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Dane Bramage

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Patch 1.05 Release Immenant
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According to an editorial comment made by Rob McGinnis on Rich Taylor's blog (http://forums.obsidianent.com/index.php?automodule=blog&blogid=2&) the 1.05 patch should come out this week.

Rich says, and I quote, "seriously, really, probably, maybe, should be coming out early next week" to which Rob added, "(which means this week - Rob)".

Now... I'm not really sure what all that means, but... I'm hoping it means that we will have another patch soon.

Cheers...

DB.

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Lazybones

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It's my understanding that 1.06 will focus on multiplayer issues. Anyone know what's in the pipeline for fixes?

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Dane Bramage

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From Rich Taylor's Blog...
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Rich's blog is actually quite a nice source of info. I have only been looking at it for a couple of days, but it seems that he updates it almost daily.


Here's a list many of the scripting changes made in 1.06 so far. Most of them come from the 1.67 and 1.68 updates of NWN1.

ActionRest() - The bIgnoreNoRestFlag wasn't actually doing anything. It will now force rest even if the area is flagged NoRest or there are monsters nearby. If the character is still in combat, it will not force rest.

CreateItemOnObject() - Added new string parameter to provide the newly created object a new tag.

EffectHeal() now works on doors and placeables.

GetAbilityScore() now takes a 'nBaseAttribute' parameter to allow querying just the base attribute.

OnClick event for placeables that fires whether or not the player can actually path to them.

SpeakConversationOneLiner() now takes a parameter to determine if the spoken line should have whisper, talk, or shout volume.

Added:
CreateTrapAtLocation()
CreateTrapOnObject()
GetAreaSize()
GetInfiniteFlag()
GetKeyRequiredFeedback()
GetPickpocketableFlag()
GetPlaceableLastClickedBy()
GetTrapActive() - (Now works on doors and placeables too)
GetTrapRecoverable()
SetFortitudeSavingThrow()
SetReflexSavingThrow()
SetWillSavingThrow()
SetHardness
SetInfiniteFlag()
SetKeyRequiredFeedback()
SetLockKeyRequired()
SetLockKeyTag()
SetLockLockable()
SetLockLockDC()
SetLockUnlockDC()
SetModuleXPScale()
SetPickpocketableFlag()
SetTrapDetectable()
SetTrapDetectDC()
SetTrapDisarmable()
SetTrapDisarmDC()
SetTrapKeyTag()
SetTrapOneShot()
SetTrapRecoverable()
SetUseableFlag()


I also added a couple console commands to help with GUI debugging
openuiscreen []
closeuiscreen
unloaduiscreen

Also added a console command:
guidebug [MOUSEINPUT] [MOUSEOVER] [CALLBACKS]

This brings up an extra 'chat' window and will provide engine-level debugging info about mouse-overs, mouseinput, or callback execution. This feature isn't really finished as of this post, but I hope to spend some more time polishing it up for 1.06.

There are some new toolset features and bug fixes. The bug with seams showing up between tiles has been fixed as well as issues with Specular lighting not looking right. There is also now 5-level terrain undo for grass, water, and terrain adjustment and some improvements to some of the brushes.

There's some other things as well, but this is a pretty good sampling of the new things that will be in 1.06.

Also, be prepared for more 1.06 information in the near future. - Rob

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Dane Bramage

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Oh... and this was posted by Rob McGinnis today...


New Features
Our programmers have been working hard to fix bugs since the game was released. We are now at the point where you will start seeing some new features emerge as well. Some of the features will be a side benefit of us supporting the game: the results of internal requests for improvement. But by far, the vast majority of the new features will come from your requests in the forums, IRC channel and messages you have sent me.

Probably one of the more interesting new features is the ability to control your companions externally, without having to possess them. This makes for a more strategic gameplay experience. Used in conjunction with the broadcast and voice commands, your ability to control your companions in battle has greatly increased, all while maintaining control of your own character. This feature was released in a beta form for 1.05 so we could get your feedback. Let us know how it works for you and what suggestions you may have to improve the multi-select features.



1.06 Game Update
Well, we think we have been able to trap and dispose of all those gremlins that have slowed the 1.05 patch down. While they were here, they wreaked havoc with the process and tore up the coffee machine - which is a mortal sin, I believe. On the bright side, we have a lot of cool crayon art on the walls and a pet elephant now.

1.06 is the now name of the game for us. There are a lot of goodies hidden in this upcoming patch that make me pretty happy. Things like Undo improvements in the toolset - five levels of terrain undo, mind you. So now, if you color outside the lines when you are painting your terrain, just give undo a click and watch the wayward texture go away.

The server.exe will get some love with the addition of a script function to load a module in directory mode from a DOS command. This means that server reboots can be automated now!

For scripters, there are a gahzillion new script functions being added that will give the capabilities of the 1.67 scripts. Maybe even twice as many were exposed for the UI modders out there. The UI stuff really seems interesting to me. The capabilities of custom UI are exceptional. Right now, many of the UI mods out there are just a new take on the old UI. I look at games like WoW and see what the UI modders have created there, so in the future, I can see some imaginative things coming out of this.

Jumping back to the issues we had with 1.05, this has caused us to rethink some things about 1.06. The 1.06 patch was planned to be this huge monstrosity of a game update. Because it would have taken forever to test, we have decided to cut it down in size. The good news is that this will allow us to get a lot of fixes out to you faster, but at the same time they won't all come at once. Some of the fixes we had planned for 1.06 will have to be pushed off to other patches. So, some fixes fast is better than more fixes later.


There is more over there too, I just didn't want to pull all the attention away from the blog.

« Last Edit: on: Apr 12, 2007, 1:27AM » I.P. Logged
Dane Bramage

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Posted by Rob...


Posted: Wednesday, 11 April 2007 11:50PM
Well, it appears there was an issue with the build process on the 1.05 patch. Our systems here didn't have a problem running the patch but, within minutes of the patch being available, people started reporting problems with the toolset not starting.

Shortly after this, a well-meaning community member published a work-around. Unfortunately the work-around may cause issues when it comes time to patch again later.

So, rather than cause a bigger issue, we have pulled the patch from the servers.

We will have a new patch available as soon as possible. The new patch should be able to be applied over the beta and today's version of 1.05 if you happened to patch already.

We apologize for the delay and any inconvenience this may cause you.


So... don't patch if you can help it.

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Lazybones

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Well, at least it's two steps forward and one step back, and not the other way around.

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Dane Bramage

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it would be comical if it weren't so danged tragic...

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Dane Bramage

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Whelp... the new and improved 1.05 patch is out and so far so good.

Cheers.

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