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Neverwinter Nights Forum News (Jun. 17, 05)

Discussion in 'Game/SP News & Comments' started by chevalier, Jun 21, 2005.

  1. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    Here are today's Neverwinter Nights forum highlights, collected by NWVault. 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.

    Jay Watamaniuk, Community Manager

    New screenshots for Pirates of the Sword Coast
    There is something a little wierd about the 'Overfiend' singing Happy Happy Joy Joy. :) Having worked with the new content in Pirates I'm happy to say it is mucho easy to create an underwater area if you want. The new placeables are really great not to mention the sharks. Ace work DLA! I set-up a couple of screenshots showing off the new content which will be coming up in future Wednesdays and you will see what I mean. I treied to include a lot of good shots of some of the new content so people can start thinking about how they can use the new stuff. The shark screen you see in the promo page was done by Senor Tom O.

    Rob Bartel, Senior Designer Live Team

    New screenshots for Pirates of the Sword Coast
    Just to manage expectations, our underwater areas were made using the Desert tileset (with some help from new placeables, appropriate lighting, and VFX/SFX to bring it all to life). We've used two brand new tilesets for the module but neither of them are a specific Underwater tileset. Thanks to the DLA team, though, we did add a new underwater-specific 3x3 tile group to the desert. :good:In the interest of gameplay, we didn't adjust movement rates or mess too much with the spells (by the time you reach that point in the story, you'll have bigger issues to deal with than being underwater, quite frankly. :p ) That said, once we release all of this art content into a future patch, most of what's being proposed here will be achievable in your own modules. My timbers be shivered,

    New screenshots for Pirates of the Sword Coast
    Yes, DLA's animated mesh sharks are pretty darn slick. Just wait until you see them in action. [​IMG]

    Craig Welburn, Live Team Programmer

    Feat.2da ReqAction

    Does anyone know if the feat.2da ReqAction change works on a multiplayer server override directory, i.e., not using a hak pack? Anyone tested it yet?
    That will work.

    1.66 server specific options

    Thanks for the explanation, Georg. I would have thought Master Server Authentication Required For Player Login and Account validation required during Master Server down times were mutually exclusive, since you can't authenticate with the Master Server when it's down. Dguntner has some good questions. I hope you have the time to answer. The heartbeat log switch is real nice too. It was a pain editing those dots out.
    The satement made related to this by Georg in his post, was incorrect. If the "Master Server Authentication Required For Player Login" option is turned on, then the "Account validation required during Master Server down times=1" setting will not work. As the server will not allow any connections if the master server can not be reached in this case.


    1.66 server specific options

    Question: Caches it where? Just locally in memory, where a server restart/reload will wipe that information? Or by some other method?< I ask because I don't necessarily always know when the master server is down, and if I've been doing updates to my module, then upload to the server, then restart the server to make those changes live.... I think you get the drift. :) If it's just stored in memory, then a server application restart clears it out and people can't get in until the master server comes back up (which can be hours sometimes).
    I've edited Georg's post to include the following information: A list of the player's public cd-keys will also be stored in the nwnplayer.ini file. This list will be used for validation in the event that you restart your server while the master server is down.

    NWServer 1.65-1.66 Not Updating.

    Anyone else having probs updating 1.65 to 1.66 on Windows, the download on the update failed, then when I manually downloaded it from here it said I have an incorrect version of NWN, (but I'm running 1.66).
    A message indicating "an incorrect version of NWN installed" usually indicates that you downloaded the wrong patch file (based on the expansion packs that you have installed). Click Here

    Critical Rebuild Program-help

    Hi, anybody knows when the german critical rebuild for 1.66 is coming out?
    Apparently the web monkeys weren't being flogged hard enough. So I stepped in and increased the flogging. :mad: It should be up some time later today.

    1.66 server specific options


    A list of the player's public cd-keys will also be stored in the nwnplayer.ini file.
    I've had about 30,000 players join my server over time. Do you forsee a problem with such a large nwnplayer.ini file?
    30,000 players it a lot! The extra work required by the server to validate against a player list that size "might" cause a performance hit when a person tries to login while the master server is down. I don't believe we tested the system with player lists that large, so the only way to know for sure is to try it out yourself. :)
     
    Last edited by a moderator: Jan 3, 2018
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