Patch 1.07 Bêta disponible

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Après avoir été présentée dans la précédente mise à jour du blog de NWN2, la bêta du patch 1.07 (43.7 Mo) est désormais disponible, ainsi que le patch de retour en 1.06, mais uniquement pour la version US du jeu.

N'oubliez pas que si vous l'installez les modules que vous créerez ou modifierez dans l'éditeur nécessiteront alors la version 1.07 de NWN2 pour être joués ou ouverts. Vous rencontrerez aussi peut-être des difficultés pour rejoindre des serveurs utilisant la version 1.06 de NWN2.

Vous trouverez le détail du contenu de ce patch dans le sujet associé à cette nouvelle.

Bons tests.
Les notes (les mêmes que celles mentionnées sur le blog) :

Citation :
NEW FEATURES IN PREMONITION

General

Character Mode and Strategy Mode – In advance of the release of the Mask of the Betrayer expansion pack this September, we’ve included one of the major new revisions we’ve made to the camera and control modes. Now, the four camera modes (Top Down, Chase, Driving and Free Camera) have been consolidated into two modes that are more configurable and clearer to use than the old modes – Character Mode and Strategy Mode.

These modes affect both the function of the camera and the controls for each mode, and are designed to be most efficient for the two primary styles of play – controlling a single character, and controlling a full party. Note that while the information given here refers to the default function of each mode, these modes are highly configurable. Please check out all of the options in the newly updated Options Menu. You can toggle which mode you are in by pressing the * key by default.

  • Character Mode: In Character Mode, the camera follows behind and over the shoulder of the currently controlled character. This mode is useful for getting a good look at your surroundings and exploring an area while focused on controlling an individual character. While in Character Mode, by default, holding the Left Mouse Button down and moving the mouse to the left or right will turn the character. You can also turn by moving the mouse to the edge of the screen. Holding down the Middle Mouse Button or pressing the Arrow keys will allow you to rotate the camera around the currently controlled character.
  • Strategy Mode: Strategy Mode is a top down Play Mode that is intended to make controlling a full party easier. This mode is most useful for controlling combat situations involving a full party of characters against a large number of enemies. In Strategy Mode, by default, you can click and drag to select multiple party members. You can rotate the camera either by holding the Middle Mouse Button and moving the mouse, by moving the mouse cursor to the edge of the screen, or by pressing the Arrow Keys.
  • New Options Menu – Patch 1.07 also introduces a new options menu that gives you access to consolidated and clear options for each camera mode, and better organization of the already existing options.
  • Marquee/Multi-Selection Revamp – Marquee and Multi-selection have been dramatically improved to make controlling a full party much easier. You can see the new improvements to Marquee and Multi-selection in the new Strategy Mode.

UI Improvements

  • Party AI On/Off Button – There is now a button on the main game UI, next to the rest button, that will toggle the entire party’s AI on or off.
  • Player Chat List – A list of all players on the server is now available on the Player Menu (the NWN2 “Eye” button in the lower left corner of the screen). You can select any player from this list to send them a tell.
  • "Handles" have been added to the chat windows to allow them to be moved more easily.
  • A logcommands console command has been added that allows you to dump all of the console commands to a text file.
  • Console commands are no longer case sensitive.

Gameplay Improvements

  • Darkvision and Low-light Vision are now modes that can be toggled on or off using the Mode Bar. They also have new visual effects to accompany this change.
  • Bronze Dragon - New Creature! The Bronze Dragon creature has been added to the Toolset, so expect him to show up in new community content as well as Mask of the Betrayer.
  • Stealth Improvements – Some improvements have been made to stealth to make it more effective in a Multiplayer environment. Among these, characters who are hidden will no longer show up when detected by any party member, and hidden characters should be hidden properly regardless of faction.

Toolset

  • A "Find a Resource" Plugin has been added to the toolset.
  • A Creature Appearance Wizard has been added. This will allow you to change the appearance of spawned creatures and creature blueprints, including race, gender, armor and armor attachments. This feature can be accessed by right clicking on a creature or blueprint entry. NOTE: This feature is currently in Beta, and there are plans to improve its functionality.
  • A Texture Swapper has been added that allows builders to swap the textures in a tileset. This feature can be accessed from a tile’s properties pane, visible by right clicking on a tile.
  • A new custom skydome system has been added to the toolset, allowing users to replace the NWN2 skies with skydomes of their own creating.
  • Areas now have additional settings under their Day/Night Stage Properties that allow builders to “de-saturate” an area – that is, remove a percentage of the color from an area, all the way to black and white.

DM Client

  • A UI feature has been added to allow DMs to adjust player/creature alignments using a slider bar.
  • Comments from the toolset (comments within the {} brackets) will now show up in the Creator.
  • The distance a DM can zoom out has been greatly increased.
  • A filter feature has been added to the DM Client player list. This will allow DMs to select specific players and filter their list down to only show those selected players.

BUG FIXES IN PREMONITION

General

  • The PC model during level up should be scaled to match the scaling in game
  • Module Debug text should now display properly.
  • The Dwarven Defender Defensive Stance ability now functions properly.
  • The game will no longer crash if a player presses the + key on the number pad in a multiplayer game.
  • Fixed an issue that was resulting in corrupted save games.
  • Typing // will now make it so that the rest of the string is not treated as a command input, allowing the character to speak the rest of the string without any changes.
  • Character AI should now respond to all attacks, not just attacks that result in damage.
  • Fixed an exploit that allowed players to increase their CON.
  • Neutral players should now be able to select Akadi as a deity.
  • The Improved Defense feats should now replace each other.
  • Mouse camera panning and tilting are now options in the game.

Toolset

  • The 2DA editor in toolset should now handle rows where the row # is 4 digits.
  • When viewing a 2DA in the toolset, sorting by any column other than the # will no longer renumber all the entries when saving.
  • Changing a placeable's OpenState property will no longer yield an Unknown.
  • Swapping textures in the toolset should no longer result in solid black textures.
  • Opening the toolset after having set the TreeLeaves option to false in the View -> Options -> Graphics menu should result in leaves not being rendered.
  • Builders can now select male or female model previews on the Armor Tab in the creature properties window.
  • Manually entering a value in the Pressure's text field should now affect brushes.
  • When you run the toolset a prefabs folder should be created, which becomes the default location for saving Prefab objects. Exported Prefabs will not get added to the blueprint list until the Toolset is restarted.
  • Ctrl-Z will no longer set height-lock in the toolset. The Z key is used now.
  • Turning the On? property of a light OFF and ON will toggle the light source OFF and ON.
  • Pasting encounter triggers with spawn points no longer crashes the Toolset.
  • All the effects associated with an air elemental are played in the proper place.
  • The name of the last conversation will no longer be missing from the conversation dropdown in the properties list.
  • Adding a new entry in the journal, when another entry is currently selected, will add the new entry to the parent category of the selected entry.
  • Red conversation nodes now show "[END DIALOG]" if they have no response nodes under them.
  • The DELETE key will now work properly when manually entering color values
  • Glow maps stay on the creatures for which they are intended.
  • Map hotspots will now appear in the same position in-game as they do in the World Map Editor.

DM Client

  • On the DM's Context menu, if you are controlling the DM avatar the non-DM heal skill will not show up. If you possess another creature, the non-DM heal skill will show up.
  • DM commands listed in the Keymapping tab will now function properly.
  • Dead players will no longer disappear from the chooser.
  • Possessing/Unpossessing Creatures will no longer play the creature's possession sound.
  • Players will no longer see the floating text from DMs unless the DM is visible.
  • Changing the resolution in the DM client should no longer cause the text to disappear from the chooser and creator.
  • DMs can change the faction of a creature using the dm_setfaction command.
  • Players will no longer hear the footsteps of hidden DMs.
  • The disable AI button in the chooser will now work properly.
  • DebugMode will no longer need to be active for a DM to use console commands.
  • The last entries in the Chooser or Creator lists will no longer be blank.
  • The chooser will now focus on the current area when opened.
  • DMs can now select dead PCs from within the chooser.
  • The Chooser and Creator will no longer require double-clicks on the buttons.
  • The + key on the number pad will now jump the DM to the location of the mouse pointer.
  • The toggle trap/trigger display button will now work properly.
  • DMs will now be able to join a server that is full, even if that puts the player count over the limit. DMs will still count against the overall player count.
  • When a DM saves his avatar, the custom shortcuts in the quickbar should no longer become unuseable at next login.
  • Player portraits in the player list will no longer be blank if a player is in a different area.
  • Player portraits in the player list will now have the correct portraits and names.

Scripting

  • EffectDeath() now has a new parameter that will make it so that any visual effects on the creature aren't purged (With the exception of mobility imparing effects, like stun, paralysis, etc).
  • The "GetGroupNumKiled" script within ginc_group has been renamed to "GetGroupNumKilled".

Spells

  • Melf's Acid Arrow will no longer be stopped by spell resistance.
  • The combat log will now report Disintegrate as a ranged touch attack when cast.
  • Disintegrate will now gain bonus damage when Empowered.
  • The targeting circle for Horrid Wilting has been changed to 30 feet.
  • Fixed a spelling error for the Glyph of Warding spell description.
Les autres trucs utiles qui n'étaient pas mentionnés sur le blog :

Citation :
2da Changes:

actions.2da
ambientmusic.2da
appearance.2da
baseitems.2da
classes.2da
cls_feat_wm.2da
color_wildelf.2da
crafting.2da
des_crft_scroll.2da
des_crft_spells.2da
domains.2da
feat.2da
hen_familiar.2da
iprp_damagereduction.2da
iprp_weightinc.2da
itempropdef.2da
itemtypes.2da
keymap.2da
metamagic.2da
metatiles.2da
nwn2_dmcommands.2da
nwn2_emotes.2da
nwn2_scriptsets.2da
nwn2_voicemenu.2da
placeableobjsnds.2da
skills.2da
spells.2da
tailmodel.2da

Known Issues:

1. In item properties, some properties will have strange text for bonuses rather than numbers. When you select the text, it will place the appropriate number (such as +9) in the field.

2. Changing the color of some armors using the armor set tab will result in the color reverting back to the original or last color, or it will be saved as black.
Le sujet ouvert sur les forums officiels se trouve ici.
Citation :
Areas now have additional settings under their Day/Night Stage Properties that allow builders to “de-saturate” an area – that is, remove a percentage of the color from an area, all the way to black and white.
Voilà, maintenant on sait comment ils ont fait pour créer le screen en noir et blanc
Je ne sais pas pourquoi eux ont utilisé cette option, mais la première idée d'utilisation qui me vient à l'esprit serait pour faire un flashback en cutscene. Je trouve que présenter des évènements passés pourrait rendre mieux en noir et blanc qu'en couleur (mais c'est juste mon avis à moi).
dans un monde dark, une légère atténuation de la saturation peut rendre très bien je trouve.

Dans les bas quartiers de la ville, rendre les couleurs un peu plus grises aussi.
J'espère que pour les 2da, ils ont pas modifié encore une fois les colonnes !

Le skill.2da... ils ont essayé de régler le problème des compétences custom ? *rêve éveillé*

Sinon oui c'est du bon
Citation :
Darkvision and Low-light Vision are now modes that can be toggled on or off using the Mode Bar. They also have new visual effects to accompany this change.
Ce genre de chose, tout comme la correction de la furtivité fait vraiment plaisir je trouve

Le mode camera stratégique, le bouton AI on/off montre qu'ils cherchent à se rapprocher du standard BG/IWD, on ne peut que se féliciter de cette orientation, il nous manque maintenant un bouton "choix de la formation" pour le déplacement du groupe !

Sinon pour répondre a Simkim personnellement pour le flash back je préfère la couleur sépia, c'est plus classe
Témoignage intéressant au sujet de l'optimisation du jeu, suite à ce patch. (en provenance des fofos officiels)

Citation :
For one thing, I noticed a huge engine optimisation thingy boost. Because before this patch I could play at best at a resolution of 1024 x 764 I can now play smoothly at 1600 times something. And when I feel I can survive a little choppiness I can play effectively at 1900 something. That would have been a laggy death before. Basically, if I had chosen any of those resolutions before this patch I would hardly be able to move, now 1900 shows a little more choppiness than anything slightly above 1024 x 764 did before. And 1600 is smooth.
Voilà, comme j'ai installé le jeu en anglais, j'ai pu profiter du patch et je peux vous confirmer l'amélioration de la fluidité (en tout cas sur ma bécane!).

Avant, je jouais sans anti-aliasing, et ça ramait dans certaines zones. Maintenant je joue avec l'anti-aliasing x4 et en plus ça ne rame plus. Du coup je redécouvre le jeu et ses graphismes.

Mes premières impressions sur les deux modes de caméra sont plutôt bonne mais comme je n'ai testé qu'une demi-heure, je dois encore m'habituer au changement. Surtout que je n'ai pas encore essayé tous les réglages.

Enfin je précise que j'ai simplement testé en tant que joueur, je ne peux donc rien dire sur le toolset et autre DM.
Citation :
Publié par medtner
Avant, je jouais sans anti-aliasing, et ça ramait dans certaines zones. Maintenant je joue avec l'anti-aliasing x4 et en plus ça ne rame plus. Du coup je redécouvre le jeu et ses graphismes.

Mais.... Mais c'est impressionnant !!!


et surtout une TRES bonne nouvelle !!!
Après quelques heures de jeu, j'avoue je me suis un peu emporté. Avec l'anti-aliasing 4x il y a encore quelques zones qui rament (mais c'est tellement plus beau). Et puis je n'ai pas un ordinateur de compétition.

Mais c'est quand même beeeeeeeeeeeaaaauuuuuucoup mieux qu'avant!
Thumbs up
J'attendrais la version officielle, mais en tant que DM, le must est pour ma part de pouvoir enfin changer l'alignement des PJs, tant ça me semble indispensable pour tout serveur RP.

Ce n'est certes qu'un script parmi tant d'autres, mais quel bonheur...
Petit compte rendu de ce qui se dit sur l'IRC US

Dans l'ensemble le patch fonctionne bien, les performances sont améliorées.

Deux points négatifs par contre :

Stealth (Furtivité) encore pas au point : ils ont ajouté Line of Sight et détection du bruit (Les PCs deviennent des formes noires quand on détecte leur bruit ou qu'ils sont hors de vue) mais la furtivité est facilement détectée. Fonction qui a sauté dans le patch, on ne sait pas, en tout cas OEI assure avoir testé en long et en large...

Un bug dans l'outil DM, on ne peut faire courir ou attaquer un groupe de créatures.
Citation :
Publié par Laban
Stealth (Furtivité) encore pas au point : ils ont ajouté Line of Sight et détection du bruit (Les PCs deviennent des formes noires quand on détecte leur bruit ou qu'ils sont hors de vue) mais la furtivité est facilement détectée.
J'ai déjà ça sans le patch lol, quand je détecte avec 0 en détec bah le perso furtive est "détecté" en silhouette noire !
Récapitulatif des problèmes liés à ce patch bêta (qui seront corrigés pour la version finale si tout va bien) :

Citation :
1. DM Client: Unable to make creatures run without possessing, using multi-select (Confirmed)
2. DM Client: Unable to make creatures attack without possessing, using multi-select (Confirmed)
3. DM Client: Chooser view will not focus on the current area, if the area is far down a list (Confirmed)
4. Stealth does not appear to be working (Confirmed)
5. Toolset: Desaturation filter does not appear to be working (Not an issue. Desaturation effects show in-game, not in toolset)
6. Low Light/Darkvision toggle does not appear to be working (Confirmed)
7. Options not saving for character mode (Confirmed)
8. Some Item Properties in toolset have text instead of numerical bonuses (Confirmed)
Je l'ai installé et c'est énorme, textures au maximum sur un portable en-dessous de la configuration minimale, et les personnages courent tellement vite que j'ai du mal à suivre (par contre le bloom assassine toujours les performances, mais bon, le bloom produit sur moi un effet que décrire ici serait serait de mauvais aloi). Et la sélection de toute plusieurs personnages c'est la fête.

Au rayon des quelques brefs défauts, le patch remet toutes mes options à leur valeur par défaut (y compris celles qui n'ont rien à voir avec la choucroute comme la difficulté) et le mode stratégie trahit cruellement la conception des niveaux par 'tiles', tout est abominablement carré, on se croirait dans Dungeon Keeper. De plus je n'arrive plus à voir le ciel.

Mais il faudrait vraiment
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