Vault -Forum BioWare mese di Marzo 2008

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Cattaneo R
view post Posted on 5/3/2008, 12:08




3 Marzo

Chris Priestly - Community Coordinator -
Which NWN has more players?
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
Risponde alle domande CP
And I agree with Cinn. If you do not want it (or other threads) locked, then A) keep things on topic and B) don't bash the devs. We welcome opinions here, even those who did not enjoy something abour game or have criticism of the game/the Devs or whatever. HOWEVER, the rules of conduct will be observed here.
As Cinn says, keep things on topic and constructive and things will continue as normal.



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
The toolset will not open if the nvidia control panel "threaded optimization" option is not set to auto or on. The error message is "Could not create 3D preview window. Please check that you are running the latest drivers for your video card. This program will now exit." Then it says "Abnormal program termination". Setting it to auto or on fixes the problem

.
Risponde BC
Uh, do you have your PCIe in slot 2 in a SLI/Crossfire capable motherboard? I moved mine over to get some clearance for a case fan and got the same error on the toolset.
Ended up discovering that the case fan should have faced the other direction anyway, so I moved it back to PCIe1, the PCIe power cable now rests on the fan's frame. And no more "can't create 3D preview window" error messages.

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
Out of curiosity, Since creatures will be resizable, will VFX that might occompany some of the creatures be resizable too?

Risponde BC
No, since the VFXs are on the parent creature, not the "tail" model. It's the same as size categories, I have no way of knowing what model is being used, I can't account for hand nodes for weapons, spell effects or the like.
There's not much one can do, as the only solution is to scale it properly - fire up gMax/Max and scale the creature, so the nodes are all in the right place and such.
On the same note, I just went through the appearance.2da and added all the models to the tailmodel.2da. Obviously, the parent model matters, as S-animation models won't work on an invisible F parent and vice versa. So I've organized the types by race and animation type to make it easier for people to link them to the right type


4 Marzo

Chris Priestly - Community Coordinator -
Gary Gygax has passed away
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
Risponde CP
I just heard that E. Gary Gygax, co-creator of Dungeons and Dragons, has died at the age of 69. I just wanted to give the man a shout out. It is quite possible to think that without Gary Gygax and Dungeons and Dragons, BioWare and Neverwinter Nights would not be here today.
Although it is tempting to make light at the death of the man "He must have failed a saving throw" for example, I saw this on anotehr forum and thought I'd post it here as well.

RIP DnD VIP.

Gary Gygax has passed away
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
Risponde CP
Penny Arcade tribute
http://www.penny-arcade.com/comic/2008/03/04


Stanley Woo - Quality Assurance -
POLL: 3rd NWN1 expansion
Risponde SW
Sorry, but we don't have user poll functionality in the forum
End of line.


Brian Chung - Technical Artist
The Extent of Custom Content
http://nwn.bioware.com/forums/viewpost.htm...m=48&highlight=
Risponde BC
I figure I can do a total conversion of the Battletech board game using the NWN engine. It would be done as a cutscene however, since it would be designed to be turn-based.


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

CITAZIONE
wow, excellent Brian.
I am experiencing an issue in the OC that may be a bug. I have been working through the OC, testing the 1.69 Beta6 patch.
After levelling up from 7th to 8th level (Paladin), my henchman stopped responding to attacks, and no longer attacks anything. Issuing a 'v' chat command has no effect, nor does being attacked himself. He just stands there patiently until he dies.
Resting has no effect.
I am wondering if it could be something to do with the PC being a Paladin able to summon a mount? But the Paladin gets that ability earlier than 8th, right?
I am going back to a previous save, where I am level 7, and testing to see if it actually changes right at level up. The henchman levels up at the same time, correct?
Just thought I better report this now, as the final sounds like it is getting close.
regards,
JFK

Risponde CW
If you could zip up this save (every thing in the save subfolder for this save) and send it into mailto:[email protected], I could take a look at it and see what the problem is.
Thanks,
Craig.
 
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Cattaneo R
view post Posted on 11/3/2008, 13:19




6 Marzo

Four - Web Developer
Gary Gygax has passed away
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
Risponde WD
RIP Gary. Thanks for countless hours of fun and inspired reading.


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
Is it just me or did they remove the wing nodes from all the kobolds other than the base brown one? I was sure that the others use to have wing nodes as well

.
Risponde BC
Actually it was only added to the kobold model used for Deekin. And interestingly enough, I just added the wing nodes for the other kobolds today.


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
The rope palette template had the wrong portrait specified. It has been fixed now.

7 Marzo

Brian Chung - Technical Artist
1.69.8106 Beta 7 (Windows including non-expansion pack version) Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
Risponde BC
Just a note, it turns out a number of existing palette creature entries has the Wing/Tail node set to 205. I'm not sure why it defaults to that, but while wingmodel.2da has not populated to that number yet, tailmodel.2da has and a number of people are reporting seeing people giving a goblin chief a piggy-back ride.
We'll shift the index out so 205 is empty again, but it might be an idea if people are to place down the other default creatures on the palette and see if any others have the wing or tail node set that are NOT the goblin chief. There's no way we can change all the palette entries so it's easier to just identify the problem wing/tail entries and pad them out.


Craig Welburn - Live Team Programmer -
1.69.8106 Beta 7 (Windows including non-expansion pack version) Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
Risponde CW
The seventh 1.69.8106 beta patch is now available for download.
This beta patch currently only supports the English version of Neverwinter Nights running under Windows.
The Windows Beta patch files can be accessed directly here:
Click Here
http://files.bioware.com/neverwinternights...9_to1698106.zip
Click Here
http://files.bioware.com/neverwinternights...6_to1688099.zip
There is also a non-expansion pack version of the 1.69.8106 Beta 7 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_to1698106.zip
Click Here
http://files.bioware.com/neverwinternights...6_to1688099.zip

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

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 (i.e. the folder where nwmain.exe and nwn.exe reside).
- 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.


If you were running the 1.69 Beta 6 patch. You will need to run the updater to revert back to 1.68 and then remove the 1.69 Beta 6 patches from your Neverwinter nights directory, before the updater will be able to install the 1.69 Beta 7 patches (which need to be placed in you Neverwinter Nights directory).
If you forgot to download the 1.69 Beta 6 revert patch you can download it from here:
Click Here
http://files.bioware.com/neverwinternights...5_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 [email protected], [email protected] or [email protected] (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.
The previous 1.69 Beta 6 thread can be found here:
Click Here
http://nwn.bioware.com/forums/viewtopic.ht...618952&forum=42
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

1.69.8105 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
1.69 Beta 7 Patch is now available.
Click Here
http://nwn.bioware.com/forums/viewtopic.ht...620950&forum=42

1.69.8106 Beta 7 (Windows including non-expansion pack version) Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
CITAZIONE
Craig & Brian,
Wow. Thanks for all your hard work!
Any luck with the NWServer.exe fix that has it start in the Server Message field instead of the easily blanked Server Name field?
Sorry, didn't have time to get to this.
Also I saw that you added CPU Affinity to the Toolset. Will ya add this option to the NWServer too?

Risponde BC
This ability has always been there. However, it is a command line argument (not an ini setting).
Start nwserver.exe from the commandline as follows:
nwserver.exe -cpu 0
And that will lock the server process to CPU 0.
Hope that helps,
Craig.

1.69.8106 Beta 7 (Windows including non-expansion pack version) Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
CITAZIONE
Sweet, I had a chance to test out the CPU Affinity feature. Toolset works much better. Properties open faster, and other aspects are faster

.
Risponde BC
Now when building you can set the toolset to always default to one CPU and the game to another one for testing.

1.69.8106 Beta 7 (Windows including non-expansion pack version) Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

CITAZIONE
Am downloading the Beta7 now so I'm not sure you got to this.
In the CreaturePalStd.itp the RESREF for nw_hvywarhorse5 has an extra character (a period) at the end.
(Note this is an issue from Beta6)

Risponde BC
Yep found that, it should be fixed now in Beta 7.

Overwhelming Paladin bug?
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

CITAZIONE
There are a few bugs with the Club. I believe I've seen this issue reported before as well and I think the issues with the club are supposed to be addressed in the next patch, although you may want to check the 1.69 beta thread and report it there

.
Risponde BC
I fixed a few club related bugs, but I don't believe that was one of them.

1.69.8106 Beta 7 (Windows including non-expansion pack version) Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

CITAZIONE
I know there is no official timestamp on when it will be released but will this be the last beta or will there be an 8?
Don't want to rush things as this will be the last we get, if rumors are true, so i understand you want it to be perfect

.
Risponde BC
We'll were hoping this will be the last Beta, but that all depends on what bugs get reported.
Even if it turns out to be the last beta, there's no telling how long it will take to release the final version.


8 Marzo

Brian Chung - Technical Artist
Has anyone made an NPC control hack?
http://nwn.bioware.com/forums/viewpost.htm...m=48&highlight=
Risponde BC
Not directly like possessing a familiar, but you can sort of simulate it using instant feats and creating a pseudo-RTS control scheme.

1.69.8107 Beta 8 (Windows) Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=

CITAZIONE
this is working for the model part. it IS being replaced. the problem is, the game does not recognize the new plt texture. it is using the old texture on the new part. i made sure the new plt is named exactly as the new part and i set all the bitmap entries to null, but still it inherits the default pmh0 plt texture.
You might need to duplicate the appearance line to >481 to get custom PLTs working. From 1.68 patch notes:

Risponde BC
- Change to allow plt texture support on custom created part based creature races. Part based creatures (past row 481 in the appearance.2da) will now use a plt texture name based on the "RACE" letter specified in the appearance.2da (rather than always using the pfh0_ prefix). If your custom part based creature is past row 481 in the appearance.2da and you haven't specified the race specific PLT texture the game will use the human PLT texture by default.


Craig Welburn - Live Team Programmer -
1.69.8107 Beta 8 (Windows) Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
Risponde CW
The 1.69.8107 beta 8 patch is now available for download.
This beta patch currently only supports the English version of Neverwinter Nights running under Windows.
The Windows Beta patch files can be accessed directly here:
Click Here
http://files.bioware.com/neverwinternights...9_to1698107.zip
Click Here
http://files.bioware.com/neverwinternights...7_to1688099.zip
Please grab both files (beta patch and revert patch).

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 (i.e. the folder where nwmain.exe and nwn.exe reside).
- 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.
If you were running the 1.69 Beta 7 patch. You will need to run the updater to revert back to 1.68 and then remove the 1.69 Beta 7 patches from your Neverwinter nights directory, before the updater will be able to install the 1.69 Beta 8 patches (which need to be placed in you Neverwinter Nights directory).
If you forgot to download the 1.69 Beta 7 revert patch you can download it from here:
Click Herehttp://files.bioware.com/neverwinternights...6_to1688099.zip
The Mac 1.69.8107 Beta 8 patch will arrive at a later time.
The Linux 1.69.8107 Beta 8 patch will arrive at a later time.
Let me know if you experience any problems at all.
You can report any bugs you find to [email protected], [email protected] or [email protected] (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.
The previous 1.69 Beta 7 thread can be found here:
Click Here
http://nwn.bioware.com/forums/viewtopic.ht...620950&forum=42
The previous 1.69 Beta 6 thread can be found here:
Click Here
http://nwn.bioware.com/forums/viewtopic.ht...618952&forum=42
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

1.69.8106 Beta 7 (Windows including non-expansion pack version) Patch Now Available (Discuss).
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
Risponde CW
1.69 Beta 8 is now available (with 100% less goblin back).
Click Here
http://nwn.bioware.com/forums/viewtopic.ht...621098&forum=42

9 Marzo
Brian Chung - Technical Artist
Dedicate 1.69 to Gary Gygax
http://nwn.bioware.com/forums/viewpost.htm...m=42&highlight=
Risponde BC
Stay tuned.



10 Marzo

Derek French - Live Team Producer - NWN
NWN Diamond vs Vista Premium, HELP!
Risonde DF
Greetings:


Brian Chung - Technical Artist
1.69.8107 Beta 8 (Windows) Patch Now Available (Discuss).

CITAZIONE
I am thinking its a graphics thing since the last DDS update (maybe some loading and unloading of textures?) or its my crappy video card (nvidia 6100). Just wanted to post this to see if other people are experiencing this

.
Risponde BC
It's doubtful as the .DDS texture fixes were to various creature textures, so those resources wouldn't be loaded yet during the start up menu. Nothing GUI related was touched.
Make sure you've got the latest drivers and that there isn't something else running in the background.


 
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addseo
view post Posted on 20/6/2015, 08:50




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Thanks for posting.
 
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3 replies since 5/3/2008, 12:08   1562 views
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