14 FebbraioDerek French - Live Team Producer - NWNNeverwinter Nights Diamont vs vistahttp://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=Risponde DF :The 1.69 update is in beta, and I believe includes a fix for the issues that occur under Vista.
Brian Chung - Technical Artist1.69.8104 (Windows/Mac/Linux and non-expansion pack Beta) Beta 5 Patch Now Available (Discuss).http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=CITAZIONE
Possible beta 5 bug
When i place a CORRIDOR following the outside of the grid in a 8x8 area,and try to add the SMITHY 1X2 to the corridor.I land up seeing a fire object outside the grid.Its off the grid.
I looked at it again and noticed that the smithy doesnt have a fire.Which leads me to beleive that the fire floating outside the grid belongs to the SMITHY 1X2
Risponde BC :Already fixed.
Craig Welburn - Live Team Programmer -1.69.8104 (Windows/Mac/Linux and non-expansion pack Beta) Beta 5 Patch Now Available (Discuss). http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=Risponde CW :The web monkeys have been a bit overloaded at the moment with the Mass Effect PC announcement and all.
patch 1.69 disscussion(part 19) http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=CITAZIONE
Excuse my ignorance, i have been a long time far from NWN, but... does currently exist any way to hide the minimap or a scripted function similar to UnExploreMapForPlayer in 1.69, or any other not hak-based way to acomplish this?
I have done a search and i dont find an answer
Risponde CW :The ExploreMapForPlayer() scripting command (if that's what it is called, I don't have NWN in front of me at the moment) had an extra parameter added to it a few patches back that allows you to unexplore areas of the map.
When you use the extra parameter the mini-map remains visible, but all the areas not immediately around the player will turn black and unexplored again on the mini-map.
We used this functionality in the Infinite Dungeons premium module.
1.68 Critical Rebuild Failed http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=CITAZIONE
Well, I tested 1.69 beta 5. Then reverted back because the toolset kept crashing. I fixed that by using compatability mode and reinstalled 1.69 beta 5.
After doing a few tests I went to revert back to 1.68 and now it gives me some kind of error about an incorrect dialog.tlk and won't revert. Do I have to uninstall/reinstall now?
-420
Risponde CW :The 1.69 toolset was crashing on you, but the 1.68 toolset was not? Was there anything in particular you were doing in the 1.69 toolset that seemed to be related to the crashes?
15 FebbraioBrian Chung - Technical Artistpatch 1.69 disscussion(part 19)http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=CITAZIONE
Brian or Craig...
i just noticed that the doorway on tni02_r12_01 is rotated 180 degrees so that if you place a transition door there, when you enter the area, you are facing the wrong way (and on the wrong tile. it places you inside the transition doorway outside the room).
Risponde BC :Got it, and all the other round rooms needed to be rotated too.
17 FebbraioBrian Chung - Technical ArtistOverride the City and Rural Tileset with Darkness over Daggerford or Wyvern Crown http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=Risponde BC :Also, there's little reason to convert them to TGA anyway, just keep them as the original .DDS and rename the file. You lose some quality converting it back, and if your game is set to use .DDS already, it will ignore the .TGA version even if it exists in your override folder.
18 FebbraioBrian Chung - Technical Artist1.69.8104 (Windows/Mac/Linux and non-expansion pack Beta) Beta 5 Patch Now Available (Discuss). http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=CITAZIONE
I made a simpler model to demonstrate the creature scaling issue more clearly.
Add any creature model to tailmodels.2da, use the Creature Wizard to make a human fighter with appearance Horse_Invis_Human, and set the tail to the new entry.
The problem is that the tail doesn't animate.
Adding a horse tail to the creature works fine, though.
Previous posts have suggested this should work for any creature model.
Risponde BC :The horses are set to use the Full animation set that all humanoid-based creatures use. You'll have to add in an invisible creature that uses the Small and Large animation sets in order for them to animate properly.
I was going to add the necessary lines into the appearance.2da in today actually.
Tile animation not working ingame?http://nwn.bioware.com/forums/viewpost.htm...m=48&highlight=Risponde BC :Say your tile is called TTR01_A01_01, is the animated node parented to a TTR01_A01_01a dummy node that's then parented to the AuroraBase?
Creating own in-game tails http://nwn.bioware.com/forums/viewpost.htm...m=48&highlight=CITAZIONE
1. When I imported the regular devil tail, I noticed that the tail parts were associated with some sorts of "helper objects"; I don't know too much about GMAX, but obviously I need to use these if I'm to animate my own tail. Question is; what are they, and how do I hook up my own hierarchy of tail parts to helper objects?
Risponde BC :If you plan on supermodeling them to the devil tail, then yes, you need to mimic the hierarchy exactly and point your tail's supermodel to it.
The helper objects are probably things like the tail anchor (makes it easier to move the while tail around to adjust). Or gMax is representing the links of the tail as 'bones'.
CITAZIONE
2. The different tail parts, should these be UV-mapped separately?
Risponde BC :You can have it as one mesh and UV map it as a whole, and have it as a skinmeshed tail, or break them into individual parts.
1.69.8104 (Windows/Mac/Linux and non-expansion pack Beta) Beta 5 Patch Now Available (Discuss).http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=Risponde BC :Any non-part-based creature if it's specified in the wingmodel.2da or tailmodel.2da file.
Nvidia 8800 GTX http://nwn.bioware.com/forums/viewpost.htm...m=49&highlight=Risponde BC :Interesting note I just discovered at home:
Windows XP SP2
Intel Core2 Q6600
Gigabyte GA-P35-DS3P mobo
XFX 8800GT 512mb
Nvidia 169.28 beta drivers.
3D settings:
Multi-display/mixed GPU acceleration: single display
Texture Filtering - Trilinear opt: off
Threaded opt: off
Triple Buffering: off
Usually I would get single digit framerates in NWN, toolset runs fine.
After moving my 8800GT to the second PCIe slot:
300+fps in NWN 1.69b5
Toolset does not run however, complains about unable to render the 3D preview window.
Moved it mostly so I could get clearance for a 120mm case fan by the HD cage for better airflow. Had the 8800GT card been like, 2mm shorter, I wouldn't have this problem, but then again I wouldn't have discovered this.
I'm going to move the video card back to the first PCIe slot and see if this still happens.
Nvidia 8800 GTX http://nwn.bioware.com/forums/viewpost.htm...m=49&highlight=Risponde BC :Interestingly enough, after a reboot it's back to low framerates. Weird.
cloaks for non-bioware creatures http://nwn.bioware.com/forums/viewpost.htm...m=48&highlight=Risponde BC :Cloaks only work for part-based creatures
(i.e. core PC races), you'll have to make a new part-based Kobold race to have them support cloaks.
Similarly, if you set them to accept Tails in appearance.2da, you can also have horse riding kobolds!
Hmm... Deekin with a cavalier hat and cloak on horseback anyone?
High Ping Times http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=Risponde BC :Have you tried the hurting machine in NWN multiplayer just by itself?
19 FebbraioStanley Woo - Quality Assurance -Woo. Just picked up diamond...http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=Risponde SW :That's great, but why did you need to tell me? I'm working on Dragon Age.
Get it? Woo? Stanley Woo? That's me, cuz I... and the... oh...
Don't read my Ch 1 question below!http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=Risponde SW :End of line.
20 FebbraioBrian Chung - Technical Artistpatch 1.69 disscussion(part 19)http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=CITAZIONE
Currently, we can ADD a new type, but it has no effect when actually used. (I know, NWN is 3rd edition, not 3.5ed) If we were able to get extra melee types, we could implement damage types of "Cold iron" "silver" "Adamantine" "Epic", etc.
If an adamantine sword was given bonus damage type of "adamantine", and a metal golem was given a Damage Resistance to each type EXCEPT adamantine, we could somewhat mimic the 3.5 ed rules, without adding attack bonuses to them
Risponde BC :You'll have to handle the bonuses yourself, the material properties don't even raise or lower the item's cost either. I left it open for scripters to modify to their liking. And since it's server-side, PWs can add more flavour to their world without the players needing to download HAKs.
As item properties, they stay with the item, so you save time having to add and store local variables to keep track of things. Plus it shows up in the description window so you can see that this sword is made out of Iron or Steel, etc.
It's not the most elegant solution, but it's the best I could do with the engine given what's available.
Also, just added in the "scaling" creatures, so far I have the base 6 races and dragons, but I might have to adjust some things some more, like apply an invisible box so it's easier to select the creature. Then some generic creature ones for the non-humanoid creatures and that should be enough I think.
21 FebbraioBrian Chung - Technical Artist1.69.8104 (Windows/Mac/Linux and non-expansion pack Beta) Beta 5 Patch Now Available (Discuss). http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=Risponde BC :You want to modify the iprp_matcost.2da, iprp_qualcost.2da and iprp_addcost.2da.
If there is an iprp_material.2da, ignore it, it's not used.
1.69 patchhttp://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=CITAZIONE
Well for instance, you have Ixion Zero's Coastline add-on that was made as a community project, not some "official" Bioware add-on... then Bioware came out with a "new" tileset which pretty much was his community stuff added into a hak with the rural tileset and retextured to make the "new" Tropical tileset
.
Risponde BC :The Pirates of the Sword Coast tropical beach tileset appears quite different than Ixion Zero's Coastline.
As for community stuff, technically roz is correct: the WyvernCrown of Cormyr content is work commissioned *TO* a community team, it was not taken from the community stuff on NWVault and repackaged. Well, as far as I know - if there is content that slipped my notice and is owned by someone else, please inform us about it so we can remove and replace it!
Thanks
- B.
22 FebbraioBrian Chung - Technical Artist1.69.8105 (Windows including non-expansion pack version) Beta 6 Patch Now Available (Discuss). http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=Risponde BC :Couple new things:
Added a handful of backpacks, scabbards, quivers and a greatsword as wing nodes. Obviously there's no way I can make variants for all the possible hilt types or quiver designs, but creative people can piggy back off this and add more stuff ("but I want mine in fluorescent plaid!").
The greatsword clips a bit on the female phen2 models, not much I can do about that, as adjusting the wing node might screw up other models.
Base empty models are there for creature "scaling", there are entries for dragons from 10% to 200% in 10% increments, where the dragon is added as a tail model. The base model is required to adjust the various helper nodes (impact, head, etc) to the right size.
Same for the invisible humanoid scale models, as weapons would attach to the lhand and rhand node, it has to scale and be positioned correctly. Obviously, using an "invisible human 40%" base won't work if the tail model is set to a dwarf, so you'd have to do some fancy juggling to get the right model. I only included a sample of possible tailmodel.2da models to use, and not everything from the appearance.2da.
Also, you HAVE to use the "invisible creature" ones for non-humanoid creatures, as their animation set differs ("F"ull vs. "S"imple). I might need another set for the "L"arge guys, I'll have to check for the final release. And of course, unfortunately it does not work on part-based creatures.
Also, the additional invisible models trample over the safe 2DA lines (sorry guys!), however as this is more of an extra thing, you can safely remove any extra appearance lines (perhaps only use increments of 20% instead) to get within the safe 2DA count at 750.
I expect to see some Shrink and Grow spells now!
1.69.8105 (Windows including non-expansion pack version) Beta 6 Patch Now Available (Discuss). http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=Risponde BC :Taking requests for what non-humanoid creatures to add to the tailmodel.2da for scaling.
Definitely need to add the various felines and canines so people can have their cat familiars.
Item Property Questions http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=Risponde BC :Probably a server side modification to the baseitems.2da for the weapon's crit values, under the CritThreat and CritHitMult columns.
Craig Welburn - Live Team Programmer -1.69.8105 (Windows including non-expansion pack version) Beta 6 Patch Now Available (Discuss). http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=The sixth 1.69.8105 beta patch is now available for download.
This beta patch currently only supports the English version of Neverwinter Nights running under Windows for users that have both expansion packs installed (SoU and HotU).
The Windows Beta patch files can be accessed directly here:
Click Here
http://files.bioware.com/neverwinternights...9_to1698105.zipClick Here
http://files.bioware.com/neverwinternights...5_to1688099.zipThere is also a non-expansion pack version of the 1.69.8105 Beta 6 patch (and revert patch). For those that have the base Neverwinter game installed, but do not have SoU or HotU installed.
Click Here
http://files.bioware.com/neverwinternights...9_to1698105.zipClick Here
http://files.bioware.com/neverwinternights...5_to1688099.zipPlease grab both files (beta patch and revert patch).
If you were running the 1.69 Beta 5 patch. You will need to run the updater to revert back to 1.68 and then remove the 1.69 Beta 5 patches from your Neverwinter nights directory, before the updater will be able to install the 1.69 Beta 6 patches (which need to be placed in you Neverwinter Nights directory).
If you forgot to download the 1.69 Beta 5 revert patch you can download it from here:
Click Here
http://files.bioware.com/neverwinternights...4_to1688099.zipThe Mac 1.69.8105 Beta 6 patch is comming soon.
The Linux 1.69.8105 Beta 6 patch is comming soon.
Let me know if you experience any problems at all.
You can report any bugs you find to mailto:nwbugs@bioware.com,mailto:nwexploits@bioware.com or mailto:nwtoolsetbugs@bioware.com (depending on whether they are game bugs, game exploits, or toolset bugs).
One of the big differences between this patch and previous patches is the huge amount of new content that we included from our Premium Modules program.
We would especially like feedback on the new horse scripting system.
In addition would like to hear back about any bugs that can be found with the new content ( i.e. tilesets, creatures, placeables, Purple Dragon Knight prestige class, etc ). I hope all you builders out there will try out the beta patch and report any issues you find.
I hope to release Linux and Mac Beta 6 patches some time soon.
The previous 1.69 Beta 5 thread can be found here:
Click Here
http://nwn.bioware.com/forums/viewtopic.ht...615908&forum=42The previous 1.69 Beta 4 thread can be found here:
Click Here
http://nwn.bioware.com/forums/viewtopic.ht...614397&forum=421.69.8104 (Windows/Mac/Linux and non-expansion pack Beta) Beta 5 Patch Now Available (Discuss). http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=Risponde CW :The windows 1.69 Beta 6 Patch is now available for download.
Please continue the 1.69 Beta patch discussion in the new thread:
Click Here
http://nwn.bioware.com/forums/viewtopic.ht...618952&forum=42Thanks,
Craig.
1.69.8105 (Windows including non-expansion pack version) Beta 6 Patch Now Available (Discuss). http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=CITAZIONE
- Added new nwnplayer.ini file setting to restore the remaining spell uses from the character file on log in to a "server vault" server. This option defaults to off.
[Server Options]
Restore Spell Uses On Login=0
THANK YOU! Finally.
Every multiplayer server admin has always dreaded dealing with this issue. Every PW out there is gonna kiss your feet.
Risponde CW :I only really tested this with Wizard spells. If you guys could do some testing with the other character classes to make sure their spells are working properly too, that would be great.
Thanks,
Craig.
Instructions to install patch pleasehttp://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=Risponde CW :Installing the Beta Patch:
Download the two Beta patch .zip files. DO NOT unzip these files.
Place the two .zip files in your Neverwinter Nights install directory.
Run NWUpdate. This will install the Beta patch.
Uninstalling the Beta Patch:
Make sure you have the correct 'uninstall patch' that you downloaded in your Neverwinter Nights install directory.
Run NWUpdate. NWUpdate will use the local .zip patch file that will uninstall the Beta patch.
Press the Update button.
You will be notified that the Beta patch has been removed and that you are now back to the previous version.
Delete the two Beta patch .zip files from your Neverwinter Nights install directory.
1.69.8105 (Windows including non-expansion pack version) Beta 6 Patch Now Available (Discuss).http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=Risponde CW :I updated my original post to include links to beta patches for those people that do not have either of the expansion packs installed.
1.69.8105 (Windows including non-expansion pack version) Beta 6 Patch Now Available (Discuss).http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=CITAZIONE
Back on topic now: ok since the beta 4 patch i have been experiencing a walk mesh problem. whenever i exit a transition my toon gets stuk for a few seconds(i have to click somewhere almost off viewing area to get unstuck, arrows wont even work) So i was wondering is this is just a default beta debug or an actual problem that people just havnt noticed or just didnt think it was bad enough to post. Anyway keep of the awesome work BIOWARE! Keep em coming almost there
Risponde CW :Could you send in a copy of the module you are using (with the start location near the transition that you are about to go through that exhibits the problem?
It sounds like there might be a bad walk mesh on a tile and the module may help us identify which one.
Please send a copy of the module to mailto:nwbugs@bioware.com
1.69.8105 (Windows including non-expansion pack version) Beta 6 Patch Now Available (Discuss).http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=CITAZIONE
is the beta still open for old bugs to be fixed, or is this too late now?
Risponde CW :We're getting very close to finalizing the 1.69 patch.
We will still fix bugs that are reported, but we are getting more strict about what gets fixed.
The sooner bugs are reported to mailto:nwbugs@bioware.com , the more likely it is that they might get addressed. If you wait, they will most likely never get addressed as we are quickly running out of time before 1.69 will be released.
Thanks,
Craig.
1.69.8105 (Windows including non-expansion pack version) Beta 6 Patch Now Available (Discuss).http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=CITAZIONE
I hesitate to ask this, but having been other wise ocupied for a little over a month I have not been keeping up with all of the changes and updates.
Has there been any news, determination ect on the issue of the DM client crashing if there are more than 16K items on any one of the palettes?
Also let me throw in my 2 coppers and say to everyone who has had thier fingers in the pot that is the 1.69 update. Huszza!
Risponde CW :I've spent a fair bit of time looking into the DM palette related crash, but unfortunately I'm no closer to a solution. I suspect we may not be able to address this one before the final 1.69 patch is done.