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Vault -Forum BioWare mese di Febbraio 2008
view post Posted on 26/2/2008, 00:18Quote
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Front Page Vault - Forum BioWare -Febbraio 2008- Rispondono alle domande degli utenti sul forum BioWare B. Chung - C. Welburn - S. Woo- D.French
Here are the latest posts from the Official Forums made by the developers. Please note these are only one part of the thread, and should not be taken out of context. If you find any forum threads we may have missed or you think should be in the highlights

1 Febbraio

Brian Chung - Technical Artist
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
1.69 patch discussion (part 18)

CITAZIONE
aside from larger fonts for high resolution,
the ability to set grass length on the area properties i think would be cool to have. This small change can drastically change the appearance of an area.

Risponde BC :
You can change the grass height and colour on a per tileset basis, as well as point to a different texture and set it's density. It's not the same as per area mind you, but it's already possible if you use a HAK.

2 Febbraio

Brian Chung - Technical Artist
1.69 patch discussion (part 18)
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
CITAZIONE
Now that the beta's are rolling along, is it no longer possible to use the bw_* haks from Brian's updater WITHOUT the beta installed?

Risponde BC :
I'm probably hitting some resource limit if you use the auto hak updater. It's probably safe to stop using it now, until I get around to cleaning it up for the "1.70" stuff.

Craig Welburn - Live Team Programmer -
1.69.8104 (Windows) Beta 5 Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
The fifth 1.69.8104 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_to1698104.zip

Click Here
http://files.bioware.com/neverwinternights...4_to1688099.zip

Please grab both files (beta patch and revert patch).

If you were running the 1.69 Beta 4 patch. You will need to run the updater to revert back to 1.68 and then remove the 1.69 Beta 4 patches from your Neverwinter nights directory, before the updater will be able to install the 1.69 Beta 5 patches (which need to be placed in you Neverwinter Nights directory).

If you forgot to download the 1.69 Beta 4 revert patch you can download it from here:

Click Here
http://files.bioware.com/neverwinternights...3_to1688099.zip

Let me know if you experience any problems at all.

You can report any bugs you find to nwbugs@bioware.com mailto:nwbugs@bioware.com
, mailto:nwexploits@bioware.com nwexploits@bioware.com or
nwtoolsetbugs@bioware.com 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. 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 5 patches some time next week (along with versions of the Beta 5 patch for people without the expansion packs installed).
The previous 1.69 Beta 4 thread can be found here:
Click Here
http://nwn.bioware.com/forums/viewtopic.ht...614397&forum=42

3 Febbraio

Brian Chung - Technical Artist
1.69.8104 (Windows) Beta 5 Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

CITAZIONE
I got a question for you tileset guys and bioware. I have always noticed the tileset fixes in the patches...now if I used an older set of tiles before the fix...is it possible for my older tiles to cause my mod to crash? Should we rebuild our areas with the most up to date tiles?

Risponde BC :
It shouldn't be the case, as the area would reference tile X from the .SET file and the game would use the most recent tile available (and we hope, one that wouldn't crash the game). I know I've fixed a couple tiles that would cause the game to crash when you mouse over the tile (bad walkmesh).

1.69.8104 (Windows) Beta 5 Patch Now Available (Discuss). http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

CITAZIONE
OK, is the Tropical tileset supposed to be devoid of main lights? I could swear there used to be lights but taking a look at the toolset in beta 4 (and also now in beta 5) I noticed there are -no- main lights anywhere.

Risponde BC :
Whoa, there aren't... I never noticed this... I should be able to do a very fast copy/paste from the ASCII .MDL file on those tiles missing mainlights. Guess since it's not a game breaker, no one really noticed.


1.69.8104 (Windows) Beta 5 Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=


CITAZIONE
i don't know if this been asked before but, will this patch fix the many textures problems people been having aswell as the black screen issue?

Risponde BC :
It's more of a driver issue, as the latest Nvidia drivers supposedly fixes it. I know I'm not seeing any black screen on start up. Using Forceware 169.28 beta.


CITAZIONE
Does this version solve the terrible performance problems being experienced by people with Nvidia graphics cards, and as described on the Technical forums

Risponde BC :
From what I gather, it's due to Nvidia dropping support for OpenGL 1.3 and palette textures that NWN uses on 8000 series GPUs. It's highly unlikely we'd be able to modify the graphics engine at this stage to fix it.

CITAZIONE
Could you please check the walkmesh (or whatever is used in NWN1) for the City Exterior: Elevation Tower 1 tile? I've always had trouble waking around and getting stuck on that one.

Risponde BC:
Adjusted the WOK faces, seems to be ok now, the pathfinding doesn't get as confused due to the doorway.


CITAZIONE
i sent a bug report in email to you guys a couple weeks ago and it must been either lost or ignored. it included a module pointing out the exact point of error in a tile. anyway, i just installed the new patch and its still not fixed.

Risponde BC :
Got it, thanks.


CITAZIONE
I don't mean to be superficial, but I find myself not really wanting to use Robe003 anymore for girls, and it just struck me that the reason for this might be a bug rather than intentional.

Risponde BC :
Not sure, we might have been adjusted some to fix some clipping issues with cloaks and horses, but AFAIK, we haven't touched the base robes. Might have always been like that, I know there are issues with hips and animations and it might have been done like that to resolve it, but the sleeved wizard robe does not have the big hips while the sleeveless one does.


CITAZIONE
While this will not fix the Black screen of death it will remove the White Texture bugs that are related to the .DDS having blank Alpha's for Nvida Cards.

Risponde BC :
I'm not sure of what bug you're talking about - with and without the removal of the alpha channel on those textures, I don't see any difference on my Nvidia 8800GT. The environment mapping works as designed. Much like the black screen on load, I guess it might be a driver issue which the latest drivers resolve? What version are you using?

Edited by Cattaneo R - 26/2/2008, 12:22

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view post Posted on 26/2/2008, 11:35Quote
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4 Febbraio

Brian Chung - Technical Artist
1.69.8104 (Windows) Beta 5 Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

CITAZIONE
I have the 169.28 forceware winxp 32bit english beta Drives but have not loaded them just yet

.
Risponde BC :
I'm using 169.28 beta right now and I don't see it, can you test it out too, please? I don't really want to remove the alpha channel as some of the textures have shiny bits on belt buckles and such.


CITAZIONE
Also I have tile set bugs that I summited to you about last week in the form of a module did you get it Brian?

I hope that helps if you need help let me know, oh Barry_1066 had the Texture problem if you need to ask someone else

.
Risponde BC :
I'm going to need the actual tile names, saves me having to hunt around for them.

1.69.8104 (Windows) Beta 5 Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

CITAZIONE
Ruins bug, A black floating mesh in tdr01_f44_01
Ruins bug, floating mesh in tdr01_g17_02
Missing Source lighting in tile tdr01_g01_01
Missing Source lighting in tile tdr01_g01_01
Missing Source lighting in tile tdr01_g09_01
Missing Source lighting in tile tdr01_f45_01
.Wok mesh Bug in Sewers tile set, in tile tds01_d07_01, Pipe you can walk right thru.
.Wok mesh Bug in Sewers tile set, in tile tds01_d04_01, Pipe you can walk right thru.
Same .Wok mesh Bug, in Sewers tile set, different Pipe in tile tds01_d04_01, you can walk right thru.

Risponde BC :
Fixed, along with the other bugs listed in the mod.

The mod was named Brain not Brian.


Craig Welburn - Live Team Programmer -
1.69.8104 (Windows) Beta 5 Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

CITAZIONE
I got a question for you tileset guys and bioware. I have always noticed the tileset fixes in the patches...now if I used an older set of tiles before the fix...is it possible for my older tiles to cause my mod to crash? Should we rebuild our areas with the most up to date tiles?
It shouldn't be the case, as the area would reference tile X from the .SET file and the game would use the most recent tile available (and we hope, one that wouldn't crash the game). I know I've fixed a couple tiles that would cause the game to crash when you mouse over the tile (bad walkmesh).
Yeah I figured there was a possibility that a bad tileset could crash the game, but that would be near impossible for a mod builder to detect...so I am not going to build any areas until after the final patch is released in the hopes that I can minimize crashes due to older tileset bugs. Thanks for answering my question Brian!!!

Narc

Risponde CW :
Actually what we really need it for people to build areas BEFORE the final patch is released and report any crashes (or other bugs) that they encounter. That way we can fix them before the final patch is released.
If there are any more tiles in the Beta patch that might be causing crashes or other bugs and you wait for the final patch to build you module, then the crashes/bugs will still be there when the patch is released. And as this is our last patch the bugs will never get fixed and patched into the game.
However, if you report any bugs in the Beta, we can fix those before the final patch is released and the fixes will retroactively fix the module you built with the Beta patch as well (once you upgrade to the final patch).
Thanks,
Craig.

1.69.8104 (Windows) Beta 5 Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

CITAZIONE
Sent all my findings of typographical error in the original NWN OC, Prelude chapter to nwbugs@bioware.com
regards,
JFK

Risponde CW :
Thanks for that. The amount of spelling mistakes and typo's that you guys have sent in has been staggering! I had no idea there were still that many left.
Thanks again,
Craig.

Hating Everything Nerfed!!
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

CITAZIONE
Owen shot a nerf dart at me the other day.

Risponde CW:
It hurt.
Yeah and we've both got plenty more where that came from.
Now get back to work and finish fixing all those tileset bugs, or else!
Craig.

5 Febbraio

Brian Chung - Technical Artist
1.69.8104 (Windows) Beta 5 Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

CITAZIONE
Just a quick question, is there a tenative date set for the full patch to be availiable, or is this one of thoes "we're going to tweak it untill it's perfect" things?

Risponde BC:
We're going to tweak it until it's perfect.

6 Febbraio
Brian Chung - Technical Artist

Animation
http://nwn.bioware.com/forums/viewpost.htm...m=48&highlight=
Max/gMax measurements are 1 max unit = 1 centimeter.
Risponde BC :
Default doors are 2m wide by 3m tall, thickness usually averages at 20cm.
Tiles are 10m by 10m across, height can be anything. Actual tile geometry can be larger or smaller, but the walkmesh for the tile MUST lie on -5m to +5m on the X and Y axis, it can't overlap or be short.

8 Febbraio

Stanley Woo - Quality Assurance -
Impossible to run the game under winXP after upgrading hardware
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
Risponde SW :
Please keep tech questions in the Tech Support (Self-Help) forums. And it's called "Self-Help" because it's the community helping each other out, so please be patient and respectful with the techies there. Thank you.
End of line.

Hating Everything Nerfed!!
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
Risponde : SW :
10-page lockdown. If you wish to continue this discussion, please start a new thread. Thank you.
End of line.


Craig Welburn - Live Team Programmer -
1.69.8104 (Windows/Mac/Linux) Beta 5 Patch Now Available (Discuss).
Risponde alle domande CW :
The Mac 1.69.8104 Beta 5 patch is now available.
Click Here
http://files.bioware.com/neverwinternights...ta5_English.zip

1.69 Beta 5 Patch now available for Mac.
Risponde CW :
The Mac 1.69.8104 Beta 5 patch is now available.
Click Here
http://files.bioware.com/neverwinternights...ta5_English.zip

1.69.8104 (Windows/Mac/Linux) Beta 5 Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
Risponde CW
The Linux 1.69.8104 Beta 5 patch is now available.
Click Here
http://files.bioware.com/neverwinternights...eta5_xp2.tar.gz

The Linux 1.69.8104 Beta 5 Patch is now available.
http://nwn.bioware.com/forums/viewpost.htm...m=72&highlight=
Risponde CW :
The Linux 1.69 Beta 5 patch is now available.
Click Here
http://nwn.bioware.com/forums/viewtopic.ht...615908&forum=42
The direct link to the Beta 5 patch file is here:
Click Here
http://files.bioware.com/neverwinternights...eta5_xp2.tar.gz

9 Febbraio

Craig Welburn - Live Team Programmer -
1.69.8104 (Windows/Mac/Linux) Beta 5 Patch Now Available (Discuss).
Risponde CW :
Ok I've posted a non-expansion pack version of the 1.69.8104 Beta5 patch (and revert patch).
These files are for those that have the base Neverwinter game installed, but do not have SoU or HotU installed.
If anyone downloads and tests out these patch files could you post back and let me know if things are working for you?
Click Here
http://files.bioware.com/neverwinternights...9_to1698104.zip
Click Here
http://files.bioware.com/neverwinternights...4_to1688099.zip
Thanks,
Craig.


10 Febbraio

Brian Chung - Technical Artist
Bad visual lag in NWN...
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

CITAZIONE
and I'm not sure why. I have 1gb ram, 32ghz cpu speed, and well within the spects of the game. I'm having a sneaking suspicion that it doesnt like my onboard video card. could that be it?

Risponde BC:
If you had a CPU capable of 32GHz, you could do software rendering and outperform octo-SLI 8800GTXs!
OK, I'll stop now.

Craig Welburn - Live Team Programmer -
Bad visual lag in NWN...
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
Risponde CW :
Do you have a dual core machine? There is a known issue with using dual core machines that is often reported as "lag".
Read the following information and solution if you do:
http://nwn.bioware.com/support/known.html#50
In the future, tech support issues should be posted in the Tech support (self-help) forums.
Hope that helps,
Craig.

12 Febbraio
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=
CITAZIONE
Is the new "Screenshots go in subdirectories" working for anyone? I just tested with Infinite Dungeons under Linux and the screenshots were still in the main directory, although they are now named differently (but not with the modules name).

Risponde CW
Looks like that may be a linux specific issue (linux handles pathing a little differently than Windows and I missed changing this when porting over the changes, it shouldn't be too hard to fix that up).

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=

CITAZIONE
I am seeing a wierd bug in the toolset with patch 5.
the problem is with items, and showes up in the item property window. I have seen it with imported items, and with standard pallette items placed into a area.
what happens is in the window the item fails to appear in the models window, and a error message of "Floating point division by zero" pops up, followed by "Assess violation at address 10151A93 in module 'ialmgicd.ddl'. Read of address 0C67C418 this particular instance is with the standard dragon blood item, Standard, misc, other.
The appearance tab has the correct picture selected, it just doesn't show up in the model window as the bag.
Once this error pops up, and I have seen it happen on several different items, none of the models will show up in the properties window. The toolset has to be exited, and restarted. I can send a copy of the mod this is occuring in, just let me know where.
thanks for looking into this.

Risponde CW :
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).
If you attach a copy of your module and describe what you need to do to make the problem occur, that would help a lot.

13 Febbraio

Brian Chung - Technical Artist
Toolset + Linux
http://nwn.bioware.com/forums/viewpost.htm...m=46&highlight=
Risponde BC :
Unfortunately you're going to have to accept it, zots on NWN support is extremely limited (as in, currently 2-3 people, who are working on NWN part-time).
You could look at things like WINE or VMWare, however, I don't have any knowledge about how usable they are.




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view post Posted on 26/2/2008, 12:12Quote
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Status: Offline: ultima azione eseguita il 26/12/2009, 01:52


14 Febbraio

Derek French - Live Team Producer - NWN
Neverwinter Nights Diamont vs vista
http://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 Artist
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=

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=

CITAZIONE
Just curious. Why does the http://nwn.bioware.com/support/patch.html page still list the Beta 3 patch as current?

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 Febbraio

Brian Chung - Technical Artist
patch 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 Febbraio

Brian Chung - Technical Artist
Override 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 Febbraio
Brian Chung - Technical Artist
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=

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 Febbraio

Stanley 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 Febbraio

Brian Chung - Technical Artist
patch 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 Febbraio

Brian Chung - Technical Artist
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 :
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 patch
http://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 Febbraio

Brian Chung - Technical Artist
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 :
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.zip
Click Here
http://files.bioware.com/neverwinternights...5_to1688099.zip
There 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.zip
Click Here
http://files.bioware.com/neverwinternights...5_to1688099.zip
Please 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.zip
The 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=42
The previous 1.69 Beta 4 thread can be found here:
Click Here
http://nwn.bioware.com/forums/viewtopic.ht...614397&forum=42

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 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=42
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
- 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 please
http://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.

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view post Posted on 27/2/2008, 17:07Quote
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Millennium Member

Group: Administrator
Posts: 1205
Location: Prov. Milano


Status: Offline: ultima azione eseguita il 26/12/2009, 01:52


23 Febbraio

Brian Chung - Technical Artist
1.69.8105 Beta 6 (Linux/Mac/Windows plus non-expansion pack version) Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

CITAZIONE
I added a section on Creature Scaling to the Builders' Guide (see link below).

Risponde BC :
Hey, wanna put a copy of your guide here?


Craig Welburn - Live Team Programmer -
1.69.8105 Beta 6 (Linux/Mac/Windows plus non-expansion pack version) Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
Risponde CW :
Mac and Linux 1.69.8105 Beta 6 patches are now available.
Please see my initial post in this thread for the links.
Craig.

1.69.8105 Beta 6 (Linux/Mac/Windows plus non-expansion pack version) Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

All right, with the help of The Sneaky Sneaker (who logged in to help test this), I can confirm that Restore Spell Uses On Login=1 works correctly for all character classes and spell levels.

CITAZIONE
We inadvertently discovered a minor, unrelated bug in the process, though: All summoned dire creatures (at least I - VI, possibly the elementals too) leave a PC Properties creature item as loot when killed. Other summoned creatures I tested (Mordenkainen's Sword, Planar Binding spells) don't have this issue.!

Risponde CW :
Thanks for the update on both those issues
It looks like we may have a fix for the "PC Properties" issue on summoned creatures.


1.69.8105 Beta 6 patch now available for Mac.
http://nwn.bioware.com/forums/viewpost.htm...m=71&highlight=
Please see the Beta 6 patch thread in the General discussion forum for more information.
Risponde CW :
Click Here
http://nwn.bioware.com/forums/viewtopic.ht...618952&forum=42

Linux 1.69.8105 Beta 6 Patch now available.
http://nwn.bioware.com/forums/viewpost.htm...m=72&highlight=
Please see the Beta 6 patch thread in the General discussion forum for more information.
Risponde CW :
Click Here
http://nwn.bioware.com/forums/viewtopic.ht...618952&forum=42

1.69.8105 Beta 6 (Linux/Mac/Windows plus non-expansion pack version) Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
CITAZIONE
I'd like to chime in with confirmation of the transition pausing bug. Playing the OC, SoU, or HotU campaigns in linux once transitioning to any area there is a 3 second or more pause before your PC can move at all. Feels like something is caching, textures, dunno, once thats complete movement returns to normal. I don't see how sending a module will help since it happens in every transition in the OC.

Risponde CW :
This appears to be caused by changes to the nw_g0_transition script (to support horses). A delayed ClearAllActions() call is causing the player's character to stop moving.
We believe we have a fix for this issue.

24 Febbraio

Brian Chung - Technical Artist
1.69.8101 Horse Script Testing (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
Risponde BC :
I think given the level range of WCoC, we only need that many, or that the bottom limit was -50 and we can't go lower. I'll have to check in the iprp_neg10cost.2da.

1.69.8105 Beta 6 (Linux/Mac/Windows plus non-expansion pack version) Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

CITAZIONE
I don't know how to post a screen shot of this, sorry. When in the Castle Exterior, Rural tileset, and you place two grassy tree tiles next to each other in a straight line and then place two Lake/Moat tiles next to them there is a weird white shape inside the trees that is visible in the toolset and in the game

.
Risponde BC :
Can you provide the tile names? In the toolset hover over the offending tiles and look at the status bar at the bottom, it should say something like "tno01_a04_01", it'll help us narrow down and identify the problem tiles faster to be fixed.


1.69.8105 Beta 6 (Linux/Mac/Windows plus non-expansion pack version) Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

CITAZIONE
With so much Bioware additions to the tails I wonder if Crag can expand tails again from 750 to 1500 or more, humm worth asking.
CEP Tailmodel.2da is now up to line 353 with beta 6 and I have need of more tail lines for upcoming projects like ridable tigers, bears, wolves, and a few other surprises.
These lines are getting eaten fast.

Risponde BC :
The max for tailmodel.2da or wingmodel.2da should be up to a 32-bit long int, not sure if it's signed or unsigned, but you're looking at a minimum of 2 billion, or 4 billion depending.
If you tell me that isn't enough, I'm slapping you with a trout.

1.69.8105 Beta 6 (Linux/Mac/Windows plus non-expansion pack version) Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

CITAZIONE
I've noticed a couple things with the creature scaling.
The highlighting outline when you mouse over the creature stays the full size rather than scaling with the creature.

Risponde BC :
Yeah, I think the highlight geometry code occurs before the wing/tail scaling code. Don't think there's much we can do about this.

25 Febbraio

Stanley Woo - Quality Assurance -
patch 1.69 disscussion(part 19)
http://nwn2forums.bioware.com/forums/viewp...=122&highlight=
Risponde SW :
10-page lockdown. If you wish to continue the discussion, please start a new thread. Thank you.
End for line.

Brian Chung - Technical Artist
patch 1.69 disscussion(part 19)
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=


CITAZIONE
And for the other stuff, that I noticed is that the Wight as seen in the link below, still has the Cloths issue, whenever it moves, it seams that the cloth strap falls and will not move back to its original position, I believe this to be caused, by a faulty link to the torso.
http://nwvault.ign.com/fms/Image.php?id=111140

Risponde BC :
This took awhile, even though there's no animation keys for the sash, it kept getting skewed and I couldn't figure out why. Even parenting it to the Impact node or Root I ended up merging it into the torso and it seems to fix the problem. I hope.

CITAZIONE
And the other is that the Dire Rat is using a 64x64 .dds texture instead of the 512x512. dds texture when using the 64Meg settings.

Risponde BC :
Got it.

1.69 patch
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

CITAZIONE
It was really simple to do, but that little bug still grits on me and I had to eventually pull it off myself

Risponde BC :
I knew I forgot something..

Craig Welburn - Live Team Programmer -
1.69.8105 Beta 6 (Linux/Mac/Windows plus non-expansion pack version) Patch Now Available (Discuss).

CITAZIONE
Thanks for fixing the "save screenshots in screenshots directory" issue under Linux. For normal modules it seems to work as it should. The premium modules seem to all save to "Neverwinter Nights -" instead of the full module name.

Risponde CW :
I'm glad its working for you now.
The name gets truncated to something like 16 characters and all the Premium Modules start with "Neverwinter Nights - <module name>", so yeah they'll do that. Its by design.
Still this should be a big improvement over how they used to work.


26 Febbraio

Brian Chung - Technical Artist
Local Variable based Item scripting and PC persistance
Risponde BC :
Try using the Get/SetDescription() feature to store and retrieve the localvar values from the item's description.

Hovering NPCs
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
Risponde BC :
Is it possible? Yes, but this is better asked in the custom content area.

1.69.8105 Beta 6 (Linux/Mac/Windows plus non-expansion pack version) Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
CITAZIONE
The problem with head/helmet combos is the sheer number that you'd require. Heads are capped to 255, it wouldn't be a matter of the amount of work to do. It's simply not an option.
Granted I'm not a modeler, but I'm not sure I follow the problem completely. Total current stock heads + (non-helmeted heads x 3) = >255?

Risponde BC :

* gender(2) * race(6) * phenotype(2) = number of models you'd have to modify.

Craig Welburn - Live Team Programmer -
1.69.8105 Beta 6 (Linux/Mac/Windows plus non-expansion pack version) Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

CITAZIONE
GetDescription is bugged:
If an item has an Item Type Description set, this is returned, even if there is an Identified Description
Try GetDescription() on a standard potion of cure light wounds and you'll see that what is returned is not what the player sees.
Perhaps GetDescription could get an extra parameter to specify this?
Thanks
Bug report sent.
Yes please fix this is super important especially for persistent data systems.

Risponde CW
Wow, its hard to believe that with all the requests for this scripting command over the last few years, this is the first time someone has reported an issue with it not working properly.
I've put in a fix for this issue. No extra new parameter needed.

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view post Posted on 3/3/2008, 12:03Quote
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Millennium Member

Group: Administrator
Posts: 1205
Location: Prov. Milano


Status: Offline: ultima azione eseguita il 26/12/2009, 01:52


27 Febbraio

Brian Chung - Technical Artist
1.69.8105 Beta 6 (Linux/Mac/Windows plus non-expansion pack version) Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
Risponde BC :
Make a bald head, then parent the wing node to the head.

Ta-da, you've got your open-faced helms, hats, hair - and you can possibly PLT it too so hair matches the PC's hair colour.

If someone was creative, you can make the hair a skinmesh and have the hair animate so you can get long hair when the PC moves about. Basically the same system with how tails, wings and horses play the same animation name as the PC, but doesn't necessarily have to be the same animation.

If only I had more time...

Visible open-face helmets and the like - possible?
http://nwn.bioware.com/forums/viewpost.htm...m=48&highlight=
Risponde BC :
Actually I was thinking the regular heads being bald, and applying hair/helms/etc as wing or tail nodes. I'll admit I didn't think much about the whole helmet-replaces-head bit, as I was focusing more on hair styles and length.
However, you could script it so when the head gets replaced, apply the wing node as a bare head (since we do have 2 billion+ index numbers now), since any existing hair/hat, etc. has to get removed anyway.

So you need to support and switch between two systems:

1) helms replacing the head, so heads as wing nodes.

2) dynamic head-stuff, so various hair styles, earrings, masks, pony tails, crowns, etc., as wing nodes.

Local Variable based Item scripting and PC persistance
http://nwn.bioware.com/forums/viewpost.htm...m=46&highlight=

CITAZIONE
Not "the character vault", but "the local vault". Local variables are preserved for server vault characters, so all you (probably) have to do is make your test case a better approximation of your live case by using a server vault test character instead of a local vault one. You might need to actually test in multiplayer mode, too. Not sure about that one.

Risponde BC :
I think localvars get purged when the server restarts (much like single-player). If the server stays up, it retains the PC in memory. Not 100% sure on this mind you, but a warning just in case and something to check to see if the localvars persist between server restarts.

Anyway, I guess the summary of all this is you can't really rely on localvars since there's no guarantee they carry over. Heck, a CopyObject() probably won't replicate the localvars either, and there's no way to get a list of localvar strings to copy.

Hence doing something like having an obscure string in your description that you can parse, like:

datatype|identifiername|value


Craig Welburn - Live Team Programmer -
1.69.8105 Beta 6 (Linux/Mac/Windows plus non-expansion pack version) Patch Now Available (Discuss).

CITAZIONE
-After changing the Grass Far Render Distance= from 900.0 to 1800.0 or even 3600.0, there no difference. I have it in NWN.ini in the Display Options section per the patch instructions.
Has anyone got this working?

KirbyEF

Risponde CW :
It appears there is an error in the patch notes. The ini section should state [Video Options].

The game should create the default setting for you when you run the game.

28 Febbraio

Stanley Woo - Quality Assurance -
no spoilers allowed! ? really?
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
Risponde SW :
Thanks for the suggestions. I've passed it along.

End of line.

looking for Elite Builder Will Pay
Risponde SW :
This doesn't belong in this forum. Thank you.
End of line.


Brian Chung - Technical Artist
1.69 patch
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
Risponde BC :
Is anyone checking the visualeffects.2da?

1.69 patch
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
CITAZIONE
Actually, I can't figure out how to view the 1.69 beta 2da files. Seems like all the 2da files I can find under the NWN directory (like the ones in \source) are all from an older version

.
Risponde BC :
Grab NWNExplorer, then browse NWN:HOTU Patch Data->data\xp2patch.bif->Game Data->visualeffects.2da

o_O what?
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
Risponde BC :
Try logging in, then logging out, then logging back in and set your login preferences to always consider yourself logged in. That might force the browser cookie settings that have messed up to be reset and hopefully fix the problem.

How do models "know" which texture they have?
http://nwn.bioware.com/forums/viewpost.htm...m=48&highlight=
Risponde BC :
Probably the same reason you don't see an extension in the bitmap line in the ASCII MDL file:
The engine looks for .DDS first, then .TGA then .PLT versions. So .DDS overrides .TGA, which overrides .PLT.
You need to remove the .TGA in order to see the placeholder .PLT

29 Febbraio

Craig Welburn - Live Team Programmer -
1.69.8105 Beta 6 (Linux/Mac/Windows plus non-expansion pack version) Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

CITAZIONE
Anyone have idea which parts of the patch are most likely to have bugs at this stage?

Risponde CW :
Any of the things that are listed in the patch notes as being added, or changed (since the 1.68 version, or since a previous 1.69 beta patch) are the most likely areas to have introduced new bugs at this stage.
Its also possible that the changes made for 1.69 may have introduced new bugs into the official campaigns.
There is one earlier post indicating that the Gem Grinder in SoU may now be broken. If someone else could verify whether or not it is working, that would help a lot.

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4 replies since 26/2/2008, 00:18
 
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