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(→‎Compatibility: Blueprints not dynamic?)
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How compatible are these changes with BioWare's last patch? If one person creates a module using these changes, would someone not using the Community Patch Project encounter problems while playing the module? (In both single-player and multiplayer contexts, with the latter assuming the host has the changes on that end.) I just skimmed the changes so far, but at first glance some of them look potentially problematic as far as compatibility goes. --[[User:The Krit|The Krit]] 17:00, October 7, 2011 (UTC)
 
How compatible are these changes with BioWare's last patch? If one person creates a module using these changes, would someone not using the Community Patch Project encounter problems while playing the module? (In both single-player and multiplayer contexts, with the latter assuming the host has the changes on that end.) I just skimmed the changes so far, but at first glance some of them look potentially problematic as far as compatibility goes. --[[User:The Krit|The Krit]] 17:00, October 7, 2011 (UTC)
 
* Its compatible as it wont crash etc. If there is something which doesnt exists in 1.69 (itemproperties on item that wasnt available in 1.69, cost parameter item property) they wont work under 1.69 and player will probably see Badd Streff or some nonsense text instead original itemproperties. For new blueprints, they will work - builder must place them into area and then it doesnt matter if blueprint exists anymore. So in brief - new features wont work, changed stuff will automatically restore into 1.69 default. --[[User:ShaDoOoW|ShaDoOoW]] 17:51, October 7, 2011 (UTC)
 
* Its compatible as it wont crash etc. If there is something which doesnt exists in 1.69 (itemproperties on item that wasnt available in 1.69, cost parameter item property) they wont work under 1.69 and player will probably see Badd Streff or some nonsense text instead original itemproperties. For new blueprints, they will work - builder must place them into area and then it doesnt matter if blueprint exists anymore. So in brief - new features wont work, changed stuff will automatically restore into 1.69 default. --[[User:ShaDoOoW|ShaDoOoW]] 17:51, October 7, 2011 (UTC)
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:* The new blueprints must be placed in an area? <code>CreateObject()</code> does not work with them? --[[User:The Krit|The Krit]] 01:05, November 4, 2011 (UTC)

Revision as of 01:05, 4 November 2011

Compatibility

How compatible are these changes with BioWare's last patch? If one person creates a module using these changes, would someone not using the Community Patch Project encounter problems while playing the module? (In both single-player and multiplayer contexts, with the latter assuming the host has the changes on that end.) I just skimmed the changes so far, but at first glance some of them look potentially problematic as far as compatibility goes. --The Krit 17:00, October 7, 2011 (UTC)

  • Its compatible as it wont crash etc. If there is something which doesnt exists in 1.69 (itemproperties on item that wasnt available in 1.69, cost parameter item property) they wont work under 1.69 and player will probably see Badd Streff or some nonsense text instead original itemproperties. For new blueprints, they will work - builder must place them into area and then it doesnt matter if blueprint exists anymore. So in brief - new features wont work, changed stuff will automatically restore into 1.69 default. --ShaDoOoW 17:51, October 7, 2011 (UTC)
  • The new blueprints must be placed in an area? CreateObject() does not work with them? --The Krit 01:05, November 4, 2011 (UTC)