Community Patch discussion and development thread
#76
Posté 21 avril 2013 - 07:35
#77
Posté 21 avril 2013 - 07:49
#78
Posté 06 juin 2013 - 05:36
Basically have everything wrote down in single beta releases, what needs to be done is to incorporporate new docs into old docs (or figure out better way to do that-split docs for 1.70 and 1.71 maybe?).
I know, I havent wrote many changes I ve done exactly very clearly, but I will answer you every question.
Any takers?
#79
Posté 12 juin 2013 - 10:10
#80
Posté 13 juin 2013 - 04:38
could you make a screenshot ? would help me to find the error, best if you would highlight the error somehowEirinjas wrote...
Hey, ShaDoOoW. Love the patch! I did notice something you may want to include in the next update. The original interior tileset had some flaws. For instance, the fireplace has a messed up texture. I know someone made a fix for them because I had it in my game in a previous install, but I can't seem to find it online anymore. Anywho, I figure someone somewhere must know about it.
#81
Posté 13 juin 2013 - 06:08
Thanks!
Modifié par Grani, 13 juin 2013 - 06:10 .
#82
Posté 13 juin 2013 - 07:25
99% of content is server-side, when you are playing singleplayer you "are" also server so this gets applied there, only 1% of the content is truly client side, like graphical corrections in tilesGrani wrote...
Hey ShaDoOoW, I have a question - does the patch's content work in multiplayer only if the module is designed with it in mind? Or does it also work if the client hosting the game has 1.70 installed?
Thanks!
so situation 1: you host module with CP:
almost all the CP's content gets applied for every player logged in (no matter if he got CP or not) except the client-side stuff like already mentioned graphical fixes or text-table corrections
situation 2: you logging into module without CP:
only a client-side stuff gets applied for your game
About designing the module with CP thats another issue. It was same with last official patch, just installing doesnt mean that everything gets apllied automatically, you have to merge some 2DAs (if your module uses them in haks) otherwise you wont get really everything. Even modules without haks usually dont get all fixes because any modified default script in module (like a spell such as isaac missile storm) takes greater priority than the newer script version from CP. So obviously if there is a modified IGMS script in module that makes only 15 missiles you wont automatically get a fix for metamagic issues or new missile split calculation. To gain these features you would have to either rewrite the script onto new version from CP or delete it, recover CP version and reimplement changes done in old script.
Short answer: if you are not familiar with scripting, haks and 2DAs you dont need to bother with anything else than installing it on your machine.
Maybe if I knew your intent exactly i could help more.
Modifié par ShaDoOoW, 13 juin 2013 - 07:26 .
#83
Posté 13 juin 2013 - 07:40
ShaDoOoW wrote...
99% of content is server-side, when you are playing singleplayer you "are" also server so this gets applied there, only 1% of the content is truly client side, like graphical corrections in tilesGrani wrote...
Hey ShaDoOoW, I have a question - does the patch's content work in multiplayer only if the module is designed with it in mind? Or does it also work if the client hosting the game has 1.70 installed?
Thanks!
so situation 1: you host module with CP:
almost all the CP's content gets applied for every player logged in (no matter if he got CP or not) except the client-side stuff like already mentioned graphical fixes or text-table corrections
situation 2: you logging into module without CP:
only a client-side stuff gets applied for your game
About designing the module with CP thats another issue. It was same with last official patch, just installing doesnt mean that everything gets apllied automatically, you have to merge some 2DAs (if your module uses them in haks) otherwise you wont get really everything. Even modules without haks usually dont get all fixes because any modified default script in module (like a spell such as isaac missile storm) takes greater priority than the newer script version from CP. So obviously if there is a modified IGMS script in module that makes only 15 missiles you wont automatically get a fix for metamagic issues or new missile split calculation. To gain these features you would have to either rewrite the script onto new version from CP or delete it, recover CP version and reimplement changes done in old script.
Short answer: if you are not familiar with scripting, haks and 2DAs you dont need to bother with anything else than installing it on your machine.
Maybe if I knew your intent exactly i could help more.
Thanks for a very detailed answer!
I have actually merged the 2DAs and used them in my module, but I just wanted to know what happens exactly when I play with others.
One more question, though. What if the server is dedicated? Does it matter at all?
#84
Posté 14 juin 2013 - 06:14
#85
Posté 14 juin 2013 - 08:52
#86
Posté 25 juin 2013 - 12:07
img259.imageshack.us/img259/1081/v325.jpg
The fix that I have, unfortunately, does not have documentation, but I recall it fixing a number of issues with the same interior tileset. I think it was made by Helvene.
#87
Posté 26 juin 2013 - 01:58
-edit- just read through this thread. it looks like you've not released it officially yet. no problem. You can ignore my question.
*tries to hide*
Modifié par henesua, 26 juin 2013 - 02:05 .
#88
Posté 26 juin 2013 - 05:26
hmm would ask you by pm but seems bioware ignores opinion of many many players and still didnt remove their newer feature so i cant send you anythingEirinjas wrote...
Here's a screenshot of the issue:
img259.imageshack.us/img259/1081/v325.jpg
The fix that I have, unfortunately, does not have documentation, but I recall it fixing a number of issues with the same interior tileset. I think it was made by Helvene.
where did you get this tile? i mean, which group/special is that? cant find it, thanks
#89
Posté 28 juin 2013 - 06:56
#90
Posté 03 juillet 2013 - 04:17
It would be pretty cool to set up a new baseline of NWN's appearance with the patch. What I haven't conisdered is whether this would create any compatibility problems. I assume that it wouldn't, but you know more about this than I do at this point.
#91
Posté 03 juillet 2013 - 08:09
the prerequisities are not to include any new tiles or other content so its backwards compatible
#92
Posté 05 juillet 2013 - 11:19
#93
Posté 08 juillet 2013 - 10:23
Here's one I made earlier. (7 years earlier)
Modifié par Borden Haelven, 08 juillet 2013 - 10:24 .
#94
Posté 08 juillet 2013 - 10:37
sorry i meant main menu image :innocent:Borden Haelven wrote...
http://nwvault.ign.c....Detail&id=1239
Here's one I made earlier. (7 years earlier)
Modifié par ShaDoOoW, 08 juillet 2013 - 10:37 .
#95
Posté 09 juillet 2013 - 01:50
Modifié par ShadowM, 09 juillet 2013 - 01:50 .
#96
Posté 09 juillet 2013 - 02:01
But go for it:)
#97
Posté 09 juillet 2013 - 02:30
thats the main problem, i dontShadowM wrote...
You got the image? The open one and the one behind the main buttons? I was going to make gui tutorial but just have not got around to it.
but it shouldnt be that hard for someone who is proficient with graphical studios and tools, the "Community Patch" inscription is clearly in nwn font and the position can be determined from current main menu tga inside patch170.bif (or can send separately)
which font is the v.1.70 below (which needs to be changed to 71) i dont know but it looks like something generic and i bet for you guys would be easy to clone it
as for image, i dont care what its gonna be, saw one nice main image on vault but if you can work out something unique that can work too:wub:
#98
Posté 09 juillet 2013 - 03:35
#99
Posté 10 juillet 2013 - 04:19
Here link to the download, put load_legal and load_legal2 into you override and test it out.





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