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ACR v1.90 Released

Posted: Sat Jun 01, 2013 6:12 am
by Zelknolf
As of this post ACR version 1.90 is released. As always, the full release notes are available under technical documentation or here:
http://www.alandfaraway.org/node/2640

Players: should be aware of the usual information surrounding a hak release-- there's always a lot of downloading to do, so if you have a scheduled thing on an upgraded server, try to account for downloading time in that scheduling.

In addition, everyone should have a look at the top section of the documentation for the new traps system here:
http://www.alandfaraway.org/node/2643

Builders: as mentioned in the help-wanted post, I need a volunteer server to make sure that new traps are actually useful and sensible for application by real modules. Folk who want to work closely with tech can just contact me; folk who want to go it alone-- tool up trap spawns like other objects, but the object type is 99.

DMs: you have a new creator. Learn it. Live it. Love it. The old one was sick, and I Old Yeller'd it.
http://www.alandfaraway.org/node/2641

Also, old traps can no longer be spawned. They were sicker, and they bit Old Yeller. He tried to fight for us, but rabies is a hell of a thing. In any case, new traps have documentation here:
http://www.alandfaraway.org/node/2643
The second section explains what we're doing to emulate the old standard traps. The third section details how to tool more.

Module Maintainers/ HDMs: Upgrade checklist lives in the same place as before (near the bottom of this-- http://www.alandfaraway.org/node/2161-- it is, as before, organized with stuff targeted toward larger groups at the top) though there is also an admin ruling about time compression which I am the bearer of because I make the core systems needed to make it operate correctly. (http://www.alandfaraway.org/phpBB3/view ... 67&t=49721). The most efficient time to make the time change will be when you have your module open for script compiling.

Extra information about this release which may be helpful during the upgrade is in the release schedule thread here:
http://www.alandfaraway.org/phpBB3/view ... 95&t=49658

Re: ACR v1.90 Released

Posted: Sat Jun 01, 2013 1:41 pm
by danielmn
Thanks Zelk and Tech for your hard work! Looks like a really cool line up for the rollout!

Re: ACR v1.90 Released

Posted: Sat Jun 01, 2013 5:19 pm
by Zelknolf
An added step for servers which have not yet transitioned:
Make sure that both your user/documents/neverwinter nights 2/ and your install directory have override folders. The install directory doesn't need to have anything in it (but the user directory does, because NPC advancement packages are horrible little creatures-- all of your zSpawns are level 1 if that's wrong)

We'll make the handling for it more graceful in future releases, but for now, if one of those is missing, the current DM Creator gets terribly confused by the nonstandard install directory structure and doesn't work.

Re: ACR v1.90 Released

Posted: Sat Jun 01, 2013 5:32 pm
by Basilica
These directories ought to exist by default for installs created by the standard installer. Nonstandard installs, i.e. from the "Dedicated Server Creator" (which is to be avoided as it doesn't set things up properly), may have the issue though.

Re: ACR v1.90 Released

Posted: Sat Jun 01, 2013 6:02 pm
by Teric neDhalir
Thanks to everyone involved in the new haks!

Re: ACR v1.90 Released

Posted: Sat Jun 01, 2013 9:49 pm
by HEEGZ
Teric neDhalir wrote:Thanks to everyone involved in the new haks!
No doubt, I second this sentiment.

The state of ALFA's NWN2 gameplay is lightyears better than it was four years ago, and it is impressive that our experience continues to be improved. Thanks! 8)

Re: ACR v1.90 Released

Posted: Sun Jun 02, 2013 7:21 am
by Adanu
I just want to say the new trap system is AWESOME. I just tried it tonight, it worked splendidly.

The rest of it is great too... but that system frees me up to do a lot more crap in my campaigns.

Also, Zspawn commoner spawn disappears after one use. This means that you need to remake the 'token' each time you spawn it.

Re: ACR v1.90 Released

Posted: Sun Jun 02, 2013 2:21 pm
by Zelknolf
Adanu wrote:Also, Zspawn commoner spawn disappears after one use. This means that you need to remake the 'token' each time you spawn it.
Unhappy times. Can you make a ticket for this?

Re: ACR v1.90 Released

Posted: Sun Jun 02, 2013 4:05 pm
by Dorn
thanks tech team

Re: ACR v1.90 Released

Posted: Mon Jun 03, 2013 6:38 pm
by dergon darkhelm
Adanu wrote:I just want to say the new trap system is AWESOME.
Image






(( thanks for all the hard work! ))

Re: ACR v1.90 Released

Posted: Mon Jun 03, 2013 6:47 pm
by Adanu
Zelknolf wrote:
Adanu wrote:Also, Zspawn commoner spawn disappears after one use. This means that you need to remake the 'token' each time you spawn it.
Unhappy times. Can you make a ticket for this?
Soon as I get a password reset. I haven't been able to log into the main page for weeks.

Re: ACR v1.90 Released

Posted: Tue Jun 04, 2013 3:02 pm
by Swift
Should have sent Hialmar a PM when it first started happening, he generally gets those sorts of things fixed up pretty quick.

Re: ACR v1.90 Released

Posted: Tue Jun 04, 2013 3:04 pm
by Adanu
I sent one a day ago. I generally don't care too much about logging in via the website unless I need to do a support ticket.

Re: ACR v1.90 Released

Posted: Tue Jun 04, 2013 3:14 pm
by Hialmar
And I answered you, yesterday evening, that the password I reset for you last month is still working...

You know you can write it somewhere, or just look in your PMs... :P

Re: ACR v1.90 Released

Posted: Tue Jun 04, 2013 3:16 pm
by Adanu
I didn't mean to imply that I didn't see it HIalmar :p

You can see when someone reads your PM when it goes from outbox to sent. I saw your PM yesterday.