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Liste des sujets

- VERSION 1.26 finale dispo en MAJ !!!!

nauxz
nauxz
Niveau 5
08 novembre 2002 à 00:03:51

Salut à tous, la derniere MAJ 1.26 est dispo en passant par la MAJ auto à partir du menu de démarrage du jeu .
Elle comprend :
-Une nouvelle interface multi
-De nouvelles races de monstres
etc

Voici le détail (en anglais, dsl):
Neverwinter Nights v1.26 French.

Patch details:
Neverwinter Nights Game
=-=-=-=-=-=-=-=-=-=-=-=
WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.26 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.26 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.
IF YOU DON´T WANT TO BRAND YOUR MODULE AS 1.25 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.26 TOOLSET.

- added Kobolds and Malar Panther to the game - demo modules included
- added Hidden Wall Door and Hidden Trap Door placeables to the game - demo module included
- added the Neverwinter Nights Content Installer. Please check out the new files in your "utils" directory.
- added Buddy Lists to both the in-game Server Browser and the Neverwinter Nights Community site.
Through this, you will be able to see the on-line gaming status of your Buddies as well as the server that they are playing on.
You can view the Community site version of the Buddy List here - http://nwn.bioware.com/my_account/buddy_list.html
- Moved "source" 2DA files from the patching system as they were sometimes breaking people´s ability to patch. They are now in the root of the NWN directory in a file called "2dasource.zip".
- Upgraded sound system to Miles 6.5
- Added the ability for users to specify their chat colors using settings in nwnplayer.ini. The color values are specified by:

Color=RedValue,GreenValue,BlueValue

where the color values can be in the range of 1 to 255. You cannot use 0.

Here are the default colors:

[Chat Colors]
TalkColor=240,240,240
ShoutColor=255,239,80
WhisperColor=128,128,128
TellColor=32,255,32
ServerColor=176,176,176
PartyColor=240,240,240
DMColor=16,223,255

Here are some sample color settings:

[Colors]
Color=255,1,1 // Red
Color=1,255,1 // Green
Color=1,1,255 // Blue
Color=1,255,255 // Cyan
Color=255,1,255 // Magenta
Color=255,255,1 // Yellow
Color=255,255,255 // White

In case you interested Orange = 255,102,1

- Added "/tk" and "/talk" to the chat command list.
- Added Console Commands and for:
- getbannedlist
- banplayername [name]
- banplayerip [ip]
- banplayercd [public CD Key]
- unbanplayername [name]
- unbanplayerip [ip]
- unbanplayercd [public CD Key]
- All 2DAs now work properly in Hak Paks. Seriously. I am not kidding.
- Fixed miscalculation of AC bonuses.
- Fixed saving throw miscalculation.
- Reversed disarm weapon size modifier so that the larger weapon gets a bonus rather than a penalty to match the feat description.
- Improved CD checking compatibility.
- Fixed the plot-item Paladin tunic problem in Olgerds store in the Prelude.
- Fixed door initial state animation.
- Fixed a problem with portals not going to the proper waypoint.
- Bard song temporary hitpoints are now working properly.
- Changed ban lists to write out to the nwnplayer.ini file on each modification.
- Offhand damage should now work properly for double bladed weapons.
- Sped up the server vault character listing.
- You can no longer set traps on objects that are already trapped.
- Prevent illegal characters in the module name from breaking save game file names.
- Fixed Store Sell Mark Up value to work in the same range as the Toolset.
- Failing to load a Module reports the proper error message instead of "Not Enough Disk Space"
- Fixed a problem with the game loading modules with multiple periods in the module file name.
- Fixed the problem of not being able to unequip your items if you polymorph, save, load, then unpolymorph.
- Do Max CR check for spell talents always, not just for metamagicked spells.
- Fixed a visual bug on older ATI cards playing the Bink movies under Windows XP.
- Fixed a potential server hang in Jump all players to point.
- Fixed a problem if you were kicked from the server while in an area transition, your client would hang.
- Fixed a server crash when a player ignored a party join request from a player who had left the game.
- Fixed 2 memory leaks.

DM Client:
=-=-=-=-=-
- Fixed problems associated with saving games while DM possessing NPCs
- DMs will now see a player´s/creature´s Character Sheet when examining them, rather than the Examine Menu.
- DM Party bar will now display Character Names instead of Player Names.
- DMs now hear ALL party chat messages from ALL players by default.
- Fixed a DM-created portalling issue.
- Cleaned up some DM chat display issues.
- Fixed a problem associated with saving games while DM possessing NPCs.
- Fixed a rare crash that occurs when radialing off of a Player Portrait when using the DM client.
- DMs are no longer affected by Jump all players to point.
- Fixed a crash that sometimes occurs when a DM tries to level down an NPC using Take Level.

Scripting-specific:
=-=-=-=-=-=-=-=-=-=
- In ActivePortal(), the sWaypointTag parameter is now case sensitive.
- Changed maximum size of compiled scripts from 256K to 512K.
- Added GetResRef() scripting command.
- Added DecrementRemainingFeatUses():
// Decrement the remaining uses per day for this creature by one.
// - oCreature: creature to modify
// - nFeat: constant FEAT_*
void DecrementRemainingFeatUses(object oCreature, int nFeat);
- Added DecrementRemainingSpellUses().
// Decrement the remaining uses per day for this creature by one.
// - oCreature: creature to modify
// - nSpell: constant SPELL_*
void DecrementRemainingSpellUses(object oCreature, int nSpell);
- Fixed ActionPauseConversation().
- Fixed CreateObject() - it was having problems if the template wasn´t found.
- Fixed GetFirstObjectInArea() and GetNextObjectInArea().
- GetStartLocation() nows return a valid area.
- Fixed GetHasSpell() to work for Sorcerers and Bards.
- GetName() will work for modules and areas now (returns name in language of module).
- Fixed a crash in PlaySound() when called by module.
- Fixed main tile light constants and added constants for source lights.
- SetTileSourceLightColor() is now working properly.
- Fixed GetItemPossessor() to work when loading polymorphed possessor in a save game.
- Rotating placeables now rotates the walkmesh as well in SetFacing().
- AdjustAlignment() no longer effects DMs.

Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Added a new column to "ambientmusic.2da" and "ambientsound.2da" - "DisplayName" - if the "Description" column contains "****", then the Toolset will use the text in "DisplayName" for the name of the file.
- Fixed bug where setting the animation/open state on a door or placeable object did not flag the area as being modified, and hence changes would not be saved.
- Changed resource selection dialog labels when exporting resources
- Changed the display of data from "placeables.2da", to use the "Label" column if the "StrRef" column contains "****".
- Prevent illegal characters in the module name from breaking save game file names, such as \ / : * ? . " < > |
- Fixed bug where baseitems.2da was not being reloaded after loading a module with a Hak Pak or after changing the Hak Pak for a module.
- Creature Wizard acts like the Creature Editor now, using the Label column in Appearance.2da if the StrRef was unspecified.
- Fixed a bug where the CR of a creature would be wildly different between its blueprint and its instance.
- Fixed bug in Script Editor where an error dialog would appear under certain circumstances when moving the script editor window partially offscreen then moving it back onscreen.
- When building a module and compiling scripts, if a script fails to compile only because it lacks a "void main()" or "int StartingConditional()", it is not reported as an error.
- Fixed a bug in Build dialog where double-clicking a script having a compile error would open the Script Editor in unchangeable "conditional" mode so that it would not be possible to compile a "void main()" script without errors.
- When loading an area, check for valid tile-group placement before adding the group.
- When loading a placeable object, if the BodyBag property was saved with an invalid value, use a default Treasure Model.

Hak Pak Editor
=-=-=-=-=-=-=-
- Prevent adding . bik movie files. Bink movies and BMU music files must go in the "movies" and "music" directories, respectively.

Please visit the Neverwinter Nights Community Site at:

http://nwn.bioware.com/

takisis
takisis
Niveau 9
08 novembre 2002 à 00:12:56

oui et toi ça seulement pour 7,36 MO ! ! S´est donné

muker
muker
Niveau 5
08 novembre 2002 à 02:00:22

arff et po encore de nouveau niveau??

Elmira
Elmira
Niveau 4
08 novembre 2002 à 02:50:19

version francaise?

nauxz
nauxz
Niveau 5
08 novembre 2002 à 02:53:03

Version Française, bien entendu . ..

La vidéo du moment