chevalier
Mon, 6th Mar '06, 2:20pm
Here are today's Neverwinter Nights forum highlights, collected by NWVault (http://nwvault.ign.com). 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">Georg Zoeller, Designer</font>
1.67 Beta 2 (http://nwn.bioware.com//forums/viewpost.html?topic=472008&post=4015525&forum=47&highlight=)
<hr /><hr />1.67 Beta 2 Toolset hotfix:
Click Here (http://supportfiles.bioware.com/nwtoolset167b2HotFix.zip)
Simply back up your 1.67 Beta 2 Toolset and extract the file within that zip.<hr />Dont suppose we could get a hint as to whats the hotfix for? Was it simply that nwtoolset.exe was missed out of the beta 2 patch? Because the biggest issue I had with beta 1 (padding classes.2da crashes the toolset) is still present in both beta 2 and the beta 2 hotfix.<hr />The executable in the b2 patch was from an earlier internal build, not the version that should have been in the patch.
What if a tree falls and nobody hears it? (http://nwn.bioware.com//forums/viewpost.html?topic=472186&post=4015542&forum=47&highlight=)
<hr />Seriously. Does anybody know if the NWN program handles actions of things that are in zones where no players are. Does the computer have NPCs walk waypoints and fire perception of heartbeat scripts in areas no PC is in? If a PC leaves a zone (making it empty of players), how much longer will monsters follow him. I know they do do this for a least a few seconds. If an NPC and monster are fighting an epic battle bound to take several minutes and that zone becomes empty of PC, will he computer keep the two computer controlled characters duking it out? If so, for how long. Do scripts fire in empty zones? What about a delayed destroy object on a placeable. It's triggered by a PC and the zone has long been empty by the time the delay is over, will the placeable still vanish even if no PCs are in the zone to witness it?<hr />NWN uses an AI level model to take "empty" zones into account.
Areas which have no players in them go into "hibernation", meaning the priority (AI level) for events happening in them or to objects in them is lowered, but not completely stopped. Animations are obviously not played, sounds are not played and pathfinding threshold is lowered (i.e. creatures will not pathfind around obstacles, they will just follow the node network and stop if they are blocked by an obstacle).
MoveToObject or FollowObject are interesting in that creatures will just teleport to the creature they are following.
1.67 Beta 2 (http://nwn.bioware.com//forums/viewpost.html?topic=472008&post=4015594&forum=47&highlight=)
<hr /><hr />1.67 Beta 2 Toolset hotfix:
Click Here (http://supportfiles.bioware.com/nwtoolset167b2HotFix.zip)
Simply back up your 1.67 Beta 2 Toolset and extract the file within that zip.
You MUST manually back up your 1.67 Beta 2 Toolset in order for you to do the Beta 2 to 1.66 revert. Otherwise you will have to download the 1.67 Critical Rebuild when its available.<hr />Is the Beta 2 download updated with this hotfix as well? Or is this another fix that must be applied separately regardless?<hr />No, the beta is not updated and I doubt it will be updated, considering how much time it takes to create the patch packages.
More: If you are stuck with 1.67 Beta 1 and can't find the revert patch:
HotU & SoU:
Click Here (http://content.bioware.com/neverwinternights/patch/beta/english/nwn_x12_english_from1678087_to1668074.zip)
HotU:
Click Here (http://content.bioware.com/neverwinternights/patch/beta/english/nwn_x2_english_from1678087_to1668074.zip)
SoU:
Click Here (http://content.bioware.com/neverwinternights/patch/beta/english/nwn_x1_english_from1678087_to1668074.zip)
Orig:
Click Here (http://content.bioware.com/neverwinternights/patch/beta/english/nwn_pc_english_from1678087_to1668074.zip)
Compiling Scripts (?) Question (http://nwn.bioware.com//forums/viewpost.html?topic=471874&post=4016352&forum=47&highlight=)
<hr />For some reason a developer at Bioware gave that creature henchman scripts instead of the standard nw_c2_default* scripts. <hr />What you are talking about is not a type of issue that the compiler could pick up. How is it supposed to know which scripts should or should not be on a creature.
Anyway, I guess the reason for these scripts being used is that this creature is used by Summon Elemental and Elemental Swarm.
As already mentioned, the missing NWN_ACA message is not a compiler related error, it's a warning generated by the "build" function in the toolset.
The only reason why you would not use the toolset compiler is when you are working with script sizes that are beyond what NWN was originally designed for (like 3x the complexity of the DetermineCombatRound construct). Then an external compiler will give you better results.
Patch 1.67 FAQ (http://nwn.bioware.com//forums/viewpost.html?topic=468562&post=4016346&forum=42&highlight=)
<hr /><hr /><hr />Can I just say WOW on the expanded color choices?!? That's one large variety http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif <hr />
Yepp http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif The additional number of color options will add some really nice variety to the game. Reminds me, I should probably update the dyekits....<hr />You should probably fix CopyItemAndModify first so that it works with the new colors http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif I tried to do a quick test using color number 100, and it didnt work. Maybe the function needs its sanity-checking bounds updating?<hr />Please send a formal bug report on this. Also, the script needs some updating to accept three digit color codes without breaking the old ones, I posted a new script to the scripting forum 1.67b2 thread.
Bioware and the PRC (http://nwn.bioware.com//forums/viewpost.html?topic=472199&post=4016603&forum=42&highlight=)
You would not want us involved with it. Why? Because if we become involved with it, the content would be required to undergo the official D&D license approval process.
<font size="3" face="Verdana, Arial" color="#cc6600">Craig Welburn, Live Team Programmer</font>
1.67 Beta 2 (http://nwn.bioware.com//forums/viewpost.html?topic=472008&post=4016521&forum=47&highlight=)
<hr />Dont suppose we could get a hint as to whats the hotfix for? Was it simply that nwtoolset.exe was missed out of the beta 2 patch? Because the biggest issue I had with beta 1 (padding classes.2da crashes the toolset) is still present in both beta 2 and the beta 2 hotfix.<hr />I would have thought that issue would have been resolved in the toolset hotfix. Could you send in a copy of the classes.2da that you are using to nwtoolsetbugs@bioware.com along with a description of the problem?
<font size="3" face="Verdana, Arial" color="#cc6600">Stanley Woo, Quality Assurance</font>
The next premium mod (http://nwn.bioware.com//forums/viewpost.html?topic=469168&post=4016059&forum=86&highlight=)
Indeed? Then all y'all will have that much more fun speculating, then, won't you?
<font size="3" face="Verdana, Arial" color="#cc6600">Owen Borstad - Programmer</font>
1.67 Beta 2 (http://nwn.bioware.com//forums/viewpost.html?topic=472008&post=4015949&forum=47&highlight=)
Just to clarify the "Hot Fix", this was the toolset that was supposed to go into the beta 2, but due to some shenanigans, it didn't make it. The bug fixes listed in the Beta 2.txt weren't all in the Beta 2 version, but are in the Hot fix. The hot fix also includes a fix for the pallet selector going in the wrong place when you don't have the Classic theme selected in Windows.
Short version: The Hot Fix version is better. http://forums.bioware.com/_commonext/images/smiles/icon_biggrin.gif
Owen.
p.s. don't forget to back up your beta 2 toolset before installing, otherwise you'll need to use the 1.66 critical rebuild to install the 1.67 patch (or use the 1.67 critical rebuild to patch when it goes final).
<font size="3" face="Verdana, Arial" color="#cc6600">Georg Zoeller, Designer</font>
1.67 Beta 2 (http://nwn.bioware.com//forums/viewpost.html?topic=472008&post=4015525&forum=47&highlight=)
<hr /><hr />1.67 Beta 2 Toolset hotfix:
Click Here (http://supportfiles.bioware.com/nwtoolset167b2HotFix.zip)
Simply back up your 1.67 Beta 2 Toolset and extract the file within that zip.<hr />Dont suppose we could get a hint as to whats the hotfix for? Was it simply that nwtoolset.exe was missed out of the beta 2 patch? Because the biggest issue I had with beta 1 (padding classes.2da crashes the toolset) is still present in both beta 2 and the beta 2 hotfix.<hr />The executable in the b2 patch was from an earlier internal build, not the version that should have been in the patch.
What if a tree falls and nobody hears it? (http://nwn.bioware.com//forums/viewpost.html?topic=472186&post=4015542&forum=47&highlight=)
<hr />Seriously. Does anybody know if the NWN program handles actions of things that are in zones where no players are. Does the computer have NPCs walk waypoints and fire perception of heartbeat scripts in areas no PC is in? If a PC leaves a zone (making it empty of players), how much longer will monsters follow him. I know they do do this for a least a few seconds. If an NPC and monster are fighting an epic battle bound to take several minutes and that zone becomes empty of PC, will he computer keep the two computer controlled characters duking it out? If so, for how long. Do scripts fire in empty zones? What about a delayed destroy object on a placeable. It's triggered by a PC and the zone has long been empty by the time the delay is over, will the placeable still vanish even if no PCs are in the zone to witness it?<hr />NWN uses an AI level model to take "empty" zones into account.
Areas which have no players in them go into "hibernation", meaning the priority (AI level) for events happening in them or to objects in them is lowered, but not completely stopped. Animations are obviously not played, sounds are not played and pathfinding threshold is lowered (i.e. creatures will not pathfind around obstacles, they will just follow the node network and stop if they are blocked by an obstacle).
MoveToObject or FollowObject are interesting in that creatures will just teleport to the creature they are following.
1.67 Beta 2 (http://nwn.bioware.com//forums/viewpost.html?topic=472008&post=4015594&forum=47&highlight=)
<hr /><hr />1.67 Beta 2 Toolset hotfix:
Click Here (http://supportfiles.bioware.com/nwtoolset167b2HotFix.zip)
Simply back up your 1.67 Beta 2 Toolset and extract the file within that zip.
You MUST manually back up your 1.67 Beta 2 Toolset in order for you to do the Beta 2 to 1.66 revert. Otherwise you will have to download the 1.67 Critical Rebuild when its available.<hr />Is the Beta 2 download updated with this hotfix as well? Or is this another fix that must be applied separately regardless?<hr />No, the beta is not updated and I doubt it will be updated, considering how much time it takes to create the patch packages.
More: If you are stuck with 1.67 Beta 1 and can't find the revert patch:
HotU & SoU:
Click Here (http://content.bioware.com/neverwinternights/patch/beta/english/nwn_x12_english_from1678087_to1668074.zip)
HotU:
Click Here (http://content.bioware.com/neverwinternights/patch/beta/english/nwn_x2_english_from1678087_to1668074.zip)
SoU:
Click Here (http://content.bioware.com/neverwinternights/patch/beta/english/nwn_x1_english_from1678087_to1668074.zip)
Orig:
Click Here (http://content.bioware.com/neverwinternights/patch/beta/english/nwn_pc_english_from1678087_to1668074.zip)
Compiling Scripts (?) Question (http://nwn.bioware.com//forums/viewpost.html?topic=471874&post=4016352&forum=47&highlight=)
<hr />For some reason a developer at Bioware gave that creature henchman scripts instead of the standard nw_c2_default* scripts. <hr />What you are talking about is not a type of issue that the compiler could pick up. How is it supposed to know which scripts should or should not be on a creature.
Anyway, I guess the reason for these scripts being used is that this creature is used by Summon Elemental and Elemental Swarm.
As already mentioned, the missing NWN_ACA message is not a compiler related error, it's a warning generated by the "build" function in the toolset.
The only reason why you would not use the toolset compiler is when you are working with script sizes that are beyond what NWN was originally designed for (like 3x the complexity of the DetermineCombatRound construct). Then an external compiler will give you better results.
Patch 1.67 FAQ (http://nwn.bioware.com//forums/viewpost.html?topic=468562&post=4016346&forum=42&highlight=)
<hr /><hr /><hr />Can I just say WOW on the expanded color choices?!? That's one large variety http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif <hr />
Yepp http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif The additional number of color options will add some really nice variety to the game. Reminds me, I should probably update the dyekits....<hr />You should probably fix CopyItemAndModify first so that it works with the new colors http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif I tried to do a quick test using color number 100, and it didnt work. Maybe the function needs its sanity-checking bounds updating?<hr />Please send a formal bug report on this. Also, the script needs some updating to accept three digit color codes without breaking the old ones, I posted a new script to the scripting forum 1.67b2 thread.
Bioware and the PRC (http://nwn.bioware.com//forums/viewpost.html?topic=472199&post=4016603&forum=42&highlight=)
You would not want us involved with it. Why? Because if we become involved with it, the content would be required to undergo the official D&D license approval process.
<font size="3" face="Verdana, Arial" color="#cc6600">Craig Welburn, Live Team Programmer</font>
1.67 Beta 2 (http://nwn.bioware.com//forums/viewpost.html?topic=472008&post=4016521&forum=47&highlight=)
<hr />Dont suppose we could get a hint as to whats the hotfix for? Was it simply that nwtoolset.exe was missed out of the beta 2 patch? Because the biggest issue I had with beta 1 (padding classes.2da crashes the toolset) is still present in both beta 2 and the beta 2 hotfix.<hr />I would have thought that issue would have been resolved in the toolset hotfix. Could you send in a copy of the classes.2da that you are using to nwtoolsetbugs@bioware.com along with a description of the problem?
<font size="3" face="Verdana, Arial" color="#cc6600">Stanley Woo, Quality Assurance</font>
The next premium mod (http://nwn.bioware.com//forums/viewpost.html?topic=469168&post=4016059&forum=86&highlight=)
Indeed? Then all y'all will have that much more fun speculating, then, won't you?
<font size="3" face="Verdana, Arial" color="#cc6600">Owen Borstad - Programmer</font>
1.67 Beta 2 (http://nwn.bioware.com//forums/viewpost.html?topic=472008&post=4015949&forum=47&highlight=)
Just to clarify the "Hot Fix", this was the toolset that was supposed to go into the beta 2, but due to some shenanigans, it didn't make it. The bug fixes listed in the Beta 2.txt weren't all in the Beta 2 version, but are in the Hot fix. The hot fix also includes a fix for the pallet selector going in the wrong place when you don't have the Classic theme selected in Windows.
Short version: The Hot Fix version is better. http://forums.bioware.com/_commonext/images/smiles/icon_biggrin.gif
Owen.
p.s. don't forget to back up your beta 2 toolset before installing, otherwise you'll need to use the 1.66 critical rebuild to install the 1.67 patch (or use the 1.67 critical rebuild to patch when it goes final).