Wednesday, 8 August 2018

NWN2 Movies (In Game)


I was asked by Kamal to remind people how I managed to play BIK movies inside a NWN2 module, as opposed to just playing as an intro at the start of a module. Here is what I found from an old post of mine at the forums:-

The naming structure of files is quite strict here due to the way the XML works. Here is the clearest example I can give you to work, using a movie called "MYINTROMOVIE.BIK" as an example:-

1) CREATE UNIQUE XML FILE (EVERY MOVIE REQUIRES OWN XML FILE)

Create XML file, in this example: "MYINTROMOVIE.xml" This is a simple text file in Notepad (not compiled) as follows ... and NOTE the name of the movie in this file .....

<?xml version="1.0" encoding="utf-8"?>
<!-- Main Menu definition -->
<UIScene name="SCREEN_MOVIE" x=0 y=0 idleexpiretime="0.1"  priority="SCENE_INGAME" fullscreen=true scriptloadable=true  backoutkey=true
    OnBackout=UIObject_MISC_ExecuteServerScript("gui_lb_movies")
    OnAdd0=UIScene_Misc_SetPauseState("true")
    OnAdd1=UIButton_Input_ShowMovie("MYINTROMOVIE") />
<!-- Define the MOVIE background -->
<UIIcon name="MOVIE_ALPHA" img="alpha.tga" x=0 y=0 width=PARENT_WIDTH height=PARENT_HEIGHT scalewithscene=true
    OnMouseEnter=UIObject_MISC_ExecuteServerScript("gui_lb_movies")/>

2) USE DEDICATED MOVIE SCRIPT

THE FOLLOWING GUI SUPPORT SCRIPT MUST BE CALLED: "gui_lb_movies" and should be compiled in the toolset. There are NO CHANGES in this script at all. It is the supporting script the system uses.
// MOVIE SCRIPT

void CloseMovieScreen()
{
     object oPC = GetFirstPC();

     while(oPC != OBJECT_INVALID)
     {
          CloseGUIScreen(oPC, "SCREEN_MOVIE");

          oPC = GetNextPC();
     }
}

void main()
{
     SetPause(FALSE);
     DelayCommand(0.01, CloseMovieScreen());
}
3) CREATE THE MOVIE CALL SCRIPT (EXAMPLE)

You can give the activation script any name you want and (as an example) attach it to a lever's OnUsed hook. HOWEVER, NOTE the name inside ....
void main()
{
     object oPlayer = GetLastUsedBy();
     DisplayGuiScreen(oPlayer,"SCREEN_MOVIE", TRUE, "MYINTROMOVIE.xml");
     SendMessageToPC(oPlayer, "<<< MOVIE PLAYING >>>");
}
4) MAKE SURE ALPHA IMAGE IS PRESENT

DO NOT FORGET to put alpha.tga image into your folders too: DOWNLOAD alpha.tga (Zipped)

Monday, 23 April 2018

Webspace Concerns

Just a quick announcement: I have recently been informed that my ISP is changing some of its services, which includes its web space allocation. While this may affect only a handful of their customers, it will have an impact on me. They have offered "alternative solutions", but due to my current website structure and requirements, the current solutions are not viable.

I am currently seeking help from them, and hoping a viable resolution will be found. I am also trying to get help from friends who may be able to make any transition as easy as possible.

As soon as I have a resolution, and possibly new site, I will update you will the information. Sorry for any inconvenience this causes.

UPDATE: With the help of a friend, I have successfully managed to move my website to a new location. The link in the sidebar below points to the new site. My thanks go to Simon, without whom the site would not have been preserved.

Thursday, 7 September 2017

Toolset Search Issue

I recently discovered that when using PowerBar to search for something within a script, that it only searches the original OC scripts and NOT the X1 or X2 scripts.

I managed to find out that I could batch rename a folder of files using Windows own PowerShell with the following command:

Get-ChildItem -Exclude X2-* | rename-item -NewName { "X2-" + $_.Name }

I could then add these files to my campaign directory (and easily find and remove them again if and when need be), but in the meanwhile, they can be referenced within a PowerBar "Campaign" search and it helps me to locate the searched value within these copies of the original X2 files.

X2 Scripts renamed and placed into Campaign folder for PowerBar search capability

Tuesday, 22 August 2017

The Scroll: Updated and Improved. (Version 1.10 Coming Soon!)

It has been a while since I have managed to do anything on the module. Recently, however, I have been managing to do some fixes and improvements to the module, which I hope to release in the coming weeks.

Latest fixes and updates can be found on the second post here:-

https://neverwintervault.org/forums/neverwinter-nights-2/nwn2-modules/module-scroll-first-day-currently-updating-v110-coming-soon

In the meantime, I also wanted to be able to use this blog to add screenshots that I can link to from the forum mentioned above.

I will update this blog more as I can, but will try to keep on top on fixes in the above list in the Neverwinter Vault forum noted above.


Screenshot showing Map work: Name, Pins, Fog of War. Also shows reduced GUI activity. (No hotbars)

The New TB Combat Target GUI

Combat started - Auto-pause initiated. New Target GUI opens showing PC current target/actions.

Player has selected actions/target for the PCs and allowed the Target GUI to update. It automatically reports at the beginning of each round.



Thursday, 12 May 2016

RELEASED: The Scroll (The First Day)

OFFICIAL RELEASE DATE: 04/05/16 

The Scroll has finally been released. You can read more about it and grab the files from here:- http://neverwinterva...2/module/scroll

There are a total of FIVE compressed files containing all the data you will need to install and play (as long as you own NWN2 and both expansions). Please follow the installation instructions carefully, and use the Quickstart Guide (contained within the Information.rar file) to ensure you have installed everything correctly and that the game starts as it should.

NOTE: Regrettably, no MAC beta tester was able to get this module to work on their computer. If you are a MAC user and succeed, then please report back to me so that I can update the instructions advising how other MAC users can install and play the module.

REPORTED ISSUES & PATCHING INFO

I have to recognise that some minor issues will still remain in this final release, and wanted to encourage players to report anything they may find, so that I can address them as required. NOTE: I will update this post with issues found and inform you when they are fixed. However, no patch will be uploaded unless the issue is game-breaking. Therefore, some issues will remain in place until either a ) A game breaking issue is reported, or b ) A significant amount of time has passed allowing all to be reported. At which time, a patch will be uploaded for current players, and the main files updated.

To this end, I will start an "issue" list, detailing the date discovered and what the issue is. When the issue is covered in a patch, it will be struck through.

DATE    ISSUE NOTED

5/5/16 - The wording "Map Pins" is used to describe part of the Main Menu in an opening GUI. This is no longer an appropriate description. (FIXED v1.01)
5/5/16 - The Main PC was not being issued any starting gold. (Other created PCs were OK.) (FIXED v1.01)
7/5/16 - GAME BREAKER: CONTAINER BUG  *** IMPORTANT *** : DO NOT DROP CONTAINERS WITHOUT PATCH!(FIXED v1.01)

PATCHING THE MODULE

LATEST PATCH DIRECT DOWNLOAD LINK (CURRENT v1.01) (65 KB): http://neverwinterva...1.rar&nid=22258

Any patch file added as a download is only required if your version of the module is lower than the patch version. i.e. If you are only just downloading the latest version of the module to play now, then you will NOT require any new patch file at this stage, as your download will already contain the latest scripts. However, once installed, it is *VERY IMPORTANT* to make sure your game is always patched to the latest version. Therefore, keep track of the current patch version in case it is higher than your current module version. Note that the hak patch only addresses essential game-breaking bugs, which are mostly campaign ( C ) scripts. Any module ( M ) fixes, considered non-essential, are only updated for the latest module version uploaded. The differences in the module files should be overlooked by the player unless they are prepared to restart The Scroll completely afresh with the latest files, which would not be worth the time already played for the small differences they might make on a restart.

INSTALLATION: Simply download, unpack and replace the existing althea_patch.hak with this latest version before restarting NWN2. The latest version will always include previous patches and be backward compatible.

VERIFICATION: When you reload your latest saved game, the module should welcome you again, and inform you of the latest patch update. This figure can also be found from the Althéa Main Menu ("Rule Information" section).

PATCHING HISTORY

v1.01 - Fixed containers ( C ). Fixed licquor cabinets & light flicker ( M ).

Thursday, 5 May 2016

Beta Testing (Last Entry)

Finally, I have reached the end of my own beta testing. Or rather, I have reached a point where I am satisfied that further beta testing will not be worth the time compared to being able to release the module. This I did yesterday: 4th May 2016 ... or 4, 5, (1)6 ... or as Star Wars fans might say, "May the fourth (be with you)". At least, it's a date I should remember easily enough.

For those interested in playing the completed module, The Scroll (The First Day), then please go to its download link in the side bar below to the left under "My NWN2 Material".

For the sake of completion, I will make this final post on the discoveries I made and the fixes it required. Even at this very last stage of testing, I had to make some "significant" changes, simply due to the code being so messy and inefficient. Read on ...

FIXES

1) Fixed a "placeable item" drop name.
2) Fixed a description update that was not updating when a level item updated.
3) Creature AI: Added a missing variable to encourage a creature to use its spell abilities.
4) Removed "cleric" description from Jagged Tooth scroll.

UPDATES

1) Rewrote the OnAcquire and UnAcquire scripts, which were in a very haphazard state.
2) Rewrote the sbfunctions include script, which had some very inefficient coding.
3) Rewrote the Rune Puzzle GUI to enable players with low resolutions to drag the GUI apart.
4) Redesigned the item required system for crafting. (Previous system could not handle larger loops.)
5) Updated some journal entries to be more informative regarding the quest at hand.
6) Added weapon equipped feedback when PC swapped.
7) Added a mage workbench to an area.

Basically, much of what was required in the last set of coding was rewrites of OLD poorly written code and making other code work more efficiently. I still see this kind of thing scattered around the module, but the good news is that most of the important sections have now been addressed, and any that still needs attention can be addressed as I continue to work through modules 2 and 3, as they are campaign scripts, which will be backward compatible.

I think it's time for a lay down.

Wednesday, 27 April 2016

Beta 9.0 (Part 12)

The time is drawing ever closer to release, and today marks the beginning of the final stages of testing. I believe this may even be my last "beta testing" post entry (ignoring responses to this post), and my next post may be announcing the release of this module in a new "Support" post! It really all depends upon what I find in the next (potentially last) session. Anyway, onto the latest list of finds:-

FIXES

 1) PLOT FEEDBACK - Removed some superfluous feedback regarding plot items.
2) PARTY RALLY - Now ignores henchmen and Main PC that could give erroneous feedback.
3) SECRET COMPARTMENT - Changed default action to use. (Sometimes prevented lock GUI.)
4) CONVERSATIONS - Fixed a couple of typos, an incorrect link and some missing cameras.
5) MASTER MAPPER - Fixed a couple of events where the auto-mapping was not auto-restarting.
6) VFX INSTANCES - Fixed VFX removal where more instances were present than I realised.
7) ANIMAL PRESENT - Fixed a "REMOVE ANIMAL" warning missing from a check.
8) UNDEAD WEAPON - Fixed a missing SLAM attack on some undead creatures.
9) MONSTER POSITION - Fixed/added missing post locations of some creatures.
10) PLACEABLES - Stopped some placeables from disappearing after use (that were not meant to).
11) LOOTING - Prevented some looting on a placeable before the PCs were meant to.
12) COMPANION AI - Removed some AI alterations done on PC swap. (Redundant code of mine?)
13) DEATH ANIMATION - The main PC did not always look dead - Hopefully, this fixed it.
14) JOURNAL ENTRY - Fixed an illogical entry and some XP based upon it.
15) ENCOUNTER TIMING - Removed 0.5 second delay that allowed PCs to move too far.

UPDATES

1) PARTY RALLY - PCs now mainly appear behind the Main PC rather than around it.
2) ANIMAL PRESENT - Added an option to allow an animal to STAY in the area when dismissed.
3) ENCOUNTER - Added an encounter where I felt one was needed.
4) EQUIPPED WEAPON - Altered some feedback when giving player equipped weapon info of PCs.
5) BARBARIAN RAGE - Made "raging cry" more creature generic.
6) DATE FEEDBACK - Added the hour to any date feedback given.
7) JOURNAL ENTRY - Added some extra information in the journal for a quest reminder.

 CURRENT PLAY TIME: 42 hours and 0 minutes.

We Have Come A Long Way!