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Neverwinter Nights Forum News

Discussion in 'Game/SP News & Comments' started by NewsPro, Nov 5, 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. 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, Co Lead Designer

    Witch's Wake Setting: No. I designed it as part of a custom setting outside of the Forgotten Realms. I haven't developed the setting much further than what you see in WW1 at this point but am looking forward to the opportunity to explore it further when and if the opportunity presents itself.

    Module Creation: Just to offer some insight into how we handle this internally, here's an explanation of how we handle this when working with the toolset here at BioWare:

    We give one person 'ownership' of the module which means that their version is always the Master version. Every morning the non-owner gets the latest Master version from the owner and begins work. The non-owner keeps track of all changed files in his modules/temp directory (it helps to sort them by date) and then sends them to the owner at the end of the day (they can be sent as an *.erf but we generally copy them into the owner's modules/temp directory directly). File overwrite issues are still definitely an issue under this arrangement so you need to be sure that you're in close communication regarding what who's editing what files, especially towards the end of a project. It's not a foolproof system but, with proper diligence, it can work quite well. For future projects we're working towards a system where all resources (every script, every area file, every conversation, every creature, etc) are stored in a central database and checked in and out whenever they need to be edited, much like programming code is.


    Georg Zoeller, Designer

    HotU Multiplayer: The OC has no specific coding to take multiplayer into account (i.e. encounter scaling, multi user cutscene support). We found that only a very small percentage of our customers used the opportunity to play the OC online, a too small percentage to justify any special scripting/coding to make a robust campaign in multiplayer - That time was used to make a overall better OC with more replayability and more henchmen
     
    Last edited by a moderator: Jan 4, 2018
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