//:://////////////////////////////////////////////// Project FUBAR rc4 (c) 2023 Pstemarie //:://////////////////////////////////////////////// Changes (including to CPP files) are detailed below: GENERAL NOTES - reverted all DDS skybox textures to TGA textures (fixes the issue where the skybox was tinting itself based on the area lighting settings) APPEARANCE.2DA - changed the ENVMAP setting for the minotaurs to **** to fix a transparency issue with the models' loincloths (rows 120-122) SCRIPTS - INCORPORATED TONYK AI v1.08 and JASPERRE AI v1.4b3 (TonyK AI handles associates and Jasperre AI handles NPC monsters); this replaces the CPP AI which was just the broken Bioware AI with a few enhancments - cpp: removed 70_ai_generic and 70_ai_henchman as these scripts are no longer needed with the introduction of the new AI for associates and NPC monsters - cpp: fixed an issue in the XP1 Treasure System that was preventing treasure containers from being populated with unique items from the Area and Module base containers - cpp: updated the XP1 Treasure System to use class-specific containers, allowing builders more finite control over treasure drops in their modules when using this system; recompiled all affected scripts - cpp: removed "cpp manage_inv" chat command as henchman inventory is now enabled automatically with TonyK AI - incorporeal creatures are now immune to nonmagical weapons and traps (just activating traps, they still suffer the effects of the trap) - added a new effect constructor EffectIncorporeal for handling the incorporeal benefits of creatures (concealment, immunities to entangle, knockdown, nonmagical weapons, and traps) - updated all OnSpawn scripts that set incorporeal benefits to use the new EffectIncorporeal - beholder eye rays changed to use the modifications introduced by the incorporation of TonyK AI Scripts removed for this patch: - 70_ai_generic - 70_ai_henchman Scripts added/revised for this patch: - 70_inc_support - hench_** series TonyK Henchman AI - j_ai_** series Jasperre Monster AI - j_inc_** series Jasperre Monster AI - nw_c2_default** series - nw_c2_dropin9 - nw_ch_ac** series - nw_ch_commelee - nw_ch_comrange - nw_ch_gomelee - nw_ch_goranged - nw_ch_join - nw_ch_no_stlth - nw_ch_stlth_off - nw_ch_stlth_on - nw_ch_yes_stlth - nw_ch_summon_9 - nw_g0_charm - nw_g0_confuse - nw_g0_dominate - nw_g0_fear - nw_g0_sleep - nw_s0_dismissal - x0_d1_henchspell - x0_i0_treasure - x0_o2_armhigh - x0_o2_armlow - x0_o2_armmed - x0_o2_armuniq - x0_o2_anyhigh - x0_o2_anylow - x0_o2_anymed - x0_o2_anyuniq - x0_o2_classhigh - x0_o2_classlow - x0_o2_classmed - x0_o2_classuniq - x0_o2_clthhigh - x0_o2_clthlow - x0_o2_clthmed - x0_o2_clthuniq - x0_o2_mleehigh - x0_o2_mleelow - x0_o2_mleemed - x0_o2_mleeuniq - x0_o2_noamhigh - x0_o2_noamlow - x0_o2_noammed - x0_o2_noamuniq - x0_o2_weaphigh - x0_o2_weaplow - x0_o2_weapmed - x0_o2_weapuniq - x0_s0_banishment - x1_playerlevelup - x2_ai_behold - x2_ai_mflayer - x2_inc_behai - x2_inc_behcommon - x2_inc_beholder - x2_s1_beholdatt - x2_s1_beholdray - x2_sig_state DIALOG.TLK - removed all erronerous "Additonal Counter Spell" references BLUEPRINTS - added the missing lacedon blueprint to CreaturePalStd.ITP MODELS/TEXTURES - fixed a texture0 reference issue in the MTR for the krenshar (c_cat_krenshar) - fixed several of the bugbears not animating (bugbearB, bugchiefA, bugchiefB, bugwizA, and bugwizB) - moved the lacedon head texture from fubar_pbr_maps.HAK to fubar_core.HAK and fixed some other textures issues PORTRAITS - added several missing creature portraits (cheetah, horseskel, moose, notyugh) and replaced others (manticore, lion, mlion, otyugh) TIC01 CASTLE INTERIOR - all beds are now walkable, making it possible to have characters sleeping on them TID01 DROW INTERIOR - all beds are now walkable, making it possible to have characters sleeping on them TIN01 CITY INTERIOR - all beds are now walkable, making it possible to have characters sleeping on them TNI01 CITY INTERIOR 2 - all beds are now walkable, making it possible to have characters sleeping on them TNI02 CASTLE INTERIOR 2 - all beds are now walkable, making it possible to have characters sleeping on them TNO01 CASTLE RURAL EXTERIOR - remodeled the "Range" and "Hay Barn" groups (tno01_e11_** and tno01_m88_** series), hay barn roof changed to thatch - replaced texture tno01_stone12 - all grass buildings have thatch roofs (city buildings still have shingled roofs) TTS01 RURAL WINTER - reskinned to be more of an early winter tileset (brown foliage, visible dirt/grass patches, etc.) - replaced all foilage meshes with Project Q IV foliage meshes - added several new tile Features and Groups (Signal Fire, TNO Crypt, TNO Graves, Turf House - Ruined, Turf House - No Windows, Wall 2 w/ Barricade) - added grass parameters in the SET file (visible grass will now appear on appropriate surfaces)