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CEP 2.60: The ship has left drydock and set sail.


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#1
The Amethyst Dragon

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vaultheaderlogo.jpg

 

Yes, folks. After nearly 3 years of neglect and 8 months of work, the old ship called "CEP" is once again sailing the seas of...um...the Vault!

 

CEP 2.60 is available for download.

 

http://neverwintervault.org/cep

 

Work will continue on updates and additions as time goes on, of course.

 

Hak Mergers: 2da lines that have changed are found in the "change log" on the CEP wiki (link in my signature).

 

2.60 Credits:

- countless cool custom content contributors

- TheOneBlackRider (various existing model adjustments)

- Zarathustra217 (various existing model adjustments)

- OldMansBeard (because CleanModels 3.5.2 was used...a lot)

- The Amethyst Dragon (everything)


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#2
Kendaric Varkellen

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Getting a corrupted archive for some reason, AD.

 

Edit: Works now :)



#3
The Amethyst Dragon

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I'm checking the download myself right now (again). 1st upload was about 10 MB short. 2nd looks to be the right size, but I've got about 20 minutes before I finish downloading it to check. I'm going to check it from another computer, and if it comes back corrupted again I'll try a different method to upload it to the Vault (FTP instead of the page form).

 

Thanks.


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#4
Killmonger

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:)

 

Let me be among first to congratulate you for completing the CEP v2.6 and say a big ty :

 

"Thank you !!"

<3

 

Your dedication and perseverance is deeply appreciated by all of us who love this old game.

 

:kissing:

 

I hope your effort can remain current and updated by the community forever more....

 

Blessings and good tidings to you Amethyst Dragon, we will never forsake your tremendous contributions.  

 

Long live Nwn !

 

:D


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#5
leo_x

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Thank you for your hard work on this!  Can't wait to check out the new stuff.

 

I downloaded it around 9:50am pacific and it worked for me.  But it took a few tries, it seemed more like the connection was being reset by the server and the file was getting truncated rather than it being corrupted corrupted, as it were, don't know enough to guess why.


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#6
kalbaern

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I'm checking the download myself right now (again). 1st upload was about 10 MB short. 2nd looks to be the right size, but I've got about 20 minutes before I finish downloading it to check. I'm going to check it from another computer, and if it comes back corrupted again I'll try a different method to upload it to the Vault (FTP instead of the page form).

 

Thanks.

I had a similar issue many months ago when uploading to the new vault and sending it to the ftp and then linking it from there was the fix. Since then, I've also done it from the page (the normal way) and haven't had issues.

 

Regardless, thanks for all of your hard work.


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#7
3RavensMore

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Super fabulous!  Now comes the task of merging 2das...  Since apparently this has new palettes, is there any way to merge with other custom palettes? 



#8
Iskadrow

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Thanks again!

 

First bug report, though: "Bookshelf 10 (NWN2)* (thegeorge)"  /  nw2bookshelf4 seems to have broken apart in an attempt to repair it. The books are floating above the shelf. Something similar is true for "Bookshelf 07 (NWN2)* (thegeorge)"  / nw2bookshelf, though repairable within the toolset in this case. 



#9
The Amethyst Dragon

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Super fabulous!  Now comes the task of merging 2das...  Since apparently this has new palettes, is there any way to merge with other custom palettes? 

No new custom palettes yet.  An expanded placeables palette will likely be in 2.61 (when another community member gets in a bunch of prefab placeables...adding via .erf(s) instead of in a hak). I'm not sure of an easy way to merge other custom palettes...those are one type of content I've never actually touched before.

 

Thanks again!

 

First bug report, though: "Bookshelf 10 (NWN2)* (thegeorge)"  /  nw2bookshelf4 seems to have broken apart in an attempt to repair it. The books are floating above the shelf. Something similar is true for "Bookshelf 07 (NWN2)* (thegeorge)"  / nw2bookshelf, though repairable within the toolset in this case. 

Thanks.  I'll look back at this thread next week when I start work on bugfixes/additions/etc. for 2.61. I'm going to work on merging 2.60 2da changes/additions into my own PW's tangled web of 2das.


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#10
BelowTheBelt

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Awesome!  Can't wait to start digging into this.  Looks like I'll be spending some time updating my tailor scripts...

 

Great job.



#11
kalbaern

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No new custom palettes yet.  An expanded placeables palette will likely be in 2.61 (when another community member gets in a bunch of prefab placeables...adding via .erf(s) instead of in a hak). I'm not sure of an easy way to merge other custom palettes...those are one type of content I've never actually touched before.

 

Thanks.  I'll look back at this thread next week when I start work on bugfixes/additions/etc. for 2.61. I'm going to work on merging 2.60 2da changes/additions into my own PW's tangled web of 2das.

*Shakes his fist angrilly* Grrr, you've added a bunch of the CCC stuff darn it! All my previous merging and editting for naught!!

 

Actually, thanks for it. Especially since I know it didn't help you much (just like me) with your own PW's haks. I also noticed you've gone and added credits to various appearances whose authors you could identify. Also, Wow, you've saved most folks a ton of time finding and examining appearances by removing the old prefixes. Giga-Kudos! What a difference it makes when -someone- in charge of the CEP actually puts the NWN Community at large over their own wants and desires.

 

Quick question; will the CEP continue to add CCC content? I've added much of it from the beginning into my own haks already so gain little from it, but I think its great for folks not versed in merging new content or not wanting haks other than the CEP. Maybe announcing what if any CCC content is slated for addition to the CEP could save some of us the time expended do our own merges in the future.

 

Added thanks to "PHOD" for including much of their works as well. Players on my PW used to fear my "bulletes', just wait until I add "undead zombie bulletes". While I'm at it, I think my "Mad Gnome" is going to upgrade one of his mechanical spiders to a mechanical crab soon.

 

Holy Cr*p! The elephant and mammoth from Project Q and *scowls* when exactly did Baba Yaga make a pale version of the ettercap!? I love it (already used his other two versions infact). The halfling chairs by Estelindis and the new crystal balls by PHOD rock just to name a few new placeable appearances.

 

I have to admit, after looking thru many of the new options I was depressed, but I'm over it. :) Alot of what was added I'd already used and had added to my own PW's haks and I really relished the fact that few other PWs had the same -uber cool- stuff I had. There's still alot left that keeps mine unique ... and you've added few things I hadn't, so I count it a "win" in the end.  Once again ... Great job "AD" and to all that helped you.

 

************************************************

 

Bug Reports:

 

- While perusing creature appearances, near the top of my list and directly below the (Null Human) appearance I see "***". Selecting this causes a fatal error crashing the toolset half the time. When able to escape, selecting any other appearance brings up the same error again.

 

- The Black and Banded Hogs still cause crashes if viewed (appearances).



#12
Mecheon

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I do have fixed versions of the hogs lurking around if required

Mind, they're super easy fixes as I just grabbed the standard one and changed the texture references

#13
Frith5

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Wow, excellent! Thank you so very much for all the work on this Community Expansion Project, and for all you do to promote NWN!

 

JFK



#14
The Amethyst Dragon

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Glad people are enjoying the update so far.

 

Hopefully there aren't too many new problems with the update right off the bat. I tried to find any issues with new stuff in the toolset and game, but likely missed some, since I didn't let the CEP update sit on my own PW for months before giving it to everyone. But that's why I plan on smaller ".01" updates, so we won't have to wait as long between updates.

 

I'm hoping to eventually set up a simple updater that works just like Project Q's, so that new and updated content can be filtered into the existing haks without people having to do a full download every time.

 

kalbaern:

 

Yup, whole bunch of CCC stuff included. I haven't included everything I could have, but I wanted to include things I got formal permission for and would work for many people.  CCC stuff will continue to be included in future updates, as I'm sure a lot of the good stuff isn't widely used just because of hak merging work. Upcoming CCC inclusions will be listed on the CEP wiki in the 2da change log.

 

I, too, already had a bunch of CCC stuff in my PW's haks. I'll be spending the next week merging the new CEP stuff into the Aenea 2das, then removing redundant content from my own haks to save disc/download space.

 

I did add credits where I could...searched through any documentation I could find. Still missing a bunch of sources, but at least what I have is there.

 

Yes, PLUSH HYENA of DOOM's stuff is likely under appreciated. He's made a ton of weird and awesome stuff, and now more people will see and use it.

 

While I have permission to use a lot more Q content in the CEP (thanks, Pstemarie), I don't plan on including all of it...I like that there are differences between the two big projects, as there it gives module developers choices in style and hak size. Q is smaller, more specialized (and has a lot of killer art resources), and updates a lot of older content, while CEP is bigger and more inclusive, but doesn't replace default BioWare content. I just couldn't pass up the elephant, mammoth, and camel models though, since they're sooooo much better than the ones that were already in the CEP.

 

On that note, anyone else wanting to make more realistic animals to update the blocky ones already in the CEP...I'm not against updating CEP content that really needs it (so long as said updates wouldn't significantly alter sizes/colors of existing work...don't want to mess up builders' area layouts or countless item/creature descriptions). I plan on remaking a bunch of old shields myself, along with old fish models. I'd be really interested in slightly more realistic crocs and gators, giraffes, and other critters (just not ones ripped from other games like WoW).

 

Thanks for the bug reports.

 

Mecheon:

 

I'd like those updated pigs/hogs/swine. :) I thought I'd fixed the originals, but must not have included the updated models in the final download. :rolleyes:



#15
Iskadrow

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I did add credits where I could...searched through any documentation I could find. Still missing a bunch of sources, but at least what I have is there.

 

Some of the oldest placeables found in the CEP (Altar 02, Pillar 04, Pillar 05, etc) I recently stumbled over in the TCC Interior Placeable hak: "Contributed to the TCC - Interiors project by MKW."

 

Made me feel a bit like an archaeologist. ;D


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#16
kalbaern

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I hate to be the bearer of bad news, but I've downloaded and tested CEP 2.6 twice now and it breaks existing modules using using CEP 2.3 or CEP 2.4.

 

I suspect the issue lies in the "cep2_add_tiles2.hak" as in 2.3 and 2.4 its around 79meg and in 2.6 its only 14meg.

 

Several other haks are larger, but I would expect this. One that shrunk though I'd deem suspect.

 

I'll do a test later with a fresh module and remove the -add_tiles- haks just to verify that's the issue.

 

All in all, still job well done and its understood that such a herculean task would have a few glitches.



#17
bdtgazo

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WOOOOOOOOO!!!

 

 

 

I hate to be the bearer of bad news, but I've downloaded and tested CEP 2.6 twice now and it breaks existing modules using using CEP 2.3 or CEP 2.4.

 

Nooooooo.... has this been confirmed?  Any news on this? 



#18
kalbaern

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Launching my PW on a test server after updating it to CEP 2.60 I get the following:

 

[Wed Sep 10 19:02:48] Loading Module: The Savage Frontier and Surrounds - New Haks
Could not load the Module.
Module file might be corrupt.

 

I then overwrote the "cep2_add_tiles2.hak" supplied in CEP 2.6 with the one from CEP 2.3/2.4 and Voila! Works fine again. So I can safely confirm that its this hak that is the issue.



#19
The Amethyst Dragon

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Dammit. It was supposed to make things smoother. I moved textures from the cep2_add_tiles2.hak to one of the core haks, which should not be messing with modules since the files are still there.  Some of the textures were used for a whole bunch of placeable models, and I didn't want those to be blank white if a builder didn't use the optional tiles haks.

 

I'll dig into the haks to make sure a .set or .itp file didn't accidentally get moved/removed.  Looks like 2.61 will be coming out sooner than I expected.



#20
meaglyn

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Super fabulous!  Now comes the task of merging 2das...  Since apparently this has new palettes, is there any way to merge with other custom palettes? 

 

I have not found a great way to do that, but a functional one. I use niv's nwn-lib ruby tools to convert them to yaml format which is a test markup language. The palette files are not difficult to diff and edit in that format. The only tricky bit really is when both custom palettes you are merging use the same number for different palettes. Then there is not much you can do but decide which blueprints are easier to adjust... Then using the same tools you can mass edit the ones you have control over.  I just had to do this with my Q/CEP/custom hak setup since Q2.0 introduced custom palettes. Glad to learn that these in 2.6 have not yet changed :)


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#21
Proleric

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I hate to be the bearer of bad news, but I've downloaded and tested CEP 2.6 twice now and it breaks existing modules using using CEP 2.3 or CEP 2.4...

Some modules using CEP tilesets still work, but I guess that's not much consolation. At least there is a workaround.



#22
The Amethyst Dragon

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I couldn't replicate this bug on my server, but I uploaded the CEP 2.4 version of cep2_add_tiles2.hak to the 2.60 entry just in case it's needed.

 

I looked inside both files to compare, and the only difference is tile texture files (.dds, .tga, and .txi) that I moved into cep2_core6.hak. I left the minimap images in the hak. The version 2.4 hak doesn't include things a server would need to run...cep2_add_tiles1.hak holds all of the edge.2da files, .wok files, etc. and that file hasn't changed.

 

In fact, cep_add_tiles2.hak can be almost empty on the server side...to save disc space on my server, I removed everything from that file except for a single .txi file (since haks don't behave for me if they are completely empty).

 

Is anyone else having issues with the 2.60 version of this hak? More feedback should help me narrow down the exact cause (since I can't replicate it myself, must be kind of like how Hardpoints' original dragons only ever crashed 1 time on me in over 3 years).



#23
SHOVA

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I have had a similar issue, though in this case it was removing CEP1, and installing CEP2_6. on 3 different modules, each with Project Q and the PRC, after installing CEP2_6 and closing then trying to reopen the module, an Error of cannot find these haks (though the haks are indeed in the hak folder) appears and the module fails to load. Luckily I still have a version of before I tried to add 2_6 or so much work would be lost.



#24
kalbaern

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Shova, was that a typo and you meant CEP 2.1? As far as I know, updating any true CEP1x module to CEP 2x breaks it in most cases.



#25
The Amethyst Dragon

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I just uploaded a quick fix file to fix a couple of 2da errors (that bad "***" creature appearance and some placeable entries that weren't supposed to be included).


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