View Full Version : Neverwinter Nights Forum News (Feb. 24, 08)


chevalier
Fri, 29th Feb '08, 11:13am
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=610649&post=5664043&forum=42&highlight=" target="_blank" >1.69.8101 Horse Script Testing (Discuss).</a></b>
I think given the level range of WCoC, we only need that many, or that the bottom limit was -50 and we can't go lower. I'll have to check in the iprp_neg10cost.2da.<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=618952&post=5664388&forum=42&highlight=" target="_blank" >1.69.8105 Beta 6 (Linux/Mac/Windows plus non-expansion pack version) Patch Now Available (Discuss).</a></b>
<hr />I don't know how to post a screen shot of this, sorry. When in the Castle Exterior, Rural tileset, and you place two grassy tree tiles next to each other in a straight line and then place two Lake/Moat tiles next to them there is a weird white shape inside the trees that is visible in the toolset and in the game.<hr />Can you provide the tile names? In the toolset hover over the offending tiles and look at the status bar at the bottom, it should say something like "tno01_a04_01", it'll help us narrow down and identify the problem tiles faster to be fixed.<br />
<b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=618952&post=5665342&forum=42&highlight=" target="_blank" >1.69.8105 Beta 6 (Linux/Mac/Windows plus non-expansion pack version) Patch Now Available (Discuss).</a></b>
<hr />With so much Bioware additions to the tails I wonder if Crag can expand tails again from 750 to 1500 or more, humm worth asking.

CEP Tailmodel.2da is now up to line 353 with beta 6 and I have need of more tail lines for upcoming projects like ridable tigers, bears, wolves, and a few other surprises.

These lines are getting eaten fast.<hr />The max for tailmodel.2da or wingmodel.2da should be up to a 32-bit long int, not sure if it's signed or unsigned, but you're looking at a minimum of 2 billion, or 4 billion depending.

If you tell me that isn't enough, I'm slapping you with a trout.<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=618952&post=5665346&forum=42&highlight=" target="_blank" >1.69.8105 Beta 6 (Linux/Mac/Windows plus non-expansion pack version) Patch Now Available (Discuss).</a></b>
<hr />I've noticed a couple things with the creature scaling.

The highlighting outline when you mouse over the creature stays the full size rather than scaling with the creature.<hr />Yeah, I think the highlight geometry code occurs before the wing/tail scaling code. Don't think there's much we can do about this. <img src="http://forums.bioware.com/_commonext/images/smiles/icon_frown.gif" />