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Community Patch 1.70 final release


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#1
Shadooow

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There have been some issues with uploading on vault, but its finally there. Thanks again all peoples who contributed or supported this project.

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
NWN DM

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Amazing... thanks for doing this for the community.

#3
jmlzemaggo

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Did I hear final? Going in myself. Also in my "add-ons" list later...

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
jmlzemaggo

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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? 

Modifié par jmlzemaggo, 10 décembre 2011 - 08:10 .


#5
UrkOfGreyhawk

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Probably best to post questions to the Project Forum:
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
WebShaman

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Well done!

#7
Shadooow

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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? 

Yep exactly.

#8
The Amethyst Dragon

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Added page to the www.neverwinternights.info site.  It's currently found under "game enhancements" on the Players page.  Here's the direct link.

#9
jmlzemaggo

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Allright, I'm slow but willing to do it right.  Just an ultimate confirmation here, for any Mac user aiming for english for instance:
  • 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
No need to open the toolset at any time here, it's all about manually moving those 5 files to each one's very own destiny (and eventually overwriting is asked), right?
Dziękuję! ;)

Modifié par jmlzemaggo, 11 décembre 2011 - 06:48 .


#10
Pstemarie

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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.

#11
Shadooow

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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.

Didn't because I didn't noticed this one and now I guess its too late. But I added a Belker.

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
Pstemarie

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ShaDoOoW wrote...

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.

Didn't because I didn't noticed this one and now I guess its too late. But I added a Belker.

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
ShadowM

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Great job. :) unlike Pstemarie I have a lot of script in my base, but I get it all to work with your patch eventually :)

#14
Shadooow

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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 :sick:

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
Shadooow

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Quickfix done and uploaded. I also added goblin chieftant model Pstemarie found out. He is in HAK version. Thanks Pstemarie.

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
Kail Pendragon

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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 :sick:

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.

Modifié par Kail Pendragon, 12 décembre 2011 - 08:10 .


#17
henesua

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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?

#18
Shadooow

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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 :)

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.)

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?

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.

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
ShadowM

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So it works with custom spell routing system, custom Ai (modified jaspere) ? Sorry I misunderstood.

#20
Shadooow

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ShadowM wrote...

So it works with custom spell routing system, custom Ai (modified jaspere) ? Sorry I misunderstood.

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).

Modifié par ShaDoOoW, 12 décembre 2011 - 10:45 .


#21
Skildron

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It does not work with the nwn Linux client - at least, not for me. NWN segfaults when I try running with the 1.70 CP installed. Not so much as an error message, so I cannot provide any insight what happens here. I suspect it to be some graphics issue or perhaps filename mix up since Linux file systems are case sensitive xp2_gui.erf and XP2_GUI.erf are different filenames that can exists next to each other in the same directory and hence confuse the software looking for a specific file name.

Greetings
Skildron

#22
Skildron

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After ShaDoOoW reminded me that the xp2patch.key must match the data/xp2patch.bif file, I remembered that there is no such thing as a 1.69 german patch. Everybody had to use the english patch and change the dialog.tlk file back to german afterwards. So the xp2patch.bif file even if you have a german dialog.tlk and german voice sets is the one from the english language patch. So to have the files match, one has to use the english version with the german dialog.tlk and dialogf.tlk files for the community patch to work on german NWN installations that are patched up to 1.69.

Now, the patch works on my system, too.

Greetings
Skildron

#23
Shadooow

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Actually, I was pointed that there is german unofficial 1.69 patch. Not sure who or when released it, but german Patch 1.70 version uses this unofficial 1.69 patch as a base. Thats why it crashed on your system as you have english as a base with german dialog.tlk.

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 :blush:

Modifié par ShaDoOoW, 15 décembre 2011 - 11:44 .


#24
Tren of Twilight Tower

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Thanks for putting this patch together, Shadooow. It is good to see that some folks are still trying hard to make this game a better place for us all. That being said, I wish if there was detailed list of changes, as otherwise I am on the fence if I want to download patch or not.

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
SHOVA

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The negative banter aside, If there is indeed content in the patch that the creator does not want used, then it shouldn't be used. The Vault tends to not allow that once it is pointed out, and for the most part, those of us that use CC, try and follow the Authors wishes, especially when it comes to repackaging and resubmitting. The backlash from using content that the author doesn't want used, is not worth it to the community. We end up seeing fights, name calling and general crap on the forums. In terms of the Kails work, I have found his stuff to be well worth using. I have seen his postings over the years, and for the most part, they are helpful. He is a member of our community, who may well have a valid grievance against the use of his work. If that grievance is not being addressed by ShaDo0oW, what course is left but to air it here. I am not saying ShaDo0oW ripped of Kail. I am saying that even the rumor of this kind of thing only lessens the likelihood for this project ever becoming commonly used. I personally do not like to read fights, and the like, on here. If however, Someone feels violated, especially in regards to their contributions of CC, then we should listen. We use their CC, We like their CC, and most of us do want more of the CC. When work is “stolen” it drives the CC creator to leave. That translates to no more CC from them. That is not in the best interests of us, the Community.

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.