Proleric1 wrote...
Good job, Bryan! 
(Or should I say... Packrat? Any truth in the rumour that you're doing a Simpsons cameo next season?).
Heh. My playing style is why I was so vocal in insisting that a storage chest for the player be included in Warden's Keep.

Seems like the big bad bug is fixed, and the string editor looks OK now, too. Just some minor stuff...
Standalone custom modules still show up in the client as Installed under Downloadable Content. If you save the OC then disable the custom module, you have to force the OC to load.
I think having standalones appear under the Downloadable Content tab is how it's intended to work. Standalones can include changes to core contents that affect other modules, so it's important to be able to disable them.
I'm not sure how the system is supposed to interact with savegames. Check the "Extended Module" property of your module to ensure that it's set to "(None)", but it could be that standalones are supposed to be considered required like this on account of how their core resources could potentially impact other nominally independant modules. For example, you could have a standalone module that adds new core spells to the mage class and your OC mage would be able to add those spells without an explicit dependancy existing between the two.
Exporting areas with dependent resources works, but in every case I'm getting a compilation error on placeable_core (no right bracket in sys_traps_h at line 1521) even though I haven't touched any core scripts.
I'm getting this on a local test machine too. Curious, I'll have to wait until Monday to delve into it though.
Export also seems to create a lot of core scripts in documents > bioware > packages > core > override > toolset export. May be benign, but possibily unintended?
Works as designed, I believe - it's always worked that way for me on our developer toolset and I assume it's with good cause. When you #include something in a script it gets exported even when you've selected "export without dependancies."
Inventories created during beta testing now contain different OC items e.g. a leather helmet is now an apprentice cowl. Items belonging to my module are unaffected. My guess is that the GUIDs for OC items have changed since beta - if so this is not a big deal.
Interesting. I guess that's possible; the databases we released during beta testing were a bit more chaotic than the ones we're including now. Regrettably, as this plot GUID bug shows, only a bit more.

I'll do a few tests of this on Monday as well and make sure there isn't something more fundamentally weird going on.
Modifié par BryanDerksen, 05 décembre 2009 - 02:29 .