[Technik1] Patch 1.69

Kamiryn

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[Technik1] Patch 1.69

Die erste beta Version von Patch 1.69 (nur englisch, Windowsversion) wurde vor ein paar Tagen zum Download freigegeben:

1.69.8100 Beta Patch Now Available

Der Patch ist fast 350MB groß (bedingt durch die große Anzahl neuer Tilesets und neuer Musikstücke).

New Purple Dragon Knight Prestige Class

8 New Tilesets:

Barrows Interior
Castle Exterior, Rural
Castle Interior 2
City Interior 2
Fort Interior
Sea Caves
Steamworks
Tropical

17 New Music Tracks:

New Creatures (over 100 new apperances):

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 varients, 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 Chieftan
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 Visual Effects (over 100)

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 prerequsite, 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 privaledges 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.
- Trident 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
- 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 angainst 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 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.

Spell/Feat description 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.

Neverwinter Nights Aurora Toolset:

- 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.

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);
- Added a new starting position parameter to the FindSubString scripting command.
int FindSubString(string sString, string sSubString, int nStart=0);
- Increased the limit on the SetPhenoType() scripting command to 99.
- Fixed damage calculation for Eyeball familiar rays (x1_s1_eyebray.nss).
- Made CopyItemAndModify() scripting command work with both the old and new cloak systems.
- "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 hitpoints healed/damaged for the empowered "Healing Circle" spell (nw_s0_healcirc.nss).
- Cursed song no longer affects silenced creatures (X2_S2_CurseSong.nss).
- 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)
- 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 constant VFX_BEAM_DISINTEGRATE for use with EffectBeam()

2DA Changes:

- Amplify now requires a somatic component as per the spell description (spells.2da).
- The spell WarCry now requires a somatic component as per the spell description (spells.2da).
- Greater Sactuary 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 MetaMagic column updated).
- Greater Restoration can no longer be selected as an Extended Spell, as its duration is instantaneous (spells.2da).
- Removed reference to non-existant 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).

Custom Content:

- Upped maximum number of tilesets allowed to 100
- Loadscreen 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).

Schon beeindruckend, dass über 5 Jahre nach Erscheinen von NWN das Spiel von Bioware immer noch weiterentwickelt wird :up: - auch wenn es nur noch wenige (Bioware-Leute) sind, die dran arbeiten, die das zum großen Teil wohl in ihrer Freizeit machen und es mit Sicherheit der letzte Patch zu NWN sein wird.
 

Tingil

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Diesen Patch habe ich schon seit Langem gespannt erwartet. Wenn ich mir die Liste der Änderungen so anschaue, sieht das nach jeder Menge Anpassungsarbeit aus. Besonders auf das System für die reitbaren Pferde bin ich gespannt.
 

Kamiryn

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Ich schätze mal, dass es das System aus dem Premium-Modul ist (wie ja auch ein großer Teil der neuen Tilesets/Musiken aus den Premium-Modulen stammt). Also Pferde als Kreaturen, wenn sie nicht geritten werden. Sitzt der Char auf dem Pferd, dann sind die Pferde keine eigenen Kreaturen mehr sondern sind als Schwanz des Chars implementiert (und der Schwanz des Pferdes sind eigentlich die Flügel des Chars :D). Außerdem bekommt der Char neue Gehen und Laufen Animationen. Auf diese Weise ist es möglich, dass sich Char und Pferd passend bewegen.
 

Sir Darian

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Hmmm... *grübel*

Die neuen Features klingen ja extrem Klasse! :eek: :):up:

Ich freu mich unwahrscheinlich darauf.
Das wird sicher genial, durch die ländlichen Gebiete im zweiten und dritten Kapitel der OC mit dem Pferd zu reisen und dieses vor Betreten einer Höhle draußen anzubinden. :D
Sinngemäß gesagt natürlich. ;)
 

Alamar

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Nett ... auch wenn es sich eigentlich nur um eine Premium-Modul-Ausbeute handelt :D - aber hatte das Modul wirklich 17 neue Musikstücke?

Zudem wird's die Pferde sicherlich nicht in der Hauptkampagne geben *Pies Traum zerstör*
 

Sir Darian

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Hmmm... *grübel*

@ Alamar:

Stimmt, ich hab da was verwechselt. :)
Die Patch 1.69 Inhalte können natürlich in der OC nicht vorkommen, da diese ja ohne diese Inhalte erstellt wurde.

Ich habe immer das CEP in die neueste Patch- Version des Spiels hineinkompiliert und konnte damit dann wenigstens die CEP Ressourcen zusammen mit denen des neuesten Patches in der OC nutzen.

Das hat natürlich mit dem Patch selbst und seinen neuen Ressourcen nichts zu tun. :)
 

Dacen Silberpfad

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Och, schade. Hab jetzt auch, wie Pie, gehofft, in der ganzen Kampagne von NWN1 + AddOns mit Pferd reisen zu können. Das wär doch mal ein netter Grund, ums mal wieder zu installieren.
Wobei, der Patch allein ist schon nen Grund. Allerdings nur, wenn der auch auf deutsch rauskommt. :rolleyes:
 

Kamiryn

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Reiten in NWN ist nur ein anderer Phenotype (die sitzende Haltung auf dem Pferd) und ein anderer (bzw. überhaupt einer) Schwanz (das Pferd).

Um also Reiten zu können, müssen nur (über ein Skript z.B.) im Spiel Phenotype und Schwanz geändert werden. So passiert das auch im Bioware-Premium-Modul, natürlich noch mit eine Menge drumrum (man kann nur Reiten, wenn man auch ein Pferd hat, Aufsteigen/Absteigen Animation, Reiten nur im Gelände möglich, nicht in Gasthäusern, Höhlen,...). Wer aber darauf verzichten kann, der kann in jedem Modul 'reiten'.

Ein bisschen Eigenwerbung und für den, der unbedingt Reiten will: Mit diesem tollenZusatz kann man während des Spiels Phenotype und Schwanz ändern (und vieles anderes mehr) und somit z.B. auch in der OC 'reiten'. Beim ersten Mal etwas aufwendig, aber man kann das ganze Abspeichern und so immer recht schnell zwischen normalem Gehen/Laufen ohne Pferd und Reiten wechseln. Sieht auf jeden Fall witzig aus (wenn man mit Schlachtross in die Kneipe reitet).
 
Zuletzt bearbeitet:

Tingil

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Nach dem, was ich über WCotSC gelesen habe, wird darin auch die Fertigkeit Reiten implementiert und während eines Kampfes wird jede Runde gewürfelt, ob man das Reittier beherrschen kann. Es gehört also schon etwas mehr dazu, es "richtig" zu machen.

Wahrscheinlich wird für den 1.69er Patch auch eine neue CEP 2 Version 'rauskommen müssen. Zumindest habe ich irgendwo gelesen, daß CEP 2 schon darauf vorbereitet ist, auf den 1.69er Patch angepaßt zu werden.
 

Kamiryn

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Das stimmt, das Ändern der Animationen bewirkt wirklich nur ein Ändern der Animation und sonst nichts.
 

Tingil

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Im Moment scheinen die BioWaren da recht intensiv dran zu arbeiten, denn vor ein paar Tagen ist der 1.69 Beta 2 Patch 'rausgekommen. Wenn die mit dem Tempo weitermachen, kann's ja eigentlich nicht mehr so lange dauern, bis er final ist. :)
 

Kamiryn

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Details zum 1.69 Beta 2:

1.69 Beta 2 patch specific fixes made since 1.69 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.
 

Aartong

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Ist zufällig schon bekannt wann das auf Deutsch herauskommr? :)
 

Sir Darian

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Hmmm... *grübel*

Mit diesen Patches ist es immer dasselbe:

Wenn er da ist, ist er da.

Wir werden uns überraschen lassen müssen. :)
 

Kamiryn

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Mittlerweile gibt es 1.69 beta 3:

-----------------------------------------------------------------------
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 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).
 

Kamiryn

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Mittlerweile gibt es 1.69 beta 6:

-----------------------------------------------------------------------
Beta patch specific fixes made since Beta 5
-----------------------------------------------------------------------

- More fixes to the horse related scripts. Some of the feat/spell constants have changed. If you have overridden any horse scripts in your module, you will need to recompile them other wise the mount/dismount actions may be reversed.
- Added new generic horse dismount triggers to toolset palette.
- Lots of tileset fixes (including adding missing light sources to the Tropical tileset).
- Fixed some "long coat" chair sitting animation issues for short non-human races.
- Fixed more typo/spelling errors in the official campaign.
- Removed non-existant henchman rest script from all the horse templates.
- 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 900.0).
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 portrait entry for the mist dragon in the appearance.2da.
- Fixed non-expansion pack versions of nwn causing characters becoming illegal if they got any of the new feats that were added in the 1.69 update.
- Fixed incorrect tails on Lizardmen templates.
- Fixed issue with padded lines in the classes.2da displaying as "Bad Strref" in both 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).
- Fixed some missing resource issues for the "gem" weapon part appearances.
- Fixed environment mapping on the bone golem (appearance.2da).
- 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).
- Made default equipment on Troglodyte Warrior non-droppable.
- Fixed weight of two-bladed swords (baseitems.2da).
- 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 issue with "Improved Expertise" mode not being correctly displayed in the combat log for "special" attacks.
- Reduced some cloak clipping issues.
- Fixed issue with reting not getting canceled correctly if a member of your party started attacking something during your rest period.
- Added new scripting command : itemproperty ItemPropertyMaterial(int nMaterialType);
- Added new scripting command : itemproperty ItemPropertyQuality(int nQuality);
- Added new scripting command : itemproperty ItemPropertyAdditional(int nAdditionalProperty);
- 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).
- Reprocessed a bunch of tiles that contain "shiny water" in the hopes of fixing shiny water related crashes.

-----------------------------------------------------------------------
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.

Und hier noch etwas von Brian Chung (Bioware):

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!

Die Rucksäcke, Pfeilköcher oder auf den Rücken geschnallte Schwerter sehen wirklich klasse aus. Fehlt nur noch das passende OnEquipItem Skript.
 

Sir Darian

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Hmmm... *grübel*

Vorgestern kam laut RPGuides der Patch 1.69 in der Beta- Version 9 raus.

Was mich ja sehr überrascht, ist diese Meldung:

Der Download ist zur Zeit ca. 376 MB groß (...)
:eek:

Bin ja gespannt. :D
 

Kamiryn

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1.357
Dass der Patch so groß ist (die BIF Datei zum Patch heißt übrigens XP3.BIF, also expansion pack 3), liegt hauptsächlich wohl an den 'neuen' Tilesets.

Beta 8 und die Vorgänger waren übrigens nochmal 10 MB größer.
 

Sir Darian

Ritter des Helm
Registriert
01.04.2000
Beiträge
33.906
Hmmm... *grübel*

Wenn alles gut geht, dauert es nicht mehr lange:

Craig Wellburn hat die zehnte Ausgabe des Beta-Patches veröffentlicht. Sollte es keine signifikanten Fehler mehr geben, wird diese Version demnächst zum finalen Patch umgewandelt und verteilt werden.

Quelle: http://www.rpguides.de/nwn/

:):up:
 
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