chevalier
Mon, 15th Jan '07, 8:55pm
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>
Toolset 1.04 Beta Crashes + Bugs (http://nwn2forums.bioware.com/forums/viewpost.html?topic=542066&post=4738075&forum=113&highlight=)
<hr />1) The toolset will immediately crash if you copy any waypoint. Very easy to test, simply start toolset, select File -> New -> Area -> add area. Take any waypoint from the blueprints (I was using NW_WAYPOINT001 from empty), place that anywhere to the area. Press esc to cancel placing more waypoints. Select the placed waypoint. Press Ctrl-C to try to copy the waypoint, and you immediately get error saying "Neverwinter Nights 2 Toolset has encountered a problem and needs to close. We are sorry for the inconvenience. If you were in the middle of something, the information you were working on might be lost.". This error is 100% reproducable.<hr />Good catch.
<hr />2) The interior areas are now really dark. The defaults for the area creation has changed, and now the Day/Night cycle is False by default (I think it used to be true before). This is fine, so you just need to define the default Day/Night Cycle Stages to get some light, right? The thing that makes it a bit more challenging, that every single Day/Night Cycle stage is now named as "Sunrise", and they seem to have exactly same values each. Hmm.. Default should be [7] on the list, so I try to edit the [7], add sky light for 0.8, but nothing happens. No light on the screen... I close the area, open it again, and now I do not have 8 copies of Sunrise, but I have the normal names for them, and the lights are back again... Ok, so when you make area, simply close it immediately and reopen it so you can actually see some effects on the area day/night settings.<hr />This is a strange one. We were looking at this the other day. If you use File > New Area you will get a different result than if you right click in the area list and select new area.
Patch 1.04 Bugs. (http://nwn2forums.bioware.com/forums/viewpost.html?topic=542088&post=4738422&forum=109&highlight=)
The release notes are just a repost of Nathaniel's list.
The fix for the Win2k issue will be in the final release of the 1.04 patch.
Until that time, you Win2k users can download the .dll file from Microsoft's website, I am told.
-----------------------------------
1. 1.05 is in early process
2. Hide & Invis is intended for 1.05
3. Manyshot should be fixed in 1.04
4. Rapidshot should be fixed in 1.04
5. Practiced Spellcaster should be fixed in 1.04
6. Looping cutscene in Tavorick's manor intended for 1.04 final
7. Quick slots emptying on transition or cutscene should be fixed 1.04
I will try to answer some patch questions here. Check back with this post for updates.
<font size="3" face="Verdana, Arial" color="#cc6600">J.E. Sawyer, Lead Designer</font>
nwn2_dieties (http://nwn2forums.bioware.com/forums/viewpost.html?topic=535149&post=4737610&forum=115&highlight=)
They are present either for future use by us or by ambitious modders. They have no current function in the game.
NWN2 Version 1.04 English Beta released! (http://nwn2forums.bioware.com/forums/viewpost.html?topic=541644&post=4737631&forum=109&highlight=)
<hr />I don't care what you say about the process, fixing things like this and simple errors in things like .2da files or scripts should have been done the first instant they were reported. There is no excuse whatsoever. NONE!<hr />You're using a beta patch.
<hr />Quote: Seriously...what is the use of a in game patching system if you are only going to use it for few major patches over the course of a long period of time anyway???
This thing needs a minor update every week or two minimum, and a major update every couple of months or so.<hr />The patching system for NWN2 is the same as the patching system for NWN1. Hurling out patches every couple of weeks dramatically increases the actual number of patch builds that need to be made. For every increment, there must be a patch build to transition from all old versions. This can result in an incredible amount of build and validation time. Short of re-writing the original patching system, there's nothing that can be done about it. We have to balance the desired frequency of patching with the realities listed above.
<font size="3" face="Verdana, Arial" color="#cc6600">Rob McGinnis</font>
Toolset 1.04 Beta Crashes + Bugs (http://nwn2forums.bioware.com/forums/viewpost.html?topic=542066&post=4738075&forum=113&highlight=)
<hr />1) The toolset will immediately crash if you copy any waypoint. Very easy to test, simply start toolset, select File -> New -> Area -> add area. Take any waypoint from the blueprints (I was using NW_WAYPOINT001 from empty), place that anywhere to the area. Press esc to cancel placing more waypoints. Select the placed waypoint. Press Ctrl-C to try to copy the waypoint, and you immediately get error saying "Neverwinter Nights 2 Toolset has encountered a problem and needs to close. We are sorry for the inconvenience. If you were in the middle of something, the information you were working on might be lost.". This error is 100% reproducable.<hr />Good catch.
<hr />2) The interior areas are now really dark. The defaults for the area creation has changed, and now the Day/Night cycle is False by default (I think it used to be true before). This is fine, so you just need to define the default Day/Night Cycle Stages to get some light, right? The thing that makes it a bit more challenging, that every single Day/Night Cycle stage is now named as "Sunrise", and they seem to have exactly same values each. Hmm.. Default should be [7] on the list, so I try to edit the [7], add sky light for 0.8, but nothing happens. No light on the screen... I close the area, open it again, and now I do not have 8 copies of Sunrise, but I have the normal names for them, and the lights are back again... Ok, so when you make area, simply close it immediately and reopen it so you can actually see some effects on the area day/night settings.<hr />This is a strange one. We were looking at this the other day. If you use File > New Area you will get a different result than if you right click in the area list and select new area.
Patch 1.04 Bugs. (http://nwn2forums.bioware.com/forums/viewpost.html?topic=542088&post=4738422&forum=109&highlight=)
The release notes are just a repost of Nathaniel's list.
The fix for the Win2k issue will be in the final release of the 1.04 patch.
Until that time, you Win2k users can download the .dll file from Microsoft's website, I am told.
-----------------------------------
1. 1.05 is in early process
2. Hide & Invis is intended for 1.05
3. Manyshot should be fixed in 1.04
4. Rapidshot should be fixed in 1.04
5. Practiced Spellcaster should be fixed in 1.04
6. Looping cutscene in Tavorick's manor intended for 1.04 final
7. Quick slots emptying on transition or cutscene should be fixed 1.04
I will try to answer some patch questions here. Check back with this post for updates.
<font size="3" face="Verdana, Arial" color="#cc6600">J.E. Sawyer, Lead Designer</font>
nwn2_dieties (http://nwn2forums.bioware.com/forums/viewpost.html?topic=535149&post=4737610&forum=115&highlight=)
They are present either for future use by us or by ambitious modders. They have no current function in the game.
NWN2 Version 1.04 English Beta released! (http://nwn2forums.bioware.com/forums/viewpost.html?topic=541644&post=4737631&forum=109&highlight=)
<hr />I don't care what you say about the process, fixing things like this and simple errors in things like .2da files or scripts should have been done the first instant they were reported. There is no excuse whatsoever. NONE!<hr />You're using a beta patch.
<hr />Quote: Seriously...what is the use of a in game patching system if you are only going to use it for few major patches over the course of a long period of time anyway???
This thing needs a minor update every week or two minimum, and a major update every couple of months or so.<hr />The patching system for NWN2 is the same as the patching system for NWN1. Hurling out patches every couple of weeks dramatically increases the actual number of patch builds that need to be made. For every increment, there must be a patch build to transition from all old versions. This can result in an incredible amount of build and validation time. Short of re-writing the original patching system, there's nothing that can be done about it. We have to balance the desired frequency of patching with the realities listed above.