chevalier
Thu, 3rd Aug '06, 12:21am
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">Derek French, Live Team Producer</font>
1.68 Beta 1 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=490329&post=4236464&forum=42&highlight=)
I just want to pop in here and state that neither bug reports nor feature requests posting in this thread will be looked at.
Not to be too blunt, but I really do have faith in those of you that are posting, that you already know the proper way of dealing with bug reports and feature requests since we have worked it all out over the last 4 years. http://forums.bioware.com/_commonext/images/smiles/icon_biggrin.gif
More: <hr />Dunno if this has been mentioned yet but it should be noted this beta patch completely wipes your save game folder. Figured it rather important that people know that.<hr />It absolutely does not. The patching system for NWN uses binary differential patching and in no way interacts with the save game folder. It has never done this in 4 years and there have been no changes to the system such that this would be affected.
<font size="3" face="Verdana, Arial" color="#cc6600">Chris Priestly, Quality Assurance</font>
terra's BAB isn't sticky-worthy anymore? (http://nwn.bioware.com//forums/viewpost.html?topic=490647&post=4235656&forum=42&highlight=)
I know a pass was done on all of our forums recently by staff and moderators to clean things up a bit. Generally, if a thread did not have a new post for quite some time, it was destickied.
If a post is still wanted by many people on a particular forum, we can look at restickying it is the demand is there.
<font size="3" face="Verdana, Arial" color="#cc6600">Stanley Woo, Quality Assurance</font>
1.68 Beta 1 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=490329&post=4235794&forum=42&highlight=)
How the monkey is it my fault? I don't even touch the cloak system! It's too complex for my feeble mind to grasp. I'm just a tester, not a content creator. I whinge about the problems I find with the systems, I don't know how to fix them!
*looks around, realizes he doesn't know what anyone's talking about in this thread*
I gotta go.
*puts on tinfoil hat and runs from room*
Glad you're liking the patch beta so far.
A great big THANK YOU!! (http://nwn.bioware.com//forums/viewpost.html?topic=490622&post=4235796&forum=42&highlight=)
Thanks for the kind words, everyone: Ms J13, Riden, and the Dark Cupcake of the Sith. Even after all these years, it warms my heart to see people pick up NWN for the first time and enjoy all the hard work and love we put into it. It's because of community members like the ones you see all over the place here that make it all worthwhile. Well, the money's pretty good too, but you know what I mean.
Thanks for playing and we hope you'll pick up some of the Premium NWN Modules from the BioWare Store as well.
<font size="3" face="Verdana, Arial" color="#cc6600">Brian Chung - Technical Artist</font>
1.68 Beta 1 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=490329&post=4235263&forum=42&highlight=)
<hr />The plain and wizard cloaks has incorrect .plt layers. the 3D model and icon doesn't use the right layers.<hr />We know, it's been fixed already thanks to Lisa, along with the missing blueprints for the backwards compatibility for Beta 2, and dye script. The missing blueprints are probably the reason for the toolset crash when making a new cloak too.
Again, it's all Stan's fault. http://forums.bioware.com/_commonext/images/smiles/icon_biggrin.gif
More: <hr />These cloaks sure look cool, but I'm curious; are they optional? Is there intended to be a way to disable the effect when equipping a cloak - given that not everyone will want to have a PC's wings hidden.<hr />Modify the cloakmodel.2da and put in a new line to point to the same model and texture, but change the value for hide wings/tails/shoulders to 0 for false as needed.
More: <hr />Finally robes and cloaks don't like each other. Female formal robe is fine but all others (male and female human) have bad clashes (clipping?). I suggest updating the engine to ensure that that if a robe is equipped then the cloak doesn't appear either that or at least giving a client INI file setting/module setting to disable visible cloaks entirely.
Time for another bug report ...<hr />Not really a bug, the original cloak design that DLA made had it as a robe (since the cloak system didn't exist then). Thus, only some robes were merged with the cloaks due to clipping and the PLT enlarged to merge the two textures. But with the new cloak system, they're independant of each other now, so some clipping will occur since you can mix them around and get combinations that weren't original intended to occur. And like I said to OMB's post about belts, you're asking that we account for every possible model type, past and future and community supplied ones, just to resolve a little bit of clipping.
Not to mention you know a lot of people will be asking why are some robes locked from being comboed with the cloaks. A bit of clipping or free choice to mix and match, what would you rather have? What do you think everyone else would rather have?
Companion control in combat: is there a hack for it yet? (http://nwn.bioware.com//forums/viewpost.html?topic=490712&post=4236415&forum=42&highlight=)
Utilizing instant feats and some scripting you can accomplish a portion of that to create a pseudo-RTS feel in NWN.
<font size="3" face="Verdana, Arial" color="#cc6600">Peter Thomas, Designer</font>
Infinite Dungeons scripting questions (http://nwn.bioware.com//forums/viewpost.html?topic=482889&post=4236251&forum=47&highlight=)
<hr />Hi Peter,
Awesome mod! Quick question for you:
How are secret doors implemented? The reason I ask is that I'm trying to complete various "explore the area" quests, and I've heard an area doesn't get flagged as "explored" until you find all the secret rooms and kill the critters within. From what I understand, Search checks for secret door detection can either be done every heartbeat (assuming a PC is within the trigger area), or can be done each time a PC enters the trigger. Which one is it? In other words, should I stand still next to the wall and wait? Or should I move back and forth along the wall, over and over again? How big are the triggers, so I know how far away from the wall to move before re-entering the trigger?
Thanks again!
JP<hr />When an area is generated, the detection difficulty for each secret door in the area is determined randomly. Both the Spot skill and the Search skill can detect secret doors, but the Search skill is much better. Each secret door has 2 points, an entry point within the normal level and an exit point in the secret area. Every heartbeat, if the player is within a certain distance of the entry point, it makes a roll to see if the player has detected the door and, if he has, spawns both the entry door to the secret area and the exit door.
<font size="3" face="Verdana, Arial" color="#cc6600">Derek French, Live Team Producer</font>
1.68 Beta 1 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=490329&post=4236464&forum=42&highlight=)
I just want to pop in here and state that neither bug reports nor feature requests posting in this thread will be looked at.
Not to be too blunt, but I really do have faith in those of you that are posting, that you already know the proper way of dealing with bug reports and feature requests since we have worked it all out over the last 4 years. http://forums.bioware.com/_commonext/images/smiles/icon_biggrin.gif
More: <hr />Dunno if this has been mentioned yet but it should be noted this beta patch completely wipes your save game folder. Figured it rather important that people know that.<hr />It absolutely does not. The patching system for NWN uses binary differential patching and in no way interacts with the save game folder. It has never done this in 4 years and there have been no changes to the system such that this would be affected.
<font size="3" face="Verdana, Arial" color="#cc6600">Chris Priestly, Quality Assurance</font>
terra's BAB isn't sticky-worthy anymore? (http://nwn.bioware.com//forums/viewpost.html?topic=490647&post=4235656&forum=42&highlight=)
I know a pass was done on all of our forums recently by staff and moderators to clean things up a bit. Generally, if a thread did not have a new post for quite some time, it was destickied.
If a post is still wanted by many people on a particular forum, we can look at restickying it is the demand is there.
<font size="3" face="Verdana, Arial" color="#cc6600">Stanley Woo, Quality Assurance</font>
1.68 Beta 1 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=490329&post=4235794&forum=42&highlight=)
How the monkey is it my fault? I don't even touch the cloak system! It's too complex for my feeble mind to grasp. I'm just a tester, not a content creator. I whinge about the problems I find with the systems, I don't know how to fix them!
*looks around, realizes he doesn't know what anyone's talking about in this thread*
I gotta go.
*puts on tinfoil hat and runs from room*
Glad you're liking the patch beta so far.
A great big THANK YOU!! (http://nwn.bioware.com//forums/viewpost.html?topic=490622&post=4235796&forum=42&highlight=)
Thanks for the kind words, everyone: Ms J13, Riden, and the Dark Cupcake of the Sith. Even after all these years, it warms my heart to see people pick up NWN for the first time and enjoy all the hard work and love we put into it. It's because of community members like the ones you see all over the place here that make it all worthwhile. Well, the money's pretty good too, but you know what I mean.
Thanks for playing and we hope you'll pick up some of the Premium NWN Modules from the BioWare Store as well.
<font size="3" face="Verdana, Arial" color="#cc6600">Brian Chung - Technical Artist</font>
1.68 Beta 1 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=490329&post=4235263&forum=42&highlight=)
<hr />The plain and wizard cloaks has incorrect .plt layers. the 3D model and icon doesn't use the right layers.<hr />We know, it's been fixed already thanks to Lisa, along with the missing blueprints for the backwards compatibility for Beta 2, and dye script. The missing blueprints are probably the reason for the toolset crash when making a new cloak too.
Again, it's all Stan's fault. http://forums.bioware.com/_commonext/images/smiles/icon_biggrin.gif
More: <hr />These cloaks sure look cool, but I'm curious; are they optional? Is there intended to be a way to disable the effect when equipping a cloak - given that not everyone will want to have a PC's wings hidden.<hr />Modify the cloakmodel.2da and put in a new line to point to the same model and texture, but change the value for hide wings/tails/shoulders to 0 for false as needed.
More: <hr />Finally robes and cloaks don't like each other. Female formal robe is fine but all others (male and female human) have bad clashes (clipping?). I suggest updating the engine to ensure that that if a robe is equipped then the cloak doesn't appear either that or at least giving a client INI file setting/module setting to disable visible cloaks entirely.
Time for another bug report ...<hr />Not really a bug, the original cloak design that DLA made had it as a robe (since the cloak system didn't exist then). Thus, only some robes were merged with the cloaks due to clipping and the PLT enlarged to merge the two textures. But with the new cloak system, they're independant of each other now, so some clipping will occur since you can mix them around and get combinations that weren't original intended to occur. And like I said to OMB's post about belts, you're asking that we account for every possible model type, past and future and community supplied ones, just to resolve a little bit of clipping.
Not to mention you know a lot of people will be asking why are some robes locked from being comboed with the cloaks. A bit of clipping or free choice to mix and match, what would you rather have? What do you think everyone else would rather have?
Companion control in combat: is there a hack for it yet? (http://nwn.bioware.com//forums/viewpost.html?topic=490712&post=4236415&forum=42&highlight=)
Utilizing instant feats and some scripting you can accomplish a portion of that to create a pseudo-RTS feel in NWN.
<font size="3" face="Verdana, Arial" color="#cc6600">Peter Thomas, Designer</font>
Infinite Dungeons scripting questions (http://nwn.bioware.com//forums/viewpost.html?topic=482889&post=4236251&forum=47&highlight=)
<hr />Hi Peter,
Awesome mod! Quick question for you:
How are secret doors implemented? The reason I ask is that I'm trying to complete various "explore the area" quests, and I've heard an area doesn't get flagged as "explored" until you find all the secret rooms and kill the critters within. From what I understand, Search checks for secret door detection can either be done every heartbeat (assuming a PC is within the trigger area), or can be done each time a PC enters the trigger. Which one is it? In other words, should I stand still next to the wall and wait? Or should I move back and forth along the wall, over and over again? How big are the triggers, so I know how far away from the wall to move before re-entering the trigger?
Thanks again!
JP<hr />When an area is generated, the detection difficulty for each secret door in the area is determined randomly. Both the Spot skill and the Search skill can detect secret doors, but the Search skill is much better. Each secret door has 2 points, an entry point within the normal level and an exit point in the secret area. Every heartbeat, if the player is within a certain distance of the entry point, it makes a roll to see if the player has detected the door and, if he has, spawns both the entry door to the secret area and the exit door.