Aller au contenu

Photo

Coming to a screen near you soon!


  • Veuillez vous connecter pour répondre
151 réponses à ce sujet

#76
ElgarL

ElgarL
  • Members
  • 89 messages

Calvinthesneak wrote...

I got a dumb one to ask about, what about a fix so that when someone drops a party it doesn't cancel an action que?

I doubt it on this one. I can see numerous places it could cause issues. For example, the NPC who leaves your party because they became an enemy. Not clearing the action queue may prevent them from properly becomming agressive to you.

#77
FunkySwerve

FunkySwerve
  • Members
  • 1 308 messages
He doesn't mean the action queue of the leaving member, he means those of everyone else - this is a much-lamented nuisance on PWs (someone drops party to refresh their party list from the party list bug, and your rest gets cancelled, etc etc), though I'd think it'd be handled by an alteration to nwserver rather than the client. Then again, I don't know that much about the workings of the engine, so I'll defer to you on that. DetermineCombatRound will probably clear the leaving member's if they're hostile, in any event, though we do have lingering issues with stuck queues after implementing swift actions, so I suppose that's possible as well.



Funky

#78
Calvinthesneak

Calvinthesneak
  • Members
  • 656 messages
Funky got exactly what I'm asking about. It is just something I always get asked when I'm scripting or working in haks to fix. Especially for combat situations when your character will stop all actions in middle of combat. It might not be possible to fix, but I figured I could at least ask about it.

#79
Tyndrel

Tyndrel
  • Members
  • 185 messages

ElgarL wrote...

Tyndrel wrote...

Will it allow builders to make weapons finessable? Specifically I'd like to make a finessable quarterstaff for my Celtic project... world... thing!


A quarterstaff is a Large weapon so shouldn't be finessable under any rule set :(


I know that's the existing rule but that's why I want to change it, I suppose an argument could be made for a dexterity component in the accuracy of most weapons I just think staves are particularly deserving and as there will be a reduced range of weapons in a celtic flavoured world I wanted them as a viable weapon for dexers, particularly monks...  I could just ban monks though friar Tuck may not approve!  ;):whistle:

Modifié par Tyndrel, 24 octobre 2010 - 11:10 .


#80
WebShaman

WebShaman
  • Members
  • 913 messages

FunkySwerve wrote...

@WebShaman: the above-linked plugin has full CEP weapons feats, along with some cool new ones like Superior Focuses, and some NWN2 ones like Power Crit.

The big advantage to the plugin, which is unfortunately linux only, is, of course, no clientside exe. I'm certain we'd need one for the class stuff, though, so I eagerly await what Elgar is cooking up. If you have a chance, maybe you could add room for additional effects icons and side-by-side instances of the exe, from this one:
http://wiki.hgweb.or...lient_Changes   (see HG-modified client executable, near the bottom)

Best,
Funky


Yeah, I know about that plugin, but what Edgar is doing is much more efficient than the Plugin method (and it is not linux only).  I have been a big fan of the NWNx2 Plugins and what has been reached with it (Higher Ground being a great showplace for much of this, btw).

Allowing this sort of thing on the Client side, instead of the Server side, is awesomeness!

#81
Talia Kirana

Talia Kirana
  • Members
  • 18 messages
Great to hear this is still progressing nicely!

#82
NorthWolf

NorthWolf
  • Members
  • 86 messages
Since I've pitched the question elsewhere, I thought I might also ask if it would be possible for you to add functionality supporting modification to off-hand attacks (and maybe enhanced modification to on-hand attacks, such that caps on relevant functions are removed)? I'm really impressed by the emulation the PRC does, but it's still not as good as the real thing.

Either way, still very sweet and I really look forward to seeing this done.

Modifié par NorthWolf, 27 octobre 2010 - 11:56 .


#83
WebShaman

WebShaman
  • Members
  • 913 messages
BTW - are the stacking limits of Barbarian Rage, etc, done away with with this alteration?



If not, possible? Such would really do a lot to give the Barb back some of the most important parts of that class for NWN.



And would it be possible to increase the stacking limit from +12 (abilities) to something higher? Same for other bonuses (+20 being the limit, I believe).

#84
KenquinnTheInsaneOne

KenquinnTheInsaneOne
  • Members
  • 27 messages
The NWNX Fixes plugin already allows you to increase the stacking cap. I would assume that ElgarL could add the same thing. There are PC and Linux versions of it if ElgarL wants to take a look at how it works.

#85
Shadooow

Shadooow
  • Members
  • 4 468 messages

WebShaman wrote...

BTW - are the stacking limits of Barbarian Rage, etc, done away with with this alteration?

If not, possible? Such would really do a lot to give the Barb back some of the most important parts of that class for NWN.

And would it be possible to increase the stacking limit from +12 (abilities) to something higher? Same for other bonuses (+20 being the limit, I believe).

just a note
barbarian rage and similar abilities like defensive stance are useless in nwn only because all items with ability bonuses stacks with itself + spells. So its very easy to reach +12 cap especially if the rage gives +8. But thats not right, in dnd they do not stack.

Also you can't raise the ability cap. If you do this you totally unbalance the game (charisma builds gets advantage, character will have bigger ab/DC/dmg...) (also een with cap raised, its possible to reach it again, which will solve nothing)

Also its not issue in all modules. I think this is best to left to module builders which have possibility to alter it to not add abilities but the bonuses the abilities would give.

Modifié par ShaDoOoW, 28 octobre 2010 - 06:26 .


#86
FunkySwerve

FunkySwerve
  • Members
  • 1 308 messages

ShaDoOoW wrote...


Also you can't raise the ability cap. If you do this you totally unbalance the game (charisma builds gets advantage, character will have bigger ab/DC/dmg...) (also een with cap raised, its possible to reach it again, which will solve nothing)

Also its not issue in all modules. I think this is best to left to module builders which have possibility to alter it to not add abilities but the bonuses the abilities would give.


Agreed. Raising these caps requires a great deal of planning by the builder - we're running at +14 right now (only from items), and planning to move to +16 eventually. Allowing builder-optional stacking would be great, though.

Funky

#87
Avonos the Rogue

Avonos the Rogue
  • Members
  • 39 messages

FunkySwerve wrote...
...
Allowing builder-optional stacking would be great, though.
...


I would like to see this as well.

#88
KenquinnTheInsaneOne

KenquinnTheInsaneOne
  • Members
  • 27 messages
ElgarL I was wondering how hard it would be for you to stop the pallet crash for the DM client. It happens when a module has more than 16K items in their pallet and a DM tries to log into it.

Edit: I have been told that there are two limits. One is a 16K limit for items in the toolset pallete(cant save a module with more than that) and the other is a limit on the number of items in the DM Pallete. Which he does not know.

++For making the stacking builder optional

Modifié par KenquinnTheInsaneOne, 29 octobre 2010 - 09:58 .


#89
KenquinnTheInsaneOne

KenquinnTheInsaneOne
  • Members
  • 27 messages
Edit: Doulbe posted needs to be deleted

Modifié par KenquinnTheInsaneOne, 29 octobre 2010 - 09:42 .


#90
ElgarL

ElgarL
  • Members
  • 89 messages

KenquinnTheInsaneOne wrote...

ElgarL I was wondering how hard it would be for you to stop the pallet crash for the DM client. It happens when a module has more than 16K items in their pallet and a DM tries to log into it.

Edit: I have been told that there are two limits. One is a 16K limit for items in the toolset pallete(cant save a module with more than that) and the other is a limit on the number of items in the DM Pallete. Which he does not know.

++For making the stacking builder optional


This is one thing I do intend to take a look at once I get time. However, at the moment I'm hung up on a caster type . The only one not working correctly at the moment is Artificer. Once I find that bug I'll be looking at the default event scripts to try and get an open beta out.

As to stacking and caps, anything and everything is possible, but one step at a time.


The modified client works single player and multiplayer when it's client to client. For Multiplayer server it will require a recode of the server, which will be my next task.

#91
KenquinnTheInsaneOne

KenquinnTheInsaneOne
  • Members
  • 27 messages
I don't think the Artificer is even enabled right now, or at least someone was complaining they could not make them in the PRC. I have not tested in game to see if I can make one.

#92
Shadooow

Shadooow
  • Members
  • 4 468 messages
When playing as an archer, I found out very annoying that when the last ammunition is fired the game automatically puts in the slot new ammunition, but of the "best" type. I don't know how order is used, but if I have piercing arrow on me, and fire last one, game automatically equip fire arrows. That can be very annoying, when shooting fire immune creature. Would be possible to change it in way, the game would equip the same arrows?

Also to never automatically equip arrows from containers.:wub:

Modifié par ShaDoOoW, 30 octobre 2010 - 07:40 .


#93
ElgarL

ElgarL
  • Members
  • 89 messages

ShaDoOoW wrote...

When playing as an archer, I found out very annoying that when the last ammunition is fired the game automatically puts in the slot new ammunition, but of the "best" type. I don't know how order is used, but if I have piercing arrow on me, and fire last one, game automatically equip fire arrows. That can be very annoying, when shooting fire immune creature. Would be possible to change it in way, the game would equip the same arrows?

Also to never automatically equip arrows from containers.:wub:


Thats possible. It currently uses the same code as NPC's to find the best weapon.

#94
NorthWolf

NorthWolf
  • Members
  • 86 messages
Nice to hear this is getting close to completion.



As for the builder optional stacking, it would be nice to have separate effects that provide stacking like WebShaman suggests.



Removing the caps works as well, though.

#95
KenquinnTheInsaneOne

KenquinnTheInsaneOne
  • Members
  • 27 messages
One thing that is PRC specific that would be good to add is two more restrictions to the feats.2da. Right now the PRC has a few feats that are either restricted by race, or by alignment(good or evil in this case). They clutter up the feat selection screen and currently they stop you from getting them by forcing you to relevel if you don't meet the requirements. It would be nice if the problem could be solved at its source.

#96
Jez_fr

Jez_fr
  • Members
  • 302 messages
ElgarL thank you for your work on this. It sound too good to be true =)



Is it possible for you to extend the range limitation of ranged weapons, and to add some 2da controlled range bonii/malii to hit modifiers (and also possibly damages)?

In modern modules we'd really love to have that (but bows/xbows could use it too) XD


#97
ElgarL

ElgarL
  • Members
  • 89 messages

Jez_fr wrote...

ElgarL thank you for your work on this. It sound too good to be true =)

Is it possible for you to extend the range limitation of ranged weapons, and to add some 2da controlled range bonii/malii to hit modifiers (and also possibly damages)?
In modern modules we'd really love to have that (but bows/xbows could use it too) XD

I've noty had time to do any work on this project the past week, but I'll be getting back to it shortly.

#98
Jez_fr

Jez_fr
  • Members
  • 302 messages
Good to know, thanks ElgarL =)

(Just a note, I have no use for PRC so feel free to release your launcher only with bare bones. NWN with less limitations would be such a great thing by itself! XD)

#99
Feldar Silverspoon

Feldar Silverspoon
  • Members
  • 2 messages
Outstanding project, and my thanks for the work you are doing to compete it . Posted Image

I also (of course) have a question. Having read through this thread, I noticed that character race selection has not been mentioned. Of course, as it stands, most aspects of the dialog are hard-coded. However, that is what this project is about, so I will stick out my neck and ask... Can ingame selectable races be changed and/or added to?

#100
ElgarL

ElgarL
  • Members
  • 89 messages

Feldar Silverspoon wrote...

Outstanding project, and my thanks for the work you are doing to compete it . Posted Image

I also (of course) have a question. Having read through this thread, I noticed that character race selection has not been mentioned. Of course, as it stands, most aspects of the dialog are hard-coded. However, that is what this project is about, so I will stick out my neck and ask... Can ingame selectable races be changed and/or added to?

Races can be changed, but at teh moment I see no point in doing so. It would require a few UI changes, but currently I don't believe there are many (if any) additional races that are designed correctly to work as a default race.