chevalier
Fri, 8th Feb '08, 3:44pm
Here are today's Neverwinter Nights forum highlights, collected by <a href="http://nwvault.ign.com" target="_blank">NWVault</a>. 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.<br />
<b><font size="3" face="Verdana, Arial" color="#cc6600">Brian Chung, Technical Artist</font></b>
<b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=615908&post=5628015&forum=42&highlight=" target="_blank" >1.69.8104 (Windows) Beta 5 Patch Now Available (Discuss).</a></b>
<hr />I have the 169.28 forceware winxp 32bit english beta Drives but have not loaded them just yet.<hr />I'm using 169.28 beta right now and I don't see it, can you test it out too, please? I don't really want to remove the alpha channel as some of the textures have shiny bits on belt buckles and such.
<hr />Also I have tile set bugs that I summited to you about last week in the form of a module did you get it Brian?
I hope that helps if you need help let me know, oh Barry_1066 had the Texture problem if you need to ask someone else.<hr />I'm going to need the actual tile names, saves me having to hunt around for them.<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=615908&post=5628766&forum=42&highlight=" target="_blank" >1.69.8104 (Windows) Beta 5 Patch Now Available (Discuss).</a></b>
<hr />Ruins bug, A black floating mesh in tdr01_f44_01
Ruins bug, floating mesh in tdr01_g17_02
Missing Source lighting in tile tdr01_g01_01
Missing Source lighting in tile tdr01_g01_01
Missing Source lighting in tile tdr01_g09_01
Missing Source lighting in tile tdr01_f45_01
.Wok mesh Bug in Sewers tile set, in tile tds01_d07_01, Pipe you can walk right thru.
.Wok mesh Bug in Sewers tile set, in tile tds01_d04_01, Pipe you can walk right thru.
Same .Wok mesh Bug, in Sewers tile set, different Pipe in tile tds01_d04_01, you can walk right thru.<hr />Fixed, along with the other bugs listed in the mod.
The mod was named Brain not Brian. <img src="http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif" />
<b><font size="3" face="Verdana, Arial" color="#cc6600">Craig Welburn, Live Team Programmer</font></b>
<b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=615908&post=5628057&forum=42&highlight=" target="_blank" >1.69.8104 (Windows) Beta 5 Patch Now Available (Discuss).</a></b>
<hr /><hr /><hr />I got a question for you tileset guys and bioware. I have always noticed the tileset fixes in the patches...now if I used an older set of tiles before the fix...is it possible for my older tiles to cause my mod to crash? Should we rebuild our areas with the most up to date tiles?<hr />It shouldn't be the case, as the area would reference tile X from the .SET file and the game would use the most recent tile available (and we hope, one that wouldn't crash the game). I know I've fixed a couple tiles that would cause the game to crash when you mouse over the tile (bad walkmesh).<hr />Yeah I figured there was a possibility that a bad tileset could crash the game, but that would be near impossible for a mod builder to detect...so I am not going to build any areas until after the final patch is released in the hopes that I can minimize crashes due to older tileset bugs. Thanks for answering my question Brian!!!
Narc<hr />Actually what we really need it for people to build areas BEFORE the final patch is released and report any crashes (or other bugs) that they encounter. That way we can fix them before the final patch is released.
If there are any more tiles in the Beta patch that might be causing crashes or other bugs and you wait for the final patch to build you module, then the crashes/bugs will still be there when the patch is released. And as this is our last patch the bugs will never get fixed and patched into the game. <img src="http://forums.bioware.com/_commonext/images/smiles/icon_frown.gif" />
However, if you report any bugs in the Beta, we can fix those before the final patch is released and the fixes will retroactively fix the module you built with the Beta patch as well (once you upgrade to the final patch).
Thanks,
Craig.<br />
<b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=615908&post=5628453&forum=42&highlight=" target="_blank" >1.69.8104 (Windows) Beta 5 Patch Now Available (Discuss).</a></b>
<hr />Sent all my findings of typographical error in the original NWN OC, Prelude chapter to <a href="mailto:nwbugs@bioware.com">nwbugs@bioware.com</a>
regards,
JFK<hr />Thanks for that. The amount of spelling mistakes and typo's that you guys have sent in has been staggering! I had no idea there were still that many left. <img src="http://forums.bioware.com/_commonext/images/smiles/icon_eek.gif" />
Thanks again,
Craig.<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=614354&post=5628494&forum=42&highlight=" target="_blank" >Hating Everything Nerfed!!</a></b>
<hr />Owen shot a nerf dart at me the other day.
It hurt.<hr />Yeah and we've both got plenty more where that came from. <img src="http://forums.bioware.com/_commonext/images/smiles/icon_evillol.gif" />
Now get back to work and finish fixing all those tileset bugs, or else!
Craig.
<b><font size="3" face="Verdana, Arial" color="#cc6600">Brian Chung, Technical Artist</font></b>
<b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=615908&post=5628015&forum=42&highlight=" target="_blank" >1.69.8104 (Windows) Beta 5 Patch Now Available (Discuss).</a></b>
<hr />I have the 169.28 forceware winxp 32bit english beta Drives but have not loaded them just yet.<hr />I'm using 169.28 beta right now and I don't see it, can you test it out too, please? I don't really want to remove the alpha channel as some of the textures have shiny bits on belt buckles and such.
<hr />Also I have tile set bugs that I summited to you about last week in the form of a module did you get it Brian?
I hope that helps if you need help let me know, oh Barry_1066 had the Texture problem if you need to ask someone else.<hr />I'm going to need the actual tile names, saves me having to hunt around for them.<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=615908&post=5628766&forum=42&highlight=" target="_blank" >1.69.8104 (Windows) Beta 5 Patch Now Available (Discuss).</a></b>
<hr />Ruins bug, A black floating mesh in tdr01_f44_01
Ruins bug, floating mesh in tdr01_g17_02
Missing Source lighting in tile tdr01_g01_01
Missing Source lighting in tile tdr01_g01_01
Missing Source lighting in tile tdr01_g09_01
Missing Source lighting in tile tdr01_f45_01
.Wok mesh Bug in Sewers tile set, in tile tds01_d07_01, Pipe you can walk right thru.
.Wok mesh Bug in Sewers tile set, in tile tds01_d04_01, Pipe you can walk right thru.
Same .Wok mesh Bug, in Sewers tile set, different Pipe in tile tds01_d04_01, you can walk right thru.<hr />Fixed, along with the other bugs listed in the mod.
The mod was named Brain not Brian. <img src="http://forums.bioware.com/_commonext/images/smiles/icon_wink.gif" />
<b><font size="3" face="Verdana, Arial" color="#cc6600">Craig Welburn, Live Team Programmer</font></b>
<b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=615908&post=5628057&forum=42&highlight=" target="_blank" >1.69.8104 (Windows) Beta 5 Patch Now Available (Discuss).</a></b>
<hr /><hr /><hr />I got a question for you tileset guys and bioware. I have always noticed the tileset fixes in the patches...now if I used an older set of tiles before the fix...is it possible for my older tiles to cause my mod to crash? Should we rebuild our areas with the most up to date tiles?<hr />It shouldn't be the case, as the area would reference tile X from the .SET file and the game would use the most recent tile available (and we hope, one that wouldn't crash the game). I know I've fixed a couple tiles that would cause the game to crash when you mouse over the tile (bad walkmesh).<hr />Yeah I figured there was a possibility that a bad tileset could crash the game, but that would be near impossible for a mod builder to detect...so I am not going to build any areas until after the final patch is released in the hopes that I can minimize crashes due to older tileset bugs. Thanks for answering my question Brian!!!
Narc<hr />Actually what we really need it for people to build areas BEFORE the final patch is released and report any crashes (or other bugs) that they encounter. That way we can fix them before the final patch is released.
If there are any more tiles in the Beta patch that might be causing crashes or other bugs and you wait for the final patch to build you module, then the crashes/bugs will still be there when the patch is released. And as this is our last patch the bugs will never get fixed and patched into the game. <img src="http://forums.bioware.com/_commonext/images/smiles/icon_frown.gif" />
However, if you report any bugs in the Beta, we can fix those before the final patch is released and the fixes will retroactively fix the module you built with the Beta patch as well (once you upgrade to the final patch).
Thanks,
Craig.<br />
<b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=615908&post=5628453&forum=42&highlight=" target="_blank" >1.69.8104 (Windows) Beta 5 Patch Now Available (Discuss).</a></b>
<hr />Sent all my findings of typographical error in the original NWN OC, Prelude chapter to <a href="mailto:nwbugs@bioware.com">nwbugs@bioware.com</a>
regards,
JFK<hr />Thanks for that. The amount of spelling mistakes and typo's that you guys have sent in has been staggering! I had no idea there were still that many left. <img src="http://forums.bioware.com/_commonext/images/smiles/icon_eek.gif" />
Thanks again,
Craig.<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=614354&post=5628494&forum=42&highlight=" target="_blank" >Hating Everything Nerfed!!</a></b>
<hr />Owen shot a nerf dart at me the other day.
It hurt.<hr />Yeah and we've both got plenty more where that came from. <img src="http://forums.bioware.com/_commonext/images/smiles/icon_evillol.gif" />
Now get back to work and finish fixing all those tileset bugs, or else!
Craig.