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


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#76
Shadowing2029

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Crypts



#77
meaglyn

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Following up on this... it looks also like some of the credits added at least to appearance.2da have spaces in them and are not quoted, making it not one added column but several...  see 3541 etc.

 

I've now finished merging this in with my haks (which include Q).  First I want to second what Proleric said about the documentation. That was very helpful!

 

Also a big thank you to TAD and the CEP2.6 contributors.  It's great to have CEP updated even if having both Q and CEP as moving targets is a bit more work :) Thanks for all the hard work that went into this! 

 

I have a few issues about the way the 2das where updated, however.  Should I just post them here or is there a better place to do that? e.g. the cep 26 forum?

 

Thanks,

meaglyn



#78
Tarot Redhand

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@meaglyn Do you realise that the link to your Multi-component Spell system doesn't work because it still points to the old vault? If you haven't done so you may want to upload it to the new vault.

 

TR



#79
meaglyn

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@meaglyn Do you realise that the link to your Multi-component Spell system doesn't work because it still points to the old vault? If you haven't done so you may want to upload it to the new vault.

 

TR

Erm. Thanks TR!  I thought I had updated both of those links...


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#80
meaglyn

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I'll post them here. If they'd be better at CEP forum I can post over there too.

 

Issues with CEP2.6 2DA changes.

1) Many files are no longer valid 2da files according to the developer docs from Bioware. The Bioware_Aurora_2DA_Format.pdf document states that all rows must have entries for each column.

     From Bioware_Aurora_2DA_Format.pdf:

    "Although 2da files are plain text files, they are structured according to a set of rules that must be followed in order for the game and tools to read them correctly."
     
    "Every row must contain the exact same number of columns are[sic] there are column names given in line 3, plus one (since the index column has no name)."

This issue is mostly easily seen in the part_* files where there are columns with data that will end up in the wrong place. But many other 2.6 2DA files have empty entries for the new columns on most rows. Spacing things out so that they line up is not the same as having the right number of column entries.

For example (parts_foot.2da):

2DA V2.0

           COSTMODIFIER ACBONUS CEP_VERSION CREATOR SOURCE_URL
0          0            0.00                BioWare            
1          0            0.01                BioWare            
2          0            0.02                BioWare            
3          0            0.03                BioWare            

For these example rows the CEP_VERSION field is Bioware, not the CREATOR field. And there is no entry for CREATOR or SOURCE_URL.

The docs specify the use of tools as well as the game being a reason to keep the files properly formatted. So even if this works in game (since the game won't ever be accessing those columns anyway) I think cep should not have invalid 2da files.

These are the effected 2das.

AmbientSound.2da        
appearance.2da      
baseitems.2da
cloakmodel.2da
doortypes.2da
iprp_visualfx.2da
loadscreens.2da
parts_belt.2da
parts_bicep.2da
parts_chest.2da
parts_foot.2da
parts_forearm.2da
parts_hand.2da
parts_legs.2da
parts_neck.2da
parts_pelvis.2da
parts_robe.2da
parts_shin.2da
parts_shoulder.2da
placeables.2da
skyboxes.2da
tailmodel.2da
visualeffects.2da



2) Many files have data in the added columns with spaces.
 
     "If the data for a column is a string that contains spaces, then the data for that column should begin with a quotation mark and end with a quotation mark. Otherwise, the text after the space will be considered to belong to the next column. Because of how quotation marks are handled, a string entry in a 2da can never contain actually quotation marks itself. "

This is seen in many of the creator entries. e.g The Amethyst Dragon

In addition the creator name often runs into the URL (parts_foot.2da line 190):

190        0            1.90    2.60        CCC-The Amethyst Dragonhttp://nwvault.ign.c....Detail&id=8119

This occurs in most of the above listed 2da files as well, depending on the creator of the CCC. In this case the CREATOR field is "The" and

the SOURCE_URL is Amethyst, and the rest is extra text not in a column.


3) The parts_* files have all been filled in with ACBONUS data at all entries even when there is no model.

This makes it hard to look at the file and see what slots are used. It also breaks scripts which rely on that. I think this really messes up expected convention.    

I like the numbering of all the non-chests parts by line number but I think the ones that have no model should be left as "****".


4) Some lines have multiple quotes for one entry. This just a specific bug on these lines as far as I have found.

 Tailmodel.2da
      5003       "'Hippogriff""                   gq_hipogrif      ****                                          
      5006       "'Hippogriff1""                  gq_hipogrif1     ****                                          

   In this case the old 2,4 version had a single quote closed with a double quote. The update wrapped that whole thing in double quotes.
 



#81
The Amethyst Dragon

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2das will be cleaned up for version 2.61. They should work currently in the haks, but various 2da editors might have issues. This is on top of my to do list.

 

Cleaned up ones will not include the extra columns. I'll also start including the Excel file that I use for everything 2da-related in the documentation, as that will keep the credits & source URLs available to the community without including them in the hak 2das.


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#82
meaglyn

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@TAD Heh, I expected resistance so I brought a lot of ammo :)  Does this include blanking out the part lines with no model?  I do think that one is important too.

 

As a side note, most of the URLs point to the old vault anyway...I realize a lot of them probably haven't made it to the new one so there's nothing better to point to.



#83
The Amethyst Dragon

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Part lines with no model will remain. I did that on purpose to make things easier for custom content makers and scripters, since (except for chest/torso) it makes the numbers in the toolset match the model and 2da numbers. No more guesswork, and could lead to more efficient tailoring scripting in the future.

 

Old URLs - I'm hoping that those can get updated once the old-to-new Vault migration is completed.



#84
meaglyn

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Part lines with no model will remain. I did that on purpose to make things easier for custom content makers and scripters, since (except for chest/torso) it makes the numbers in the toolset match the model and 2da numbers. No more guesswork, and could lead to more efficient tailoring scripting in the future.

 

Old URLs - I'm hoping that those can get updated once the old-to-new Vault migration is completed.

 

How does that help scripters?  I have a tailoring system that relies on the **** to know which models are present.  There's no other way to know if the model exists from scripts that I know of.  It also makes it harder for custom content makers, I'd think, since they now have to dig through the haks to find an open line instead of just looking at the 2da file. 



#85
Nick The Noodle

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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)

Thank you.


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#86
meaglyn

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Part lines with no model will remain. I did that on purpose to make things easier for custom content makers and scripters, since (except for chest/torso) it makes the numbers in the toolset match the model and 2da numbers. No more guesswork, and could lead to more efficient tailoring scripting in the future.

 

I did not mean my question about how this helps scripting as rhetorical. I'm interested in how you think removing information helps scripting. Maybe I'm missing something. I completely agree that it helps builders and toolset users. I'm not convinced that it does not do so at the expense of making things harder for scripters and that's not a trade off I think we should just make by fiat with no discussion.  

 

This is the place where a new column may help.  If you added a HASMODEL column (**** or 1) you could have both.  Or make it more interesting and make the value something like: **** == no model, 1 == bioware , 2 == cep , 3 == Q, 4+ == user or something.  That, I could see helping scripting...



#87
Tarot Redhand

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Given that I am on a monthly data allowance plan and the new CEP represents almost 9% of it, I have a question. Is it worth me getting it now or should I wait for the teething problems to be solved and get version 2.61 when it comes out?

 

TR



#88
Proleric

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No reason to delay, as far as I can see. There's a workaround for the (unconfirmed?) report of missing tiles. Otherwise, no showstoppers. The discussion on 2da files has been useful, but they work for normal purposes, and can be tweaked by the builder if necessary for more esoteric reasons. Does anyone see it differently?
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#89
Shadooow

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No reason to delay, as far as I can see. There's a workaround for the (unconfirmed?) report of missing tiles. Otherwise, no showstoppers. The discussion on 2da files has been useful, but they work for normal purposes, and can be tweaked by the builder if necessary for more esoteric reasons. Does anyone see it differently?

And it is confirmed that the player doesnt need the tweak to see those missing tiles too? Im just saying, I dont know but this kind of issues have tendency to crash players.

 

And if it really would be needed for players, I dont really think that need to players to download custom hak to fix CEP is the way...



#90
Proleric

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And it is confirmed that the player doesnt need the tweak to see those missing tiles too? Im just saying, I dont know but this kind of issues have tendency to crash players.

 

And if it really would be needed for players, I dont really think that need to players to download custom hak to fix CEP is the way...

 

I don't see that as a showstopper. I haven't been able to reproduce the problem, but I'm sure players are quite capable of applying the patch if necessary. It's provided as one of the 2.60 downloads. Also, the patch doesn't do any harm if applied regardless.



#91
Neverwinter_Knight77

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Just making sure. There was no 2.5, was there?

#92
Tarot Redhand

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I very rarely do this but to quote myself from the previous page (just 2 messages under your previous post)

 

 

 

@ Neverwinter_Knight77 You need to look at this old thread to get up to speed with this one .

 

The short answer is no.

 

TR



#93
bdtgazo

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Well, I managed to fix (seems to have fixed so far) the issue with the missing tiles.  I had to use BOTH the add tile and extended tile haks for some reason.  So if anyone else was having this issue, may want to give it a try.


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#94
Lazarus Magni

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I can verify, a player with CEP 2.6 installed can log into a world with 2.3. And I assume anything 2+ as was stated. Good stuff thanks CEP 2.6 Team.

 

P.S. I didn't doubt this claim, just adding testament to it's truth.



#95
Lazarus Magni

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Can anyone confirm or deny this?

 

"There's an issue here and in other posts elsewhere that referrence this hak order that needs cleared up.

 

- - cep2_add_tiles1 (optional - do not use with cep2_ext_tiles)
- - + cep2_add_tiles2 (optional - do not use with cep2_ext_tiles)
- - cep2_ext_tiles (optional - do not use with cep2_add_tiles*)

The above is untrue. "cep2_ext_tiles" need both "cep2_add_tiles1" and "cep2_add_tiles2" added in order to work.

Adding both of the -add tiles- haks adds the [CEP] versions of tilesets with their expansions.

Using the -ext- hak adds most of the new features to existing Bioware Tilesets to help builders make use of new features without having to remake the entire area.

Here's a link to the Neverwinter Nights Community Site where it has the same error. http://www.neverwint.../cc_bighaks.htm.
kalbaern

."



#96
Lazarus Magni

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In other words what I am asking is, if we are going to add this to our world do we need all of the above? (i.e. tiles_1, tiles_2, ext_tiles. And in that order...)



#97
Lazarus Magni

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Ok, wow... this is getting more confusing by the minute. Because previously the hak order had things like phenos decending. And by that I mean 5 was above 4, which was above 3, ect... According to:

http://nwncep.forumo...-hak-order-list

 

It is the complete opposite.

 

Would love a lil clarification here folks...



#98
Lazarus Magni

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Well I would still love some clarification of the hak ordering, and which files are needed, but what I used above, seems to work.

 

A big thanks to the CEP team, looking forward to exploring some wonderful new content.



#99
Lazarus Magni

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2das will be cleaned up for version 2.61. They should work currently in the haks, but various 2da editors might have issues. This is on top of my to do list.

 

Cleaned up ones will not include the extra columns. I'll also start including the Excel file that I use for everything 2da-related in the documentation, as that will keep the credits & source URLs available to the community without including them in the hak 2das.

Looks like this ended up being a showstopper for us. We have systems that read from the 2das. Guess I will have to revert until if/when 2.61 comes out.



#100
rjshae

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Oh my word. Now I'm suddenly getting a flashback to High School... :o :pinched: :blink:  :unsure:  So many years ago it was.