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Голодная бездна Group: Hall of Fame Posts: 4.430 Joined: 3 Oct 2003 From: Мечта Member No.: 4 ![]() Класс: Harper Scout Направленность: Истино нейтральный Раса: Человек ![]() |
если кто что знает говорите.
1.63 Build Notes: From the 1.63 internal buildnotes - Added support for 8 new custom animation types: ANIMATION_LOOPING_CUSTOM3 ANIMATION_LOOPING_CUSTOM4 ANIMATION_LOOPING_CUSTOM5 ANIMATION_LOOPING_CUSTOM6 ANIMATION_LOOPING_CUSTOM7 ANIMATION_LOOPING_CUSTOM8 ANIMATION_LOOPING_CUSTOM9 ANIMATION_LOOPING_CUSTOM10 -------------------- Мнение автора этого сообщения, может не совпадать с вашим, Многоуважаемый читатель, но это не значит, что кто то из нас не прав... Истина где-то там...
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Голодная бездна Group: Hall of Fame Posts: 4.430 Joined: 3 Oct 2003 From: Мечта Member No.: 4 ![]() Класс: Harper Scout Направленность: Истино нейтральный Раса: Человек ![]() |
CPU Useage:
I'd rather blame the general structure of mass target spells for a CPU spike. They loop over each object in a certain area, sometimes multiple times, and queue up a good number of actions (apply effects, saves, resistance checks, etc) for all off them. Note that this is nothing wrong - everything the game does will cause the CPU to be busy, and if it does it to 50 creatures instead of 1, you will start to feel a short hickup in the client (as it spawns in a lot of different visual effects, plays hit animations, etc) and the server (who has to run GetNearest and line of sight checks, which are pretty expensive, create effects, perform saving throws, and any other unholy thing a designer wanted the spell to do). If you want an example of a really bad spell, try hellball or Undeath To Death, they are the best examples of how to increase the temperature on your CPU Patch 1.63: Just to give you some update - the Live Team is busy killing bugs and Craig is working his way deep into the bug database, squashing some of the really ancient evil's hidden there. Whenever I reference patch 1.63 here, please understand that this always including the disclaimer "unless we encounter problems forcing us to pull this change". Otherwise, enjoy: 1) GetDamageDealtByType() should be fixed with 1.63. We also expose "physical damage" taken in this function now. 2) EffectDispelMagicAll() and EffectDispelMagicBest() got repaired and now take caster levels into account. Wait for it in 1.63 3) GetCreatureHasTalent() has been fixed, it was linked to the wrong scripting command in the engine, producing a stack underflow when it was called. Please not that stack underflows are caused by either a game problem (like in this case) or people messing around with nwscript.nss. 4) SetSpawnInCondition( NW_FLAG_AMBIENT_ANIMATIONS ) - this is tied to the use of the creature hearbeat script to play the ambient animations which can lead to a creature's getting swamped with actions if it's stuck in other actions (i.e. complex pathfinding around too many placeables, etc). Please not that creatures spawned from encounter triggers always play ambient animations, which can accumulate to a lot of heartbeats if on servers with a lot of players on them - for these servers I would minimize the use of encounter triggers and creatures with this flag set. 5) SendForHelp(). I submitted a "proposed fix" to the Live Team a while , but I am not sure if they are going to put it in, it could trigger some ugly testing for the 3 official campaigns. If it's not in the next patch, I'd suggest using Jasperre's fix, it's fine. 6) ActionCastSpellAtObject / AtLocation() - I don't think we will change the behavior of subradial spells. 7) "There may definitely be a bug involving NPCs who have ranged weapons equipped - they seem able to see straight through EffectEthereal() on occasion, and the "bows giving players true seeing" bug has been around for quite a while." - Fixed in 1.63 - Equipping a ranged weapon would sometimes result in a player being able to perceive objects he was not supposed to see 8) Elemental Shield (and probably Mestil's Sheath too, tho I haven't tested that one) has incorrect behaviour: it retaliates on *damage*, not on *hit*, which makes it pretty much useless apart from the 50% F/C. - I think that behavior is intentional and unlikely to change. 9) The modification of the behavior variables in nw_i0_generic is by design - it is there to randomize behavior, we will likely never change that. The idea of those variables is not to set the behavior but instead push the creature into a certain direction regardin it's behavior. Also please not that those variables do not represent percentage values. 10) Gust of Wind - we decided to leave the spellscript alone, the spell would be completely useless if we changed it, plus, the community can easily change it for their own servers. For the official campaign, we think the current version is fine 11) nw_s0_endurce - pretty positive that this spellscript isn't fire from a player castable spell, I've been successfully making endurance potions in the OC. As soon as I find some time, I'm to look in some of the other scripting related things here (i.e. the shout on the default spellcastat event) As for stickying this thread, there's a sticky thread about open Bugs, if Lilac or Astorax feel like it, they can cut and paste the stuff from this thread there, but we won't have an open-to-post sticky thread about this topic anymore, it will just get out of hand again with rumours and suspected bugs. Still, I find this thread here quite useful, as discussion is cut down to posting or verifying identified issues without emotion. Btw, for me, as a NWN fan, patch 1.63 surely looks like a tremendous step forward, not only from the bug fixing side, but also from the additions/changes put in to accomodate the custom content community. AI: That's a low level AI change we were forced to make to make the game playable. Monster listening caused the AI to be appear intelligent, but also very very annoying. Creatures would leave their designated areas to investigate sounds, sometimes walking through the half dungeon to get to the player, setting off traps and bashing doors in the process. In the end there was no noticeable benefit on having them react on listen, as the player would seldom recognize why that horde of monsters came down on him, he would just be dead. (Compare it to Battlefield Vietnam's where bots suddenly whirl around and shoot you through trees and high grass, even if you didn't move or shoot at all.) Since it's a scripting function, there is no problem, people can just make their own version that does the right thing. -------------------- Мнение автора этого сообщения, может не совпадать с вашим, Многоуважаемый читатель, но это не значит, что кто то из нас не прав... Истина где-то там...
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Lo-Fi Version | Time is now: 5 September 2025 - 22:34 |