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Neverwinter Nights 2 Forum News (Nov. 21, 05)

Discussion in 'Game/SP News & Comments' started by chevalier, Nov 22, 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.

    Erik Novales, Programmer

    APIs? Plugins?
    Without going into too much detail, we are using the plugin interface fairly heavily ourselves. It is not gimped. :D

    How efficent?
    Yeah, a lot of the complaints you mentioned have either already been addressed, or are not really an issue in the new toolset. You should be able to work a lot more efficiently in the new toolset. :D

    Dual Core Support? 64bit?
    Uh, I wouldn't go crazy buying some kind of 8 CPU system for this. :shake: But it will benefit from multiple CPUs/hyperthreading.

    Brian D. Lawson, Programmer

    There will be a demo of nwn2?



    There most likely will not be a demo of NWN2, due to complexity of an RPG engine such as NWN. Making a demo for a game as NWN2 is a lot harder than for instance for Unreal Tournament or Quake. Even NWN had to release a demo after release, due to it being harder to release than the game itself.
    Unfortunately for you guys, Fulgore's post pretty much sums it up. Of course if it were possible, I'm sure the great minds behind it would find a way to do it. While I don't believe there has been an "official" word on it, this is of course my best guess. ;)
    Well, I don't really see, why it should be harder to make a demo for NWN2.

    I mean, isn't the whole MOD/ HakPak thing helping a lot?

    A demo could simply consist of
    - the engine (modified so that only "load a mod" works)
    - a mod (one or two areas - out of the OC or a quick demolevel)
    - a hak pak (containing only the textures/models needed for this mod)
    - one pregenerated char.

    What's the problem?

    (yeah, I know, there is probably a problem, I just don't see it :D )
    Yeah, I know. It's "easy" like everything else around here!! What was I thinking?? :lol:

    While I'm at it, I'll toss in flying, climbing, swimming, and multi-level (overlapping walkmeshes too). :lol:

    In all seriousness though, trying to release a "fun" and worthwhile demo of an RPG style game is actually quite difficult, and even more so when working on a relatively limited timeline. Trust me when I say this. ;)

    More: Well said! It couldn't be more in line with the tought process involved with deciding to make or not make a demo.

    Hopefully that will help clear the issue up once and for all. ;)

    Ferret Baudoin, Lead Designer

    Warlocks?
    Yeah, mix and matching blast shapes and eldritch essences are part of what makes them cool. Eventually you can have a lot permutations. :)

    Forum Feels Useless
    Cryptic comment - yes. Hee hee... Easy to implement things that make the community's life better still can make it onto people's schedules. The harder it is the more unlikely these days.

    Any Planescape people working on NWN2?
    Chris Avellone is the only one on the team I know for sure worked on PS:T. But I'm probably forgetting one or two folks (hopefully not more than that). Avellone is doing a ton of writing, but writing in these games is often a big team effort with all the designers contributing. The current design team besides those previously mentioned - Tony Evans, Eric Fenstermaker, Constant Gaw, Jeff Husges, John Lee, and George Ziets. So if you love it, then all of us should take a bow. If you hate it... err... well, that's not going to happen, right? :)
     
    Last edited by a moderator: Jan 3, 2018
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