Hak update... update

Scripted ALFA systems & related tech discussions (ACR)

Moderators: ALFA Administrators, Staff - Technical

Locked
User avatar
AcadiusLost
Chosen of Forumamus, God of Forums
Posts: 5061
Joined: Tue Oct 19, 2004 8:38 am
Location: Montara, CA [GMT -8]
Contact:

Hak update... update

Post by AcadiusLost »

Getting nearly ready to release the new set of haks now. So far we're looking at:

Creatures Hak: Many custom creatures added (finally!); will be a bit before these start showing up on servers, since they'll need compliant blueprints built and tested, but this update gives the models, textures, and animations that make it possible. Should be all wrapped up and ready to roll.

Items Hak: Selections from 3 more vault packs included in the new version, ACME Full Metal Packet; BTH Weapons 1.31, and Amraphael's Hand Held Light Sources. Among other things, this means belt-type tabbards usable with any armor type, by any race (need to be tooled onto armor/clothing though), 3 new plate armor base types (which work for all genders/races), new swords, axes, clubs, warhammers, and staves, as well as some lantern/candelabra/improvised torch models.

GUI hak: Added Kemo's Description editor, an interface that supports custom portraits and dynamic descriptions without lagging out our DMs. Also, made changes to PC Tools which allow text macros to be sent to the party channel for scouting or other purposes.

FX hak: Added dynamic weapon VFX; these allow swords, axes, shields, bows, and lutes to optionally be visible when unequipped, as sheathed/slung. When enabled, the "sheathed" versions will disappear as the weapon is equipped, and reappear when unequipped. The models aren't great, but they are acceptable stand-ins for RP purposes, and they are OFF by default, so they can be left off by those who don't care for them. Management of VFX will be done via custom PC tools buttons (Page 1 and 2). Also available are VFX quivers and backpacks (low-rez).

2DA hak: Changes to support above systems, also to support PCs taking a 4th class. Additionally, the dieties 2DA is edited to allow Spirit Shamans and Rangers to follow any diety within two steps of their alignment. New icons have been added for custom dieties, and Bahamut has been added to the listings.

ACR hak: Various core script improvements and fixes, including a new ACR_SkillCheck() function which takes into account blanket skill synergies when reporting results (Ex: 5+ base ranks of Sense Motive gives +2 to Diplomacy checks). This new system has been integrated into the PC tools skill roller, and will soon be incorporated to all other scripted skill checks on servers when possible.


Currently, I'm just squashing a few lingering bugs and looking for any other simple ACR fixes I can apply in the next day or so; hoping to release the new haks midweek.


When the Live servers switch over to the new hak versions, expect a significant wait on downloading when first connecting to TSM or BG, as 6 haks will need to be redownloaded. I will switch ADL server priority to allow Beta servers leeway in going on to the new haks, though PCs testing the Betas will be stuck downloading each time they "switch" unless they make backups of the haks and switch before joining.

I will post instructions on that when we make the switchover.
danielmn
Fionn In Disguise
Posts: 4678
Joined: Sat Nov 05, 2005 9:08 pm

Re: Hak update... update

Post by danielmn »

Awesome stuff, more than happy to volunteer to help out with the creature blueprints when the time comes.
Swift wrote: Permadeath is only permadeath when the PCs wallet is empty.
Zyrus Meynolt: [Party] For the record, if this somehow blows up in our faces and I die, I want a raise

<Castano>: danielnm - can you blame them?
<danielmn>: Yes,
<danielmn>: Easily.

"And in this twilight....our choices seal our fate"
User avatar
darrenhfx
Beholder
Posts: 1982
Joined: Fri Jul 30, 2004 5:35 pm
Location: Halifax, Canada GMT -4 (AST)

Re: Hak update... update

Post by darrenhfx »

Wow very impressive. Looking forward to seeing it ingame.
User avatar
Blindhamsterman
Haste Bear
Posts: 2396
Joined: Fri Jun 04, 2004 11:13 am
Location: GMT

Re: Hak update... update

Post by Blindhamsterman »

I too would be willing to help with creature blueprints if desired :)
User avatar
Teric neDhalir
Githyanki
Posts: 1495
Joined: Mon Jan 05, 2004 10:04 pm
Location: Manchester UK

Re: Hak update... update

Post by Teric neDhalir »

:hail:
Thanks as ever, AL!
danielmn
Fionn In Disguise
Posts: 4678
Joined: Sat Nov 05, 2005 9:08 pm

Re: Hak update... update

Post by danielmn »

http://nwvault.ign.com/View.php?view=Nw ... ail&id=178

Any way to include those? I've been told they are good to go, but not sure. Just some differing hairstyles that look pretty good.
Swift wrote: Permadeath is only permadeath when the PCs wallet is empty.
Zyrus Meynolt: [Party] For the record, if this somehow blows up in our faces and I die, I want a raise

<Castano>: danielnm - can you blame them?
<danielmn>: Yes,
<danielmn>: Easily.

"And in this twilight....our choices seal our fate"
User avatar
Blindhamsterman
Haste Bear
Posts: 2396
Joined: Fri Jun 04, 2004 11:13 am
Location: GMT

Re: Hak update... update

Post by Blindhamsterman »

danielmn wrote:http://nwvault.ign.com/View.php?view=Nw ... ail&id=178

Any way to include those? I've been told they are good to go, but not sure. Just some differing hairstyles that look pretty good.
gotta say... if I see an Elf with ears like that in game... I may be forced to kill them on Sight :(
the human stuff and female hairs look good though!
Last edited by Blindhamsterman on Tue Mar 16, 2010 1:06 am, edited 1 time in total.
User avatar
Wynna
Dungeon Master
Posts: 5734
Joined: Sat Jan 03, 2004 10:09 am
Location: Seattle, WA (PST)

Re: Hak update... update

Post by Wynna »

Thank you, AL.
Enjoy the game
User avatar
Audark
Owlbear
Posts: 550
Joined: Thu Oct 20, 2005 7:27 am
Location: Hamilton, Ontario, Canada

Re: Hak update... update

Post by Audark »

Sweet jeebus those elf ears are horrid,

thanks AL for all the hard work
User avatar
Swift
Mook
Posts: 4043
Joined: Sat Jan 03, 2004 12:59 pm
Location: Im somewhere where i dont know where i am
Contact:

Re: Hak update... update

Post by Swift »

One question.

Since it is going into the haks, I am assuming that the Kemo Description Editor has been tested. How will we go about having our 2d portraits displayed for those who wish to see them? The place I saw it in use has used portrait haks, and typing in the filename displays the appropriate image.

Is that how it will work for us?
SwordSaintMusashi
Mook
Posts: 963
Joined: Mon Oct 10, 2005 4:49 pm
Location: Virginia
Contact:

Re: Hak update... update

Post by SwordSaintMusashi »

As always, thank you, AL! It looks incredible.
Current PCs:
Zova Earth Breaker, Monk of Rasheman
Alyra Ashedown, Knight Commander of Silverymoon
User avatar
AcadiusLost
Chosen of Forumamus, God of Forums
Posts: 5061
Joined: Tue Oct 19, 2004 8:38 am
Location: Montara, CA [GMT -8]
Contact:

Re: Hak update... update

Post by AcadiusLost »

Made some more progress to the updates last night, taking longer than anticipated, though.

Going to incorporate many (but not all) of the hairstyles in that linked pack. So, longer-hair options will be available for players (new PCs, or if necessary, potentially for existing PCs by bic edit). Since four of the new hairs conflict with existing custom hair in the haks, it'll mean more tech work editing the model indexes. This weekend now looks more likely for a hak release.

Fixed several bugs with VFX system, and Skill check roller. Added racial skill affinities for halfelves (Gather Information) and halflings (climb, jump). Added a stopgap measure to help with weapons broken by subdual-mode crashes (drop the item and pick it back up again to clear damage penalties).
User avatar
AcadiusLost
Chosen of Forumamus, God of Forums
Posts: 5061
Joined: Tue Oct 19, 2004 8:38 am
Location: Montara, CA [GMT -8]
Contact:

Re: Hak update... update

Post by AcadiusLost »

New hairstyles adapted, documented, packed up into hak format. Looking at:

10 new hairstyles for human males (includes aasimars)
11 new hairstyles for wild elf males
11 new hairstyles for other elven males
10 new hairstyles for halfling males

20 new hairstyles for human females (includes aasimars)
20 new hairstyles for wild elf females
20 new hairstyles for other elven females
20 new hairstyles for halfling females

Note: most of the new male hairstyles are adaptions of the new mid-length and long female hair models, with varying effects. Some will look fairly ridiculous for rugged manly adventurers.

There is one clothing type I'd still like to work in that needs some editing/testing, and some new heads that oddly only seem implemented for hin females, so those will require some investigation.

New skill roller is working well, as are VFX systems. Still have an ACR bug or two I'd like to patch before the haks get the official release. Also, a few more dieties 2da fixes pending.

Zicada is also hooking us up with what should be a faster source to serve up the ADL content for this update, so hopefully it will make the large downloads less painful all around. Presently aiming for early this weekend for the new haks.
User avatar
Blindhamsterman
Haste Bear
Posts: 2396
Joined: Fri Jun 04, 2004 11:13 am
Location: GMT

Re: Hak update... update

Post by Blindhamsterman »

You can get the portraits here:

http://zicada.no/~alfa/alfa2_portraits.rar

they go into you my documents NWN2 directory
rorax
Otyugh
Posts: 998
Joined: Mon Feb 23, 2009 7:59 am

Re: Hak update... update

Post by rorax »

:hail: AL!
Locked