chevalier
Fri, 18th Aug '06, 7:02pm
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 2 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=491188&post=4265992&forum=42&highlight=)
<hr />Are there any other fixes / changes in the new beta?<hr />No, 1.68 is for a specific purpose and we are only dealing with bugs directly related to it. Other issues will get evaluated for 1.69.
More: Tragically, not for 1.68. Its something that we will get for 1.69.
Annnnnnnnd, onto Beta 3.
Click Here (http://nwn.bioware.com/forums/viewtopic.html?topic=492984&forum=42)
1.68 Beta 3 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=492984&post=4266267&forum=42&highlight=)
Greetings! 1.68 Beta 3 is now available for your testing pleasure for Win32/Mac/Linux in English, French, German, Spanish, and Italian. The Server patch is also available.
http://nwn.bioware.com/support/patch.html
Beta 3 contains a new Toolset to resolve the crash using the item wizard and cloaks.
So, as it turns out, 1.68 is not the final patch. There will be a 1.69.
Patch details:
Neverwinter Nights Game
=-=-=-=-=-=-=-=-=-=-=-=
WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.68 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.68 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.
IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.68 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.68 TOOLSET.
IF YOU WANT TO GO BACK TO 1.67, WE HAVE A 1.68 TO 1.67 PATCH AVAILABLE.
- Added visible cloaks to the game.
- Fixed an issue with the Monk's Perfect Self feat not correctly reporting that the monk was immune when making saving throws against mind-affecting spells (was making Phantasmal Killer work on monks if they failed their saving throws).
Script-specific:
=-=-=-=-=-=-=-=-=-=
- Fixed an issue with the sleep spell not being counted as a hostile action when cast (nw_s0_sleep.nss).
- Fixed range issue in spell "Mestil's Acid Breath" (X2_S0_AcidBrth.nss).
Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Fix to CopyObject() so that copied creatures now run their OnSpawn script.
- Enabled PLT support for visible cloaks.
- Fixed an issue with GetIsSkillSuccessful() not working correctly under Linux/Mac.
- Fixed an issue with SetLockUnlockDC() and SetLockLockDC() being reversed in nwscript.nss. Any scripts calling these scripting functions will need to be recompiled for the changes to take effect.
- Fixed an issue with ActionCastSpellAtObject() not working for Paladin spells.
- Made a change to hopefully fix some potential issues with the client losing some appearance/phenotype update messages when using the SetPhenoType() scripting command.
Custom Content:
=-=-=-=-=-=-=-=
- Added new scripting command:
// Set oPlaceable's useable object status.
// Note: Only works on non-static placeables.
void SetUseableFlag(object oPlaceable, int nUseableFlag);
- Added new nwnplayer.ini setting.
[Game Options]
Log Model Errors=0
If turned on, some types of model errors will be logged out to the nwclientLog file and the AR_ERROR.LOG file while the game is running (in the NWN install directory). This would include some errors with setting invalid TileSet data, invalid use nodes set on placables, some placeable walkmesh errors, and some errors with the animrootnode not matching the name of other nodes in the model.
- Wings now use the ENVMAP setting from the new column in the WingModel.2da rather than using the ENVMAP setting from the appearance.2da. This fixes some issues with transparency on wings.
- Tails now use the ENVMAP setting from the new column in the TailModel.2da rather than using the ENVMAP setting from the appearance.2da. This fixes some issues with transparency on tails.
<font size="3" face="Verdana, Arial" color="#cc6600">Chris Priestly, Quality Assurance</font>
16 Aug 2006 - Darkness over Daggerford (http://nwn.bioware.com//forums/viewpost.html?topic=493002&post=4266725&forum=41&highlight=)
I briefly got to test an early unfinished version of this module before I got switched over to working on Jade PC and I was deeply digging it. There is some very well crafted story-telling going on here.
I'm really looking forward to giving the final version a play. http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif
Just How Many More Are In The Woodwork ... ? (http://nwn.bioware.com//forums/viewpost.html?topic=493001&post=4266887&forum=86&highlight=)
Witches Wake 2 and Kingmaker 2 were always "someday" kind of projects. They were never really in the works, more in the very very early preparation stages at best.
<font size="3" face="Verdana, Arial" color="#cc6600">Georg Zoeller, Designer</font>
Darkness over Daggerford (http://nwn.bioware.com//forums/viewpost.html?topic=493000&post=4266607&forum=42&highlight=)
It is awesome to see this module hit the Vault, it is one of the most ambitious modules ever made and it will be very worth the time to download for everyone.
A note on some of the included custom content: This module contains some very high profile custom content, including and probably most notable a preview (read: older) version of the TNO tileset by the DLA Team - the largest and coolest tileset ever http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif
Content creators might want to hold off on using it just now as there is a good possiblity of the full, latest version of these resources being made available officially in the future, fully 1.68 proof of course. However, that shouldn't stop custom content fans from downloading it anyway and and getting a look at what the future holds...
Again, this is one of the most significant module releases to ever hit NWN and well worth everyones download time, go, get it!
NWN isn't dead until the fat Kobold sings, and he barely even started yet http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif
More: <hr /><hr />It's been posted with an installer.exe.... Unfortunately, I have a mac and cannot run this file. Is there a zipped version available somewhere yet?<hr />I don't know if this will work with a Mac, but what I do with my Linux box is rename the .exe to a .zip, which allows me to extract the files with my Archive Manager.<hr />That should work on the Mac as well.
More: <hr />4-5 levels for 25 hours of play? I'm guess I'm reading that wrong. I hope you mean 12-13 levels GAINED leaving the player at around 20-21. http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif<hr />BG had like what, 7 levels after 60h of play? http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif
<font size="3" face="Verdana, Arial" color="#cc6600">Stanley Woo, Quality Assurance</font>
Bioware Appreciation (http://nwn.bioware.com//forums/viewpost.html?topic=492904&post=4266213&forum=42&highlight=)
<hr />Please never change your approach to public relations!<hr />Awww, ByblosHex said the magic code phrase. All right, BioWarians, cancel your forum accounts and let's never speak to the community again! You can all thank ByblosHex for driving us away, everyone. Remember, it's ByblosHex! http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif http://forums.bioware.com/_commonext/images/smiles/icon_razz.gif http://forums.bioware.com/_commonext/images/smiles/icon_lol.gif http://forums.bioware.com/_commonext/images/smiles/icon_biggrinno.gif
http://forums.bioware.com/_commonext/images/smiles/icon_good.gif
Question about AC (http://nwn.bioware.com//forums/viewpost.html?topic=492777&post=4266224&forum=42&highlight=)
For further discussion on armour and armour class, follow this thread (http://nwn.bioware.com/forums/viewtopic.html?topic=464150&forum=42&sp=90). Thank you.
End of line.
<font size="3" face="Verdana, Arial" color="#cc6600">James Henley, Technical Designer</font>
Bioware Appreciation (http://nwn.bioware.com//forums/viewpost.html?topic=492904&post=4265997&forum=42&highlight=)
<hr />Something about a fat kobold I think...<hr />Don't talk about your mother that way, Brian. It's not polite. http://forums.bioware.com/_commonext/images/smiles/icon_rolleyes.gif
Thanks for the show of appreciation folks. I'd actually like to throw my hat in the ring as well to show my appreciation from the days when I was on the outside of the company looking in, and having a blast playing campaigns over at Neverwinter Connections. Cheers folks. http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif
Online Info (http://nwn.bioware.com//forums/viewpost.html?topic=493057&post=4267506&forum=42&highlight=)
If you're interested in playing DM'ed games, I'd highly recommend looking into the Neverwinter Connections (http://www.neverwinterconnections.com) site.
<font size="3" face="Verdana, Arial" color="#cc6600">Brian Chung, Technical Artist</font>
Bioware Appreciation (http://nwn.bioware.com//forums/viewpost.html?topic=492904&post=4265941&forum=42&highlight=)
<hr />And there's still (a bit) more to come, such as the release of the 1.68 patch. http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif Stay tuned!<hr />Something about a fat kobold I think...
<font size="3" face="Verdana, Arial" color="#cc6600">Derek French, Live Team Producer</font>
1.68 Beta 2 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=491188&post=4265992&forum=42&highlight=)
<hr />Are there any other fixes / changes in the new beta?<hr />No, 1.68 is for a specific purpose and we are only dealing with bugs directly related to it. Other issues will get evaluated for 1.69.
More: Tragically, not for 1.68. Its something that we will get for 1.69.
Annnnnnnnd, onto Beta 3.
Click Here (http://nwn.bioware.com/forums/viewtopic.html?topic=492984&forum=42)
1.68 Beta 3 is now available (http://nwn.bioware.com//forums/viewpost.html?topic=492984&post=4266267&forum=42&highlight=)
Greetings! 1.68 Beta 3 is now available for your testing pleasure for Win32/Mac/Linux in English, French, German, Spanish, and Italian. The Server patch is also available.
http://nwn.bioware.com/support/patch.html
Beta 3 contains a new Toolset to resolve the crash using the item wizard and cloaks.
So, as it turns out, 1.68 is not the final patch. There will be a 1.69.
Patch details:
Neverwinter Nights Game
=-=-=-=-=-=-=-=-=-=-=-=
WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.68 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.68 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.
IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.68 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.68 TOOLSET.
IF YOU WANT TO GO BACK TO 1.67, WE HAVE A 1.68 TO 1.67 PATCH AVAILABLE.
- Added visible cloaks to the game.
- Fixed an issue with the Monk's Perfect Self feat not correctly reporting that the monk was immune when making saving throws against mind-affecting spells (was making Phantasmal Killer work on monks if they failed their saving throws).
Script-specific:
=-=-=-=-=-=-=-=-=-=
- Fixed an issue with the sleep spell not being counted as a hostile action when cast (nw_s0_sleep.nss).
- Fixed range issue in spell "Mestil's Acid Breath" (X2_S0_AcidBrth.nss).
Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Fix to CopyObject() so that copied creatures now run their OnSpawn script.
- Enabled PLT support for visible cloaks.
- Fixed an issue with GetIsSkillSuccessful() not working correctly under Linux/Mac.
- Fixed an issue with SetLockUnlockDC() and SetLockLockDC() being reversed in nwscript.nss. Any scripts calling these scripting functions will need to be recompiled for the changes to take effect.
- Fixed an issue with ActionCastSpellAtObject() not working for Paladin spells.
- Made a change to hopefully fix some potential issues with the client losing some appearance/phenotype update messages when using the SetPhenoType() scripting command.
Custom Content:
=-=-=-=-=-=-=-=
- Added new scripting command:
// Set oPlaceable's useable object status.
// Note: Only works on non-static placeables.
void SetUseableFlag(object oPlaceable, int nUseableFlag);
- Added new nwnplayer.ini setting.
[Game Options]
Log Model Errors=0
If turned on, some types of model errors will be logged out to the nwclientLog file and the AR_ERROR.LOG file while the game is running (in the NWN install directory). This would include some errors with setting invalid TileSet data, invalid use nodes set on placables, some placeable walkmesh errors, and some errors with the animrootnode not matching the name of other nodes in the model.
- Wings now use the ENVMAP setting from the new column in the WingModel.2da rather than using the ENVMAP setting from the appearance.2da. This fixes some issues with transparency on wings.
- Tails now use the ENVMAP setting from the new column in the TailModel.2da rather than using the ENVMAP setting from the appearance.2da. This fixes some issues with transparency on tails.
<font size="3" face="Verdana, Arial" color="#cc6600">Chris Priestly, Quality Assurance</font>
16 Aug 2006 - Darkness over Daggerford (http://nwn.bioware.com//forums/viewpost.html?topic=493002&post=4266725&forum=41&highlight=)
I briefly got to test an early unfinished version of this module before I got switched over to working on Jade PC and I was deeply digging it. There is some very well crafted story-telling going on here.
I'm really looking forward to giving the final version a play. http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif
Just How Many More Are In The Woodwork ... ? (http://nwn.bioware.com//forums/viewpost.html?topic=493001&post=4266887&forum=86&highlight=)
Witches Wake 2 and Kingmaker 2 were always "someday" kind of projects. They were never really in the works, more in the very very early preparation stages at best.
<font size="3" face="Verdana, Arial" color="#cc6600">Georg Zoeller, Designer</font>
Darkness over Daggerford (http://nwn.bioware.com//forums/viewpost.html?topic=493000&post=4266607&forum=42&highlight=)
It is awesome to see this module hit the Vault, it is one of the most ambitious modules ever made and it will be very worth the time to download for everyone.
A note on some of the included custom content: This module contains some very high profile custom content, including and probably most notable a preview (read: older) version of the TNO tileset by the DLA Team - the largest and coolest tileset ever http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif
Content creators might want to hold off on using it just now as there is a good possiblity of the full, latest version of these resources being made available officially in the future, fully 1.68 proof of course. However, that shouldn't stop custom content fans from downloading it anyway and and getting a look at what the future holds...
Again, this is one of the most significant module releases to ever hit NWN and well worth everyones download time, go, get it!
NWN isn't dead until the fat Kobold sings, and he barely even started yet http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif
More: <hr /><hr />It's been posted with an installer.exe.... Unfortunately, I have a mac and cannot run this file. Is there a zipped version available somewhere yet?<hr />I don't know if this will work with a Mac, but what I do with my Linux box is rename the .exe to a .zip, which allows me to extract the files with my Archive Manager.<hr />That should work on the Mac as well.
More: <hr />4-5 levels for 25 hours of play? I'm guess I'm reading that wrong. I hope you mean 12-13 levels GAINED leaving the player at around 20-21. http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif<hr />BG had like what, 7 levels after 60h of play? http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif
<font size="3" face="Verdana, Arial" color="#cc6600">Stanley Woo, Quality Assurance</font>
Bioware Appreciation (http://nwn.bioware.com//forums/viewpost.html?topic=492904&post=4266213&forum=42&highlight=)
<hr />Please never change your approach to public relations!<hr />Awww, ByblosHex said the magic code phrase. All right, BioWarians, cancel your forum accounts and let's never speak to the community again! You can all thank ByblosHex for driving us away, everyone. Remember, it's ByblosHex! http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif http://forums.bioware.com/_commonext/images/smiles/icon_razz.gif http://forums.bioware.com/_commonext/images/smiles/icon_lol.gif http://forums.bioware.com/_commonext/images/smiles/icon_biggrinno.gif
http://forums.bioware.com/_commonext/images/smiles/icon_good.gif
Question about AC (http://nwn.bioware.com//forums/viewpost.html?topic=492777&post=4266224&forum=42&highlight=)
For further discussion on armour and armour class, follow this thread (http://nwn.bioware.com/forums/viewtopic.html?topic=464150&forum=42&sp=90). Thank you.
End of line.
<font size="3" face="Verdana, Arial" color="#cc6600">James Henley, Technical Designer</font>
Bioware Appreciation (http://nwn.bioware.com//forums/viewpost.html?topic=492904&post=4265997&forum=42&highlight=)
<hr />Something about a fat kobold I think...<hr />Don't talk about your mother that way, Brian. It's not polite. http://forums.bioware.com/_commonext/images/smiles/icon_rolleyes.gif
Thanks for the show of appreciation folks. I'd actually like to throw my hat in the ring as well to show my appreciation from the days when I was on the outside of the company looking in, and having a blast playing campaigns over at Neverwinter Connections. Cheers folks. http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif
Online Info (http://nwn.bioware.com//forums/viewpost.html?topic=493057&post=4267506&forum=42&highlight=)
If you're interested in playing DM'ed games, I'd highly recommend looking into the Neverwinter Connections (http://www.neverwinterconnections.com) site.
<font size="3" face="Verdana, Arial" color="#cc6600">Brian Chung, Technical Artist</font>
Bioware Appreciation (http://nwn.bioware.com//forums/viewpost.html?topic=492904&post=4265941&forum=42&highlight=)
<hr />And there's still (a bit) more to come, such as the release of the 1.68 patch. http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif Stay tuned!<hr />Something about a fat kobold I think...