View Full Version : Neverwinter Nights Forum News (Feb. 14, 08)


chevalier
Fri, 29th Feb '08, 11:09am
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">Derek French, Live Team Producer</font></b>

<b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=617712&post=5646934&forum=42&highlight=" target="_blank" >Neverwinter Nights Diamont vs vista</a></b>
The 1.69 update is in beta, and I believe includes a fix for the issues that occur under Vista.<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=5648562&forum=42&highlight=" target="_blank" >1.69.8104 (Windows/Mac/Linux and non-expansion pack Beta) Beta 5 Patch Now Available (Discuss).</a></b>
<hr />Possible beta 5 bug

When i place a CORRIDOR following the outside of the grid in a 8x8 area,and try to add the SMITHY 1X2 to the corridor.I land up seeing a fire object outside the grid.Its off the grid.

I looked at it again and noticed that the smithy doesnt have a fire.Which leads me to beleive that the fire floating outside the grid belongs to the SMITHY 1X2.<hr />Already fixed.<br />
<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=5647567&forum=42&highlight=" target="_blank" >1.69.8104 (Windows/Mac/Linux and non-expansion pack Beta) Beta 5 Patch Now Available (Discuss).</a></b>
<hr />Just curious. Why does the <a href="http://nwn.bioware.com/support/patch.html" target="_blank">http://nwn.bioware.com/support/patch.html</a> page still list the Beta 3 patch as current?<hr />The web monkeys have been a bit overloaded at the moment with the Mass Effect PC announcement and all.
<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=616077&post=5647588&forum=42&highlight=" target="_blank" >patch 1.69 disscussion(part 19)</a></b>
<hr />Excuse my ignorance, i have been a long time far from NWN, but... does currently exist any way to hide the minimap or a scripted function similar to UnExploreMapForPlayer in 1.69, or any other not hak-based way to acomplish this?

I have done a search and i dont find an answer<hr />The ExploreMapForPlayer() scripting command (if that's what it is called, I don't have NWN in front of me at the moment) had an extra parameter added to it a few patches back that allows you to unexplore areas of the map.

When you use the extra parameter the mini-map remains visible, but all the areas not immediately around the player will turn black and unexplored again on the mini-map.

We used this functionality in the Infinite Dungeons premium module.
<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=617669&post=5647604&forum=42&highlight=" target="_blank" >1.68 Critical Rebuild Failed</a></b>
<hr />Well, I tested 1.69 beta 5. Then reverted back because the toolset kept crashing. I fixed that by using compatability mode and reinstalled 1.69 beta 5.

After doing a few tests I went to revert back to 1.68 and now it gives me some kind of error about an incorrect dialog.tlk and won't revert. Do I have to uninstall/reinstall now?


-420<hr />The 1.69 toolset was crashing on you, but the 1.68 toolset was not? Was there anything in particular you were doing in the 1.69 toolset that seemed to be related to the crashes?