View Full Version : Neverwinter Nights 2 Forum News (Feb. 22, 07)


chevalier
Thu, 22nd Feb '07, 9:49pm
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>

1.05 status? (http://nwn2forums.bioware.com/forums/viewpost.html?topic=550131&post=4831904&forum=109&highlight=)
1.05 is just around the corner, though that corner may move a bit. We expanded the 1.05 patch just a bit (obviously) and some of the things we threw in there were a little more difficult to implement than we expected.

I am working on trying to get you a sneak peek at the patch notes but so far I haven't been able to get my hands on them.

*lowers voice*

But here's what I have seen:

1. WASD turn rate has been decreased by 50%

2. Group select will now enable players and DMs to select and control companions/creatures externally - without having to possess them - sorta like an RTS

3. GetIsPartyTransition() is fixed

4. Chat window should no longer clear during transitions

5. NWNX2 Script hooks added

6. 2DA LABEL vs. STRREF column change implemented

7. Armorrulestats.2da has been extended beyond the 255 row limit

There are many, many more fixes in the 1.05 patch but this is a good list to start with.

More:<hr />Thanks for the sneak peak. http://forums.bioware.com/_commonext/images/smiles/icon_smile.gif I am still hoping for spell fixes, new feats, abilities, etc. though.

And before that, any news of autodownload progress, size decrease for downloads, improved toolset user friendlyness, fixed multiplayer issues, etc.<hr />We are combing over the spell and feat issues in QA now to get the details.

The other stuff is pretty huge and is/will take a while. 1.06 will have some MP fixes. We are tearing apart some modules to see what we can do with the crashes.

The toolset may have a little surprise in it for 1.05, but it may be delayed for a bit.. not sure.

We are making a change to let PW owners place two strings into their .ini file that will point players to a URL to get their PWC files. This will be implemented in 1.05 and the dressed up dedicated server UI will come later. We figured it was more important that you could give the URL than to wait to have everything look purdy.

So.. we just keep working away here. The big stuff is not easy to implement but, given time...

edit: Oh yeah: the hide and invisibility fix is slated for 1.06.

Dual core: full support using both cores? (http://nwn2forums.bioware.com/forums/viewpost.html?topic=547698&post=4833212&forum=109&highlight=)
There's been a lot of talk about dual-core processors and a lot of false information floating around these boards.

Currently, there's about a handful of games that actually support multi-core processing, with many of those being MMOs.

Wikipedia has a pretty good entry on games and Multi-core support. They even state that "...most current (2006) video games will run faster on a 3 GHz single-core processor than on a 2GHz dual-core processor (of the same core architecture), despite the dual-core theoretically having more processing power, because they are incapable of efficiently using more than one core at a time."

You can find the entire article here: http://en.wikipedia.org/wiki/Dual_Core_Processors

1.05 status? (http://nwn2forums.bioware.com/forums/viewpost.html?topic=550131&post=4833232&forum=109&highlight=)
Actually, I have posted about ActionSit() before... gotta love millions of forum posts.

ActionSit() is slated for 1.06.