chevalier
Sat, 4th Aug '07, 3:05pm
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>
Tags for nwmain.exe (Flags? Switches?) (http://nwn.bioware.com/forums/viewpost.html?topic=577829&post=5178555&forum=42&highlight=)
<hr />Okay, I cannot remember what they are called from my DOS days, but does anyone know what the availible tags are for nwmain.exe? (ie. -w for windowed mode)<hr />"command-line parameters"
You set windowed mode through the nwn.ini file
[Display Options]
AllowWindowedMode=1
FullScreen=0
<hr />Quote: I got to thinking that if there is one for the menu commands (ie. New, Load, Multiplayer, etc.), then someone could just set up a shortcut to jump straight to that part of the game.<hr />Sorry, there is nothing like that for the menu items.
There is one for loading a specific modules, but I don't have it right in front of me. Let me see if I can dig it up.
<font size="3" face="Verdana, Arial" color="#cc6600">Brian Chung, Technical Artist</font>
NWN Patch 1.69 Thread (http://nwn.bioware.com/forums/viewpost.html?topic=577975&post=5180172&forum=42&highlight=)
To summarize:
- Get/SetDescription() is in (http://nwn.bioware.com/forums/viewpost.html?topic=562601&post=5048391&forum=42).
- The art assets from WCoC are planned to go in (TNO tilesets, etc)
- Yes, certain hay eating quadrupeds are planned to be in and you'll be able to ride them.
- GUI changes are extremely unlikely (meaning, no additional quickslot bars, etc.)
- Hardcoded or engine level changes would still have focus and priority over scripting changes that you could mod yourself.
- I'll look into adding some blank instant feats for any DM/Player/Emote widgets, to get away from the arms out wand activation.
- No, we're not open-sourcing the game code.
- No, we're not converting it to 3.5E rules.
- And no, you can't have my ice cream.
And I'm planning to set up an 1.69 content alpha test server and allow people to grab the latest HAKs as I work on them, jump into a test mod and help submit bug reports.
More: (http://nwn.bioware.com/forums/viewpost.html?topic=577975&post=5180337&forum=42&highlight=) Whoops, that's right, add in the art assets from Infinite Dungeons into the mix too.
And, yes we know about whirlwind, what we'd probably end up doing is making it so you can only activate it when in combat, outside of combat it'll just not play (maybe floaty text or something). For those curious, playing combat-based animations outside of combat causes issues with the game (thinks you're in combat, but you're not or something, makes the game confused, Craig would know more), hence why you can't play specific combat animations using PlayAnimation(), etc.
And note, none of this is set in stone, I was only summarizing what's been said in previous threads and some suggestions on what won't get worked on (i.e. GUIs). This is what I can remember, as Craig, Derek and Owen might have other ideas.
And no, you still can't have my ice cream. http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif
More: (http://nwn.bioware.com/forums/viewpost.html?topic=577975&post=5180389&forum=42&highlight=)<hr />What about the creatures from Infinite Dungeons, the peg leg graphic glitch<hr />I'm not aware of any peg leg graphical glitch, can you elaborate on that?
More: (http://nwn.bioware.com/forums/viewpost.html?topic=577975&post=5180521&forum=42&highlight=)<hr />The peg leg walk/graphic glitch I belive is if you're using keyboard control to move your avatar, it will sometimes intterupt the animation, making the character walk funny. In my estimation not possible/worthwhile to fix.<hr />It's not a glitch, but how NWN handles continuous input from the keyboard as opposed to a normal point and click from the mouse. It can occasionally reset the animation cycle hence the jerking and shuffling you see. It'll probably be more pronounced in a network game due to latency.
It happens to normal body parts as well, since animations are stored on the skeleton and not on the individual body part like the peg legs.
Hold the mouse 1 button down and drive around like that and you'll see it happen there too (more pronounced when you're moving very small distances).
<font size="3" face="Verdana, Arial" color="#cc6600">Craig Welburn, Live Team Programmer</font>
NWN Patch 1.69 Thread (http://nwn.bioware.com/forums/viewpost.html?topic=577975&post=5180370&forum=42&highlight=)
<hr />What about the creatures from Infinite Dungeons, the peg leg graphic glitch and CopyItemAndModify not working with cloaks?
Those are just the issues that I can name off the top of my head, I'm sure they're are many more.
-420<hr />I already put a fix in for CopyItemAndModify() a while back, so that it will work with both the new and the old cloaks. So that fix will be in the 1.69 patch.
Not sure about the peg leg thing. Brian are you aware of any peg leg issues?
Tags for nwmain.exe (Flags? Switches?) (http://nwn.bioware.com/forums/viewpost.html?topic=577829&post=5181007&forum=42&highlight=)
+LoadNewModule "module name"
Will load up the module specified and then stop at the character selection screen, so that you can pick the character you want.
+LoadNewModule "module name"
Will load up the module specified, pick the first character available in the character select screen and then enter gameplay with that character.
<font size="3" face="Verdana, Arial" color="#cc6600">Derek French, Live Team Producer</font>
Tags for nwmain.exe (Flags? Switches?) (http://nwn.bioware.com/forums/viewpost.html?topic=577829&post=5178555&forum=42&highlight=)
<hr />Okay, I cannot remember what they are called from my DOS days, but does anyone know what the availible tags are for nwmain.exe? (ie. -w for windowed mode)<hr />"command-line parameters"
You set windowed mode through the nwn.ini file
[Display Options]
AllowWindowedMode=1
FullScreen=0
<hr />Quote: I got to thinking that if there is one for the menu commands (ie. New, Load, Multiplayer, etc.), then someone could just set up a shortcut to jump straight to that part of the game.<hr />Sorry, there is nothing like that for the menu items.
There is one for loading a specific modules, but I don't have it right in front of me. Let me see if I can dig it up.
<font size="3" face="Verdana, Arial" color="#cc6600">Brian Chung, Technical Artist</font>
NWN Patch 1.69 Thread (http://nwn.bioware.com/forums/viewpost.html?topic=577975&post=5180172&forum=42&highlight=)
To summarize:
- Get/SetDescription() is in (http://nwn.bioware.com/forums/viewpost.html?topic=562601&post=5048391&forum=42).
- The art assets from WCoC are planned to go in (TNO tilesets, etc)
- Yes, certain hay eating quadrupeds are planned to be in and you'll be able to ride them.
- GUI changes are extremely unlikely (meaning, no additional quickslot bars, etc.)
- Hardcoded or engine level changes would still have focus and priority over scripting changes that you could mod yourself.
- I'll look into adding some blank instant feats for any DM/Player/Emote widgets, to get away from the arms out wand activation.
- No, we're not open-sourcing the game code.
- No, we're not converting it to 3.5E rules.
- And no, you can't have my ice cream.
And I'm planning to set up an 1.69 content alpha test server and allow people to grab the latest HAKs as I work on them, jump into a test mod and help submit bug reports.
More: (http://nwn.bioware.com/forums/viewpost.html?topic=577975&post=5180337&forum=42&highlight=) Whoops, that's right, add in the art assets from Infinite Dungeons into the mix too.
And, yes we know about whirlwind, what we'd probably end up doing is making it so you can only activate it when in combat, outside of combat it'll just not play (maybe floaty text or something). For those curious, playing combat-based animations outside of combat causes issues with the game (thinks you're in combat, but you're not or something, makes the game confused, Craig would know more), hence why you can't play specific combat animations using PlayAnimation(), etc.
And note, none of this is set in stone, I was only summarizing what's been said in previous threads and some suggestions on what won't get worked on (i.e. GUIs). This is what I can remember, as Craig, Derek and Owen might have other ideas.
And no, you still can't have my ice cream. http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif
More: (http://nwn.bioware.com/forums/viewpost.html?topic=577975&post=5180389&forum=42&highlight=)<hr />What about the creatures from Infinite Dungeons, the peg leg graphic glitch<hr />I'm not aware of any peg leg graphical glitch, can you elaborate on that?
More: (http://nwn.bioware.com/forums/viewpost.html?topic=577975&post=5180521&forum=42&highlight=)<hr />The peg leg walk/graphic glitch I belive is if you're using keyboard control to move your avatar, it will sometimes intterupt the animation, making the character walk funny. In my estimation not possible/worthwhile to fix.<hr />It's not a glitch, but how NWN handles continuous input from the keyboard as opposed to a normal point and click from the mouse. It can occasionally reset the animation cycle hence the jerking and shuffling you see. It'll probably be more pronounced in a network game due to latency.
It happens to normal body parts as well, since animations are stored on the skeleton and not on the individual body part like the peg legs.
Hold the mouse 1 button down and drive around like that and you'll see it happen there too (more pronounced when you're moving very small distances).
<font size="3" face="Verdana, Arial" color="#cc6600">Craig Welburn, Live Team Programmer</font>
NWN Patch 1.69 Thread (http://nwn.bioware.com/forums/viewpost.html?topic=577975&post=5180370&forum=42&highlight=)
<hr />What about the creatures from Infinite Dungeons, the peg leg graphic glitch and CopyItemAndModify not working with cloaks?
Those are just the issues that I can name off the top of my head, I'm sure they're are many more.
-420<hr />I already put a fix in for CopyItemAndModify() a while back, so that it will work with both the new and the old cloaks. So that fix will be in the 1.69 patch.
Not sure about the peg leg thing. Brian are you aware of any peg leg issues?
Tags for nwmain.exe (Flags? Switches?) (http://nwn.bioware.com/forums/viewpost.html?topic=577829&post=5181007&forum=42&highlight=)
+LoadNewModule "module name"
Will load up the module specified and then stop at the character selection screen, so that you can pick the character you want.
+LoadNewModule "module name"
Will load up the module specified, pick the first character available in the character select screen and then enter gameplay with that character.