Community Patch new update -> beta 6
#26
Posté 07 novembre 2011 - 06:10
Moved to Custom Content? Makes sense :-)
I'm following this closely, ShadoOow. I think you've done an incredible amount of work.
Soon as I get *my* systems working and (mostly) debugged, I'll be checking your patch out.
Scout's honor! <you're not a scout> Hush, bird.
<...to give ShadoOow some encouragement>
#27
Posté 07 novembre 2011 - 06:19
does it? I am not really so sure. It was meant as an annoucement for players mainly. Im not sure whether they find it burried there, but whatever. Anyway thanks for support.Rolo Kipp wrote...
Moved to Custom Content? Makes sense :-)
Modifié par ShaDoOoW, 07 novembre 2011 - 06:20 .
#28
Posté 07 novembre 2011 - 06:52
It does, as it is customizing the official release.
OTOH, it would make *more* sense in the Tools and plugins... IMOHO :-)
<...for a minute>
#29
Posté 08 novembre 2011 - 06:56
If anyone thinks of anything I missed or messed in there, let me know.
If I forgot on someone who helped with patch or someone doesnt want to figure in credits, just say.
If someone wants, any effort to fix my bad grammar is appriciated.
#30
Posté 13 novembre 2011 - 09:17
Still looking for someone willing to help me with german translation (its about fifty lines of text)!
DOWNLOAD (windows installer by AlDark)
DOWNLOAD (7zip archive manual instalation for unix/MAC
DOCUMENTATION (in progress, link in my signature still leads to old version)
Now to the changes since beta6:
Fixed broken stuff from Patch
- fixed some missing Auto 2DA Merger patterns
- fixed GetSlashingWeapon to consider slashing+piercing weapons like halberd or scythe again
- fixed mind blank spells not properly removing bane/feeblemind effects
- fixed constitution stacking in the polymorph crash fix workaround
- fixed targetting issue with associates of a nonplayable creature in spellsIsTarget function
- AI decreases ineffective spell uses again due to the bug in the GetCreatureTalentRandom function (intent was to improve spell selection, which failed)
- unintelligent races like vermins uses healing (if they have it) again (they shouldn't according to bioware code, but due to the bug in script, this never worked until I unintentionaly fixed it) - new intent is that if builder gives them any healing talents, they should be able to use them
Additional features into existing content from Patch
+ added missing adjustable holy and negative trap scripts
+ Spell Immunity precedence in ResistSpell check now takes into account also itemproperties with immunity to specific spell, spell by level or spell school placed on target's skin
HAK version
- HAK version adds secret creatures, Belker and Goblin without arrow quiver
New fixes and features
- added a new module switch to disable the Spell Immunity precedence in ResistSpell check
- added a new module switch to allow to ignore SR check inside all AOE spell effects
- partialy incorporated "Craft Magic fixes" by The Krit (as I caught some issues already)
- added Halaster into the GetIsFlying function
- fixed IPGetIsBludgeoningWeapon to consider bludgeoning+piercing weapons like morningstar
- AOE effects created from special abilities such as auras were set to be permanent, supernatural and undispellable
- enabled and implemented Belker's Smoke Claws special ability
- Sunbeam Innate level corrected
- several creatures added missing incorporeal flag: Allip and Summoned creatures: spectre, wraith, shadow, shadow lord and shadow fiend
- fixed incorporeal flag on spectre summoned from Pale Master feat (she have it but due to wrong script the effects weren't granted)
- several creature's AI level set to high: Halaster, Masterius, G'Zhorb, Demilich, Lich (21CR), Prismatic dragon and Harat
- removed Spell Mantle from demilich's spell selection (as he is immune to all spells, so whats the point)
- Spellscripts:
- Timestop spell in multiplayer affect only area where the spell was cast
- Sunbeam: oozes takes full damage as if they were undeads
- Heal and Mass Heal now correctly restores dying target's hitpoints to maximum
- Pulse whirlwind special ability: damage was same for all creatures in AoE, new feature: disperses cloud like effects like gust of wind does
- Shadow attack strength damage reduced to 1d4 from balance reasons (and also the fact that the shadow AI is now much more effective)
- AI:
- insivible casters switch back to offensive if their target suddenly can sees them
- casters with HIPS won't attack melee anymore but rather HIPS-cast
- creatures won't waste full-heal talents if they are not wounded badly
- undead creatures are now able to use Harm and lesser inflict spells, and even custom potions with these spells to heal themselves
- creatures won't move towards target when casting Time Stop spell
- creatures won't recast true seeing/see invisible spells if they still have old spell's effects on them
- Shadow's special AI rewritten to make his attack more effective (so shadow won't stay flatfooded anymore) and to fix an issue when shadow stopped attacking
Modifié par ShaDoOoW, 14 novembre 2011 - 02:04 .
#31
Posté 14 novembre 2011 - 03:14
ShaDoOoW wrote...
...
Still looking for someone willing to help me with german translation (its about fifty lines of text)!
...
Well, I'm from Germany, but I'm a bit short in time ATM (too many kettles boiling). If you give me some time, I could give it a try. But, I guess, it'll take me a couple of weeks+.
#32
Posté 14 novembre 2011 - 03:28
#33
Posté 25 novembre 2011 - 12:08
DOWNLOAD (windows installer by Aldark) (note: it does work under WINE)
DOWNLOAD (7zip archive manual instalation for unix/MAC or geeks)
DOCUMENTATION (updated for actual version - or use link in my signature for online documentation)
Now to the changes since beta6rc1:
- added russian dialog.tlk
- added russian fonts into russian instalation
- added improved czech fonts (by Tommy) into czech installation
Fixed broken stuff from Patch
- added shadow conjuration magic missile spell into spell immunity precedence workaround
- rapid shot safety check in AI now also checks for crossbows
- improved new petrification immunity feedback workaround
Additional features into existing content from Patch
+ added several creatures that can breathe water into spellsIsImmuneToDrown function (sahuagin, sea hag, water and ooze mephit, black, green, bronze and gold wyrmling and dragon)
+ improved SpellCastAt behavior, better fix for flatfoot and teleport issue + fixed cancel when struck by own spell
New fixes and features
- fixed bug in ResistSpell function when used inside AOEs that allowed to bypass target immunity or make yourself immune -> this also comes with a change that a spell mantle effect is no longer used for AOE effects
- Spellscripts:
- Spike growth: flying and incorporeal creatures are now immune
- Sunbeam: plant creatures counts as undead as well (technically since there isn't plant race in vanilla NWN, this is done via subrace field which should contain "plant" (not case-sensitive))
- added immunity feedback into Drown spell and Drown pulse ability
- AI:
- creatures at very high difficulty uses auras instantly
- creatures will use level draining bolt or pulse despite their target is drained already
- creatures will ignore AOEs they are inside, if they are immune to that AOEs effects
- creatures will substitute a negative energy talent with best healing talent if they are dealing with undead opponent
- minor improvements in AI (removed some immunity checks so creatures will try certain spells even when target is immune, better code to handle HP limit in Power Word: Death spell, creatures with true seeing itemproperty may cast darkness, and mainly improved efficiency)
Modifié par ShaDoOoW, 26 novembre 2011 - 12:50 .
#34
Posté 25 novembre 2011 - 12:18
Since you've heavily modified the scripting and 2da engines already, wouldn't it have been easier to just add a "plant" race to racialtypes.2da?
The only reason I point this out: I know a lot of Builders add various plant creatures to their modules/worlds - the myconids and treants (tree giants) come to mind. I think in the long run having a "plant" race would be more versatile for Builders.
P.S. I'm pretty impressed with the overall design of this project. I've got it up and running on my testing install and I must say the positive effects upon the game are quite impressive. While I may not agree with all the choices you've made, I have yet to find something that is really unbalancing.
Modifié par Pstemarie, 25 novembre 2011 - 12:28 .
#35
Posté 25 novembre 2011 - 01:45
But to the question, I choose this solution against new racial type from these reasons:
- when I looked into CEP1, the creatures that should be plant (myconid, treant) were not set to the plant race that comes with CEP1, so builder still have to change those creatures - question is only how
- new racial types cannot be favored by ranger anyway
- I wasn't sure if the new race has any impact on client (well hardly but I had not enough time to proof it) and if its required in clients version
I thought about adding a new race but then, I wasn't sure if I should rather reuse CEP's line (and to make it compatible with CEP) or to make brand new and on what line. Are there any other CC that brings new racial types? Anyway, I can change it to the new race, its still time (actually Im only waiting for one fix into Auto 2DA merger and its done) but I need advice how.
#36
Posté 25 novembre 2011 - 02:20
Most Builders don't use generic CEP creatures templates, and the templates are easy enough to change and save anyway.
Favored Enemy is chosen as a feat so you could add the plant race easily enough. However, you'd no doubt have to do some fancy script writing to get the modifiers to work - not really a problem for you but might be more effort than its worth.
Can't speak for client requirement - I'm multiplayer retarded remember
If you do choose to add it I would use the same line as CEP and keep it all the same except for the TLK entry. That way if someone adds CEP on top of your patch the only thing that changes is the TLK reference - which points to CEP table.
#37
Posté 25 novembre 2011 - 04:33
[Edit:] Nevermind. I downloaded your patch and looked at the Dialog.txt.
The answer: index 112031 is the max index of Dialog.tlk in this patch.
The reason I ask is that I'll need to merge my modified Dialog.tlk with yours. I added on to the Dialog file for my Arnheim modules. I needed new race names, new feat names etc... to show up during character creation.[/edit]
[Edit: merge complete. All of my changes to Dialog.tlk happen at 119997 or later]
Incidentally, I think adding a new plant race makes sense, as does adding the relevant Favored Enemy feat.
[Edit:] I am reading your readme and notced this:
- classes.2da - created new prerequisities 2da for base classes in order to allow builder their disabling via scripting, see notes
I did the same in my module. Very interestng feature for some modules.[/edit]
[Edit:] And I noticed this:
- new Item Cost adjust itemproperty to allow increase or decrease cost by any ammount
Is it possible to do the same with item weight? I'd liek the ability to adjust weight of an item to exactly what I think is right.[/edit]
Modifié par henesua, 25 novembre 2011 - 05:19 .
#38
Posté 25 novembre 2011 - 07:28
Interesting idea. I havent added any new itemproperties because client would see Badd streff (though, I added TLK references for future use/custom content) but if I understand your point than you want to use this to decrease weight for system items and this weight decrease doesnt have to be visible for player, same as cost decrease. I will look into this.henesua wrote...
[Edit:] And I noticed this:- new Item Cost adjust itemproperty to allow increase or decrease cost by any ammount
Is it possible to do the same with item weight? I'd liek the ability to adjust weight of an item to exactly what I think is right.[/edit]
Modifié par ShaDoOoW, 25 novembre 2011 - 07:29 .
#39
Posté 26 novembre 2011 - 02:19
I already added the Increase Weight itemproperty to all base item types and I already added TLK references for additional values like 1, 2, 3,4,250,500,750 but they are not added into the property for compatibility reasons - if client wouldnt have Patch, he would see Bad Strref instead. However, I added in last versions HAK version, so I could add inside. (Along with many other itemproperties from Ben Harrison's itemproperties expanded)
Or second option is to make Weight increase itemproperty invisible. It would probably make sense as its rather system itemproperty which isn't beneficial to the player in any way so he doesn't have to know its there.
#40
Posté 26 novembre 2011 - 02:39
On another subject - I've been playing around with BioWare's secret wall doors in my module. The stone one (that swings open) does not open. Have you fixed this in your patch?
#41
Posté 26 novembre 2011 - 03:37
Okay, but the weight decrease should not be invisible as that positive itemproperty used in magic bags. Thus I can offer only weight increase solution in no-hak version.Pstemarie wrote...
+1 for invisible.
Nope, didn't know about this. Except the fact that they would need a total rewrite because they uses Heartbeat, but thats not in my plan.On another subject - I've been playing around with BioWare's secret wall doors in my module. The stone one (that swings open) does not open. Have you fixed this in your patch?
#42
Posté 26 novembre 2011 - 04:43
ShaDoOoW wrote...
Okay, but the weight decrease should not be invisible as that positive itemproperty used in magic bags. Thus I can offer only weight increase solution in no-hak version.
So it sounds like the weight adjustment is not possible as a new itemproperty because it sounds like you are adjusting existing itemproperties rather than making new ones. I was actually asking for a separate single IP that would enable the builder to set the item's weight by hand. I am amazed that the engine did not enable this kind of functionality in the begining.
I wonder if I edited the text of the item resource file if I could do this.
Modifié par henesua, 26 novembre 2011 - 04:45 .
#43
Posté 26 novembre 2011 - 04:43
ShaDoOoW wrote...
Nope, didn't know about this. Except the fact that they would need a total rewrite because they uses Heartbeat, but thats not in my plan.On another subject - I've been playing around with BioWare's secret wall doors in my module. The stone one (that swings open) does not open. Have you fixed this in your patch?
Not the scripting. Its the model itself, cause the scripts work fine with the other secret doors. Probably something bad with the animation or the use nodes/pwk. When I get around to looking at it and figure it out I'll drop you the model.
<EDIT> Took a quick look at the model and its just as I thought: the use node was centered over x0/y0. So if you spawn the placeable partly embeded in a tile wall (like it should be), you can't open it cause you can't reach the use node. In any event, I've fixed the model (set the use node to match the wooden secret door) - yours if you want it.
Modifié par Pstemarie, 26 novembre 2011 - 04:51 .
#44
Posté 26 novembre 2011 - 05:06
Thats not possible at all. You can create new itemproperties but they will do nothing by default unless you script them via OnEquip/UnEquip. And the only way how to adjust item weight is to use already existing Weight increase and Weight reductions properties again.henesua wrote...
ShaDoOoW wrote...
Okay, but the weight decrease should not be invisible as that positive itemproperty used in magic bags. Thus I can offer only weight increase solution in no-hak version.
So it sounds like the weight adjustment is not possible as a new itemproperty because it sounds like you are adjusting existing itemproperties rather than making new ones. I was actually asking for a separate single IP that would enable the builder to set the item's weight by hand. I am amazed that the engine did not enable this kind of functionality in the begining.
I wonder if I edited the text of the item resource file if I could do this.
BTW Why wouldn't default weight increase itemproperty work for you? Granted I would change it to be invisible and added more choices as I proposed it seems to me that it could be handy. Still have to test if the itemproperty stack and if it allows decimal numbers. That way you could set some items to a weight of zero and then only increase the weight manually via itemproperty.
Modifié par ShaDoOoW, 26 novembre 2011 - 05:08 .
#45
Posté 26 novembre 2011 - 05:18
But it would be most useful if Set Weight was a second property. This would ensure that the existing properties function the same as they always have, but a second invisible property could enable the builder to set the weight to an exact amount. I suppose if Increase Weight is invisible however I could adjust the weight of all items in a custom baseitems.2da to 0, and then use Increase weight on every item to set the weight I wanted. I tend to avoid using standard items anyway....
Modifié par henesua, 26 novembre 2011 - 05:19 .
#46
Posté 26 novembre 2011 - 05:53
Since I dont see any harm in making the default weight increase itemproperty invisible, I will do that then.
#47
Posté 28 novembre 2011 - 11:58
BTW weight increase item property is invisible by default... But nevermind, I tested the property and it stacks with itself, also is possible to include decimal numbers, only problem is that I cant change current lines that is
0 58319 5_lbs 50 1 58320 10_lbs 100 2 58321 15_lbs 150 3 58322 30_lbs 300 4 58323 50_lbs 500 5 58324 100_lbs 1000Thus any additional values can be only below (otherwise all custom items in the module that uses weight increase itemproperty would recalculate their weight by new values). Which is a bit weird when I would want to include these decimals values like 0.1 0.2 0.5. Any opinions? Do we need decimals?
Anyway got one question. The Krit pointed out (in really strange way) that the Turn Resistance itemproperty doesnt work for player characters. Since I took this over Ben Harrison's itemproperties expanded I havent thought of that, however The Krit is correct, I just re-tested this. So now I have two options:
1) remove the Turn Resistance property from player-equippable items and keep it on skin
2) add a special scripting workaround into turn undead script so it will account the TurnResistance on player character (I already did this in my development module, question is whether it will acount only skin or all player-equippable items)
Modifié par ShaDoOoW, 28 novembre 2011 - 12:09 .
#48
Posté 30 novembre 2011 - 08:10
Modifié par ShaDoOoW, 30 novembre 2011 - 08:12 .
#49
Posté 02 décembre 2011 - 09:59
weight increase:
I added a new values of 1, 2, 3, 4, 250, 500 and 750, couldn't added other values like decimal because there aren't new tlk references done in all languages
plant race:
current solution, that is subrace field remains because a new race coultn't be favored by rangers (and a workaround to make it possible would cause compatibility issues between 1.70server and 1.69player), so my advice is to use Fey race which matches the nature of the creature and write "plant" into subrace if you want the creature be vulnerable to the sunbeam spell
Modifié par ShaDoOoW, 02 décembre 2011 - 10:00 .
#50
Posté 02 décembre 2011 - 10:08
why can't you add new favored enemy feats for new races?





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