Are you using a custom racialtype.2da or custom tlk file for naming races? This was a rare bug I found and reported. If so you just need to update you racialtypes.2da with BD. It's in ovr/ in the development download. Only updated ones are racialtypes.2da and portrait.2da As for the chat window, thing I did not encounter this during testing. Also beamdog client develop branch has not been update to 8176 it still at 8175. Steam version has been updated.
Yes for stable builds not for development branch. I keep both version on Development branch so I get ahead of the fixes/things added and test them out ahead of everyone. If I need to play, I just downgrade my steam version and play with others.
Is there a way we can choose the default chat window(s) splitting in an .ini file, so that our choice will be remembered in both multiplayer and singleplayer?
How DOES one split the chat windows? I'm used to seeing it as two separate windows, and now I'm wondering if one can choose the window sizes? Am I missing something in the .ini ?
Very disappointed in this most recent update. Beginning to regret my purchase. With these new races, game balance is right out the window. You guys mess with the chat window to the point that I have to reconfigure it each and every time I login. If it isn't broke don't fix it. If the whole EE thing was about changing the into something else than what it was, I congratulate you on taking my money and destroying something that was great. Death by a thousand cuts.
Very disappointed in this most recent update. Beginning to regret my purchase. With these new races, game balance is right out the window. You guys mess with the chat window to the point that I have to reconfigure it each and every time I login. If it isn't broke don't fix it. If the whole EE thing was about changing the into something else than what it was, I congratulate you on taking my money and destroying something that was great. Death by a thousand cuts.
LOL Where the disagree button when you need it. I and 99.99% of people who bought the game have been begging for the races to be unlocked and I'm in total delight to see BD did it, not going to go into talking about balance with races or I might start laughing and not stop. LOL at chat window minor issue, I mean I could see if you were someone with a crash issue then you have a case but chat window. I counter your death by a thousand cuts with 1001 blessing/bandages to BD moving the game in a great direction and I'm sure I'm not the only one.
To be fair, he kind of has a point. It's a bit muddled in questionable tone and some patent nonsense, but he has a point.
True, the gripe about races lacks legs. No new races have been added to the game. Developers now have the ability to add new races via .2da; however, that's restricted exclusively to custom content. It's a nice new feature. I won't ever use it. But it's nice.
But here's the rub.
For developers, the new patch has taken great strides toward helping EE to catch up to 1.69 -- but it offers nothing new to players. For players, it's arguably a direct downgrade.
After less than an hour on this patch, I'd discovered:
- Chatbar settings now save, but aren't loaded. Rendering this feature pointless. Settings also no longer default based on singleplayer/multiplayer gameplay, making this a direct downgrade. - All doors now have transition VFX--even if the door has no transition attached. I assume this is a bug. It looks odd and it's confusing. - Sounds now sometimes play from the client even when volume is muted. Obviously unintended.
As a developer, I appreciate the new toys, but I do hope the next patch offers more to players and is released in a more polished state. Players are the lifeline of any community, afterall.
It's not even that races weren't a thing before. The only change the update makes is that race selection is exposed directly in the character creation menu rather than based on hints provided either by subrace entry or in game dialog menus. It changes it from a work around of grafting on racial bonuses or making character file edits with something that works seamlessly. There are still issues with it as in issues with how much it can display and an open question mark on how it behaves with race based effects. That is in NWN2 all races were in a subrace 2da that referred back to the base race which allowed effects to resolve for a shared base race, while NWN wasn't built with this in mind and so might need extra columns.
As always it's a mixed bag, optional things, not quite full featured, but generally steps in moving the game forward.
As for sounds playing while muted I've had that happen before randomly on the last stable patch. I'm just going to expect a lot of bugs and instabilities until a much later date.
Well, if you are using cep 2.65? , then yes you get some very overpowered race selections. I had to manually edit the 2da and place it in another hak just to disable them. Perhaps allowing custom races should be a switch you can select?
As above, I also feel the door transition VFX is a bug, I really really really want to disable it. I have a lot of areas where I use walls crossing with gates like say a walled in town, all of these gates are very difficult to traverse without either rotating the view 180 degrees or using WASD movement which I only use in FPS games
Custom races are a switch by the 2da column named PlayerRace, where you can set it to 1 for a player race and 0 for non player races. Custom content is responsible for itself, if it has features enabled such as feats, base items, races, and classes, then it is their responsibility. If a hak like CEP uses a custom racialtypes.2da that has undesired races set to 1 then you should request them to set it to 0 in their next version.
To be fair, he kind of has a point. It's a bit muddled in questionable tone and some patent nonsense, but he has a point.
True, the gripe about races lacks legs. No new races have been added to the game. Developers now have the ability to add new races via .2da; however, that's restricted exclusively to custom content. It's a nice new feature. I won't ever use it. But it's nice.
But here's the rub.
For developers, the new patch has taken great strides toward helping EE to catch up to 1.69 -- but it offers nothing new to players. For players, it's arguably a direct downgrade.
After less than an hour on this patch, I'd discovered:
- Chatbar settings now save, but aren't loaded. Rendering this feature pointless. Settings also no longer default based on singleplayer/multiplayer gameplay, making this a direct downgrade. - All doors now have transition VFX--even if the door has no transition attached. I assume this is a bug. It looks odd and it's confusing. - Sounds now sometimes play from the client even when volume is muted. Obviously unintended.
As a developer, I appreciate the new toys, but I do hope the next patch offers more to players and is released in a more polished state. Players are the lifeline of any community, afterall.
Uhh no, Do you want BD to make new base races in the game? If Yes then unlocking the race screen make it a lot easier them to provide you new races. Do you play on PW with any hak paks? Yes, then this will make though pw have a easier time adding races for you to play with. Do you plan to play new single player modules with hak pak? Yes, then the module creator can have new races options easier and tell the stories around them. Just because you not going to use a feature does not mean the playerbase will not use it or benefit from it.
Three minor bugs that will get patched (Bioware had one patch that destroyed all multi-player and numerous patch that caused minor to big issues (including the 1.69 patch that messed with DM possessed creature losing abilities) So if you did not understand when you bought this game there going to be hic-up along the way that will mostly minor, then I sorry you miss-read about it.
Thing the game and patch offer to new players that 1.69 does not.
Core master server: Now you can connect to PW again in one unified system. There are other options for 1.69 to connect but they are not as unified. Minor improvement.
Steam: Weather you love/hate/indifferent to it the steam setup let you direct connect to friends playing and let you subscribe to module to play by downloading the hak/tlk/module to you so you can get in and play right away. Great for PW/group/single play and this feature will be added to BD client soon. This is a big improvement over 1.69.
Improved models that are on steam and will come to the core game.
Side note: A bunch of these improvements help PW servers. With at least 50% (you can debate the numbers in another topic) playing NWN for PW servers that is a big chunk of the playerbase of nwn and when you talk about direct benefit to the playerbase you have to keep that in mind.
This patch: I already mention the race information.
SetObjectVisualTransform If you did not see the thread on this new function you missed big one. This will allow PW to do all sorts of fun thing in PW weather they use hak or not. LINK
SetHiddenWhenEquipped Which allow true open face helmets.
Player event Fixes to bug that were in 1.69 Improved compiler Improvement to toolset.
I sorry if I'm of the mind-set that by improving all areas of the game will improve the game for the players. The same thinking that bioware had and BD have.
Here hoping we have many more patches that are awesome even if a few things get missed.
Personally I think they just waited too long b/t patches and crammed too much into this one. I'm sure its for whatever reason and its probably valid but who knows but them. There are just too many annoying bugs in this build such as: - door VFX - random sound - lan play multiplayer server list not displaying columns correct - annoying chat bar change that cant changed w/default save I remember watching the stream the week before when it was RC and the CEO *asked* people to please download the dev build and test and report issues. I know I reported two of the above and it sits in redmine bug reports, unresponded, and guess what, the patch was pushed out anyhow. I find that annoying and think to myself "why test when you ask me to" when stuff clearly isn't taken in anyhow. I also read on steam all the multiplayer issues and note those, too. That's just my .02.
Otherwise I'm very happy with the game, they just need to work on their release cycle. I cringe to think if I have to wait a month for regression bug fixes.
They slowed down the "stable" patch schedule because it puts too much strain on persistent worlds to update every week. The release patch is just the accumulation of all the weekly patches. I agree that it kind of defeats the point if ppl still experience so many bugs.
Well, fiddling with SetObJectVisualTransform on my pw I find that most times size increase/decrease on creatures will not show up unless you leave and get outside the render distance and return to it, if I'm close enough to see them spawn (doesn't happen unless testing) the transform isn't showing up. Also an unintended side effect, cep (not sure who actually made them sorry) kuo toa creatures are various sizes now where as they were all the same size before this latest patch.
As far as testing, I work on my PW every day, and would have loved to add/test a lot of these new features. That being said it's entirely reliant on nwnx-lite and there hasn't been support for the betas or I'd have found and reported all of these issues like the other bugs I've reported. It's no ones fault, people are busy and I would never put pressure on anyone to release something that wasn't ready but I think the main people who would find the bugs are PW devs and without nwnx they just aren't going spend time on something they can't use.
For whatever reason, this latest patch is less stable and more buggy than the previous version. I'm receiving player reports from all over, and I myself have encountered a throng of issues, and I suppose I'll submit them on Redmine, but that could take a while given the sheer number:
The toolset is way buggier -- i now get compile errors on scripts that I never had issues with before, and it tends to crash when before it didn't.
Running the "Build Encounters" function in the Toolset, I now receive Access Violation errors when before I didn't
Door VFXs are now extremely cumbersome and not an intuitive design scheme. One cannot click beyond the door unless one rotates one's camera to about a 180* pitch
SFX -- voices other than the PC's are being heard in random (or not random) situations
Was their a change to the HotU scripts? Heartbeat scripts used to spawn undead from corpes or placeables, and I've had that working since 2006.
DM Client -- Transitions no longer visible
DM Client -- UI is useless. I can only see the first 3 players on the side list. I have to manually change my Video settings from 1920x1080 with a UI Scale of 2 down to 1368x768 with a scale of 1 in order to see everyone.
Split Window chat screens should stay split by default, and the user's change should stay saved.
Pathfinding for players took a step back -- I need more anecdotal evidence here, but one can always tell
Compilation errors could well be avoided if different quotes was used for the new string types. Back quotes ` or even double double-quotes "" could have been used while leaving the " single double-quote strings as it is for compatibility.
Thanks a lot for your feedback. The team are currently working on a dev build to address all the hot issues, with regressions being the most important bugs to fix.
We'd appreciate a lot if you could report all the problems mentioned in this thread on our bug tracker (support.baldursgate.com) - just search for existing reports first.
@FreshLemonBun I think the flickering is still not on the public tracker. Can you please file it?
Improved models that are on steam and will come to the core game.
Forgive me if this Quote is a mess... I've never gotten a solid handle on how to do it.
But I noticed this from ShadowM and it bothered me... I don't use Steam, and I'm a tad saddened that the good stuff is going to folks that bought the game from Steam and not those of us who spent our dollars with the good folks who are build this game for us. Maybe my skin is too thin, but I'm just not happy that Steam is getting all the fancy looking stuff, and I have a deal with a herky jerky game.
@grom56 The game is being sold on Beamdog.com and Steam. And when you buy from Beamdog, you still get a Steam key. So all customers have access to "all the fancy looking stuff".
As stated during livestreams, the plan is to slowly roll out visual updates, and when the team is happy with the state of all those models and stuff, to include them into the base game.
So are you saying that all those keys I got can be used even though I bought the game via Beamdog? This is something I didn't understand. I thought that those keys were if I bought Steams version of the game. Thank you for clearing this matter up for me. Now I just have to see if I can figure out how to use the keys and add some of the "goodies" into my own game.
Comments
It's in ovr/ in the development download. Only updated ones are racialtypes.2da and portrait.2da
As for the chat window, thing I did not encounter this during testing. Also beamdog client develop branch has not been update to 8176 it still at 8175. Steam version has been updated.
A friend told me how to split the chat window. (never had to do that before so something must have defaulted the multiplayer to a single window.)
True, the gripe about races lacks legs. No new races have been added to the game. Developers now have the ability to add new races via .2da; however, that's restricted exclusively to custom content. It's a nice new feature. I won't ever use it. But it's nice.
But here's the rub.
For developers, the new patch has taken great strides toward helping EE to catch up to 1.69 -- but it offers nothing new to players. For players, it's arguably a direct downgrade.
After less than an hour on this patch, I'd discovered:
- Chatbar settings now save, but aren't loaded. Rendering this feature pointless. Settings also no longer default based on singleplayer/multiplayer gameplay, making this a direct downgrade.
- All doors now have transition VFX--even if the door has no transition attached. I assume this is a bug. It looks odd and it's confusing.
- Sounds now sometimes play from the client even when volume is muted. Obviously unintended.
As a developer, I appreciate the new toys, but I do hope the next patch offers more to players and is released in a more polished state. Players are the lifeline of any community, afterall.
As always it's a mixed bag, optional things, not quite full featured, but generally steps in moving the game forward.
As for sounds playing while muted I've had that happen before randomly on the last stable patch. I'm just going to expect a lot of bugs and instabilities until a much later date.
As above, I also feel the door transition VFX is a bug, I really really really want to disable it. I have a lot of areas where I use walls crossing with gates like say a walled in town, all of these gates are very difficult to traverse without either rotating the view 180 degrees or using WASD movement which I only use in FPS games
Do you want BD to make new base races in the game? If Yes then unlocking the race screen make it a lot easier them to provide you new races. Do you play on PW with any hak paks? Yes, then this will make though pw have a easier time adding races for you to play with. Do you plan to play new single player modules with hak pak? Yes, then the module creator can have new races options easier and tell the stories around them. Just because you not going to use a feature does not mean the playerbase will not use it or benefit from it.
Three minor bugs that will get patched (Bioware had one patch that destroyed all multi-player and numerous patch that caused minor to big issues (including the 1.69 patch that messed with DM possessed creature losing abilities) So if you did not understand when you bought this game there going to be hic-up along the way that will mostly minor, then I sorry you miss-read about it.
Thing the game and patch offer to new players that 1.69 does not.
Core master server: Now you can connect to PW again in one unified system. There are other options for 1.69 to connect but they are not as unified. Minor improvement.
Steam: Weather you love/hate/indifferent to it the steam setup let you direct connect to friends playing and let you subscribe to module to play by downloading the hak/tlk/module to you so you can get in and play right away. Great for PW/group/single play and this feature will be added to BD client soon. This is a big improvement over 1.69.
Improved models that are on steam and will come to the core game.
Side note: A bunch of these improvements help PW servers. With at least 50% (you can debate the numbers in another topic) playing NWN for PW servers that is a big chunk of the playerbase of nwn and when you talk about direct benefit to the playerbase you have to keep that in mind.
This patch:
I already mention the race information.
SetObjectVisualTransform
If you did not see the thread on this new function you missed big one. This will allow PW to do all sorts of fun thing in PW weather they use hak or not. LINK
SetHiddenWhenEquipped
Which allow true open face helmets.
Player event
Fixes to bug that were in 1.69
Improved compiler
Improvement to toolset.
I sorry if I'm of the mind-set that by improving all areas of the game will improve the game for the players. The same thinking that bioware had and BD have.
Here hoping we have many more patches that are awesome even if a few things get missed.
- door VFX
- random sound
- lan play multiplayer server list not displaying columns correct
- annoying chat bar change that cant changed w/default save
I remember watching the stream the week before when it was RC and the CEO *asked* people to please download the dev build and test and report issues. I know I reported two of the above and it sits in redmine bug reports, unresponded, and guess what, the patch was pushed out anyhow. I find that annoying and think to myself "why test when you ask me to" when stuff clearly isn't taken in anyhow. I also read on steam all the multiplayer issues and note those, too. That's just my .02.
Otherwise I'm very happy with the game, they just need to work on their release cycle. I cringe to think if I have to wait a month for regression bug fixes.
http://blog.beamdog.com/2018/06/neverwinter-nights-darkness-over.html
As far as testing, I work on my PW every day, and would have loved to add/test a lot of these new features. That being said it's entirely reliant on nwnx-lite and there hasn't been support for the betas or I'd have found and reported all of these issues like the other bugs I've reported. It's no ones fault, people are busy and I would never put pressure on anyone to release something that wasn't ready but I think the main people who would find the bugs are PW devs and without nwnx they just aren't going spend time on something they can't use.
Thanks a lot for your feedback. The team are currently working on a dev build to address all the hot issues, with regressions being the most important bugs to fix.
We'd appreciate a lot if you could report all the problems mentioned in this thread on our bug tracker (support.baldursgate.com) - just search for existing reports first.
@FreshLemonBun I think the flickering is still not on the public tracker. Can you please file it?
Forgive me if this Quote is a mess... I've never gotten a solid handle on how to do it.
But I noticed this from ShadowM and it bothered me... I don't use Steam, and I'm a tad saddened that the good stuff is going to folks that bought the game from Steam and not those of us who spent our dollars with the good folks who are build this game for us. Maybe my skin is too thin, but I'm just not happy that Steam is getting all the fancy looking stuff, and I have a deal with a herky jerky game.
As stated during livestreams, the plan is to slowly roll out visual updates, and when the team is happy with the state of all those models and stuff, to include them into the base game.
Again thank you @JuliusBorisov
https://steamcommunity.com/games/704450/announcements/detail/2779165948478533583