chevalier
Mon, 15th Jan '07, 8:53pm
Here are today's Neverwinter Nights 2 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">Rob McGinnis</font>
ungodly network spike (http://nwn2forums.bioware.com/forums/viewpost.html?topic=541098&post=4729085&forum=118&highlight=)
It is a known issue, but is not resolved in 1.04 yet as wer are still troubleshooting it. For us, it seems to happen randomly, if at all.
1.04 addresses the DM-related crashes. DMs transitioning to exteriors should no longer crash the server. DMs exiting should no longer crash the server.
As for the traffic burst issue, we are still looking into that to find the root cause.
Possible Campaign-stopping Bug (http://nwn2forums.bioware.com/forums/viewpost.html?topic=538361&post=4729363&forum=110&highlight=)
I will be going through these threads today.
<font size="3" face="Verdana, Arial" color="#cc6600">J.E. Sawyer, Lead Designer</font>
*sigh* This is ridiculous (http://nwn2forums.bioware.com/forums/viewpost.html?topic=540906&post=4729186&forum=113&highlight=)
I used the toolset a lot on my own over break and there were a few things that stuck out as particularly painful:
* The toggling of paint/select terrain when adjusting the camera. Really irritating.
* The slowness of the Armor Set tab.
* The wacky relationship between tint values set in the Armor Set tab and the tint values on the creature's basic properties.
* Lack of fixed lights in the preview pane.
* Zero-ing out of z-axis data when copying and pasting groups (e.g. a torch with a flame effect and a light entity).
* That re-baking an area doesn't selectively re-bake individual tiles that have changed since the last bake.
* Overly complex collision meshes on placeables like the rural walls and fences. This can result in absurd bake times unless they are all marked to environment objects with extensive walkmesh cutters built around them.
* The store management interface.
I've written up all of these things for programming and art, so hopefully they can address some of the major issues in the future.
<hr />On the other hand I don't believe for a minute that the campaign (or any other profesionally designed game) was designed with the NWN2 toolset. There's just way to many bugs to believe a paid dev team diligently worked with this toolset and didn't find at least some of the bugs or bothered to change them.<hr />You are correct on this. The toolset we used was buggier and designers had to work without most of its features for half of the project.
<font size="3" face="Verdana, Arial" color="#cc6600">Jason Keeney, Programmer</font>
Obsidian and the Custom Content Community (http://nwn2forums.bioware.com/forums/viewpost.html?topic=530698&post=4729733&forum=115&highlight=)
Not sure if this has been answered by anyone yet...
<hr /> In walkmeshes, each face has a 32-bit flag. We have seen the values 0x0, 0x9, 0x11, 0x21, 0x41 and 0x101. The bottom bit seems to indicate whether the face is walkable or not, but what do the other bits mean?<hr />The bit assignments for the walkmesh face flags are:
bit 0: walk bit ( 1 = walk, 0 = no walk )
bit 1 - 2: reserved
bit 3 - 13: material ( used for footstep sounds, etc... I dont know what will happen if more than one of these are set at the same time. I dont recommend it. http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif )...
bit 3: dirt
bit 4: grass
bit 5: stone
bit 6: wood
bit 7: carpet
bit 8: metal
bit 9: swamp
bit 10: mud
bit 11: leaves
bit 12: water
bit 13: puddles
bits 14 - 31: reserved
<font size="3" face="Verdana, Arial" color="#cc6600">Rob McGinnis</font>
ungodly network spike (http://nwn2forums.bioware.com/forums/viewpost.html?topic=541098&post=4729085&forum=118&highlight=)
It is a known issue, but is not resolved in 1.04 yet as wer are still troubleshooting it. For us, it seems to happen randomly, if at all.
1.04 addresses the DM-related crashes. DMs transitioning to exteriors should no longer crash the server. DMs exiting should no longer crash the server.
As for the traffic burst issue, we are still looking into that to find the root cause.
Possible Campaign-stopping Bug (http://nwn2forums.bioware.com/forums/viewpost.html?topic=538361&post=4729363&forum=110&highlight=)
I will be going through these threads today.
<font size="3" face="Verdana, Arial" color="#cc6600">J.E. Sawyer, Lead Designer</font>
*sigh* This is ridiculous (http://nwn2forums.bioware.com/forums/viewpost.html?topic=540906&post=4729186&forum=113&highlight=)
I used the toolset a lot on my own over break and there were a few things that stuck out as particularly painful:
* The toggling of paint/select terrain when adjusting the camera. Really irritating.
* The slowness of the Armor Set tab.
* The wacky relationship between tint values set in the Armor Set tab and the tint values on the creature's basic properties.
* Lack of fixed lights in the preview pane.
* Zero-ing out of z-axis data when copying and pasting groups (e.g. a torch with a flame effect and a light entity).
* That re-baking an area doesn't selectively re-bake individual tiles that have changed since the last bake.
* Overly complex collision meshes on placeables like the rural walls and fences. This can result in absurd bake times unless they are all marked to environment objects with extensive walkmesh cutters built around them.
* The store management interface.
I've written up all of these things for programming and art, so hopefully they can address some of the major issues in the future.
<hr />On the other hand I don't believe for a minute that the campaign (or any other profesionally designed game) was designed with the NWN2 toolset. There's just way to many bugs to believe a paid dev team diligently worked with this toolset and didn't find at least some of the bugs or bothered to change them.<hr />You are correct on this. The toolset we used was buggier and designers had to work without most of its features for half of the project.
<font size="3" face="Verdana, Arial" color="#cc6600">Jason Keeney, Programmer</font>
Obsidian and the Custom Content Community (http://nwn2forums.bioware.com/forums/viewpost.html?topic=530698&post=4729733&forum=115&highlight=)
Not sure if this has been answered by anyone yet...
<hr /> In walkmeshes, each face has a 32-bit flag. We have seen the values 0x0, 0x9, 0x11, 0x21, 0x41 and 0x101. The bottom bit seems to indicate whether the face is walkable or not, but what do the other bits mean?<hr />The bit assignments for the walkmesh face flags are:
bit 0: walk bit ( 1 = walk, 0 = no walk )
bit 1 - 2: reserved
bit 3 - 13: material ( used for footstep sounds, etc... I dont know what will happen if more than one of these are set at the same time. I dont recommend it. http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif )...
bit 3: dirt
bit 4: grass
bit 5: stone
bit 6: wood
bit 7: carpet
bit 8: metal
bit 9: swamp
bit 10: mud
bit 11: leaves
bit 12: water
bit 13: puddles
bits 14 - 31: reserved