View Full Version : Neverwinter Nights 2 Forum News


chevalier
Tue, 10th Aug '04, 12:36pm
Here are today's Neverwinter Nights 2 forum highlights, collected by NWVault (http://nwvault.ign.com) from Obsidian Forums (http://forums.obsidianent.com/index.php?showforum=21). Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.

<font size="3" face="Verdana, Arial" color="#cc6600">Feargus Urquhart, CEO</font>

what hardware will be required.or still too early? (http://forums.obsidianent.com/index.php?showtopic=3458&hl=)
One of the things that will affect how well NWN1 runs besides the video card is the amount of RAM you have. While I know you can run it on less than 512MB, I'll bet some slower systems will run HOTU just fine with that amount of memory.

Eberron setting? (http://forums.obsidianent.com/index.php?showtopic=2617&hl=)
Is there somewhere that gives a quick run-down on Ebberon? I went to the D&D site and while I acknowledge that I have the attention span of a 6 year old with ADD hyped up on pixie sticks - I couldn't find an explanation of what it was all about.

<font size="3" face="Verdana, Arial" color="#cc6600">Ferret, Developer</font>

Requests to improve mod development (http://forums.obsidianent.com/index.php?showtopic=4115&hl=)
There are a lot of good ideas on this forum, I was hoping I could request some suggestions specifically on what could make your life better when making mods in the editor. I don't mean when you folks are doing some of your special case type work - but the plain vanilla tasks. The sort of improvements that will help everyone that ever uses the toolset. An example of the stuff I was hoping for is the debug feature and extended help features.

<font size="3" face="Verdana, Arial" color="#cc6600">FrankK, Programmer</font>

Day/Night Transitions (http://forums.obsidianent.com/index.php?showtopic=4280&hl=)

<hr>This leads to another point, in order to have these transitions we also need sky boxes right away, not in the 2nd expansion!<hr>
Skyboxes will be there--and they will undergo some interesting revisions =) Should make everyone happy campers.

Question About Backwards Compatability (http://forums.obsidianent.com/index.php?showtopic=3556&hl=)
We are working as hard as possible to make crates and their contents importable. Everything else is up in the air. We will need to change the model format, hence we will be changing the model loading source code. Aside from that, Feargus mentioned quite a few other things that will change in the 2DA files that will break more than a few modules I'm certain. It will be a matter of how much effort will be worth bringing old data forward and is that effort worth sacrificing new content. Writing converters later on may or may not happen, but you will not be able to load a NWN module into a NWN2 executable.

Taluntain
Tue, 10th Aug '04, 12:57pm
Quite a brave move for someone developing D&D games, to admit that he doesn't have a clue about WoTC's new Eberron setting all their efforts are being invested in now...

Even more interesting is that the topic has apparently been deleted now... Maybe Feargus came to realize publicly announcing his ignorance was not a good idea. :shake:

chevalier
Tue, 10th Aug '04, 1:30pm
As your eyes adjust to the dim light of candles, you begin to see a silhouette clad in tight tan-coloured uniform, leaning over the bloody pulp tied to the table and shaking from mighty electric discharge.

You vill not fail us again, Herr Ferrgus. *jolt* You vill delete zat thread. *jolt* You vill study Eberron und praise it or your game vill not comm out on time. *jolt* *jolt* *jolt*

:shake: :lol: :grin: :lol:

[ August 10, 2004, 14:40: Message edited by: chevalier ]