Community Patch 1.70 final release
#1
Posté 10 décembre 2011 - 04:48
LINK FOR DOWNLOAD
I think that most peoples on these forums already heard about this project, if not everything can be found on vault or project page.
If there are any questions or issues let me know.
#2
Posté 10 décembre 2011 - 05:00
#3
Posté 10 décembre 2011 - 07:43
Same than NWN DM to you!
(Many files to download. Some new ones are gonna get scared away I'm afraid...
I'd try it before talking too much anyway ;-) )
Modifié par jmlzemaggo, 10 décembre 2011 - 07:52 .
#4
Posté 10 décembre 2011 - 08:09
Sorry, I'm the only bug here... ;-)
Does that "NWNPatch170_EN" file does exactly the same job?
Modifié par jmlzemaggo, 10 décembre 2011 - 08:10 .
#5
Posté 10 décembre 2011 - 09:20
http://social.biowar...45/#discussions
I'm still hazy as to what all is included here. Can't wait to bop over and take a look myself tomorrow.
Modifié par UrkOfGreyhawk, 10 décembre 2011 - 09:20 .
#6
Posté 10 décembre 2011 - 09:33
#7
Posté 10 décembre 2011 - 09:46
Yep exactly.jmlzemaggo wrote...
The ".exe installer" file is one of those few .exe files which don't open on a Mac.
Sorry, I'm the only bug here... ;-)
Does that "NWNPatch170_EN" file does exactly the same job?
#8
Posté 10 décembre 2011 - 07:34
#9
Posté 11 décembre 2011 - 06:35
- download and open the "NWNPatch170_EN.7z" only
- Move those 2 files: "xp2patch.key" & "dialog.tlk" and eventually overwrite if asked straight as they are into your main NWN folder (no subfolders for those two, right?)
- Move the "patch170.bif" file into the 'data' folder
- Move the "patch170.hak" file into the 'hak' folder
- Move the "xp2_gui.erf" file into the 'texturepacks' folder
Dziękuję!
Modifié par jmlzemaggo, 11 décembre 2011 - 06:48 .
#10
Posté 11 décembre 2011 - 09:26
#11
Posté 11 décembre 2011 - 10:18
Didn't because I didn't noticed this one and now I guess its too late. But I added a Belker.Pstemarie wrote...
See you added c_goblinX. Did you also add c_goblincheifA (note the spelling)? This model is listed in the main .bif for the game - its a goblin chief with a shield on its back.
Anyway both will appear in toolset only if you use hak version/files from hak in your custom hak and you merge appearance.2da with yours appearance.2da (if there is a custom one).
#12
Posté 11 décembre 2011 - 11:11
ShaDoOoW wrote...
Didn't because I didn't noticed this one and now I guess its too late. But I added a Belker.Pstemarie wrote...
See you added c_goblinX. Did you also add c_goblincheifA (note the spelling)? This model is listed in the main .bif for the game - its a goblin chief with a shield on its back.
Anyway both will appear in toolset only if you use hak version/files from hak in your custom hak and you merge appearance.2da with yours appearance.2da (if there is a custom one).
Heh - its easy to miss hidden goodies. Only reason I found it was because I wanted to see what the c_goblinx model looked like. I use the Q goblins anyway, so its no big deal. I didn't mention the belker cause I've had it added in for quite some time.
Yeah I do have a custom appearance.2da cause I use a lot of custom stuff for my module. Basically any creature model I use has to be upto Project Q standards or it doesn't make it in. Quite often this just means increasing the poly count of the model and revamping the texture. Other times it means making a completely new model. Seems the more I work with Project Q, the more fussy I become.
Fortunately, I'm in the early stages of scripting for my module, so it will be a small matter to convert it over for use with the 1.70 CP. On behalf of my LAN group, thanks again for compiling all this stuff - we look forward to putting it through its paces...
#13
Posté 11 décembre 2011 - 11:27
#14
Posté 12 décembre 2011 - 05:23
I will have to make a quickfix build as this goes against Patch objectives.
Thank you very much The Krit
Though Im not sure what to do. These changes are quite essential for (single player) gaming experiences. If I move these changes to the HAK version, they doesnt manifest in a single player game... Really bad issue.
Modifié par ShaDoOoW, 12 décembre 2011 - 06:26 .
#15
Posté 12 décembre 2011 - 01:41
For experts/builders: I moved those changes/fixes causing this issue into HAK version (Auto 2DA merger updated as well).
Modifié par ShaDoOoW, 12 décembre 2011 - 01:42 .
#16
Posté 12 décembre 2011 - 08:10
And once more here comes Shadow showing off with pride what a moronic idiot he is! Congrats kiddo! Now try to grow up before playing with the adults; you know showing off some respect for those whose work you ripped off and who took some of their time to point out something you should have known just for your benefit. But alas, that's not gonna happen from you. You'll always be the idiot we know.ShaDoOoW wrote...
The Krit just pointed out that some spells cannot be cast if a server doesnt use Patch. And he's right dammit. Not really nice from him when he knew that from start as it were his fixes that does this issue.
I will have to make a quickfix build as this goes against Patch objectives.
Thank you very much The Krit
Modifié par Kail Pendragon, 12 décembre 2011 - 08:10 .
#17
Posté 12 décembre 2011 - 09:14
#18
Posté 12 décembre 2011 - 09:30
Great on this is that merging scripts is not needed. You can install the Patch and leave it as it this. (Of course you won't get all changes/fixes from Patch without it, but merging scripts might be overkill anyway.)ShadowM wrote...
Great job.unlike Pstemarie I have a lot of script in my base, but I get it all to work with your patch eventually
Sorry I wasnt clearer. The fix for the issue is present in core Patch datas, you don't need to use hak. Re-download and re-install fixes this no other actions needed.henesua wrote...
Shadooow. I'm not clear how the multi-player spell casting fix is working. Do I need to include the 1.70 hak in my module's distribution?
The changes that caused this issue were moved to the HAK version where they won't be an issue (as if server needs hak player have to have it so spells.2da will match).
Modifié par ShaDoOoW, 12 décembre 2011 - 09:40 .
#19
Posté 12 décembre 2011 - 10:23
#20
Posté 12 décembre 2011 - 10:44
Works with everything in the term that it doesn't break anything. You won't be able to override caster level via variable unless you use Patch's spell scripts (or its new spell engine), custom AI like jasperre will replace default one so you won't notice the Patch's AI improvements in there (but in case of Jasperre's AI recompiling all spells should make some AI changes to work - not sure which however).ShadowM wrote...
So it works with custom spell routing system, custom Ai (modified jaspere) ? Sorry I misunderstood.
Modifié par ShaDoOoW, 12 décembre 2011 - 10:45 .
#21
Posté 14 décembre 2011 - 10:16
Greetings
Skildron
#22
Posté 15 décembre 2011 - 11:06
Now, the patch works on my system, too.
Greetings
Skildron
#23
Posté 15 décembre 2011 - 11:42
The same with poland version. For german and poland users its important to find out what is your "base version". Im not sure if there is different way but from what I found out xp2patch.bif in data folder has these sizes:
english 351mb
germany 366mb
poland 348mb
Then you have to choose Patch 1.70 of the same language version as you have installed. Of course if you had german dialog.tlk on english version you will probably want to download and replace Patch 1.70 dialog.tlk of your language (thats why they are there for separated download).
Hmm, hope I make it more clear
Modifié par ShaDoOoW, 15 décembre 2011 - 11:44 .
#24
Posté 15 décembre 2011 - 04:37
As for negative critics, obviously there is a history there. Rather than spiting on each other perhaps it would be more helpful if we would witness joint effort, or at least more constructive feedback exchange - yes, that is especially targeted at you, Kail.
#25
Posté 15 décembre 2011 - 05:42
ShaDo0oW has put together a list of what is in, what changes when using it, and who authored what. I believe its on his web page for the patch.





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