Thread: cep 1.50 final
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Old 10-21-2004, 08:10 AM   #2
T-D-C
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Join Date: October 26, 2003
Location: Sydney, Australia
Age: 44
Posts: 4,416
Thanks Rattler. I was away from my PC today so I didn't see it. Bit more info for people who don't want to search the bioware forums for it.

Version 1.50 of the CEP was released today on NWVault. This version accomplishes three main objectives:

1) It makes the CEP compatible with v1.64 of NWN. This means the bulette and troglodytes introduced by Bioware now work with the CEP as well.

2) It brings the CEP up-to-date with content released to NWVault as of September 1, 2004. New content includes new creatures such as CODI's maugs and osyluth, DLA's treant and gem golems, the werebat, and more. It includes new weapons such as the manriki-gusari, new armor including hauberks and skinmesh cloaks, new placeables, new icons, and new inventory items.

3) It fixes a number of bugs from previous versions of the CEP including shadow-fixes for the CEP heads, the addition of a 4th weapon component for all weapons, new crafting scripts, and more.

Download it now by following the link below.

http://nwvault.ign.com/cep/downloads/

With v1.50 you will still be able to play modules created with previous versions of the CEP. Without it, you will not be able to play new modules or PWs created with version 1.50.

**************
* Changes *
**************

* v1.50 *
- Updated base files to be compatible with version 1.64 of NWN.
- Fixed the corrupt column in Line 73 of baseitems.2da. Shifters should work again.
- Fixed shadow problems with heads - Loki spent countless hours on this thankless task and they should all be immune to this problem now.
- Added a 4th color weapon for every item in the hak. Note that for some weapon components this is the same as color 1. In the future component 4 may change to a darker version of that component (so be forewarned) but we felt it was important to include all models to avoid problems with missing weapon pieces.
- The Brownie stats were a bit off - these have been adjusted. The Brownie .bic files on Bioware's site now work in multiplayer games.
- CEP Crafting Script fixes- this includes the fixes from 1.01 plus the new team-duplication fix. Also should prevent the extraneous message being sent to players.
- Fixed a lot of inventory and shield icons that had been saved as compressed tga files; hopefully this will ward off some of the crashes some players get with certain video cards.
- Added short Wemic robes where possible!
- Brownie robes were updated with Lisa's latest release.
- Created a soundset for house cats so that they no longer sound like lions.
- Updated soundset.2da so that the padded lines do not show as npc voices for chargen.
- Defined APPEARANCE_TYPE_ZEP_ constants for all monster appearance types (for example, for GetAppearanceType comparisons). See zep_inc_monster.nss for details.
- Lisa's Holdables had been updated since the initial release - now includes all changes
- Updated *all* scripts, from crafting to monster scripts to placeables, to make use of TLK file entries for text so CEP can be easily translated in its entirety
- Fixed a couple of portrait files that were either the wrong size or saved with incorrect tga options.
- The staked out man's hair is no longer translucent and his walkmesh better reflects his body.
- Updated the CEP Players Guide, CEP Builders Guide, and CEP FAQ.
- Created a CEP Credits document that is part of the standard package to make it easier to find where credit is due.
- Added proper use nodes to the megalith placeables.
- The Restless Dead should now rise again after being destroyed (25% chance).
- Fixed many problems in the way the demilich scripts were implemented.
- Included some tweaks to the Owlbear as provided by Autonymous. Fixes some minor issues but does not yet address idle animation problems.
- Satyrs and bovines should now have hoof footstep sounds. The mechanical spider and other creatures with custom soundsets now work as well (This was a problem with the engine that was fixed in v1.64 of NWN).
- Fixed the skybox and fog clipping value in the CEP Open Day module.
- Updated the walkmesh for the Cluttered Desk to better fit its shape.
- Backed out the updated beholder from patch v1.01b. Remind me to leave well enough alone next time.
- Took the light emitter off of the "Tree, Big" placeable under “Paint Placeable Objects – Custom – Parks & Nature – Vegetation – Trees – Summer” so it no longer gives off light in the dark.
- Tweaked the CR of the Mariliths to better match canon (although they are still kind of low considering how powerful these babies are).
- Fixed the shadow effects on the placeable 'Alchemist's Albemic'.
- Created hi-res versions of several Release 1 lo-res creature skins (Cooshee, raccoon, etc.)
- Fixed incorrect portraits on 36 placeable blueprints
- Fixed the pfh2_head143 (large human phenotype) so that the veil is texture mapped to material and not to a face)
- Includes the spells.2da fix for the problem introduced in NWN v1.64

- ADDED NEW CONTENT. The CEP is up to date with nwvault as of Sept 1, 2004
- Added DLA's Treants and gem golems
- Added CODI's Osyluth and Maugs
- Added a slew of new inventory icons (books, etc.) and inventory items (e.g., holdable book and torches)
- Added new clothing and armor including hauberks and hides
- Added new weapons (Maug weapons, manriki-kusari)
- Added new shields
- Added new creatures
- Added new placeables
- Added new portraits.


* v1.01b (included in this release) *
- Removed the little square from the custom weapon descriptions
- Fixed the problem with not being able to override the CEP crafting scripts by moving them to an optional ERF file. If you do not load the ERF, the scripts work as per Bioware's originals which means custom content does not work well with them but they are useable. If you do load the ERF you get improved scripts. If you want to write your own, you are free to do so. See release notes below for more details
- Removed topless portraits from the portrait selection screen at chargen
- Fixed a handful of placeables that had animated textures that were not showing properly (includes Lisa's Lady in the Mirror and the placeable forge)
- Fixed all blueprint Tags that were not equal to the standard capitalized blueprint name/TemplateResRef (by making them equal)
- The cluttered desk placeable can now be used as a container and its destruction animations work
- Fixed a handful of placeables that had white or broken portraits (includes the placeable safe and others)
- The small crabs are now useable
- The Shade's no longer carry around humongous weapons
- The mariliths no longer make clumpy footstep sounds. The ghost pirate doesn't either
- The slime now makes its proper sloshy-gurgly sound
- Updated the sound effects for many placeables to be more appropriate. For example, trees and bushes now make more of a brushy noise instead of a clunk
- The new minogon's texture is no longer on back asswards
- Twig blights and other creatures now have the creature weapon proficiency so they can use their special properties and attacks (and will no longer drop creature hides on death)
- The black pudding now shows up at the appropriate spot in the demo module
- Rods are no longer equipable as weapons. This fixes the issue where they broke default Bioware behaviour by having to be equipped before they could be used
- Fixed the 'die', 'dead', 'default' and 'damage' animations on a slew of placeables (is that like a 'murder of crows'?) where they existed but were broken (the list is too long to include here). Note: there are still a lot of placeables that have no animations. We will look at continuing to work on them where it makes sense in future releases.
- Fixed the trident description typo
- Changed the mouse' default attack to be '1d2 - 1' so that mice don't whup cats in a fair fight.
- Slowed down the cat's run animation a tad
- Added Lisa's spider skirts
- Fixed the scarecrow combat scripts. Note: the scarecrow is one deadly creature now. Use with caution
- Fixed the ferret, skunk and weasel descriptions. Ferrets are not rodents, don't you know?
- Fixed the problem that broke the Bioware Shifter Class by limiting its AC bonus to 12. Note: this means the CEP needs an updated baseitems.2da file to be compatible with the PrCC
- Made vegepygmies Hostile by default. Myconids, however, remain Commoner faction because they are typically non-violent
- Reset the bodybag property on all new placeables to be consistent with Bioware's placeables
- Turned off environment mapping on some placeables (including Lisa's mirrors) where it was not appropriate
- Made changes to the default Low-Gore placeable substitutions for some of the more violent placeables
- Cleaned up the beholder model a bit
- Reset the shadowsize parameter in placeables.2da to be consistent with Bioware's
- Fixed the Brownie stats
- Moved all the CEP blueprint names and descriptions to the TLK file to ease translation to other languages
- Fixed the fashion accessories so you do not need a weapon proficiency to equip them
- Added a sky to the outside area of the demo module
- Made some miscellaneous name changes to a few blueprints
- Fixed some of the shield icons that made them non-displayable
- Made the satyrs Male. Female satyrs just didn't seem right
- Updated some placeable blueprints where the default animation state had been set to 'Destroyed'

[ 10-21-2004, 08:31 AM: Message edited by: T-D-C ]
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