NWN2 patch 1.06 Beta

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AcadiusLost
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NWN2 patch 1.06 Beta

Post by AcadiusLost »

Here is the listing of things that are in the 1.06 Beta, I believe Indio is already working with it in his toolset.
NWN2 Forums wrote:NEW FEATURES

Custom Content
--Several new UI customizability features. Among them, users can now set textures on UI objects via script, and users can set the state of progress bars via script.
--Spells that have multiple casting modes can now be cast from items (i.e., protection from evil, meteor swarm).
Scripting
--Many new script functions have been added.
---- SetGUIObjectTexture()
---- UIObject_Misc_ExtractData()
---- UIObject_OnRadial_DisplayCustomRadial()
---- UIObject_Input_ActionTargetScript()
---- GetInfiniteFlag()
---- SetInfiniteFlag()
---- GetKeyRequiredFeedbackMessage()
---- SetKeyRequiredFeedbackMessage()
---- GetPickpocketableFlag()
---- SetPickpocketableFlag()
---- GetTrapActive()
---- SetWillSavingThrow() (Used for Doors and Placeables only)
---- SetReflexSavingThrow() (Used for Doors and Placeables only)
---- SetFortitudeSavingThrow() (Used for Doors and Placeables only)
---- SetLockKeyRequired()
---- SetLockKeyTag()
---- SetLockLockDC()
---- SetLockUnlockDC()
---- SetLockLockable()
---- SetHardness()
---- GetHardness()
---- GetAreaSize()
---- SetUseableFlag()
---- GetPlaceableLastClickedBy()
---- SetGUIProgressBarPosition()
---- IntToObject()
---- ObjectToInt()
--Placeables now have an OnClick event. This event will fire whenever a user clicks a placeable, regardless of whether the user can currently path to it.
--EffectSetScale() can now be used to scale creatures non-uniformally along different axes.
--SpeakOneLineConversation() now has a volume parameter that understands Whispers and Shouts.
--GetAttribute() now takes a parameter called nBaseAttribute=FALSE. If made TRUE, then the value returned will be the creature's BASE attribute instead of total.
--CreateItemOnObject() now has a 4th parameter that allows users to set the tag of the created item.

Toolset
--Undo and Redo now work for Terrain, Grass, and Water painting.
--There are several new hot keys that alter Brush size and pressure in the toolset:
[ Brush size down 1
Shift + [ Brush outer size down 1
] Brush size up 1
Shift + ] Brush outer size up 1
- Pressure down 10%
Shift + - Pressure down 25%
= Pressure up 10%
Shift + = Pressure up 25%

--The Flatten tool has been modified to more gradually slope between its inner and outer height. Additionally, a Pressure setting has been added to the tool to determine how rapidly it applies the change, and the Inner value is now capped at 0 instead of 1.
--A new Cliff_08 texture has been added.

BUG FIXES

General

--“Greater Weapon Specialization (Light Hammer)” will no longer show up as “Greater Weapon Specialization (Flail)”
--The Dedicated Server will now load modules from directories as well as from .mod files. To load a module directory from the command line, use the following parameter: -moduledir <module name>
--Specular Lighting has been improved. Shiny objects should now look better than before.
--Trees and Objects that fade no longer lose their directional light shadow when faded out.
Scripting
--ActionRest() will now properly utilize the bIgnoreNoRestFlag parameter.
--EffectHeal() can now restore the HP of doors and placeables.
--SetTrapActive() now works on Doors and Placeables as well as triggers.
--SetOrientOnDialog() now functions properly.
--ExportAllCharacters() and ExportSingleCharacters() will write to the server vault.

Effects/Spells/Domains
--Bestow Curse now reduces all of the target’s ability scores by 3 rather than 2.
--Energy Drain no longer allows a saving throw.
--The War Domain has been renamed to the Fury Domain, to allow future implementation of a more D&D-accurate War Domain.

2DA Changes
The following 2DA files have been changed in v1.06 Beta:
--ambientmusic.2da
--appearance.2da
--crafting.2da
--disease.2da
--doortypes.2da
--iprp_monsterhit.2da
--soundset.2da
--spells.2da
--visualeffects.2da
So, the death system can get it's proper tagging back (without my workarounds), but SetName() is still missing from the lists. As such, I'm inclined to leave it be for now, unless my workarounds are causing erroneous behaviour.

The new OnClicked event for placeables will need an acf script and a hook in acr_placeable_i, but those are easily done.

GetAreaSize() could improve the performance of the seamless AT scripts, though I wouldn't call it necessary at this point.

Not sure how extensive those 2da changes are, it's hard to keep up with the changes from version to version. I recommend we try to keep a careful documentation of ALFA-specific changes, to make it easier to move them into the context of the new OE 2das.

Should I be updating to 1.06 Beta to prepare the next round of ACR fixes, or holding at 1.05 final until 1.06 final?
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AcadiusLost
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Post by AcadiusLost »

Also,
Rob McGinnis wrote:Loading Custom Content prior to character creation: still something we want to do. Perhaps in 1.07, but no promises.
Should we be considering an override solution to allow PCs to be created with the PnP skill set? Domains, dieties- all of these will not be selectable as we would like them to until "perhaps 1.07". We may be able to pull them off by having the custom 2das involved in all the players' override folders though- it's one more step on top of haks, tlk, and pwc: but we may not have much other choice.
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indio
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Post by indio »

I think it;s a question about what else you'd like to spend your time on. I don't see a need given the numbers involved in beta atm to push 1.06 beta, so I'd just wait till 1.06 final.

And 1.07 is worth waiting for to see if they sort the order out for custom content. If they fail to fix it then we worry about it.
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