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Neverwinter Nights 2 Forum News (Jul. 15, 05)

Discussion in 'Game/SP News & Comments' started by chevalier, Jul 17, 2005.

  1. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    Here are today's Neverwinter Nights 2 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.

    Adam Brennecke, Programmer

    Will there be a problem with large modules?
    Since we have a more non-linear game design, some small changes have been added to the way modules/areas behave and work together.

    How do doors work on placeable houses?
    Right now doors work much in the same way as the original, which means they will snap in place where the door hinges are on placeables/tiles.Sorry, but I don't have an answer to the respawning door issue.

    Brian D. Lawson, Programmer

    Dx7

    And you need 1GigaByte RAM for running the game.And the toolset at the same time. On the videocard. Yes.The OC will likely require 1GB RAM minimum. :lol: Sorry, this is just so funny. But yeah, you need DX9c card. :)
    Before anybody reads that and actually believes it...let me just say that 1BG of ram is NOT needed. For heaving hitting mod developers who will be building large worlds using the toolset and expect to play/view those worlds in the game at the SAME TIME...I would say 512mb - 1bg of video ram would be advised for such activities. The minimum spec will of course be much lower for simply playing the game or running the toolset.Oh, and yes DirectX 9.0c is the minumum supported version of DX.


    Windowed Mode?

    What, you guys have to shut down the NWN2 toolset to playtest your code? Yikes!
    Who said anything about that? :confused: But to answer the question...no, we don't.

    Please give the community more power…

    You guys and girls are professional developers working on a piece of software for 2-3 years.
    2 - 3 years? Try just over 1 by the time the game ships. ;)

    Will there be a problem with large modules?
    Any game not built on top of streaming technology (which we are not using) is going to have a problem running massively large levels. So yeah, if it's going to be massive, then I would expect sub-par to poor performance. My recommendation is to see how the levels that ship with the game run and base your level size(s) on those.

    Dx7

    This is strange because games like half-life 2 or Doom 3 work with a dx7 video card.
    Well, Doom3 doesn't even use DirectX it uses OpenGL.And for Half-Life...well, they had what? 5+ years to develop a rendering pipeline to support each of the DX variations DX7, DX8, and DX9. I probably wouldn't expect anything less from a game that took 5 years to make. :lol:

    Bioware Eclipse Engine™

    The graphic engine and toolset is being totally rewritten by Obsidian. The core game engine, otoh, is being heavily modified and updated (including bringing it up to D&D 3.5e rules), but not necessarily replaced.My understanding is that BioWare is acting merely in a capacity to assist Obsidian on their endeavor. Nothing would preclude Obsidian from scrapping everything BioWare had done, but they (Obsidian) has expressed significant desire in allowing some (limited) backwards compatibility; especially with regards to scripts and conversations (possibly the most complex aspect of module building.)Insofar as bare minimums go, "Shader 2.0" is a 'must,' and "Shader 3.0" is highly prefered. I haven't personally seen any minimum CPU specs, thought I suspect they'll be in excess of the 1.5Ghz range. Support for 64 bit technology hasn't been commented about too frequently, as far as I've noticed.
    Well said...well said!!
     
    Last edited by a moderator: Jan 3, 2018
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