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Persistant World - NWN Ressurection

Discussion in 'Neverwinter Nights (Classic)' started by Nazgul, Nov 21, 2003.

  1. Nazgul Gems: 2/31
    Latest gem: Fire Agate

    Jul 21, 2000
    Likes Received:
    This is just an excerpt from the interview of Snake over at NW vault. This game is a recreation of the ONWN game that was on AOL many years ago. The boards are Here

    1) Last time we spoke with you was in August 2002 about your Consortium to rebuild the old NWN using the toolset. With the remake completed could you give us an overview of what is now playable.
    All 31 zones from the original NWN are now built and online, plus our first expansion zone, a high level party-oriented area called Westwood. The game currently has over 300 individual areas, and not one of them is an almost-empty landscape. I've heard a lot of good things about our game from people who played the original. Several have told me they got chills down their spines when they first logged in and saw what we had built. I know what they mean, I've had the same feeling myself.

    9) Could you tell us about your server structure and how people can take part in your world?
    The game is currently running on a four-server LAN hooked to a Cisco cable router. Each server is running two modules, and we use server portals between all of them. The servers are all HP consumer models, 1.6 to 2 GHz Pentium 4 or Athlon CPUs with 1 GB of DDR RAM. The LAN and WAN portions of the network use separate NICs, so each server has two NICs. I have another server ready to go for expansion, which will use commercial DSL. We started out hosting the game in two widely separated locations (Oregon and Wisconsin), using network drive mapping for the shared server vault, but the login/logout lag was absolutely horrible. After spending two months trying to solve the lag issue by removing scripts and redoing various things, we accidentally solved the lag issue when I went on vacation last Winter, and my hosting partner took on the whole game. The lag disappeared once we had all the modules running in one place, so we have stuck with that arrangement since then. I am hosting the whole thing myself now, and things are running very smoothly.

    We ask prospective players to sign up on our message board and give us their BioWare account name and a statement accepting our Terms of Use before we provide login info. While we do run the game as a password-protected, non-GameSpy game, we will be having some open house events soon, in which we remove the password and put the login server up on GameSpy. Of course, players do need to have our hakpaks installed, and they need both the Neverwinter Nights game and the Shadows of Undrentide expansion to play. Our hakpaks are available via our web server, as self-extracting archives.
    10) What's next for the team?
    We are working hard on the game economy right now, trying to integrate a trade skill system, player and Guild housing, and an item customization system called the Pearl Plan, which rewards people for participation in community events. We also have three expansion areas under construction. One of them is the Mere of Dead Men, which uses the CODI-Daggerdale Swamp tileset. We're also working on increasing the number of DM-run events. Now that all the old game zones are built, we are also working on adding more NPCs, to make the towns more lively.
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