chevalier
Wed, 19th Jan '05, 9:17pm
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">Brian Lawson, Graphics Programming</font>
Graphics ('http://forums.obsidianent.com/index.php?showtopic=27877&hl=')
<hr />That depends how much you can tweak the engine.<hr />Believe me...it's been "tweaked"...as in 100% rewritten. And I guarentee you'll notice.
<font size="3" face="Verdana, Arial" color="#cc6600">Jason Keeney, Programmer</font>
Technology Questions ('http://forums.obsidianent.com/index.php?showtopic=12460&hl=')
<hr />for me as builder z-Axis means: Ability to set creature Z-Axis the way we can for placeables through scripting. So a few scripting commands will do it for my side (the flying,levitation,jumping,climbing etc can then be scripted)
//return the height of the normal walkmesh for the given x,y coordinates in the given area
int GetGroundHeigth(object area, float x, float y);
//moves target directly to location using flying movement instead of pathfinding
void ActionFlytoLocation(location locDestination);
//set the height the creature is from ground, regardless of other movement that is if the creture moves, they will continue to be this high effect EffectFloat(int height);
and change to jumptolocation to also allow use of the zcoordinate of the location.
void ActionJumpToLocation(location locTarget);<hr />There's not much in common between placeing a "placeable" and moving a creature in the middle of a game. A function like "ActionFlytoLocation" woule be, unfortunately, unrealistic. Flying movement instead of pathfinding? What if there's a building between where you are now and where you want to go? What if another creature gets in the way? No, some kind of path validation is pretty much a requirement for all movement.... scripted or otherwise.
Flying also presents a huge problem as far as player control is concerned. NWN's "click to go there" style of movement is not only certain to carry over to NWN2, but its also likely to continue to be considered the "standard" form of movement. To be able to control flight to some arbitrary location in the sky would be ackward at best..... how do you click on a point in the sky?
Now I'm not saying that there *wont* be flight... I'm just playing a little devil's advocate to remind you guys that many of your propositions have consequences that reach far beyond the immediate problem. It does little good to solve one problem if that solution adds two other problems somewhere else.
Memory ('http://forums.obsidianent.com/index.php?showtopic=11339&hl=')
<hr />By the time the game is released, people will have a minimum of 1gb of ram, which is more than capable of loading up 128x128....<hr />Are you sure about that?
<font size="3" face="Verdana, Arial" color="#cc6600">Brian Lawson, Graphics Programming</font>
Graphics ('http://forums.obsidianent.com/index.php?showtopic=27877&hl=')
<hr />That depends how much you can tweak the engine.<hr />Believe me...it's been "tweaked"...as in 100% rewritten. And I guarentee you'll notice.
<font size="3" face="Verdana, Arial" color="#cc6600">Jason Keeney, Programmer</font>
Technology Questions ('http://forums.obsidianent.com/index.php?showtopic=12460&hl=')
<hr />for me as builder z-Axis means: Ability to set creature Z-Axis the way we can for placeables through scripting. So a few scripting commands will do it for my side (the flying,levitation,jumping,climbing etc can then be scripted)
//return the height of the normal walkmesh for the given x,y coordinates in the given area
int GetGroundHeigth(object area, float x, float y);
//moves target directly to location using flying movement instead of pathfinding
void ActionFlytoLocation(location locDestination);
//set the height the creature is from ground, regardless of other movement that is if the creture moves, they will continue to be this high effect EffectFloat(int height);
and change to jumptolocation to also allow use of the zcoordinate of the location.
void ActionJumpToLocation(location locTarget);<hr />There's not much in common between placeing a "placeable" and moving a creature in the middle of a game. A function like "ActionFlytoLocation" woule be, unfortunately, unrealistic. Flying movement instead of pathfinding? What if there's a building between where you are now and where you want to go? What if another creature gets in the way? No, some kind of path validation is pretty much a requirement for all movement.... scripted or otherwise.
Flying also presents a huge problem as far as player control is concerned. NWN's "click to go there" style of movement is not only certain to carry over to NWN2, but its also likely to continue to be considered the "standard" form of movement. To be able to control flight to some arbitrary location in the sky would be ackward at best..... how do you click on a point in the sky?
Now I'm not saying that there *wont* be flight... I'm just playing a little devil's advocate to remind you guys that many of your propositions have consequences that reach far beyond the immediate problem. It does little good to solve one problem if that solution adds two other problems somewhere else.
Memory ('http://forums.obsidianent.com/index.php?showtopic=11339&hl=')
<hr />By the time the game is released, people will have a minimum of 1gb of ram, which is more than capable of loading up 128x128....<hr />Are you sure about that?