EmKey_WildStylerZ
21-05-2007, 01:46
Leggendo alcuni post mi sono chiesto ma come mai tanta gente che nn conosce il gioco, non lo possiede ecc...sta qui a giudicare, lasciar commenti ecc spesso contro chi tristemente mostra quel bricciolo di rancore contro chi ha nn ha saputo dar seguito a un capolavoro ( Atari ) e sopratutto contro chi ha saputo distruggere il sogno di chi aspettava trepidamente NWN2 da anni? ( Obsidian )...(nota: Senza contare che han distrutto anche il seguito di Vampire...)
Posso capire che alcune persone diventano FAN... A mo di maniaci della propria squadra tanto ke anche quando essa perde o e macchiata di sporco..continuano a osanare la propria bandiera a destra e manca...
Ma cercate di portare rispetto per chi nn segue solo un logo ( Io stesso sono un appassionato "ATARI" ne conosco la storia, i vari crolli ecc...) ma chi ama anche possedere e sopratutto divertirsi giocando a un videogame che si possa dire bugfree e completo.
Già...completo e bugfree e non mi sparate la cavolata che odiernamente la normalità, io capisco che possono esserci difetti o mancanze in un gioco...
ma non gravi tale da pregiudicarne la giocabilità...
E poi quanti titoli vedete per la xbox360 ps2 ecc che han bisogno di patch?
Quindi parliamo chiaro, le patch hanno uno scopo ma di sicuro nn quello di completare un gioco, e ricordando che adesso siamo alla patch 1.06 beta, e ancora oggi dopo questa patch il gioco risulta avere innumerevoli bug, ancora problemi con il motore grafico, toolset..ecc vi lascio una lista (Quasi completa, sn quasi le 2 di notte e oggi ho fatto 13 ore di lavoro) di tutto ciò che e stato fixato aggiunto o modificato fin ora, posso aver saltato poco e manca il fix della 1.02 definitiva (nn quella bugata...rendetevi conto perfino le patch bugate..)
Quindi nel prossimo post una vista sommaria di quello che per fortuna pochi di voi considerano normale avere in un gioco pagato profumatamente....
EmKey_WildStylerZ
21-05-2007, 01:54
Ho dovuto dividere altimenti nn entrava in un singolo post
BUGFIX
* DM Client - A beta version of the Dungeon Master Client is now available. You can access it from the NWN2 Launcher, or by running nwn2.exe with the -dmc switch. This allows you to start a multiplayer game in which you can have a great deal of control over creating, managing, and commanding creatures, placeables, and more. Over the next three monthly patches we will be continuing to add features, fix bugs, and improve the interface.
* New Druid Spells - Druids have been granted 9 new spells, one for each level. In addition, the feat Natural Spell has been added. Druids that take the Natural Spell feat may cast spells while Polymorphed or Wild Shaped.
**Level 1 - Foundation of Stone: This spell grants a target immunity to knockdown, but reduces their movement speed.
**Level 2 - Body of the Sun: The caster's body emanates fire, burning nearby creatures.
**Level 3 - Jagged Tooth: This spell grants a targeted animal the Keen property on one of its natural weapons.
**Level 4 - Moonbolt: This spell creates a bolt of energy that deals strength damage to living creatures and knocks down undead, giving them penalties on attack rolls and saving throws.
**Level 5 - Rejuvenation Cocoon: The target of this spell becomes encased in a regenerative cocoon, where they are cured from poison and disease and regenerate health.
**Level 6 - Tortoise Shell: The caster gains a natural armor bonus of +6, plus an additional 1 per every three caster levels to a maximum of +9.
**Level 7 - Swamp Lung: This spell causes victims to fall prone for 1-6 rounds, during which time they can catch disease.
**Level 8 - Storm Avatar: This spell infuses the caster with the energy of a storm, making them immune to missiles, hasting them, and adding damage to their attacks
**Level 9 - Nature's Avatar: This spell grants a targeted animal a series of very powerful buffs.
Weapon combos in hotbar: Added the ability to set up dual weapon, weapon & shield, or weapon & torch combos in the hotbar. Clicking the hotbar button for a weapon you already have equipped will unequip it.
" Camera Changes: We've made a series of camera changes to this version:
New options for adjusting sensitivity for controlling the camera by keyboard, mouse, and edge of screen.
Chase Cam adjusted to work more like NWN1.
In free cam mode, the arrow keys now pan the camera, and holding down CTRL will zoom and yaw the camera.
Added bindable keyboard key for mouse look / camera control. This mimics functionality of pressing down the middle mouse button for those without a middle mouse button.
Graphics Optimizations: A number of new graphics optimizations have been added:
Anti-Aliasing Support: Anti-aliasing is now supported and can be enabled in the Options Menu. Please note: This could significantly affect frame rate, depending on your hardware.
Shadow Rendering: Shadow rendering speed has been improved.
Tree Rendering: Speed improvements to the rendering of trees.
Water Rendering: Speed improvements to how water is rendered by the engine.
New Options:
Buy/Sell Confirmation: You can now turn off the buy/sell confirmation dialog.
Options menu has been reorganized to support many new camera control options.
You can now change keybindings in game.
Database Support:
The database script functions from NWN1 have been re-enabled. They are now significantly faster in many cases.
* Water Reflection/Refraction - Water is now more visually exciting! Users have the option to toggle Water Reflection and Refraction on in the Options Menu under the Advanced Graphics tab. Note: These settings can cause slowdowns on older hardware.
* Client Packs - Module makers can now create Client Packs in the toolset, which can be placed in clients My Documentspwc folder to allow users to connect to Multiplayer Games for which they do not have the module. These .pwc files contain only the data absolutely necessary to run the module on the client side are useful if, for instance, you are running a persistent world and do not wish to allow clients to open your module with all of its areas, creatures, and scripts visible.
Voice Menu: Users can now press the Voice Menu key ('V' by default) to activate a menu from which they can quickly access frequently used voice commands and emotes. Users can drag these to the hotbar, as well.
Added support for bindable keys to change the hotbar pages.
You can now drag and drop buttons from the Mode Bar and Quick Cast Menu onto the Hotbar. This will also work for Spontaneously Converted spells.
Players now have the option to turn on a second horizontal hotbar and 2 vertical hotbars.
You can now drag and drop buttons from the Mode Bar and Quick Cast Menu onto the Hotbar. This will also work for Spontaneously Converted spells.
Players now have the option to turn on a second horizontal hotbar and 2 vertical hotbars.
Users can now select in the options menu whether or not they want left click and hold in Driving Camera to move the character or mouselook.
All combat modes can now be triggered instantly, except for Parry, Rapid Shot, and Flurry of Blows, which are deferred until the beginning of the next round.
Your pending combat modes are now displayed on the action queue UI, with a countdown ticker, tooltip, and mouse click support.
You can now toggle of and off a pending combat mode.
Combat modes are no longer turned off for party members at the end of their combat round.
Trees throughout the game should look better as many of the tree textures and models have been revamped to be more visually appealing.
Localized versions of the NWN1 sounds used in the game have been added to their respective languages.
Several new loading screen tips have been added to v1.04.
--A beta implementation of Multi-Select is now available as an option in both the DM Client and main game client. By default, Mouse 4 will select the entire party, and Mouse 5 or holding CTRL+Left Click will enable lasso selection of party members. We are planning to continue to revise and improve our Multi-Select functionality in future patches.
--There is now an "Advanced Options" button on the Server Options panel. Server Administrators can specify two URLs in this menu: One, intended to point to their server's homepage, if it has one, and one intended to directly point to the server's latest PWC file. Players will be able to see these links from the Server Details on the Internet Game browser and clicking them will launch the user's Browser and direct them to the URL specified.
--There is now a 4th parameter to the DisplayGuiScreen() script function that allows a user to define the name fo the *.xml file to load if the 'ScreenName' can't be found inside the INIs already. This will allow custom GUI creators to add GUIs (Using the uicustom folder) and not need to edit the INIs stored in uidefault to make the game able to load them.
--Augment Summoning and Augment Healing are now selectable once their prerequisites have been met.
--Players can now adjust the scale of their player models in the character creation process.
--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).
* Fixed several minor spelling and grammar issues.
* Fixed several instances where dialogue text did not match the Voice Over for a line.
* Fixed some instances of traps not working throughout the game.
Act 1:
* Fixed an instance where players could reach Skymirror without Elanee.
* Slaan now drops items when killed.
* Fixed Zeearie's mouth not animating after the player defeated her.
* Fixed an inconsistency in Jochris' cutscene.
* Fixed an issue which could cause two Waterdeep Emissaries to spawn.
* Wolf will now look the same in his cutscene in the Merchant Quarter as he does in the rest of the game.
* Fixed an infinite XP exploit when returning to West Harbor and speaking with Retta Starling.
* Thugs no longer appear in the same spot when re-entering the Neverwinter Docks district.
Act 2:
* Reduced an influence check for Grobnar during the Trial.
* Fixed the cutscene with Koraboros triggering early at Shandra's Farm.
* Fixed the Sun Soul Art quest not being added to the journal.
* The player now receives the proper number of quest items after defeating the Shadow Reaver in Act 2.
* Turning in Arval's journal will no longer give an invalid reward.
* Fixed an instance where Nevalle referred to Female PCs as Male.
* Fixed an infinite quest reward loop in Zaxis' dialogue
* Players will no longer get stuck on the dialogue between Zhjaeve and Aldanon in Multiplayer.
* Soothing Light now performs the proper effect.
* Healing Lord Tavorick after he goes down but before he speaks to you will no longer break progression.
Act 3:
* The game could sometimes become stuck when leaving Fire Giant camp through the Area Transition - this will no longer occur.
* The quartermaster's armory will no longer appear as red tunics.
* Siege Towers have been given the proper sound set.
* Retta's dialogue will no longer drop if you speak to her before Danan.
* Prior Hlam is now available in Neverwinter City during Act 3.
* Players can no longer bypass the black portals in the Gauntlet.
* Input in Single Player games should now be much more responsive. Previously, input commands could lag for up to several frames before taking effect in-game. This is no longer the case.
* Broadcast Commands are now more reliable and last longer before companions will revert to their default behavior.
* The "Loot All" button would sometimes loot all of the items from a container but would not close the window or remove the icons. This will no longer occur.
* The player can no longer become stuck in a cinematic style cutscene by switching characters immediately as the cutscene begins.
Multiplayer
* The game will no longer crash if you switch back to your character after ordering one of your companions to barter with another player.
* The Chat box, both in-game and in the Gamespy Lobby, will no longer overrun when players type long messages.
Animal Companions, Familiars, and Summoned Creatures are now unsummoned when a roster member is being despawned. This will address problems where companions can become familiars on transitions.
Some minor adjustments to the pathing system to prevent characters from being put into illegal areas.
Split out Armored Caster feat into class specific feats for Bards and Warlocks to properly apply spell failure percentages. This will allow users who add new classes to give them specific armored casting ability easily.
Some minor fixes to drop shadow rendering.
The debug DirectX check has been removed - some users had problems running the game, even without the DirectX SDK being installed.
The game would crash when a module with more than 16,000 objects was loaded.
Fixed a memory leak related to grass that would occur in certain areas.
The Mode Bar and Mini-map will now properly retain their hidden or revealed state after area transitions.
Improvements have been made which reduce load times in some situations.
The game will no longer crash when attempting to buy when on a blank page.
The game's transition to Act 2 would very rarely fail to occur. This has been made more reliable.
--The Quick Cast menu was blocking movement clicks for its entire area - even parts that were not visible. Players can now click through any non-visible part of the Quick Cast menu.
--Feats will now properly show their cool down timer countdown.
--The Chat Window is no longer cleared after an area transition.
--Augment Healing and Summoning were not selectable. This has been fixed.
--The functionality of the Height and Girth sliders has been improved and allows for more attractive results now.
--The TAB key inserting 5 spaces rather than a TAB character is now optional in the script editor.
--Barter and Trade will now work from the Radial menu in Multiplayer.
--Spears are now giving the proper 3x critical damage multiplier.
--"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.
When enter Tavorick's Crypt in Act 2, the cutscene with Qaggoth-Yeg will sometimes repeat continually, with a few seconds of battle between repetitions. Killing Qaggoth will end the cycle and continue the game normally.
Scripting
EffectWildshape() - New function for Wildshape effect.
GetEncumbranceState () - Added script function to get the encumbrance state of a given player
GetPlayerCreatureExamineTarget() - Added script function to get the current creature examine target for a player
PackCampaignDatabase() - A new database feature to NWN2, this will pack the campaign database and purge deleted records from a database.
GetPlayerTargetObject() - New script function to get the current selected target object for a given player.
UnlinkDoor() - New script command to turn an area transition door into a normal door.
Database support has been added, including new PackCampaignDatabase() function.
AttemptToDisarmTrap() - Returns FALSE if character cannot path to trap instead of assuming they don't have the skill points to do so.
GetArmorRank - Returns whether an equipped item is ARMOR_RANK_NONE, _LIGHT, _MEDIUM, or _HEAVY
GetSpellLevel() wasn't taking cleric domains into account. This has been fixed.
GetWeaponType() - Lets Keen Edge spell also affect piercing weapons.
TalentSpellFilter() - This has been standardized in regards to Keen Edge and Weapon of Impact.
Added script command gr_character_xml run from console that will export character data in XML format to the log.
Fixed X2_inc_switches constant that was causing the override spellscript and the tagbased script prefix to overwrite each other.
NPC casters can no longer affect themselves with AOE spells in Hardcore+ difficulty
NPCs of non-opposed factions can no longer affect each other with AOE spells in Hardcore+ difficulty
Added additional effects and fixed parameter listing for ga_effect.
Crafting
'Medallion of Thought' recipe now gives that item instead of the 'Talisman of Pure Evil'
The 'Armor of Arrow Deflection' recipe now gives the correct effect and not 'Spell Specialization: Abjuration' on the Armor enchanted
'Invulnerable Armor' recipe now give Damage Reduction Effect
'Posion Weapon' recipe now give poison effect
The 'Armor of Spell Resistance' recipes now gives spell resistance effect.
Crafted wands, and scrolls now give the correct class restrictions based on class spell lists.
Wands and potions now take into account the class and level of the caster for determining if the max spell level is surpasses instead of using the innate level of a spell.
removed item cast at item restriction for spell storing devices (wands, potions, scrolls)
Reduced cost of 0 level spells for wands, potions, and scrolls by half
Added warlock darkness crafting recipes for Gold Filigree Charm and Infernal Focus
Number of charges for newly crafted wand now defaults to 50.
EffectDamage() - A flag has been added to the EffectDamage()function which allows you to skip Damage Immunity, Damage Reduction, and Damage Resistance. The default for this flag is FALSE, so existing scripts will continue to work the same.
Script Debugger - The NWN2 script debugger has been included with this version. It is located in the Utils directory, filename DebugServer.exe.
--A bDisplayFeedback=TRUE parameter was added to both ActionGiveItem and ActionTakeItem. Changing it from the default of TRUE to FALSE will keep the feedback strings from appearing in the chat window when these script functions are used.
--2DAs queried by script functions are now cached. This should increase performance of scripts that frequently reference 2Das.
--Within the Script Editor, hitting the Tab key now creates 5 spaces instead of inserting a tab character.
--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.
Effects/Spells
If weapon trails are disabled in the options menu, hit and parry visuals are disabled as well.
Character validation was not taking Spellcasting Prodigy into account for a number of spells wizards learn at first level.
You no longer get max spells after unequipping an ability boost item, then an extra spell slot item. Also, changed extra spell slot items so that they only grant extra spell slots if you are capable of casting spells of that level.
Neutralize Poison should not remove Disease and Ability Decrease effects.
Lowered Frenzy damage to 6 per round.
You can no longer recover traps with DC 20 or higher if you do not have the Trapfinding feat. If you try to disarm or recover a DC 20+ trap without Trapfinding, you will receive feedback that success is never possible; it is still possible to suffer a critical failure and have the trap go off on you. You can still flag, examine, and set a trap of any DC without Trapfinding; you can also always disarm or recover a trap you set yourself.
EffectShareDamage() was not actually applying damage to the caster.
Some fixes to global scripts on how spells affect NPCs, etc., in Hardcore mode.
Finger of Death affects players in multiplayer mode now.
Heal spells no longer call a touch attack when cast on undead.
The Mass Inflict Line of spells now properly call a will save instead of a Fort save.
The Mass Inflict Line of spells have now been updated to have the same behavior as Mass Inflict Light Wounds in regards to target discrimination and undead.
Mass Inflict Light Wounds no longer harms hostile undead. Neither will it heal them. The healing effect is only applied to friendly undead.
Casting Mage Armor on a character who already has Improved Mage Armor applied will no longer remove the stronger spell.
Improved Mage Armor now correctly provides +6 AC rather than +8.
The duration on Tymora's Smile has been corrected.
The spells Foundation of Stone, Body of Sun, Jagged Tooth, Tortoise Shell, Swamp Lung, Storm Avatar, and Nature's Avatar now properly apply their metamagic abilities.
Tymora's Smile is now self-cast only.
Crafting wands, potions, and scrolls was not working for many spells. All spells should now craft properly.
Soothing Light will now auto-cast when selected.
Guarding the Lord will now only target other creatures.
Warlock Darkness noPrismatic Spray was always petrifying, rather than applying a random effect. This is fixed.
Web and Greater Shadow Conjuration/Web now have the same targeting UI.
Greater Fireburst will no longer damage the caster on hardcore difficulty.
Fireburst will no longer harm the caster.
Iron Horn now properly uses a cone shape instead of a sphere.
Foundation of stone was calculating its duration in seconds rather than rounds. This has been fixed.
Magic Fang and Greater Magic Fang now can be applied to any animal, beast, or vermin. This w has the same targeting UI as arcane Darkness.
Mass Heal now has a range of "close."
The Mass Cure line of spells now uniformly have a range of "close."
Old behavior for Bigby's 3 was causing some creatures to become paralyzed rather than immobilized in order to simulate grappling. This allowed them a chance to break out on a will save. The paralysis effect has been replaced with an immobilization effect.
includes wildshaped druids.
Missile Storm will no longer target friendlies on hardcore mode.
Bombardment now knocks down targets on a failed save.
Blade Barrier now plays a species specific blood spray when it damages a target.
Destruction now checks the target for death immunity.
Wildshape and Elemental Shape are no longer dispellable.
Balagar's Iron Horn radius reduced from 30 feet to 20 feet.
Greater Fireburst will now do the correct amount of damage.
Monks will no longer get their class AC Bonus while wearing armor or using a shield.
Improved Reaction will now properly calculate uses per day.
Characters with crossbows can now use Rapid Shot if they have Rapid Reload.
* Fixed several instances where the type of damage was not specified in a spell's description.
* The descriptions for Bless, Divine Shield and Shield Other have been updated.
* Isaac's Greater Missile Storm and Isaac's Lesser Missile Storm will no longer target allies on difficulty modes lower than D&D Hardcore. Additionally, they will select their targets more fairly now.
* Magic Fang now grants the proper bonus to animal companions.
--Certain multiclass characters could lose spells from their hotbar after making area transitions. This will no longer occur.
--The Reflex save for Defensive Roll can now happen multiple times per day.
--Manyshot was previously always applying the full attack bonus and penalty to hit, regardless of the character's BAB. This has been fixed.
--Female Drow Clerics would be previously be forced to pick a new deity at level up if they had selected Lolth during character creation. This has been fixed.
--Spears now give the proper 3x critical damage multiplier.
--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.
Interface
* Long quest names will no longer be cut off in the Journal.
* Longer target names now fit underneath the targeting window.
* The Scimitar +2 will no longer have a Rapier icon.
* Items could occasionally become lost when moving them in the inventory with the game paused. This will no longer occur.
Fixed a bug where screen edge turning was frame rate dependent, making the camera behave differently based on graphics settings or area.
Fixed a few minor bugs with mouse selection.
Save game name will now show up properly when overwriting savegames.
Fixed issue where gaining bonus feats from items were not causing a refresh of the character sheet.
The character 'ø' has been added to our fonts.
Context Menu Delay slider and Weapon trail Option are now properly saved and read in correctly.
You can no longer resize on of the multiplayer chat windows offscreen.
" You can now click past feat selection if you have no feats to select. You lose that feat pick permanently. This was added so characters with low stats in core abilities could process through level up.
EmKey_WildStylerZ
21-05-2007, 01:56
Toolset
* Users can now add .mod files as well as modules in directories to campaigns.
* The toolset could previously enter a state where it would crash when saving a module to a directory. This can no longer happen.
* The default NWN2 load screen is now available in the toolset.
Added a load screen image previewer.
Added item icon previewer.
Area names and tags now default to the area's file name for new areas.
The spell tab now shows multiple instances of spells, so creatures can have multiple instances of a spell with different metamagic types.
Right-clicking while placing tiles now rotates the tile.
The first column and row of the 2DA viewer are now pinned, making it easier to use.
Changes on item blueprints will now be propagated to items in creature or placeable inventories, or that are equipped on creatures.
Added new option to the File menu that allows the user to compile only currently open scripts.
There is a new panel in the script editor that allows the user to insert scripts from the NWN2ToolsetTemplates folder into the current script.
Script search functionality changed to bring up all results in one result window and the user can double-click to open up that search result.
Item cost calculations added to the item properties.
New visual style.
Doors now have a flag that allows them to render an invisible area transition (aka an invisible "black door.") This is adjustable in the toolset. This is to address concerns with the "black area" behind open doors and how silly it looked on open gates in the middle of Neverwinter, etc.
When users enter a string ref, they can also check a box to say that the string ref is from the custom file and the string returned will be from that file instead of the main .tlk table.
Feminine versions of strings are now editable.
Hex values can now be used as string references within 2DAs. This makes it easier to use custom TLK files with 2DAs.
The script editor runs faster and uses less memory.
Turning off fog along with the "use area far plane" option now works correctly, and will render the area up to the far plane specified in the Graphics section of the Options screen.
Oriented billboards in visual effects will now render correctly in the toolset.
Weapon scaling now looks correct in the toolset.
Fixed a bug with the script and conversation search windows stealing focus.
Fixed a bug with changes to spells not getting saved if the active tab was changed before changes were applied.
Level 9 spells are now saved correctly for creatures.
Font preferences are now saved correctly.
Fixed a bug where docking windows would snap closed if a drop-down box was used while they were shown.
Reduction in memory pre-allocation by half. This should address some customer reported issues with the toolset crashing on load.
Some improvements to script editor speed and reductions in memory usage.
Fixed a bug where placed instances of stores weren't copying the "infinite" flag for items.
Fixed memory leak when erasing grass.
Fixed issue for non-English versions where some required toolset preferences were not being loaded.
Module variables are now displayed under the "Scripts" category.
Fixed bug where turning off light spheres would turn off sound spheres.
Focus wouldn't change properly when clicking on the propertygrid or the blueprint view. Fixed.
Fixed crash when trying to modify prefabs in the universal blueprint changer.
Fix for an exception that could be thrown if a journal was modified from code (like a plugin.)
Fixed inability to modify camera orientation, Orientation has been re-enabled.
Some fixes to toolset memory management to improve stability.
Floating windows that are offscreen will be moved back onscreen on startup.
Newly-created blueprints will have their template property set to the same name as the blueprint.
Fixed a bug where creating new item blueprints, assigning them to a creature or placeable, and then immediately placing the creature or placeable would result in the item having incorrect properties.
Fixed a bug in the script editor where certain NWN-specific data types would confuse the parameter info display.
Using the "Find All" button in the script search window now displays all results in a popup window. Users can select the matching script/line they want to view.
An estimated value for the cost of an item (before appraise rolls etc) has been added to the properties of items.
Updated look and feel of the tab controls.
Fixed a bug with the "Save" button in the world map editor. It will no longer corrupt map images.
A comment field has been added to the Journal Editor.
More robust undo/redo support has been added to the Conversation and Journal editors.
TRX files are now renamed when renaming their associated area.
Using the "Verify Module" command can cause the starting area to be opened. Simply close this area. This will be addressed in the public release of 1.04.
--Within the appearance.2da, NWN2_Scale has now been split into three columns: NWN2_Scale_X, NWN2_Scale_Y and NWN2_Scale_Z. This will allow users to scale creature appearances non-uniformally through the appearance.2da.
--The Grass, Creature Appearance Type, and Creature Soundset lists are now sorted alphabetically.
--There is now an option to have the TAB key insert 5 spaces instead of a TAB character in the Script Editor.
--Several words that previously were incorrectly being highlighted by the syntax highlighter will no longer be highlighted.
--The GetIsPartyTransition() flag for triggers always returned true, regardless of what was set in the toolset. This has been fixed.
--The DescID column in NWN2_Dieties.2da can now accept a string enclosed in quotation marks in addition to a STRREF.
--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.
Multiplayer
Improved /t style chat.
Fixed issue when a player was resurrected by another player, the "respawn" button would stay up on their screen, and could be used to restore life and remove effects.
DM Client
Added initial support for hotbar buttons and context menus.
Added in party bar. It will only list the connected players in the game and not who is in your faction.
You can now hover over menu items in the Chooser instead of having to click on them first.
"Very Easy" difficulty option has been restored.
DMs can now drag items from the creator menu to the hotbar.
DMs can now jump directly to an area.
DMs can now add and subtract experience points, gold and levels.
DMs will no longer automatically run lore checks on acquired items.
Feedback has been added for several DM abilities.
DMs can now spawn items into containers.
The DM Client should no longer crash on transition to large exterior areas.
The DM chat channel is once again available via the /dm prefix.
Added larger "+" buttons for the Chooser and Creator to make them easier to click on.
Fixed some issues with keymapping.
Player list is used instead of the party list when displaying party members on the minimap and areamap.
DM's can now area transition while possessing something and the entire faction doesn't come with them.
Fixed issue with trying to possess a creature in a different area than the one the DM is currently standing in.
Fixed mouse action target for Dungeon Masters, so they don't start conversations with everyone. Also fixed highlight, so they can't always highlight themselves.
DM can now move around while game is paused.
Moved feats granted to a DM character from being hard-coded to a new flag in the feat.2da, "DMFeat". If it's marked as 0, the DM doesn't get it; as 1, he does.
NWN database bug: Variables names are now properly truncated to 32 characters in all cases.
--The DM Chat toggle could previously not be turned back on after it was turned off. This has been fixed.
Items
Changed Holy Avenger bonus damage from 1d6 to 2d6 vs. evil.
The game will no longer crash if you drag an item from a magic bag onto the magic bag which contains it.
The following 2DA files have been changed :
actions.2da
feat.2da
keymap.2da
nwn2_dmcommands.2da
nwn2_emotes.2da
nwn2_tips.2da
spells.2da
visualeffects.2da
In addition, nwn2_voicemenu.2da has been added.
appearance.2da
baseitems.2da
classes.2da
cls_atk_1.2da
cls_atk_2.2da
cls_atk_3.2da
cls_bsplvl_arctr.2da
cls_bsplvl_eknight.2da
cls_bsplvl_harper.2da
cls_bsplvl_palema.2da
cls_bsplvl_wprst.2da
cls_savthr_barb.2da
cls_savthr_bard.2da
cls_savthr_cler.2da
cls_savthr_cons.2da
cls_savthr_dru.2da
cls_savthr_fight.2da
cls_savthr_monk.2da
cls_savthr_pal.2da
cls_savthr_rang.2da
cls_savthr_rog.2da
cls_savthr_sorc.2da
cls_savthr_wild.2da
cls_savthr_wiz.2da
damagelevels.2da
feat.2da
hen_companion.2da
hen_familiar.2da
iprp_damagecost.2da
iprp_srcost.2da
keymap.2da
placeables.2da
racialtypes.2da
spells.2da
cls_featmap_arctr.2da
cls_featmap_eknight.2da
cls_featmap_harper.2da
cls_featmap_palema.2da
cls_featmap_wprst.2da
--ambientmusic.2da
--appearance.2da
--crafting.2da
--disease.2da
--doortypes.2da
--iprp_monsterhit.2da
--soundset.2da
--spells.2da
--visualeffects.2da
EmKey_WildStylerZ
21-05-2007, 02:02
Sperando che con questa lettura aumenti il buon senso di chi ha voglia di dialogore vi lascio con una buonanotte......
Ah x ki fosse interessato... andate su http://www.starcraft2.com/
;)
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