patch 1.63 oh boy i am excited

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A gnome too far
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Post by A gnome too far »

I think it is unlikely that all the standard scripts are gone. Perhaps the event scripts for key creature, PC, and module events have been re-written (and for the spells, PC abilities etc - not trying to underplay the amount of work that has been done - it must have been phenomenal). But that in itself is not an issue - these are all likely to be in an override directory so wont be affected by a patch unless the patch resets the default script names so that the re-written scripts are no longer referenced. The danger is really only if the scripting Functions themselves change or disappear, since these (and the 2da reference files)are at the heart of the editable bits of game behaviour - but if they change then every mod out there is in danger.

I have never had anything I have coded affected overly by a patch. New functions get added to make stuff easier (or possible) but old stuff is not too badly affected. The real killers come when new (and uneditable) game engine changes are made, which may make certain scripting redundant or no longer desirable, or which totally muck up game balance or mechanics (*cough* HotU *cough*).

In short - I wouldnt think we need to be too concerned about the scripts themselves- but the game mechanic changes can make things interesting. That's where a lot of the problems can lie. But NS should be in no more danger in that regard than most mods that have had to write scripts to get around undesired game mechanics.

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Post by Lokey »

Scripting commands aren't that bad to deal with, they're easily searchable and we're not exploiting too many unintended features with them. Dispels as mentioned aren't used by us at present, we'll see if the new ones will be worth putting in.

By the way, scripts are usually only associated with the current module with the exception of scripts specifically called by engine data (2das and so forth). Override or hak will supercede a module specific script.

I don't think there are too many game mechanic changes planned (except for dispel functions working and configurable save behavior). It looks like much of the patch is for making custom content creation easier and allowing some new things to happen (changing appearence on the fly such as human to human on horse).

Server memory and resource handling could be great for us...or cause tons of headaches as our assumptions on how the engine works will have to be reconstructed. Hopefully not as bad as from beta Bio database to the thing they shipped with 1.31, lol.

I think worst case 1.63 is that we don't see much benefit, but I'm anticipating good things/happy days/3 cars in every garage and so forth :)
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Post by Lunas »

what i liked the most over the list of stuff updated is rideable mounts

and Alot of memory leaks will be fixed
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TGPO
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Post by TGPO »

Lunas, I hate to say this but nowhere have I seen the addition of ridable mounts listed for that patch. I do know that the rumor of them has cropped up with just about every major patch, but bioware said some time ago that they were unfeasable.

While I'm not saying it wont happen, the odds are against it. You would be best not to get to worked up over the idea. Do like I do, put it in the would be cool but probably not in this lifetime category.
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Post by Lokey »

lol, it's the SetPhenotype() command that lets you eventually make ridable mounts (after you make the new skeleton, wireframe and textures plus animations if you don't want it to be a hobbyhorse) or people driving cars or boats or whatever.

It's a LOT model and texture work to get that working for even one race type and it'll never be seamless. Bio's just providing the engine functions to let you make your own ridable Tyrannosaurus and so forth, they can't do it while there's no art team assigned to the game.
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Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.

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