If you have never attended one of our chats before, this is how
it works. There are 4 question takers - Greyhawk, Snowman, Isildur
and Loremaster are those for this evening.
If you have never used private messaging type /msg "question taker's
name" and your question. So let's get started!
First I would like to have the Bioware staff introduce themselves
- Ray would you please start?
-
Question from Kilkonie: Will I be able to upload still
images - NOT textures for models - which a player can see. For
example, I need to be able to distribute maps, notes or images
of devices, represented by an imported gif or jpeg.
Response from Bio_Trent: We are creating a number of
pre-module stills which can be overwritten by the end user.
You will have to distribute the images yourself. At our initial
release we probably won't have a ton of time for custom art
support, but after ship it is a high priority.
-
Question from [abodi]: With you losing the license for
future D&D products, what will happen to NeverWinterNights
continuing success and expansion?
Response from Bio_Trent: I'm glad Ray is here.
Response from bio_ray: The license for D&D products
is held by our publisher Black Isle/Interplay, not BioWare,
but as I understand it expansions to the NWN realm are still
feasible. Black Isle/Interplay would have to comment on any
time issues associated with their license but NWN shouldn't
be impacted by any licensure issues with Hasbro/Infogrames as
far as I am aware.
-
Question from Gnome_Korak: Could you provide more detail
on terrain height differences - can tiles have more than 1 height
differential if there is cliff edge between them? Could we create
a winding mountain switch-back trail? Could we create a plateau
tile of height 4 surrounded by tiles of height 1?
Response from bio_marc: Re: tile height changes....there
is cliff if between any height change. You can only go up at
stairs or ramps. We allow height change in city and rural, basically
anything outdoors. You can in fact make a mountain as tall as
you like, but you have to stack the tiles like a wedding cake.
Response from Bio_Trent: Only one height differential
per course of tiles.
-
Question from Orororr: How does the camera system in
NWN work? For example, when a character is placed back to a
wall, facing away from you (the player in RL), and the wall
is between the character and you...so how does the camera system
compensate? Does it automatically pan/move to a better position
(hopefully from a semi-first person view)? Also...how far can
the camera zoom out?
Response from Bio_Trent: We will have a number of camera
modes. Everything from pitching the camera up to pushing the
camera in closer to the character. When you back against a wall
the camera will attempt to zoom in by default, when it hits
max zoom in it will start to pitch up.
-
Question from Khalen_Tonal: Trent has stated that signing
up for the Beta will be on a first come first serve basis. Would
not a selection process to gain a mixture of world developers
(dms, scripters), first-time users and hard-core CRPG gamers
be better? Can anyone comment on this?
Response from Bio_Trent: When we are ready for a Beta
we will allocate a number of slots for people in the community
who we have identified through their hard work. In addition
to having an open sign up for the general populace. We pay attention
to what everyone is doing, and we will try to include a number
of our key community members. With that said, the best way to
get noticed is to work hard on your project.
-
Question from Kilkonie: Will there be a C API provided
to gain access to the scripting engine? It would be incredibly
helpful if you would allow me post and respond to triggers externally
-- connecting to a database, or my own a life-type routines.
Response from Bio_Trent: Whoa. In the initial release
we have no plans for external communication. If we have time
and sort out the security issues we'll have a look at it post
release.
-
Question from Strider: Can you give some information
on how the music will be handled? Will the DM be able to put
his own mp3s that the players have to download, or is there
a set of music files that the DM can put into his dungeons after
the feel he wants to give? And is Micheal Hoenig and/or Jeremy
Soule creating the music for NWN? If they are, please make them
make many tracks... :)
Response from Bio_Trent: We are still researching music
formats. Open AL is our Sound API, so we have to write our own
streaming software. We are looking into the "Vorbis" format,
which is an open source comparablable format. As for Jeremy
or Micheal, they are both great and we would love to have them,
we still haven't settled on a composer.
-
Question from MixlPlix22: I was wondering if NPCs can
still be affected by area scripts if they are not "on Screen"
or in the same area as PCs?
Response from Bio_DonM: I'll find MarkB.
Response from Bio_Trent: Noel?
Response from Bio_DonM: MarkB: "Yes"
Response from Bio_Rob1: =)
Response from Bio_Noel: Scripts will run on creatures
whether they are being 'observed' or not.
*Bio_Trent slaps Bio_DonM around a bit with a large trout*
Response from Marizelle: hehe
Response from Bio_DonM: Ouch!
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Question from riblet: How invasive can an active DM
be in starting and stopping scripts associated with items, areas,
mobs, etc.? Can these actions to start or stop scripts be limited
to a single attached script or portion there of?
Bio_DonM: MarkB: "With the proper hooks, a DM can be
fairly invasive. That is to say, a properly scripted module
will make this infinitely easier on the DM than a poorly scripted
one."
-
Question from Com: are you planning to implement random
dungeons? The DMG even has specific instructions for it.
Response from Bio_Rob1: With the toolset being so easy
to use (build a basic dungeon level in 5 minutes), we felt that
random dungeons weren't a priority for initial release. Maybe
a sequel.
-
Question from Krowback: in the context of the scripting
language would it be possible to set up a race wars type of
world with faction based pvp and hometowns for each of the races?
Response from bio_ray: Maybe Orcs versus Gnomes eh Trent?
;)
Response from Bio_Trent: Yes. Such a thing will be possible
via custom scripting. Gotta love those Half-Orcs baby.
Response from Bio_DonM: According to the Trent the Magic
8 Ball ... ;^)
-
Question from MrUnderhill: After the game is released
will there be continuing releases of additional artwork add-ons?
Response from bio_marc: I certainly hope so. This is
what I do for a living after all. But yes, we at Bioware are
very interested in supporting the community. We are working
on plans right now for a expansion modules, so if we get the
go ahead from Ray and the big boys we are ready to rock.
-
Question from patofiero: Will playing behind a firewall
work (X players from 1 IP)? Does the client/server have configurable
listening/connecting ports?
Response from Bio_Trent: Yes, you can set the port.
-
Question from Gremlian: How will death be handled? Can
I script it so that when a PC dies they leave behind a "body"
item, and the other PCs must bring this item back to a temple
in order to raise the PC?
Response from Bio_Rob1: There will be an OnDeath event
in the scripting language. We'll come up with a few variants
but feel free to script whatever you want. Halfling heaven anyone?
-
Question from phcrack-NWDL: What type of logging facilities
are going to be included for DMs so they can keep track of persistant
worlds?
Response from Bio_Trent: Logging for the servers will
be limited to a text file and a few stats we can keep in the
server monitor. You can also write to the log file from scripting
Noel just told me.
Response from Bio_DonM: MarkB: "We haven't finalized
what we'll be logging yet."
-
Question from SofaKing: My question: when is nwn coming
out?
*Marizelle ducks*
*Bio_Trent slaps Marizelle around a bit with a large trout*
*Vsove dives behind the bulletproof glass.*
Response from Bio_Trent: Gurrrk
Response from bio_ray: That's not an answer :)
Response from Bio_Trent: Good question. Have I ever
told you about my childhood? It was the best of times, the worst
of times. NWN is a huge game. It is still a way from shipping.
Response from bio_ray: Our focus for all of our products
at BioWare is on quality, first and foremost.
Response from bio_marc: right on!
Response from Bio_Trent: We can't really nail down an
official release date yet. We want it done as soon as it is
the best game we can make. So while we do have targets and milestones
we want above all to ensure that the game is fun, the tools
are robust and the game is as bug free as possible. In short,
it's a ways off still.
-
Question from Tarynt: When is the experience added for
kills by default? Is it added directly after score of each kill
or after all creatures in the vicinity are killed such as a
battle in other RPG where there are encounter/battles? Also
how does experience distribution of such work in parties?
Response from Bio_Rob1: By default, XP with be awarded
with each kill (or plot event). You might be able to script
other methods or simply distribute it manually as the DM. XP
will be shared equally among party members unless designated
otherwise.
-
Question from Guest503724: How much AI is already built
into a NPC? You make a NPC a ranger/sorcerer, will he automatically
know how to properly use his class skills in combat?
Response from Bio_Luke: well, first you have to train
them not to eat the villagers...
Response from Bio_Bob1: haha!
Response from Bio_Luke: whoop, wrong chat... :)
Response from Prescient: too much B&W Luke?
Response from Bio_Rob1: Slap the monkey... Pet the monkey...
Slap the monkey.... Pet the monkey... bad monkey...
Response from bio_ray: I think they meant humanoid NPCs,
not monsters Luke...
Response from Bio_Aidan: Creatures will have a AI attached
that can generically pull any available abilities that the creature
possesses. Then, they will execute them in an intelligent manner.
-
Question from GreatWyrm: Will the DM be able to modify
any racial or class skills, abilities, or disabilities to better
suit his campaign world?
Response from bio_marc: I got that....we are supporting
this by allowing players to create a sub race during character
generation. This provides a neat hook for scripting. Eg, Dark
Gnomes exist on my server only, and they get plus four vs any
Half Orc played by Trent...
-
Question from Gibbous: Will all powers related to Cleric
domains be in the game, such as a Water domain cleric's ability
to turn fire elementals?
Response from Bio_Rob1: Domains will provide clerics
with a spell at each level but we couldn't justify the dev time
needed to handle the special abilities. We felt that our time
was better spent on the skills and feats that everyone had access
to, not just one class.
-
Question from Star-Fyre: will there be rolling boulders
for traps? (ie. actual 3d spheres that you can have moving through
dungeons as traps that can crush the player if they don't outrun
it)?
Response from bio_marc: Short answer on boulders - no.,
You see you can make your own maps, so the combinations of paths
the rock could go gets complex. We don't want to have really
huge objects bouncing around. BUT! there are lots of very cool
traps. They can be placed, stolen or traded... Side note, traps
are not limited to rogues, anyone can take the skill...
Response from Bio_Luke: and if you throw me the idol,
I'll throw you the whip... but no boulders.
Response from Bio_Rob1: You can even pick them up off
the dungeon floor... if you're skilled enough.
-
Question from DekarGates: Thanks for taking my question.
Here goes: If I were running a persistent world, would my server
keep track of where my players last were, so that when they
reconnect, they will automatically spawn where they last were
before leaving? If not, could we script it to?
Response from Bio_Trent: Yes, the server will track
where they were before they left. Finally, an easy answer.
-
Question from Simuloid: Can the DM have an AI run a
PC if the player of that PC is unavailable during a game?
Response from Bio_Trent: I'd have to say no. Player
characters are 100% player controlled only. When a player leaves,
his/her character leaves. As a party you could pick up a henchman
to help out the party.
Response from Bio_Luke: In Pen and Paper this is known
as "going to tend the horses."
-
Question from {FF}Captin: the all important question
-Can we expect a Beta release of the game soon? how about the
tool set or the scripting language?
Response from Bio_Rob1: Define "soon..." =) We are planning
on having one once we get a little closer to release, however.
It will likely include the toolset as well as the game. We want
to see as much user-created content ready to go as possible,
so it's in our interest to do so.
-
Question from Travis_Storie: Do all the scripts have
to exist when a module is started, or could a DM script on the
fly? For instance if they realized they forgot something?
Response from Bio_Trent: Sadly, scripting on the fly
is not possible. When mentioned to our scripting programmer
he just got all sick looking and walked away.
Response from bio_marc: *mark b barfs on my shoulder*
Response from Bio_Rob1: Besides, it sounds like a good
way to introduce bugs... Ich.
Response from bio_marc: he caught a bug...
Response from Bio_Rob1: That's really quite disgusting,
Marc... =)
-
Question from Filnari: Where are you in the creation
process right now? Is the engine done? Working on the content?
Response from Bio_Trent: The graphics engine is functionally
complete, there is a lot of support and optimizing left. The
content is going well, probably well over the 60% mark in term
of art. The toolset is firming up and has almost hit minimal
functionality. As a whole, many of the parts are there, but
it is a way from a full game.
-
Question from RickyD: I'm wondering how the dm places
weapons and gold in the levels? Can a dm make a level full of
gold and magical swords and allow his buddies to play?
Response from Bio_Rob1: Two ways to do this: one is
to place all the gold and weapons via the toolset. The other
is to spawn them in on the fly as the DM. Either way, fun can
be had. =)
-
Question from MEkayne: Thank you guys for communicating
with us this way. Will voice communication make it in? If so
will it support voice fonts? If not, will it make it into a
future expansion?
Response from Bio_Trent: We want Voice comm. in the
game. We haven't really settled on a solution yet.
-
Question from Brand: Will item size rules be in? Can
medium sized characters use medium sized weapons with two hands?
Small armor only wearable by small characters? If so, will we
be able to set specific sizes (tiny, medium, huge, etc.)?
Response from Bio_Trent: Yes, the rules on item sizes
are in!!!! Yay. Armour is not sized though. Any armour fits
any character, male or female.
Response from Bio_Bob1: one size fits all, even gnomes.
They just itch more.
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Question from Coolfr3ak: Bioware: are you, and if so,
how are you, implementing transform and lighting into the graphics
engine? Will you support the latest graphical *features* from
things like nfiniteFX engine from NVidia Geforce 3?
Response from Bio_Trent: T&L is supported. We added
a few new effects for the GeForce3 launch and some other effects
could make a way into the game.
-
Question from Quickarrow: how will multiple languages
be handled?
Response from Bio_Rob1: Hmm. Big question. Yes, NWN
will be translated into multiple languages and yes, those versions
will be interoperable. In terms of quick-chat voice (a la Tribes),
that will auto-translate between languages (the code will just
point to different voice files). As for actual game text, it
will pick the appropriate language files for all of the dialog,
etc, on a client-by-client basis. As for custom modules, the
framework will be there so other folks can translate your module
for you and make it multi-language. Regarding player-to-player
chat, I don't think we have any auto-translation plans for our
initial release.
-
Question from dwain: How hard is it to drag yourself
away from this game, and how is play testing going?
Response from Bio_Trent: It is truly hard to drag ourselves
away from this game. We aren't playing it yet, just loading
art and looking at it, the fun stuff still has to be put in.
Running away from creatures is quite fun right now though.
Response from Bio_Bob1: hard to pull away from it for
both the fun factor, and the fear factor (trent's half-orc persona
flares up now and then).
Response from bio_marc: "Wild horses" This game is what
I've wanted to do since I was 12.
-
Question from obsidian: Are the Mac/Linux versions of
Neverwinter Nights on par with the Windows version at this point
in development?
Response from Bio_Trent: Linux trails a few weeks behind
and the Mac is in the process of getting "Carbonized".
Response from bio_marc: Like Han Solo?
Response from Bio_Trent: Carbonizing broke a number
of things with the Mac, so it is a little further behind right
now. Better than Solo, Way better.
-
Question from StormKing: I worked out a simple system
for being able to use the language skill in-game. By having
the dialogue boxes in the game show Gibberish text if you don't
have the language or English text if you DO and successfully
roll your skill in it. What's the likelihood that you could
implement the use of languages in the game using such a system?
Response from Bio_Rob1: Ah, *in-game* languages! We
did some early design work and came up with a similar sort of
system that we were quite happy with. We didn't have time in
the schedule to implement and test it however. Maybe in an expansion.
-
Question from Kilkonie: Will it be possible for a running
module to store some sort of unique identifier for any given
character, so if they return the id is the same?
Response from Bio_Trent: Every character has a unique
identifier, we call it a CD key. The CD key is bound to the
player and character and offers a unique identifier.
-
Question from Com: How can I handle a case in which
I have 5 attacks per round and I want to use a different attack
for each? Will you have a queue of some sort?
Response from Bio_Trent: You can queue up a number of special
attacks, but trying to stay ahead of 5/round could be hard.
If you quickbar them it is possible.
-
Question from Tanuvein: Will the NWN instruction manual
contain the necessary 3rd edition rules, for those of us who
are used to 2nd edition?
Response from Bio_Rob1: The BG manuals were massive
and we'll be putting even more time and attention into the NWN
ones (probably a separate DMG and PHB). We'll cover all of the
basics in there. That said, the new 3e materials are great and
I'd recommend them to anyone with a serious interest in learning
more about D&D.
-
Question from A0ij: will amulets, cloaks, quivers of
arrows, etc show on character models?
Response from bio_marc: re: equipped stuff... We are
of course showing armor and weapons-in-hand, but we have decided
not to show the full range of 'accessories'. There are two main
reasons I can think of right of. One being perfomance - we want
the game to run on as many computers as possible, so keeping
the total number of parts in play at once as low as possible
is very important and also the HUGE number of custom character
models. You have such a wide range of characters you can play,
we simply can't be sure that cloaks and quivers will attach
properly to every possible armor combination... You do have
your custom portrait, and you can show yourself equipped any
way you like there...if that helps...
Response from Bio_Luke: Just a note on the language
thing: You as a DM can simulate different languages by branching
the dialogue you write based on race or intelligence conditionals
(or whatever). You could display gibberish or just a simple
"you don't understand" if the player is incompatible. You have
a lot of power in that respect.
-
Question from Hooded: Will either the server or the
client of NWN be able to take advantage of SMP?
Response from Bio_Trent: Yes, in a fashion. (SMP ==
Symmetric Multi Processing). Having two processors will allow
you to run the Client and server separately, gaining a significant
speed up.
Response from Bio_Rob1: Love that scripting... =)
Response from Bio_Trent: IT works very well for us at
Bioware (most systems here are dual processor).
-
Question from Cloudkill: Question for BioWare: Will
time challenge modules/scenarios be possible?
Response from Bio_Rob1: If you mean dungeon races or
ones that rely on a timer, absolutely. They should be fairly
simple to create and script.
-
Question from Drizzt: Why have you switched to 3d mode
?
Response from bio_marc: I think you mean 3D vs 2D right?
There are lots of good reasons, I'll start with character animation.
We can have hundreds of keyframes of character animation in
3d.... allowing you to walk, talk, run but also wave, eat, read,
shout, barter, berate... we would have to cut all that player
animation drastically if we had to store it all as 2D art...
Also the lighting and shadow that 3d allows is much more flexible.
Red fog and dim lighting looks great, but so does light green
haze and bright sunlight. All this is possible in a 3D engine.
Plus camera zoom and rotate.... S'all good. We love 3D. We are
keeping the game very scalable as well, so a light weight machine
has a fair chance.
Response from Bio_Rob1: Keep your fingers crossed, in
other words.
-
Question from DonKebab: Will it be possible through
scripting to make the prestige classes available to players
in my own games?
Response from Bio_Trent: It *may* be possible through
scripting but it will not be easy. The best way to get prestige
classes will be to buy the game, play it and then give us feedback
on the classes you want and we'll try to put them into our next
expansion.