chevalier
Fri, 29th Feb '08, 11:14am
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=618952&post=5670307&forum=42&highlight=" target="_blank" >1.69.8105 Beta 6 (Linux/Mac/Windows plus non-expansion pack version) Patch Now Available (Discuss).</a></b>
Make a bald head, then parent the wing node to the head.
Ta-da, you've got your open-faced helms, hats, hair - and you can possibly PLT it too so hair matches the PC's hair colour.
If someone was creative, you can make the hair a skinmesh and have the hair animate so you can get long hair when the PC moves about. Basically the same system with how tails, wings and horses play the same <i>animation name</i> as the PC, but doesn't necessarily have to be the same <i>animation</i>.
If only I had more time...<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=619840&post=5671020&forum=48&highlight=" target="_blank" >Visible open-face helmets and the like - possible?</a></b>
Actually I was thinking the regular heads being bald, and applying hair/helms/etc as wing or tail nodes. I'll admit I didn't think much about the whole helmet-replaces-head bit, as I was focusing more on hair styles and length.
However, you could script it so when the head gets replaced, apply the wing node as a bare head (since we do have 2 billion+ index numbers now), since any existing hair/hat, etc. has to get removed anyway.
So you need to support and switch between two systems:
1) helms replacing the head, so heads as wing nodes.
2) dynamic head-stuff, so various hair styles, earrings, masks, pony tails, crowns, etc., as wing nodes.<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=619650&post=5671052&forum=46&highlight=" target="_blank" >Local Variable based Item scripting and PC persistance</a></b>
<hr />Not "the character vault", but "the local vault". Local variables are preserved for server vault characters, so all you (probably) have to do is make your test case a better approximation of your live case by using a server vault test character instead of a local vault one. You might need to actually test in multiplayer mode, too. Not sure about that one.<hr />I think localvars get purged when the server restarts (much like single-player). If the server stays up, it retains the PC in memory. Not 100% sure on this mind you, but a warning just in case and something to check to see if the localvars persist between server restarts.
Anyway, I guess the summary of all this is you can't really rely on localvars since there's no guarantee they carry over. Heck, a CopyObject() probably won't replicate the localvars either, and there's no way to get a list of localvar strings to copy.
Hence doing something like having an obscure string in your description that you can parse, like:
datatype|identifiername|value<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=618952&post=5671003&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 /><hr />-After changing the Grass Far Render Distance= from 900.0 to 1800.0 or even 3600.0, there no difference. I have it in NWN.ini in the Display Options section per the patch instructions.<hr />Has anyone got this working?
KirbyEF<hr />It appears there is an error in the patch notes. The ini section should state [Video Options].
The game should create the default setting for you when you run the game.
<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=618952&post=5670307&forum=42&highlight=" target="_blank" >1.69.8105 Beta 6 (Linux/Mac/Windows plus non-expansion pack version) Patch Now Available (Discuss).</a></b>
Make a bald head, then parent the wing node to the head.
Ta-da, you've got your open-faced helms, hats, hair - and you can possibly PLT it too so hair matches the PC's hair colour.
If someone was creative, you can make the hair a skinmesh and have the hair animate so you can get long hair when the PC moves about. Basically the same system with how tails, wings and horses play the same <i>animation name</i> as the PC, but doesn't necessarily have to be the same <i>animation</i>.
If only I had more time...<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=619840&post=5671020&forum=48&highlight=" target="_blank" >Visible open-face helmets and the like - possible?</a></b>
Actually I was thinking the regular heads being bald, and applying hair/helms/etc as wing or tail nodes. I'll admit I didn't think much about the whole helmet-replaces-head bit, as I was focusing more on hair styles and length.
However, you could script it so when the head gets replaced, apply the wing node as a bare head (since we do have 2 billion+ index numbers now), since any existing hair/hat, etc. has to get removed anyway.
So you need to support and switch between two systems:
1) helms replacing the head, so heads as wing nodes.
2) dynamic head-stuff, so various hair styles, earrings, masks, pony tails, crowns, etc., as wing nodes.<br /><br /><b><a href="http://nwn.bioware.com/forums/viewpost.html?topic=619650&post=5671052&forum=46&highlight=" target="_blank" >Local Variable based Item scripting and PC persistance</a></b>
<hr />Not "the character vault", but "the local vault". Local variables are preserved for server vault characters, so all you (probably) have to do is make your test case a better approximation of your live case by using a server vault test character instead of a local vault one. You might need to actually test in multiplayer mode, too. Not sure about that one.<hr />I think localvars get purged when the server restarts (much like single-player). If the server stays up, it retains the PC in memory. Not 100% sure on this mind you, but a warning just in case and something to check to see if the localvars persist between server restarts.
Anyway, I guess the summary of all this is you can't really rely on localvars since there's no guarantee they carry over. Heck, a CopyObject() probably won't replicate the localvars either, and there's no way to get a list of localvar strings to copy.
Hence doing something like having an obscure string in your description that you can parse, like:
datatype|identifiername|value<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=618952&post=5671003&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 /><hr />-After changing the Grass Far Render Distance= from 900.0 to 1800.0 or even 3600.0, there no difference. I have it in NWN.ini in the Display Options section per the patch instructions.<hr />Has anyone got this working?
KirbyEF<hr />It appears there is an error in the patch notes. The ini section should state [Video Options].
The game should create the default setting for you when you run the game.