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Neverwinter Nights Forum News (Nov. 20, 04)

Discussion in 'Game/SP News & Comments' started by chevalier, Nov 20, 2004.

  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.

    Rob Bartel, Senior Designer Live Team

    So - when can we expect the next ones?
    We are working with various prominent members of the community in various different ways and on various different schedules but the next premium module will likely be something that Keith and I are currently working on internally.

    Georg Zoeller, Designer

    Success of premium modules vs. acceptance of copy protection method

    The fact that a save game contains the whole module is the whole problem.
    That's incorrect. Start a game using the official campaign chapter 1, save the game and compare the filesize of the savegame with the filesize of your module...

    More:
    I stand corrected. However, is it possible to play a module from where someone left off if they give you their savegame and any associated hak paks, music files, etc.? (I'm thinking of something off the NWVault or similar.)
    For community created modules, yes.

    More:
    >Hmm.... that's interesting. Georg, it's a bit off-topic, but what's the difference between the file in the save and the original mod --- besides creatures being killed, encounters being triggered, and variables being altered? I use the things for debugging purposes --- just want to know if there's something I might miss.
    Saves of community modules contain the module in the state it was when the area was saved. This allows people to share savegames for community modules without having a copy of the module itself (and, more important, the same version of the source module). For the official campaign, we know everyone has the same version of the original module, so saving only the changes is sufficient and reduces savegame size.

    James Henley, Technical Designer

    Only english??

    There are many people for whom english is not their primary language who play NWN. It just seems as though most people use english here for ease of communication. There have been other people who have posted in other languages (I've seen spanish, german, and italian) and gotten replies in their native language. Still, most people use english regardless of where they're from.
    You have a better chance of one of our developers responding when you speak in English, also, since that is what the majority of us speak.

    Dan Whiteside - Designer

    Bad Timing?


    Quote: Given such startling deficiencies I am surprise they have managed to create one of the most successful businesses in Canada!
    I think this says more about Canada than it does about BioWare. You don't see anybody bragging about being the one of the most successful businesses in Nepal.

    The premium modules cater to the people who are still playing or are new to Neverwinter Nights. They're not going to suddenly stop playing because game X was released.
    Wow... suddenly Canada is a third world country with no bragging rights to successful companies. Quick, everyone run out and tell EA Sports, and Ubisoft. (And thousands of successful, thriving businesses in other industries.) :lol:

    Premium Module Scripting
    If you are curious about any specifics for scripting, just ask. I am sure Cori, Rob or Keith would be willing to share.
     
    Last edited by a moderator: Jan 3, 2018
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