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Neverwinter Nights Forum News

Discussion in 'Game/SP News & Comments' started by NewsPro, Feb 1, 2003.

  1. NewsPro Gems: 30/31
    Latest gem: King's Tears


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    (Originally posted by Veldrin)

    Here are today's Neverwinter Nights forum highlights. Please take into account that these are only single parts of various threads and should not be taken out of context.

    Derek French, Assistant Producer

    Patch 1.28: Another thing that I almost forgot. With this patch, override will be packed away into a patch.bif file in your data directory. This will, unfortunately, increase the size of the patch, but it will also have some small long term benefits.

    There are 11 scripting fixes in the current 1.28 build notes. Unfortunately, I would suspect that most of the items from the Broken Function thread are not in the 1.28 update. I do know, that all of the bugs from the Broken Function are entered into our internal bug tracking software and they will be actively worked on in future updates.


    Official Campaign: It was found that overall game performance and functionality was better using a small number of larger module files, rather than a large number of small modules.

    Lamppost Bug: Still in the pipe; most likely in for 1.29, though.

    Rob Bartel, Co Lead Designer

    Gnolls in WW2: I have a few ideas on how to use the Gnoll models in WW2. They won't be Gnolls as we know them, though, and I'll likely give them a different name to reflect that. They're cool new models, though, so I don't intend to let them to go to waste.

    WW2 In German: There are one or two German translation initiatives underway. I'm not sure what their status is, though.

    Check with the Translator's Guild. They might have a French translation underway. Also, I believe Manveru-et-Sanye were working on one as well (perhaps in cooperation with the Translator's Guild). Again, I'm not sure what the status is as I don't follow the various translation efforts all that closely.


    Jonathan Epp, Quality Assurance

    Quote: I tried editing the .ini with: CODEWORD=hacktastic, and it didn't open up anything for me. Is there a reason why it might not work for some people?

    The Welcome window that displays when you run the toolset only shows the files in the Modules folder (so it doesn't show the campaign modules). Once in the toolset, go to File->Open, and then in the Open window, in the lower-left, there are two options: Normal Modules and Campaign Modules. Select Campaign Modules and any campaign modules that have been unlocked will display. If you've done that and it still doesn't display, make sure you've put the option in the proper file (nwnplayer.ini) and under the proper heading ([Game Options]).


    Don Moar, Tools Programmer

    Camera Controls: We actually did a few experiments with different kinds of camera control, including trying something similar to what the game had. The problem is that the game is much more restrictive than the editor needed to be. If you notice, the game uses the arrow keys. That's because it actually works for the kind of camera control that's required: rotation about the player character, both up / down and left / right. There is no mechanism for panning forward / back or left / right. The toolset needed those additional controls plus a recentering mechanism. That's 9 commands in total and that's why the numeric keypad was chosen as the primary keyboard interface.

    Darcy Pajak, Assistant Producer

    SoU Name: We could change the title, but I have very good reasons not to:
    1. We like it.
    2. We would have to re-do the box art and the magazine ads.


    Headbands: No headbands. To create headbands we need to model an entire new head and add the polys and textures of a headband. To do this effectively we would need to do a full set of heads with one type of headband, then another full set of heads with a second style of headband, etc, etc. This is why all the helmets in the game are full face. As far as new helmets, we are looking into the cost/benifit ratio, taking into consideration the other art resources we want, and need to add. tilesets, Icons, monsters, spell effects, etc.

    Craig Welburn, Live Team Programmer

    Quote: Has anyone heard what technical/gampelay changes will be affected by 1.28? I’ve heard about the new content but have seen nothing about bug fixes. I did hear a mention of the camera being unlocked, but can’t remember whether that’s scheduled for 1.28. I’d really like to see a fix to the ‘creatures turn friendly when possessed by the DM’ problem, but I think that’s a forlorn hope… has anyone heard anything else?

    There is two parts to this issue.

    1) Possessing a hostile creature makes it friendly.

    2) The PVP settings still taking effect when possessing a hostile NPC.

    The first part should be fixed for the 1.28. The second part will require more work (some sort of new gui interface) and wont be changed for the 1.28 patch.
     
    Last edited by a moderator: Jan 4, 2018
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