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Neverwinter Nights Forum News (Jun. 22, 05)

Discussion in 'Game/SP News & Comments' started by chevalier, Jun 23, 2005.

  1. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    Here are today's Neverwinter Nights 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.

    Derek French, Live Team Producer

    Pirates of the Sword Coast = Now Available!

    PS - Bio, please update the forum graphic. It still says "Coming Soon" :) 'ol FP!
    Yeah, its just a browser caching thing. The graphic is new, something along the way, you are being shown the old one.

    Can we distribute the potsc_resources hak?

    As the titles says - this hak is unencrypted and contains many goodies... can we distribute it if we use the resources it contains in our own modules?
    Yeap, go nuts. Post it on the Vault. The only restriction is just like the original EULA, you cannot sell it for money.
    Quote: I'm guessing this will become free-for-all content in a ptach at some point... but until that happens would like to know if we can make use of it, at least from a legal point of view.
    Correct. We did it this way for 2 reasons:1. To speed up decryption times.2. To get some of the resources into the Builder's hands. Enjoy! :cool:

    slow and annoying connection
    We have released a new BioWare Premium module for sale today. There is probably extra traffic to the site because of that.

    Can we distribute the potsc_resources hak?

    I like the fact that all the 2DAs are in the encrypted part!
    Heh, don't worry, this part didn't go exactly as intended, but we will get it sorted out for you all in the next few days. Harder with Rob away, but still doable :)

    Jay Watamaniuk, Community Manager

    Neverwinter Nights: Pirates of the Sword Coast
    Yar yee pavement squirrels! Can yee smell what the captain is cookin'? Who be your father yee house chimps?!Arrr!

    Pirates of the Sword Coast = Now Available!
    Yup- up and running for you to grab. Yar!

    Arr! Win a copy of Pirates!
    Aye it seems that Jay, that squealin' city muffin that he is has taken leave o' his senses. Tis a shame tis true but the benefit to his brain-fever be yours to enjoy! I be givin' away three gift codes to the best examples of famous lines translated into Pirate. For example:Famous Line: May the force be with you.Pirate Version: ArrhrrR, I do be hopin' yee find bucket's o' metachlroninewhatnots in the days to comes yee fancy flashlight swishin' robe-monkey!Post your submission here for me tah review. I be harsh but I be fair. Winners announced soon yee impatient keyboard-tappin' monitor zombies. ARRrrRr!

    More: YaaAr. Tis true. Tis true.

    More: Well done sir, tis almost as fun tah say as yee name. YaaaHhAr!

    Tom Ohle, Public Relations

    An amusing observation
    yes, the goal was to have a fairly ragged-looking parrot. By no means a regular, live-in-a-cage parrot.

    Georg Zoeller, Designer

    Version 1.63 - New Pirates Module
    Actually, NWN patch 1.66 is strongly recommended :)

    Can we distribute the potsc_resources hak?

    Now that content looks to be distributed freely,
    By content you mean the unencrypted hackpack I assume.
    does that mean the whole idea of patching in the new content has gone down the drain?
    why?

    Craig Welburn, Live Team Programmer

    (Comicbook guy)Best - Patch - EVER!

    round of applause on that new button... only one tiny little gripe *ducks for cover*It would be really nice if you were still able to pick a character that you wanted to test with.
    There are two things that you could do:1) Rename your character so that they appear at the top of the list (and will thus be chosen).2) Create a shortcut to Neverwinter's main executable nwmain.exe. Right click on the shortcut and in the target section add the following text to the end of the target information:+LoadNewModule "your module name"The game will then autolaunch and select your module, but will stop loading at the character select screen. Of course if you change the module name, then you'll have to update your short cut too.

    1.666 [ can we get an Anti 1.66 patch and FAST? ]

    Since updating to the latest patch, I've had several problems playing....snip...
    It looks like its crashing in the drivers for you video card. Some other people have indicated that turning off shiny water made there crashes go away. You might want to try that. Did you also update your video card drivers recently (around the time the problem started happening)?

    More:

    -Issues with 3rd party hak packs should be taken up with their creator.
    But if the haks worked in 1.65 and not in 1.66, wouldn't that be an error on bioware's part, not the third party?
    There was a bug with the way the female base model and head models that are in the game were made. The problem has been around since the game shipped and we fixed the issue in the 1.66 patch. All custom heads that have been made by the community were made based on our models (which had a bug) and thus were all made incorrectly (containing the same bug) by the community. Fixing our models fixed the model issue. However, as a side effect of making the fix any custom models that were made by the community that also had this bug will now display incorrectly in game.While it might seem at first glance that it was an error in the patch, it was actually the correction of a long standing error that is causing the issue you are seeing. The DLA team has posted a tool to quickly and easily fix any custom heads to work with the 1.66 patch (and beyond). It is the responsibility of the custom content creator to update their content to make it compatible with 1.66 and beyond.

    Owen Borstad - Programmer

    Module Placeable Limit?
    The issue is from the ERF format, which the mods are based off of. The Resource ID is a 64 bit number, out of which the first 14 bits are the ID, the last are the table ID. Since the erf uses only 1 table, the file limit in an erf is 2^14 or 16384. Since this is a file structure limit, we can't change this at this point without a major revision to a lot of systems. One solution would be to migrate some of your scripts, templates, etc to hak packs. This may not be the most elegant solution, but it will work (as long as that hak pack is associated with the module). I hope that helps clarify the issue.
     
    Last edited by a moderator: Jan 3, 2018
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