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NWN 1: General Discussion (No Spoilers Allowed)
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Craig Welburn
Live Team Programmer Lié: 25 mar 2002 De: Bioware
Posté: vendredi, 22 février 2008 12:23
The sixth 1.69.8105 beta patch is now available for download. This beta patch currently only supports the English version of Neverwinter Nights running under Windows for users that have both expansion packs installed (SoU and HotU). The Windows Beta patch files can be accessed directly here:Click Here Click Here There is also a non-expansion pack version of the 1.69.8105 Beta 6 patch (and revert patch). For those that have the base Neverwinter game installed, but do not have SoU or HotU installed.Click Here Click Here Please grab both files (beta patch and revert patch). Installing the Beta Patch: - Download the two Beta patch .zip files. DO NOT unzip these files. - Place the two .zip files in your Neverwinter Nights install directory (i.e. the folder where nwmain.exe and nwn.exe reside). - Run NWUpdate. This will install the Beta patch. Uninstalling the Beta Patch: - Make sure you have the correct 'uninstall patch' that you downloaded in your Neverwinter Nights install directory. - Run NWUpdate. NWUpdate will use the local .zip patch file that will uninstall the Beta patch. - Press the Update button. - You will be notified that the Beta patch has been removed and that you are now back to the previous version. - Delete the two Beta patch .zip files from your Neverwinter Nights install directory. If you were running the 1.69 Beta 5 patch. You will need to run the updater to revert back to 1.68 and then remove the 1.69 Beta 5 patches from your Neverwinter nights directory, before the updater will be able to install the 1.69 Beta 6 patches (which need to be placed in you Neverwinter Nights directory). If you forgot to download the 1.69 Beta 5 revert patch you can download it from here:Click Here The Mac 1.69.8105 Beta 6 patch is now available.Click Here The Linux 1.69.8105 Beta 6 patch is now available.Click Here Let me know if you experience any problems at all. You can report any bugs you find to nwbugs@bioware.com , nwexploits@bioware.com or nwtoolsetbugs@bioware.com (depending on whether they are game bugs, game exploits, or toolset bugs). One of the big differences between this patch and previous patches is the huge amount of new content that we included from our Premium Modules program. We would especially like feedback on the new horse scripting system. In addition would like to hear back about any bugs that can be found with the new content ( i.e. tilesets, creatures, placeables, Purple Dragon Knight prestige class, etc ). I hope all you builders out there will try out the beta patch and report any issues you find. The previous 1.69 Beta 5 thread can be found here:Click Here The previous 1.69 Beta 4 thread can be found here:Click Here Thanks, Craig.Edited By Craig Welburn on 02/24/08 00:13
HDeitchler
Game OwnerNWN NWN: SoU NWN: HotU Lié: 05 jun 2005 De: Port Orchard, Washington, USA
Posté: vendredi, 22 février 2008 12:29
Quote: Posted 02/22/08 00:23 (GMT) by Craig Welburn Thanks, Craig.
Many thanks to Bioware!
_________________ Bring on the dancing girls and put the champagne on ice...
ChaosInTwilight
Game OwnerNWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect Lié: 21 jun 2003 De: Expletive.
Posté: vendredi, 22 février 2008 12:37
New since B5 All the rest:Code:-----------------------------------------------------------------------
Beta patch specific fixes made since Beta 4
-----------------------------------------------------------------------
- Fixes to horse related scripts.
- Fixed portable encampment script x3_it_camp.nss, so that it only fires when the item is activated.
- Fixed toolset crash when shutting down toolset, or switching between modules.
- Fixed issue in the "City Interior 2" tileset that could cause the toolset/game to crash.
- Newly created modules will now have the OnClientEnter script set to "x3_mod_def_enter" by default.
- Removed extra broken ruby template from Toolset palette.
- Fixed broken portrait references in Appearance.2da for Halaster, Satyr Archer, Satry Warrior and the "Witch King, Disguised".
- Many tileset fixes.
- Many spelling/typo fixes to the offical campaign.
- Fixed issue with some flag/tree placeables moving after being placed down in the toolset.
- Fixed server hang caused by Wizards having more than 255 spells known in their spell book.
-----------------------------------------------------------------------
Beta patch specific fixes made since Beta 3
-----------------------------------------------------------------------
- Mephits in the toolset palette are now the correct neutral alignment.
-----------------------------------------------------------------------
Beta patch specific fixes made since Beta 2
-----------------------------------------------------------------------
- Added scripting support for horses.
- Fixed issue with mus_wc_ruralguitar.bmu exceeding the 16 character filename limit and not playing.
- Fixed issue with Item Weights being wrong for extremely heavy items (such as the Tower Shield).
- Added new FOOTSTEP_TYPE_HORSE constant to nwscript.nss
- Colorized some cloaks that were missed in the official campaigns.
- Fixed issue with broken unknown item property (unknown/cursed).
- Added missing ITEM_PROPERTY_MATERIAL/QUALITY/UNKNOWN constants to nwscript.nss
- Added Portable Encampment item from Infinite Dungeons.
- Added missing PLAYER_TOOL_# feats to cls_feat_*.2da files (the feats should show up on the radial menu now when granted).
- Updated SurfaceMat.2da with TNO falling rock material for cliff bridges and added missing vfx for falling rocks.
- Fixed broken "Minotaur, Zor" sound set (soundset.2da).
- Fixed issue with clubs not playing the hit sound against creatures wearing medium armor (weaponsounds.2da).
- Fixed icon for "Ethereal Visage" scrolls (iprp_spells.2da).
- Many tileset fixes.
- Added new renderaabb and rendertilepathnodes DebugMode console commands to aid with building tilesets.
- Screenshots are now prefixed with the module name (set in the Module properties in the toolset) rather than "NWN". Screenshots are also now placed in the screenshots subdirectory.
- Fixed incorrect alignment on Duergar Clerics.
- Fixed incorrect sound sets on Duergar Priestess.
- Added new nwnplayer.ini file setting to obtain script profiling data in the log file (defaults to off). Enabling this will degrade game performance. It should only be used to determine which scripts you need to optimize to improve the performance of your module.
[Script Options]
Enable Profiling=1
- Added new nwnplayer.ini file setting to log each script as it executes (defaults to off). Enabling this will degrade game performance. It should only be used for script debugging purposes (i.e. when you have a bad script that causes your module to lock up, checking the log file will let you know the last script that executed). Script logging should also be turned off while doing script profiling as it will affect the profiling statistics.
[Script Options]
Enable Logging=1
- Added missing "Rubble, Large" placeable from Infinite Dungeons to the toolset palette.
- Changed the name of the Infinite Dungeons music to not be labeled as battle music (as it appears in the day/night menus not the battle menu).
- Changed "Black Blade of Disaster" feats from "Longsword" to "Greatsword" (as that's what it is).
- Fixed the alignment on some of the Slaadi in the toolset palette.
- Evards Black Tentacles now applies the damage per tentacle, rather than all tentacle damage being applied at one (nw_s0_evardsa.nss and nw_s0_evardsc.ncs).
-----------------------------------------------------------------------
Beta patch specific fixes made since Beta 1
-----------------------------------------------------------------------
- Moved Wyvern Blood Item to its proper location in the toolset palette.
- New Generic Doors are now available in the toolset palette (also changed the displayed name for existing generic doors to make doors easier to locate).
- Fixed missing Satyr portrait.
- Fixed two missing entries from TNO "Tileset Specific" door palette.
- Fixed issue with duplicate "Marketstall 02" tile entries in City Exterior, Rural tileset.
- Fixed issue with bad smoke texture for "City Exterior, Rural" tileset buildings.
- Tileset fixes to new tilesets (various doors that were either rotated incorrectly, or had incorrect doors and some walkmesh and shadow fixes).
- Added Magical Tridents to the toolset palette.
- Fixed the Trident names in some of the merchant shops in the HotU campaign.
- Added missing Trident Weapon Focus feat to Weapon Master.
- Fixed Bandoleers on hobgoblins.
- Fixed missing faction information on Caladnei and the Mist Dragon.
- Fixed an issue with VFXs not attaching correctly to zombies/mummies.
- New Music tracks will now show up in the toolset.
- Added missing SKILL_RIDE constant to nwscript.nss
- Fixed texture issue in toolset where Robe textures (and others) were not appearing correctly on the non-human races.
- "DM Tool" Custom Instant Feats can now be assigned to the DM quickbar.
- Fixed misplaced "Check for Conflicts" button on Module Properties "Custom Content" tab in toolset
- Tweaked the way targets were being chosen for the Whirlwind feats.
- Fixed issue with FindSubString() scripting command not being backwards compatible.
- Fixed issue with LevelUpHenchman() not working properly with new PDK class.
- Added new scripting commands:
int GetColor(object oObject, int nColorChannel);
void SetColor(object oObject, int nColorChannel, int nColorValue);
- Properly fixed LoadScreen.2da entries past 255 (wasn't quite working properly in 1.69 beta 1).
- Updated the WingModel.2da, so that the new wing entries don't break backwards compatibility with CEP2.
- Updated the LoadScreens.2da so that the new entries don't break backwards compatibility with CEP2.
- Increased the amount of allowable Wing/Tail/Generic Door appearances above the old 255 limit.
-----------------------------------------------------------------------
Patch 1.69
-----------------------------------------------------------------------
New Content added from the Neverwinter Nights Premium Modules (http://store.bioware.com/products/neverwinternights/)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
New Purple Dragon Knight Prestige Class
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
8 New Tilesets:
=-=-=-=-=-=-=-=-
Barrows Interior
Castle Exterior, Rural
Castle Interior 2
City Interior 2
Fort Interior
Sea Caves (a hak pack is no longer required)
Steamworks
Tropical (a hak pack is no longer required)
15 New Music Tracks:
=-=-=-=-=-=-=-=-=-=-
New Creatures (over 100 new appearances):
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Caladnei (NPC)
Cobra (Regular, Black and Gold)
Curst Swordsman
Gem Golems (Diamond, Emerald and Ruby)
G'Zhorb the All seeing Eye
Halaster
Harat, Lord of Darkness (Large and Small)
Horses (63 Different variants, plus mounted Humans, Elves, Half-Elves, Halflings, Gnomes, Half-Orcs and Dwarves)
Lord Antoine Baccha, Visier de Guise (NPC)
Maggris, the Hive Mother
Masterius (Regular, Disguised and Powerful)
Mist Dragon
Nightmare (Regular, Saddled and Armored)
Ogre Chieftain
Purple Dragon Knight Archer (Female and Male)
Purple Dragon Knight Blade (Female and Male)
Satyr (Regular, Archer and Warrior)
Wereboar
Widow Hagatha
Wyvern (Great, Adult, Juvenile and Young)
New Placeables (nearly 350)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-
New Doors ( 15 Generic Doors + 71 Tileset Specific Doors)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
New Visual Effects (over 100)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
New Armor Part Appearances (lots).
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
New Weapon Part Appearances.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gem parts used for the new "Gem Golem" weapons.
New Item
=-=-=-=-
Portable Encampment
Feat Prerequisite changes (these may make some existing characters invalid in multiplayer games)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- The Epic Dodge feat now requires 30 ranks of Tumble skill as a prerequisite, as per the description (feat.2da).
- The "Dragon Shape" feat now requires Wild Shape 6x/day as per the description (feats.2da).
- Fixed prerequisite for "Epic Weapon Focus Club" to be "Weapon Focus Club" rather than "Improved Critical Club" (feat.2da).
- Weapon Specialization Club now requires four fighter levels to obtain (rather than one).
General Fixes:
=-=-=-=-=-=-=-
- Fixed issue with videos not displaying under Windows Vista.
- The game will now prompt to elevate to administrator privaleges under Windows Vista.
- The nwnplayer.ini setting for "Client CPU Affinity" now defaults to 0 (a setting of -1 will be converted to 0). If you need to disable this feature set the value to -2.
- Colorized the cloaks in the official campaigns (they are no longer all tan colored).
- Added missing Trident weapon feats.
- Tridents are now classified as a "Martial" weapon, rather than a simple weapon.
- Added new nwnplayer.ini file settings, so that red/green color blind users don't get killed by traps unexpectedly.
[Trap Colors]
FriendlyColor=0,255,0
HostileColor=255,0,0
- Added ability to turn off visible cloaks in the nwnplayer.ini file (set to 1 to enable cloaks, 0 for no visible cloaks).
[Game Options]
Visible Cloaks=1
- Added in-game text swear filter nwnplayer.ini setting (set to 1 to enable, only supports English).
[Game Options]
In-game Text Swear Filter=0
- Added new nwnplayer.ini file setting to always roll maximum hit points at level up for players (defaults to off).
[Server Options]
Max Hit Points=1
- Added new nwnplayer.ini file setting to restore the remaining spell uses from the character file
on log in to a "server vault" server. This option defaults to off.
[Server Options]
Restore Spell Uses On Login=0
- Added new nwn.ini file setting to set how far into the distance grass should be rendered (default value 900.0, valid values range from 900.0 to 30000.0).
Increasing this value will cause more grass to be rendered in outdoor grassy areas, but will also reduce game performance in these areas.
[Display Options]
Grass Far Render Distance=900.0
- Added new nwnplayer.ini file setting to toggle on/off the file logging of creature deaths.
[Game Options]
Death Logging=0
- Added new nwnplayer.ini file setting to reset the encounter level spawned by an encounter trigger every time that it spawns creatures. If this option is turned on, the encounter trigger will always spawn creatures based on the triggering player's level rather than potentially using left over spawned creature from an early triggering that was initiated by a much higher level player.
[Server Options]
Always Reset Encounter Spawns=0
- Fixed how Damage Resistance works against weapons that do more than one type of damage (i.e. Morning Stars and Halberds). The target now uses the worst of the multiple damage resistances against weapons that inflict more than one base weapon damage type.
- Fixes to Whirlwind/Improved Whirlwind/Great Cleave so that all the attacks are done at the player's full BAB.
- The Defensive Roll feat now works 1/day as per the description.
- Fixed the caster level being used for Holy Avengers (it is now always set to 10 as it is cast from an item, rather than using the player's paladin caster level).
- Updated Weapon Finesse to work with all Creature Weapons regardless of the creature's size.
- Made some minor game optimizations.
- Fixed some issues that could be used to intentionally crash a server.
- Fixed client crash that seemed to be related to other players coming out of stealth.
- Fixed issue where your henchman/associates could sometimes overlap the position of your character.
- The "Rapid Reload" feat now gives you the proper number of extra attacks.
- Fixed an issue with the deflection bonus being added in twice when determining a touch attack.
- Fixed Bandoleers on hobgoblins.
- Fixed an issue with VFXs not attaching correctly to zombies/mummies.
- Fixed issue with Item Weights being wrong for extremely heavy items (such as the Tower Shield).
- Screenshots are now prefixed with the module name (set in the Module properties in the toolset) rather than "NWN". Screenshots are also now placed in the screenshots subdirectory.
- Changed "Black Blade of Disaster" feats from "Longsword" to "Greatsword"
- Changed "Brewed Potions" so that they now behave like normal potions (i.e. when used they play the drinking animation, can be dropped on henchman, etc).
- Fixed issue with "Improved Expertise" mode not being correctly displayed in the combat log for "special" attacks.
- Fixed issue with resting not getting canceled correctly if a member of your party started attacking something during your rest period (the OnPlayerRest event is now properly called in this situation).
- Made some changes that will hopefully address area loading crashes related to "shiny water" being enabled in watery areas of the official campaign.
Spell/Feat description and other text changes:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- Updated description for "Elemental Swarm" to reflect that the elementals are 21HD.
- Updated the Badger animal companion Rage description.
- Updated the Hawk animal companion description list the correct feats.
- Updated the Panther animal companion description to list the correct skills/feats.
- Updated the Panther familiar description to list the correct feats.
- Updated the Spider animal companion description to include the hide skill.
- Updated the description of "Bard Song" to correctly reflect the required Perform skill at level 16.
- Updated the "Enchant Arrow" description to better reflect how it is implemented.
- Updated description for "Imbue Arrow" feat to better reflect how it behaves.
- Updated description for "Resist Energy" to properly reflect the Fort Save Bonus required.
- Updated description for displacement spell. It was incorrectly listing a "Somatic" component.
- Updated the description for Keen Edge to clarify that it only works on "slashing melee" weapons.
- Updated the description for Clarity to display the proper duration "5 Rounds + 1 Round / Level" and it now correctly mentions that it removes Daze effects as well.
- Updated the description for "Undeaths's Eternal Foe" to include the +4 deflection bonus to AC.
- Updated description for "Tenser's Transformation" to properly reflect the bonuses given by the spell.
- Updated description for "Shadow Shield" to properly reflect the immunities given by the spell.
- Updated description for "Black blade of disaster" so that the sword's enhancement bonus is correctly described.
- Updated description for "Mordenkainen's disjunction" to properly reflect how the dispel check is done.
- Updated description for "Deafening clang" to clarify that the bonuses will not stack.
- Updated description for "Holy sword" to include all the benefits of the weapon.
- Updated description for "Nature's Balance" to properly reflect the damage healed.
- Fixed many spelling errors and typos in the official campaign.
Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Newly created modules will now have the OnClientEnter script set to "x3_mod_def_enter" by default. This script is used to give pre-existing characters horse related feats, so that they can use horses.
- Fixed issue with non-human cloaks not displaying properly on NPCs in the toolset.
- Fixed issue with textures not displaying correctly in the toolset for community made creatures that use a phenotype of 10 or greater.
- Added new generic horse dismount triggers to toolset palette.
- Fixed incorrect tails on Lizardmen templates.
- Fixed the alignment on some of the Slaadi in the toolset palette.
- Mephits in the toolset palette are now the correct neutral alignment.
- Fixed incorrect alignment on Duergar Clerics.
- Fixed incorrect sound sets on Duergar Priestess.
- Fixed issue with padded lines in the classes.2da displaying as "Bad Strref" in the toolset creature wizard and levelup wizard.
- Fixed issue with the Snowy Rural and Rural caravan loadscreens displaying the desert image instead (they will now also appear under the tileset filtered lists).
- Made default equipment on Troglodyte Warrior non-droppable.
Script-specific:
=-=-=-=-=-=-=-=-=-=
- Added a new Module "OnPlayerChat" event.
- Added new scripting commands:
object GetPCChatSpeaker();
string GetPCChatMessage();
int GetPCChatVolume();
void SetPCChatMessage(string sNewChatMessage="");
void SetPCChatVolume(int nTalkVolume=TALKVOLUME_TALK);
string GetDescription(object oObject, int bOriginalDescription=FALSE, int bIdentifiedDescription=TRUE);
void SetDescription(object oObject, string sNewDescription="", int bIdentifiedDescription=TRUE);
int GetColor(object oObject, int nColorChannel);
void SetColor(object oObject, int nColorChannel, int nColorValue);
itemproperty ItemPropertyMaterial(int nMaterialType);
itemproperty ItemPropertyQuality(int nQuality);
itemproperty ItemPropertyAdditional(int nAdditionalProperty);
- Added a new starting position parameter to the FindSubString scripting command.
int FindSubString(string sString, string sSubString, int nStart=0);
- Added extra parameter to scripting command:
void AdjustAlignment(object oSubject, int nAlignment, int nShift, int bAllPartyMembers=TRUE);
- Added new constant VFX_BEAM_DISINTEGRATE for use with EffectBeam()
- Increased the limit on the SetPhenoType() scripting command to 99.
- Made CopyItemAndModify() scripting command work with both the old and new cloak systems.
- Updated Get2DAString() scripting command 2da caching code to cache a number of 2das specified in an ini setting.
[Server Options]
2DA Cache Size=10
- Added new nwnplayer.ini file setting to log each script as it executes (defaults to off). Enabling this will degrade game performance. It should only be used for script debugging purposes (i.e. when you have a bad script that causes your module to lock up, checking the log file will let you know the last script that executed).
[Script Options]
Enable Logging=1
- Added new nwnplayer.ini file setting to obtain script profiling data in the log file (defaults to off). Enabling this will degrade game performance. It should only be used to determine which scripts you need to optimize to improve the performance of your module. Note: "Enable Logging" should be turned off when profiling is enabled.
[Script Options]
Enable Profiling=1
- Evard's Black Tentacles now applies the damage per tentacle, rather than all tentacle damage being applied at one (nw_s0_evardsa.nss and nw_s0_evardsc.ncs).
- The Arcane Archer special abilities Imbue Arrow, Seeker Arrow, Hail of Arrows and Death Arrow now take into consideration the Epic Weapon Specialization feat (x0_i0_spells.nss)
- Fixed damage calculation for Eyeball familiar rays (x1_s1_eyebray.nss).
- "Tymora's Smile" now works properly based on Harper levels (x0_s2_HarpSmile.nss).
- Negative Energy Burst is now properly capped at +20 damage based on caster level (nw_s0_negburst.nss)
- Blade Barrier now properly respects the Evasion and Improved Evasion feats (nw_s0_bladebara.nss, nw_s0_bladebarc.nss)
- Fixed hit points healed/damaged for the empowered "Healing Circle" spell (nw_s0_healcirc.nss).
- Cursed song no longer affects silenced creatures (X2_S2_CurseSong.nss) and the bonuses for level 11 are now granted at level 11 (rather than level 12).
- Changed the "Undeaths's Eternal Foe" AC bonus from a dodge bonus to a deflection bonus (x0_s0_udetfoe.nss).
- Fixed SR calculation in "Nature's Balance" when it affects more than one creature (NW_S0_NatureBal.NSS).
- Fixed dye script to work on the last color available (x2_s2_dyearmor.nss)
- Added a horse scripting system for builders that want to use horses in their modules. View the x3_inc_horse script in the toolset for more information.
2DA Changes:
=-=-=-=-=-=-=-=
- Amplify now requires a somatic component as per the spell description (spells.2da).
- The spell War Cry now requires a somatic component as per the spell description (spells.2da).
- Greater Sanctuary now requires a somatic component, as per the spell description (spells.2da).
- Balagarn's Iron Horn now requires a somatic component, as per the spell description (spells.2da).
- Clarity/Scare/Lesser Dispel can now be cast as a stilled spell (spells.2da Meta Magic column updated).
- Greater Restoration can no longer be selected as an Extended Spell, as its duration is instantaneous (spells.2da).
- Removed reference to non-existent script NW_S0_MindFogC from VFX_Persistent.2da.
- Fixed row numbering in IPRP_SPELLCOST.2DA (there were duplicate rows numbered 199).
- Fixed the spell range for "Shadow Conjuration Darkness" (spells.2da).
- Added missing Trident weapon feats ( CLS_FEAT_FIGHT.2DA, CLS_FEAT_BARB.2DA, CLS_FEAT_DIVCHA.2DA, CLS_FEAT_DWDEF.2DA, CLS_FEAT_PAL.2DA, CLS_FEAT_RANG.2DA, CLS_FEAT_WM.2DA, CLS_FEAT_BLKGRD.2DA, and many PackFT*.2das).
- Fixed broken "Minotaur, Zor" sound set (soundset.2da).
- Fixed issue with clubs not playing the hit sound against creatures wearing medium armor (weaponsounds.2da).
- Fixed icon for "Ethereal Visage" scrolls (iprp_spells.2da).
- Fixed weight of two-bladed swords (baseitems.2da).
- Fixed environment mapping on the bone golem (appearance.2da).
- Fixed RacialType entries for elementals in the polymorph.2da
- Adding missing feat FEAT_EPIC_WEAPON_SPECIALIZATION_DWAXE to cls_feat_divcha.2da
- Fixed missing underscore in categories.2da.
- Fixed category entries for FEAT_EPIC_ARMOR_SKIN and FEAT_EPIC_SPELL_MAGE_ARMOUR (feat.2da).
Custom Content:
=-=-=-=-=-=-=-=
- Upped maximum number of tilesets allowed to 100
- Load screen row indexes past row 255 will now working properly in the game.
- The Read/Drink/Meditate/Worship/Sit/Fall Backwards/Fall Forwards radial menu icons no longer all use the ir_nod.tga (so that the community can properly override the images with custom content).
- Increased the allowable rows in the WingType.2da, TailType.2da and GenericDoors.2da from 255 to a much larger value (i.e. around 4 billion).
- Added new renderaabb and rendertilepathnodes DebugMode console commands to aid with building tilesets.
Special Information with regards to some of the new content:
=-=-=-=-=-=-=-==-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-===-=
Barrows Interior Tileset:
- The white patches in the "Final 7x7" group are there to help you position the "Pillar #, Barrows" placeables from the "Placeable->Miscellaneous Interior" standard palette. You can turn this off by unchecking "Animation Loop 1" in the tile properties for the placed tile group).
Horses:
To create a mounted NPC in the tooolset you need to do the following
- Change the NPC's appearance to "Human mounted, Male" (or choose another race/gender that you desire). Set the PhenoType to "Normal Mounted" (or Large for larger human phenotypes). Click on the Appearance tab and from the "Tail" pull down menu select the type of horse that you desire.
- Changing the NPC's Phenotype to one of the "Jousting Mounted" settings will cause the NPC horse to use Jousting animations in game, rather than the normal horse combat animations.
View Post/Code in separate window _________________Quote: You shouldn't be offended by this; by hacker standards, your respondent is showing you a rough kind of respect simply by not ignoring you.
Migrating Traps U: 10May08
_six_six_six_
Game OwnerNWN NWN: SoU NWN: HotU NWN 2 Mass Effect Lié: 04 déc 2006 De: Shire o' th'Lanc
Posté: vendredi, 22 février 2008 12:37
Patch notes, anyone? Not able to download another beta myself but it'd be great to see what's been changed.Edit: Well, I'll be damned. The moment I click 'submi'... _________________Look, honey, I updated a Wild Woods tileset to v0.3! Project Q Edited By _six_six_six_ on 02/22/08 00:38
Brian Chung
Talentless Hack Lié: 03 oct 2005 De: Desk #12, oooo window!
Posté: vendredi, 22 février 2008 12:41
Couple new things: Added a handful of backpacks, scabbards, quivers and a greatsword as wing nodes. Obviously there's no way I can make variants for all the possible hilt types or quiver designs, but creative people can piggy back off this and add more stuff ("but I want mine in fluorescent plaid!"). The greatsword clips a bit on the female phen2 models, not much I can do about that, as adjusting the wing node might screw up other models. Base empty models are there for creature "scaling", there are entries for dragons from 10% to 200% in 10% increments, where the dragon is added as a tail model. The base model is required to adjust the various helper nodes (impact, head, etc) to the right size. Same for the invisible humanoid scale models, as weapons would attach to the lhand and rhand node, it has to scale and be positioned correctly. Obviously, using an "invisible human 40%" base won't work if the tail model is set to a dwarf, so you'd have to do some fancy juggling to get the right model. I only included a sample of possible tailmodel.2da models to use, and not everything from the appearance.2da. Also, you HAVE to use the "invisible creature" ones for non-humanoid creatures, as their animation set differs ("F"ull vs. "S"imple). I might need another set for the "L"arge guys, I'll have to check for the final release. And of course, unfortunately it does not work on part-based creatures. Also, the additional invisible models trample over the safe 2DA lines (sorry guys!), however as this is more of an extra thing, you can safely remove any extra appearance lines (perhaps only use increments of 20% instead) to get within the safe 2DA count at 750. I expect to see some Shrink and Grow spells now! _________________ Just once, I wish we would encounter an alien menace that wasn't immune to bullets.Edited By Brian Chung on 02/22/08 00:46
Morikahn
Game OwnerNWN NWN: SoU NWN: HotU NWN 2 Lié: 20 jun 2002
Posté: vendredi, 22 février 2008 12:55
Quote: - Added new nwnplayer.ini file setting to restore the remaining spell uses from the character file on log in to a "server vault" server. This option defaults to off. [Server Options] Restore Spell Uses On Login=0
THANK YOU! Finally. Every multiplayer server admin has always dreaded dealing with this issue. Every PW out there is gonna kiss your feet.Edited By Morikahn on 02/22/08 00:56
Proleric
Game OwnerNWN NWN: SoU NWN: HotU NWN 2 Lié: 26 mai 2006
Posté: vendredi, 22 février 2008 01:02
The Horse Builders Guide has been revised significantly for Beta 6 (see link below my signature). I've also provided a demo module with improved scripts and reusable templates for the many optional switches now available. It covers - Impact of horses on existing modules. - Simple steps to get started with horses. - How the horse system works. - Module building in depth. - Custom creature integration in outline (I'm a muppet in that department). - Lexicon of functions and switches. I'd welcome comments from the community! _________________ ProlericBuilders Guide to Horses & Creature Scaling Enigma Island
B_Harrison
Game OwnerNWN NWN: SoU NWN: HotU Lié: 06 mar 2004 De: England
Posté: vendredi, 22 février 2008 02:04
Downloading as I type. Those are some heroic fixes & additions. Thanks again! _________________~Ben Mods | Blog
FunkySwerve
Game OwnerNWN NWN: SoU NWN: HotU NWN 2 Mass Effect PC Lié: 19 nov 2003
Posté: vendredi, 22 février 2008 02:07
Quote: Posted 02/22/08 00:55 (GMT) by Morikahn THANK YOU! Finally. Every multiplayer server admin has always dreaded dealing with this issue. Every PW out there is gonna kiss your feet.
Actually, we had JUST got ours working perfectly, via engine hacks, for cleric spells 5th and under (the ability to sub spells really screwed it up without engine hacks, along with domain spells and some feats). I will give a loud WOOOOOOOOOOOOOOOOOOOOOOT however, for the ability to turn off logging of monster deaths. Our logs will be like a 5th the size. Funky _________________Higher Ground Higher Ground Legendary Level System for levels 41-60
Craig Welburn
Live Team Programmer Lié: 25 mar 2002 De: Bioware
Posté: vendredi, 22 février 2008 02:34
Quote: Posted 02/22/08 00:55 (GMT) by Morikahn
Quote: - Added new nwnplayer.ini file setting to restore the remaining spell uses from the character file on log in to a "server vault" server. This option defaults to off. [Server Options] Restore Spell Uses On Login=0
THANK YOU! Finally.
Every multiplayer server admin has always dreaded dealing with this issue. Every PW out there is gonna kiss your feet.
I only really tested this with Wizard spells. If you guys could do some testing with the other character classes to make sure their spells are working properly too, that would be great. Thanks, Craig.
Craig Welburn
Live Team Programmer Lié: 25 mar 2002 De: Bioware
Posté: vendredi, 22 février 2008 02:45
I updated my original post to include links to beta patches for those people that do not have either of the expansion packs installed. Craig.
B_Harrison
Game OwnerNWN NWN: SoU NWN: HotU Lié: 06 mar 2004 De: England
Posté: vendredi, 22 février 2008 03:05
Quote: Posted 02/22/08 02:34 (GMT) by Craig Welburn I only really tested this with Wizard spells. If you guys could do some testing with the other character classes to make sure their spells are working properly too, that would be great. Thanks, Craig.
I've put up a tiny server under Tech Support (named 1.69 Beta 6 Testing, module "Spell Testing"), with Restore Spell Uses On Login=1 . If anyone wants to join me (it's not passworded) you're welcome to. Characters are levelled upon login, and resting is instant, for convenience. I've only tested the Sorcerer class so far, and the spell tracking seems to work as it should for them. _________________~Ben Mods | Blog
B_Harrison
Game OwnerNWN NWN: SoU NWN: HotU Lié: 06 mar 2004 De: England
Posté: vendredi, 22 février 2008 04:00
All right, with the help of The Sneaky Sneaker (who logged in to help test this), I can confirm that Restore Spell Uses On Login=1 works correctly for all character classes and spell levels. We inadvertently discovered a minor, unrelated bug in the process, though: All summoned dire creatures (at least I - VI, possibly the elementals too) leave a PC Properties creature item as loot when killed. Other summoned creatures I tested (Mordenkainen's Sword, Planar Binding spells) don't have this issue. _________________~Ben Mods | Blog
NarcissusLair
Game OwnerNWN NWN: SoU NWN: HotU NWN 2 Lié: 19 fév 2003 De: WA
Posté: vendredi, 22 février 2008 04:26
You guys are the men!!!!!!!!!!!!!!!!!!! Go bioware!!!!!! _________________ Dungeons and Dragons 3.5 Online Click Here Narc's Upload and Download site Click Here
Varanon
Game OwnerNWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect PC Lié: 16 fév 2003
Posté: vendredi, 22 février 2008 08:24
Quote: - Added new nwnplayer.ini file setting to reset the encounter level spawned by an encounter trigger every time that it spawns creatures.
*Worships Bioware*
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