Aller au contenu

Photo

Community Patch discussion and development thread


  • Veuillez vous connecter pour répondre
919 réponses à ce sujet

#826
Gruftlord

Gruftlord
  • Members
  • 348 messages

or add more and cooler features to drag builders attention to it and force them to want it and use it.
 
Either way the final release of 1.72 is scheduled at June (same day when 1.71 was released two years ago), no matter what.


Ok, i like that there is a clear release plan. Among other things, since this would also mean an update to the CPP/CEP 2das :D

As far as public reach of the CPP goes, i can relate to your frustration. But i think CPP is beyond the point where it could get any major traction from builders. CPP has attracted it's audience, if small. Nothing you could change would increase that number drastically. I could pull a dozen crazy ideas out of my nose how to drastically restructure CPP to make it appeal more to any reluctant builder. There would still be no guarantee it might attract a bigger audience.
Speaking for myself, i'd rather see you stick to your vision of CPP and see it through. I'm one of those (players) who uses it, and you did convince me of CPP. Every idea for major changes runs the risk of "unconvincing" me, and i guess it may be the same for others. So i'd prefer you'd just appreciate us, accept CPP's reach, and focus on your vision of CPP, and those ideas presented by it's users, rather than hunting any ghosts. I promise you, the user base will grow. It may reach twice or three time the numbers it has now, but it will remain a fraction of the NWN community.

(If i'd had to make one shot at going all in, i'd split CPP in three parts. One for players/client, focused on meshes, textures and clear broken abilities, one as a patch hak focused on improving client side shortcomings and slight rebalance inducing fixes (colored spell icons, AI, Circle kick fix...) and the third purely for builders/experienced users (anything currently switched off by default, changes that add ease of use when building, spell scaling...). None of it would change the content of the whole package, it would only increase the amount of work, because you would need to maintain two versions of each script. It would more clearly make CPP's modular nature visible, which might convince some to at least try the first module, which in return could sway them tu use the next more sophiticated. it would be a pure PR move. It's not worth it, it wouldn't attract as much as you'd hope and only runs the risk of introducing bugs)
  • Shadooow aime ceci

#827
Shadooow

Shadooow
  • Members
  • 4 470 messages

I really don't get this need for modularity and as you I don't really think that the CPP audience would get any bigger if I actually brought such feature.

 

But for a project like this it doesn't make a sense. Why would anyone not want to install spell fixes? CPP is unlike EMS not a hak, it does not overwrite your scripts - if you have all spellscripts changed nothing will happen. This is also not hitting any limits like PRC with too many classes from half of them are bugged or CEP with 16k resources issue, DM crashing and overally slow initial game loading. If there would be such issue, I would understand the need for modularity, but there simply isn't.

 

Also where would that end? Currently CPP consists of over 4k various fixes and only per category there would be over 20 of them, and would that even be enough? I do think that even if I did this, it wouldn't be enough till there was possible to select specific file or specific fix in the file (in case of includes for example some of them have over 100 different fixes in there)

 

NWNX_Patch and NWNCX_Patch are basically standalone, even that there are 2das and scripts in CPP that are needed, it will work without them. This content attracted several builders already, unfortunately, all of them were only interested in source - took away what they didn't have yet to their own plugins and gave nothing back.

 

Imo, module switches are already providing enough modularity. I said it many times already and Im saying this again, an usual builder should not even notice anything has changed after installing CPP. Yes some things might happen especially if you won't merge 2das but even these issues are now fixes in 1.72 so they won't happen again once 1.72 will be released.

 

Im wlling to consider to make colored icons modular, on the other hand - those who require/criticize not enough modularity are builders who doesnt even notice there are colored icons as thats content aimed for (new to the NWN) players only. Those working on a module will see it probably only if they go test something with F9.

Anyway the problem with making anything modular is that the BIFs are not modular. CPP is unique project as it uses BIF files, but there is no way to put content into BIFS dynamically, the whol BIF which as now 150mb is packed as is in the installation. So if colored icons should have been modular, they would need to be added as an override. Which would then replaced already existing icons in override directory if player wouldnt paid enough attention and didnt unchecked that option in installer. Also there are class, skill, spell, emote and other icons and then it would be "we want each icon category to be module" again I bet. So I don't think its a good idea afterall. The current method of automatically adding colored icons and tell those who doesnt like them to download restoration pack is not ideal but I believe that its not ideal only for a minority of CPP users. Okay there were probably some players who installed, didn't like icons and uninstalled whole CPP but at least they tried, the only ones who I've heard are not installing CPP because of icons were again builders which is bogus anyway.


  • Grani aime ceci

#828
Gruftlord

Gruftlord
  • Members
  • 348 messages

Yeah, like i said, it makes no sense from a technical point of view, or anything objectively quantifiable. It would be a psychological move. Make CPP look different enough from the way it is now, to get people over their threshold to give it another try. And i wouldn't actually want you to do that, it leads no where. CPP will be better if you focus on your vision. With the permissions on CPP everyone not interested in the whole package has the means to get what he wants. This has to be enough of an invitation for the critics. At this point you should stop worrying about what they might think and focus on the feedback you get from those interested. And your own ideas, of course.



#829
henesua

henesua
  • Members
  • 3 863 messages

Shadooow is right on this. No need to change how CPP is structured. It works best structured as it is.

 

The real issue you here is that a bunch of people spread FUD about the project, and so a wider segment of the NWN community is unsure about the project. Its all nonsense. A bit late now to worry about it.

 

Even though I don't like everything in the patch, over all it is very much worth it and I recommend it to any project I am working on so that we don't need to reinvent the wheel as we fix all the scripts. This project saves a lot of work and adds some good functionality. Its much easier to adjust a few things here or there (which you typically do with 1.69 stuff anyway) than to rewrite hundreds of scripts and upload 100's of woks and things to a module specific HAK.


  • Gruftlord aime ceci

#830
Shadooow

Shadooow
  • Members
  • 4 470 messages

Got new NWNCX feature.

 

Ability to pick custom race in character creation screen.

 

This works by using Subrace which must match with a Label field of a custom race set in racialtypes.2da. If subrace entered match any playable race Label, then the character race is set to that race.

 

Ability modifiers works as intented, racial feats works as intented, all is 2da driven.

 

The only problem is that the appearance must be a "C" type otherwise game crashes and I am not able to fix this. It is doable but its a project on its own which I can't afford to maintain atm. Workaroud is to set human or whatever appearance and set custom appearance in OnClientEnter based on race.

 

Tried it with CEP Wemic and except of the fact that the Wemic head is barely visible in that window it works perfectly.

 

Screenshot1, screenshot2, screenshot3


  • ShadowM aime ceci

#831
Gruftlord

Gruftlord
  • Members
  • 348 messages
wow, nice

#832
Gruftlord

Gruftlord
  • Members
  • 348 messages
So, i just fought a blue Kobold with a spiky helmet and a breast plate on a PW. It looked like it is using this appearance:
http://nwn.wikia.com.../Kobold_footpad

i realized the helmet and the plate were semi transparent. the environment shader setting in appearance.2da is probably wrong. is this something CPP already fixes (PW is using CEP 2.61, so did overwrite CPP appearance.2da)? if not, could you look into it?

#833
Shadooow

Shadooow
  • Members
  • 4 470 messages

So, i just fought a blue Kobold with a spiky helmet and a breast plate on a PW. It looked like it is using this appearance:
http://nwn.wikia.com.../Kobold_footpad

i realized the helmet and the plate were semi transparent. the environment shader setting in appearance.2da is probably wrong. is this something CPP already fixes (PW is using CEP 2.61, so did overwrite CPP appearance.2da)? if not, could you look into it?

Im not proficient with this. Someone else needs to fix this.



#834
Gruftlord

Gruftlord
  • Members
  • 348 messages
so in principle it's quite easy. you need to find the lines in appearance.2da where the model is called. i'm sure you can find the kobold footpad in the toolset and find out it's model name, then find the line in appearance.2da. then in that line, there is a column called "envmap". most of the time the content in that line is either "****" or "default". i do not know which is which, but i know one makes the alpha channel in a texture on a model appear as transparency (good for models with tattered cloaks or loin cloth), the other makes it shiny (shiny armor, mostly) [i know because i need to switch that for a few custom models brought in from project q, sixestrice and monster mash]. i can't see a reason why the footpad kobold would need transparancy, but i know it produces an error for the armor.

edit: so **** is transparency, "default" is shiny.
i'm not 100% sure i'm seeing a vanilla model though, since as i said, met it in a CEP PW. But you might see if you see the same thing on your end.

edit 2: i see it in the toolset. kobold footpad, vanilla, needs default as envmap setting
it's that line:
303 "Kobold: Footpad"
alternatively the texture needs a change.

edit 3: i'll check the CEP appearances tomorrow and will let them know, too.

edit 4:
300 "Kobold: Thug" needs the change, too. basically the two entries using the models c_kobchiefa and c_kobchiefb. The stars right after the model name (and the three following spaces) need to be switched to say "default"

#835
Shadooow

Shadooow
  • Members
  • 4 470 messages

Ok I trust you. Will be included in next beta.

 

Im still slowly working on the custom spellcasting possibilities and Im almost done, finally encrypted the memorized spells structure. Next beta release should be next week.



#836
Valgav

Valgav
  • Members
  • 64 messages

Would it be possible to change number of spells learned on level up and/or even hide them from list? I would love to block wizard's spells on level up and force them to learn spells via scrolls/books also would be great if they want be able to see available spells list.

 

And now for something completely different:

 

Is there any chance for hooking dialog.tlk and override tlk lines with scripted text for player?



#837
Shadooow

Shadooow
  • Members
  • 4 470 messages

Would it be possible to change number of spells learned on level up and/or even hide them from list? I would love to block wizard's spells on level up and force them to learn spells via scrolls/books also would be great if they want be able to see available spells list.

 

And now for something completely different:

 

Is there any chance for hooking dialog.tlk and override tlk lines with scripted text for player?

1. yes, but there are two problems, first its client side, those without running NWNCX will get those 2 spells anyway - so you need to remove them after levelup with RemoveKnownSpell function (which will be part of nwnx_patch now), second, I need to figure out the format of this externalization, how to set it up.

 

That needs a server-client comunication. Which isn't part of my plugin. Even if it was I don't know where to start so no this won't be in scope of my plugin.



#838
Valgav

Valgav
  • Members
  • 64 messages

Well I'm going to force using nwncx so that's not a problem. Main problem is how learning from scrolls will work (i know that nwnx_cool has some hooks for server side that i could use to handle learning spells from scrolls) and if I will be able to allow learning spells from scrolls and using spellbook without levelup spells menu.



#839
Shadooow

Shadooow
  • Members
  • 4 470 messages

Well I'm going to force using nwncx so that's not a problem. Main problem is how learning from scrolls will work (i know that nwnx_cool has some hooks for server side that i could use to handle learning spells from scrolls) and if I will be able to allow learning spells from scrolls and using spellbook without levelup spells menu.

i softcoded learning spell scrolls in order to allow classes other than wizard to learn



#840
Valgav

Valgav
  • Members
  • 64 messages

When we can expect release of 1.72 with support for spellcasting classes ready for devs (I a' assuming full release will be in June?)

 

Also I'm not sure if nwnx_patch is somehow connected with community patch but does it work only on windows or there's also linux version?



#841
Shadooow

Shadooow
  • Members
  • 4 470 messages

Well im very close to finishing all the remaining bits, however im lately too distracted with LoL ranked queve (ShadWooo in EUNE, if someone wants to play with me).

 

Help me figure out how to enable setup the number of spells known gained at lvlup and it will faster the process.



#842
Valgav

Valgav
  • Members
  • 64 messages

Couldn't it simple use Cls_spkn_*.2da (if set for non spontanous classes) to set values? Or another 2da with same logic like you use spells_level now? Or if it's to complicated maybe just flag on class ex. learn_on_levelup which will set value to 0. I assume that using value of SpellCaster ex. equals 2 is not a option for spellcasters without levelup learning. For some cases it could just disable spell selection menu on level up? I don't know what are the rules of showing this screen. Also there should be some way to disable bonus spells gained from high ability value(negative values?)

 

Also small question about Cls_spgn_*.2da or more general about spellslots for spontanous casters. Is it possible to set those values to unlimited(probably -1?) like warlock in nwn2?

 

I've also noticed that you have some doubts about learning from scrolls for multiclasses. If subfeat solution in menu is not an option maybe, should use current highest spellcaster level? Or just add thsi spell to all class that can learn that spell? (If i can learn invisibility as assassin why i can't use that spell as wizard?)



#843
Shadooow

Shadooow
  • Members
  • 4 470 messages

 

Also I'm not sure if nwnx_patch is somehow connected with community patch but does it work only on windows or there's also linux version?

There is linux version but only for the first nwnx_patch version from 1.71. There are no signs anyone will help me port newer version of nwnx_patch to linux and Im certainly not going to do that myself.

 

Couldn't it simple use Cls_spkn_*.2da (if set for non spontanous classes) to set values?

this seems to work. I will do it this way, althought, the variable on player would be waaay easier to implement.

 

 

For some cases it could just disable spell selection menu on level up? I don't know what are the rules of showing this screen.

I think I can disable the spell selection for a wizard-type spellcasters who get 0 known spells at lvl up. Spontaneous spellcasters must have spellselection everytime to be able to swap spells though.

 

 

Also there should be some way to disable bonus spells gained from high ability value(negative values?)

I don't know what you mean, bonus spellslots or the extra spells known for wizard at lvl 1?

 

 

Also small question about Cls_spgn_*.2da or more general about spellslots for spontanous casters. Is it possible to set those values to unlimited(probably -1?) like warlock in nwn2?

It could be doable however too problematic to be worth it. Just set 1 spell use and increase spell uses with nwnx function after cast.

 

 

I've also noticed that you have some doubts about learning from scrolls for multiclasses. If subfeat solution in menu is not an option maybe, should use current highest spellcaster level? Or just add thsi spell to all class that can learn that spell? (If i can learn invisibility as assassin why i can't use that spell as wizard?)

No more an issue when spell scroll learning will be softcoded now. Yes by default it will support wizard only but builder will be able to modify and expand it.



#844
Valgav

Valgav
  • Members
  • 64 messages

Spontaneous spellcasters must have spellselection everytime to be able to swap spells though.

 

My first counter idea for that statement is creation of spontanous caster with learn spells only via scrolls. (I know I'm a terrible person  :P )

 

So probably would be great to have additional flag to disable that screen.

 

Also sorry for misleading with bonus spells, I'm still confusing spellgain and spellknown tables.



#845
Philos

Philos
  • Members
  • 14 messages

We have set up our server using the latest 1.72 beta 12 patch and require everyone to use the patch as we have integrated so much of it into the server that it would be unplayable without it. It is a private server right now, but we plan to open it up soon. 

 

We love all the work you are doing and any and everything you can bring into soft code is appreciated.

 

Are plans are to build our own set of classes, feats and to make a balanced and fun server. I'm the only coder so it is going slow.

 

I can't wait to try the new caster class stuff out as well as the new subrace system.

 

I would also like for the project to remain united as I don't see how a modular approach would help. Either you use most of the patch or you don't.

I also love the better AI. As we are building our server from the ground up using your patch all the way we have no use for backwards compatibility. I do understand the need for it, but we are not concerned with it.

 

I'm sure you have plenty of offers, but if you would like to use a server as a test bed, I would be willing to help. Like I said we are private right now with just 3 of us on the server, but I'd set anything you would like to test.

 

Again thanks for the great updates! 



#846
Gruftlord

Gruftlord
  • Members
  • 348 messages
Heyhey, i found a contender for "most obscure bug" report to date:
The sky domes render at the wrong depth.
so what that means is basically, they are rendered on a plane much closer to the camera than they should be, in fact closer to the eye, than many of the objects seemingly in front of it. while it doesn't overlap and block them, it still produces odd eye strain when viewed in 3D vision.

haha, ok so here's the thing:
i yesterday found out that it is now possible to render NWN using Nvidia's 3D Vision mode, thanks to some clever modders' hacks. And once you see actual depth information, some simple tricks like a physically too small sky-dome do no longer work.
I know this is an edge case, no "error" in the vanilla sense, the sky-domes can be disabled, and i'm one of maybe a handfull of people to use this kind of setup for NWN, but anyway, would someone be able to make a sky-dome model 2x or 3x the original size for me (and the 2 other people on this planet, that voted for improved 3d vision support here: https://forums.gefor...in-opengl-apps/ )?
That would be awesome.
Thanks.
  • CaveGnome aime ceci

#847
Jedijax

Jedijax
  • Members
  • 395 messages

I'm sorry if this question has been made before (maybe even I was the one to pose it...), but I seem to remember this project was all bundled up together. I like some of the things in it, but don't want to use many others. Is there a version that is a bit more modular? Something that is separated into categories or grouped fixes that one may choose on their own? Thanks in advance.



#848
CaveGnome

CaveGnome
  • Members
  • 290 messages

Heyhey, i found a contender for "most obscure bug" report to date:The sky domes render at the wrong depth.so what that means is basically, they are rendered on a plane much closer to the camera than they should be, in fact closer to the eye, than many of the objects seemingly in front of it. while it doesn't overlap and block them, it still produces odd eye strain when viewed in 3D vision.haha, ok so here's the thing:i yesterday found out that it is now possible to render NWN using Nvidia's 3D Vision mode, thanks to some clever modders' hacks. And once you see actual depth information, some simple tricks like a physically too small sky-dome do no longer work.I know this is an edge case, no "error" in the vanilla sense, the sky-domes can be disabled, and i'm one of maybe a handfull of people to use this kind of setup for NWN, but anyway, would someone be able to make a sky-dome model 2x or 3x the original size for me (and the 2 other people on this planet, that voted for improved 3d vision support here: https://forums.gefor...in-opengl-apps/ )?That would be awesome.Thanks.


Great find Gruftlord ! I am interested in sky domes of diverse form and styles (look for my Spelljammer cylindric skyboxes for ex.). I can't do anything for Shadooows patch if it includes specific sky domes (or boxes if you are speaking Nwn OC like) but i plan to make real hemispheric ones in the future as a classic hack. it would be interesting to know what size is needed to give a convincing 3D feeling. In fact, I didn't know Shadooow's patch included any skyboxes...

#849
Gruftlord

Gruftlord
  • Members
  • 348 messages
I think it doesn't yet. But if he deems this worthy of an inclusion, it might in the future ;)
What would need to be done would be specifically taking the vanilla skyboxes and modifying them.

Any way: If you got some sky domes for the override folder, let me know if i can test them for you and give a rough estimate about their perceived size.

#850
Shadooow

Shadooow
  • Members
  • 4 470 messages

 

I'm sorry if this question has been made before (maybe even I was the one to pose it...), but I seem to remember this project was all bundled up together. I like some of the things in it, but don't want to use many others. Is there a version that is a bit more modular? Something that is separated into categories or grouped fixes that one may choose on their own? Thanks in advance.

Close
 

 

No its not available and not in plan either. Reasons were discussed on previous page.

 

What exactly is the content you don't want to use?