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#1
ElgarL

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Just about ready for beta (2da's are a mess still :()

http://palmergames.com/drupal/node/44

Modifié par ElgarL, 01 octobre 2010 - 03:14 .


#2
Jaysyn-NWN

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Very cool. This will breathe a lot of life into NWN.



Good job ElgarL.

#3
ElgarL

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Full working spellbooks and familiars. Character creation right in the client.



Oh, not to forget. ALL classes unlocked to be easily customizable in 2da's. No more hard coded settings.



No haks, so all working and available in ANY mod without patching (fingers crossed).

#4
Builder_Anthony

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ewww.....first time i heard of it.You guys did some sneaky codeing or something?

#5
B_Harrison

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Great work Elgar! I'll be happy to help mod with/test the beta when/if needed. Any chance of seeing a full list of the changes?

#6
ElgarL

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1. All classes are now fully defined in 2da's, so they can be edited/changed/removed. Even the base 11.
2. Spellbooks opened up for any class to use, not limited to the base bioware casters.
3. Added new spellbooks for new classes and enabled custom books to be added to spells.2da.
4. Added a few new columns to both spells.2da and classes.2da to control the expanded classes/spellbooks.
5. Added a seperate CastAbil so now casters can have a seperate casting ability from their PrimaryAbility.
6. Non starter classes are now hidden in the class select at creation. Only those available at the creation are visible.
7. Creation classes unlocked so upto 256 classes can be available at creation.
8. Fixed a bug where the client was using classID for it's package index, instead of the proper Default PackageID.
9. Unlocked BIF's so originals can be altered/added to/deleted. New bifs can also be created (with Keys) and added to the client.
10. Added a whole NEW caster type. Spontaneous/All. This type of caster gains ALL spells he can at level up without having any annoying popup to train spells, yet casts as a Sorcerer does.
11. Unlocked familiars/companions (configured in classes.2da) so any class can have them. Now your wizard can have a companion or familiar, depending on how you set the 2da.
12. Scroll learning can now be set per class. So you can now have learnable scrolls for any caster types.
13 integrated the whole PRC so it operates as if it we're part of the base client. No need to patch a mod to have the PRC available. Yet, if you don't want the PRC for something the unaltered client is just a click away.

With the beta release (or soon after) I should be including a BIF/KEY editor/creator. It will allow you to add/create new bifs/keys and alter the existing ones.

I still have to do a modified toolset, server (win) and server (linux) to handled these patches, but those are quick and easy to do.

Modifié par ElgarL, 02 octobre 2010 - 04:43 .


#7
B_Harrison

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Excellent. Thanks!

#8
WebShaman

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This is up there with some of the most brilliant additions to NWN evah!



Please, please, finish this work!



Oh, and have you perhaps contacted the PRC? I think they might just be interested in this...

#9
MrZork

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I'm not as familiar with the PRC as I should be, but, if I am understanding the implications here, this is more than a little awesomeI Is this some sort of change to the base game via binary alteration or DLL is is this something that has been available to modders via scripting and 2da manipulation that is being more fully exploited after all this time?

#10
ElgarL

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I've been picking the brains of the prc crowd for a few weeks. They are probably fed up with my contant questions:(.

This actually came about as I was intorduced to the PRC a month or so back when I was asked to create a base module with PRC for someone. During my experimenting I found and fixed a few bugs in the PRC(should be in the next PRC release). Things like multiple circular dependencies and a broken death/bleed system (code a new one).

During this I was so suprised at the number and level of hard coded limitations implemented in the current nwn client. Limitations that I saw as unneccessary and restricting. It seemed every time I wanted to do something I was told, 'thats hardcoded'. So I decided it was time to remove them.

The fix is an exe which patches the client in memory so the original remains on your hard drive intact, but when executed via the launcher many of the functions are redirected to new code. Mostly it was rewriting functions to remove limitations, but a few bioware bugs we're fixed as they we're discovered. Just about every class related function has been hooked and replaced in some form or another.

Oh, it should also work if you use a hacked/patched client for camera and other bits, and it 'should' work with NWShader, although thats not been tested as yet. It's been discussed between pk an myself.

I coded it all in asm with the actual injector in pascal (delphi) to maintain speed and ensure it would cause as little degredation in performance as possible. In some places it actually increases. The only place it's noticable is at first launch as there's a HUGE amount of data in the PRC which has to be loaded.
However, a lot of that data is in 2da's which are partially reduncant now that the main client has been opened up. It's going to take time for everyone to come upto speed as there's a LOT of reworking to do on those 2da's.
I still have to work out and write code to handle the Advanced learning feature of the PRC, but thats for me to worry about :?.

Hopefully tomorrow I'll get time to patch the toolset and server so we can get a dev server up and running. It's all been tested in single player and in multi-player on my local machine, but not to a remote server as of yet.

Modifié par ElgarL, 02 octobre 2010 - 09:38 .


#11
WebShaman

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Oh...mah...gawd!



That is simply awesome! It is the holy grail, the one thing that has been really holding back the PRC (in that sense). Only having it officially patched into the game would be better!



Where o where were you a year ago...still, better late than never!



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#12
Dark Defiance

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Wow. I'm really looking forward to this!

#13
tmanfoo

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I'm going to assume that this will work for the Linux client as well?

#14
ElgarL

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No linux client patch at the moment. Possibly once we are out of beta for PC as the Linux client will need quite a bit of a recode. Most likely the linux patch will arrive as a replacement exe.

(currently no linux box to pull to client to bits on)

#15
MrZork

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That is uber, hyper, awesome! I am not even a PRC player, but I find this very exciting.

#16
tmanfoo

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Yeah, a hak-less addition to the game sounds pretty good. Loads of questions about this of course, but I'd rather not interrupt the coding sessions. Nice work so far.

#17
Talia Kirana

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Oooh, this sounds interesting!

#18
Nob

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 Will this client edit also fix the problem of known spells for spontaneous casters taking prestige classes?

#19
ElgarL

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Describe the problem and if it's not fixed I can likely fix it.

#20
WebShaman

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I think that he means that spontaneous casters do not get a spell selection screen when leveling up in an appropriate Prestige class (that grants progression in the spontaneous casters class).



Instead, they have to wait and take a level back in the Base class to get that spell selection screen.

#21
ElgarL

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Oh, in that case (not tested), presetige classes who are casters 'should' get spell selections if configured to, in the 2da.

#22
Rubies

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Will you be sharing the specifics of these client edits for other use? I'm especially interested in the base classes on creation, as it's something I've been trying to get around to for months.

#23
ElgarL

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Base classes at creation was a real nightmare. Everything is hard coded. I literally had to rewrite a major portion of the creation functions. The original source was limited to the base 11 classes at creation, and even after removing that restriction, it suffered from a silly bug.
The bioware code was using the classID as the index reference for packages when you clicked 'customize' on a package. It should have been using the default package from classes.2da. This resulted in only classes at creation working if there was a corresponding package with the same ID as it's class. A real nightmare to find and fix.
I think I spend a sold FOUR days on just that one bug alone :(.

I just handed over a pre beat to xwarren at PRC and he's just started doing some base class setups for the new settings. I know too little about the classes themselves to do the actual configuring.
The task after that is to create at least one package per base class, as no package results in a client crash if you click 'customize'.
Then it's lots of 2da mods (hundreds done already), but we are getting there. Open beta timescale is totally dependant upon those edits now.

#24
tmanfoo

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Ok, I can't resist asking just one. Hah, that's how it starts isn't it?



Is this going to cause any backwards compatibility issues with the current client?



Bugger, now another question.



Do you plan on increasing the engine level cap at some point in the future?



I'll resist asking more questions until later. Still, it sounds like some very nice work & I look forward to checking it out sometime.

#25
WebShaman

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I have another question...just who exactly are you? You seem to have a lot of knowledge of the Hard Coded system, and your changes are really brilliant.



Ok, scratch that. I don't really care. Go,go, GO!!!!