first run. Or delete those backups later, they are not required, if there would be any problem, the 1.69 critical rebuild will always fix it.


 


Also note, that file data/patch170.bif is no longer used by game and can be deleted. This was unfortunately not possible to add into installer so quickly, so if you care you can delete it manually. (This is only issue for those who had 1.70 before)



               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch 1.71 final version released!
« Reply #5 on: May 01, 2014, 07:40:41 pm »


               


do the old CEP compatible 2das still suffice, or will they need to be updated?




I made a new 2da merge build, available for download at new vault CP project page.


 


I also uploaded an updated version of 1.71 builder's resources and a 1.71 tileset fixes, both built on 1.71 final (was RC4 version there)


               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Community Patch 1.71 final version released!
« Reply #6 on: May 02, 2014, 02:23:47 am »


               

Congrats on the release. I've got the patch installed and already updated my module scripts. Next up is the 2da files. 



               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch 1.71 final version released!
« Reply #7 on: May 02, 2014, 07:45:44 am »


               


Congrats on the release. I've got the patch installed and already updated my module scripts. Next up is the 2da files. 




The Auto 2DA updater can help with 2da merging, even if you dont trust it (unfortunately last time I tried it it had some issues - doesnt work with new columns etc.), you can use the ini files located in its folder that contains a line number, default value and new value. Unfortunately due to the time constraints there are mostly no comments of the purpose of that line. Something I wanted to do but the author of that tool lost source so it couldnt been updated anyway...


 


And script merging. Im glad you already finished this - it might be quite a hard job depening on the number of scripts one had modifiedd because really every script has been touched between 1.70 and 1.71. Few suggestions for merging scripts then:


1) attempt a mass replace in your scripts of "struct spell spell = " with empty string.


2) also, you can delete the credits, ", fix by Shadooow" and ", fix by Shadoow" or ", fix by ILKAY" with empty string. Both 1) and 2) will lessen the number of scripts that doesn't match with new implementation.


3) compare the folder "1.71 builder resources\1.71 spell scripts\Spells" with "modules/temp0" (needs module opened in toolset) in some comparing program such as Beyond Compare 2 and copy the newer differences manually


4) repeat the same with other folders such as 1.71 builder resources\1.71 spell scripts\Includes etc. OR put all folders in 1.71 spell scripts into one folder and compare it from there.


 


Bit more time consuming but trust me its worth it. The changes in the new spell "engine" allows much more than in past and the changes in includes are the most valuable ones.



               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Community Patch 1.71 final version released!
« Reply #8 on: May 02, 2014, 11:36:23 am »


               

I only have a few 2da files to merge and its just as easy for me to use Excimer's tool for merging. It has a nice visual interface that highlights each difference. Not that the auto tool isn't good, I just don't like leaving anything to chance when it comes to 2da files.


 


As for the spellscripts, I'll be going back in and comparing each spellscript in my module that I've modified with the original 1.71 source once I get my final exams done this next week. I use Textpad or BeyondCompare2 to compare scripts. So far the scripts I had to edit were primarily upgrading from the 1.70 engine to the 1.71 engine and replacing the standard includes I'd modified with the new 1.71 versions then merging my modifications - mainly adding references to new resources such as creature appearances - back in. I'm also not concerned about the credits, you deserve to take credit for your coding - although removing them does reduce the byte size of the scripts (hmmmm).



               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch 1.71 final version released!
« Reply #9 on: May 02, 2014, 01:11:14 pm »


               


I only have a few 2da files to merge and its just as easy for me to use Excimer's tool for merging. It has a nice visual interface that highlights each difference. Not that the auto tool isn't good, I just don't like leaving anything to chance when it comes to 2da files.




Yes I also doing that manualy, though lately when I was merging cep2.4 2da, namely appearance where for some reason all appearances has been renamed in 2da it was so hard to compare in BC2 that I did it by following that ini file in the auto 2da merger.



 


I'm also not concerned about the credits, you deserve to take credit for your coding - although removing them does reduce the byte size of the scripts (hmmmm).



Well the reason Im suggesting to do this is because I removed them in 1.71 final and thus even scripts without any change will differ over 1.70 where credits were written. So by mass removing them, you could avoid the comparing tool marking those as a difference. BTW the reasoning of that removal is that at the began when I started and used ILKAY's spell fixes as a start point it made a sense. But then I modified every single spellscript and my name appeared everywhere, so I decided its a bit redundant and that Credits in the main readme will suffice.


               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch 1.71 final version released!
« Reply #10 on: May 31, 2014, 08:47:27 pm »


               

Newly available Italian language version for patch 1.71 by Talon.


 


The installer was updated to contain the Italian translation, the manual italian download is here.



               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch 1.71 final version released!
« Reply #11 on: June 07, 2014, 05:30:49 pm »


               

Small update for italian language:


 




a version different that could help builders (the base 1.69 italian have problems showing italian name of object).




 


Both installer and manual installation package has been updated to use this newer version.


 


If you dont want to redownload whole patch, you don't have to - you can download just the language file and replace it in your NWN install.



               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Community Patch 1.71 final version released!
« Reply #12 on: August 14, 2014, 07:39:40 pm »


               

Newly available French language version for patch 1.71 by Maelstrom.


 


The installer was updated to contain the Italian translation, the manual french download is here.