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Neverwinter Nights Forum News

Discussion in 'Game/SP News & Comments' started by NewsPro, Jun 24, 2004.

  1. NewsPro Gems: 30/31
    Latest gem: King's Tears


    Joined:
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    (Originally posted by chevalier)

    Here are today's BioWare 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.

    Rob Bartel, Senior Designer

    What's the latest word on the WW series?

    ---------------
    1] It's been nearly a month. Anything new to report? How about a best guess as to the quarter of release?
    ---------------

    Nothing specific that we're prepared to report at this time but there has been substantial progress.

    ---------------
    Quote: 2] Other DD goodies that you're hoping to release? How often do you create "goodies" that don't see the light of day?
    ---------------

    Most end up seeing the light of day in some fashion or another though there have been cases prior to DD where we'd go as far as to gut something that's unworkable and either strip it for parts or rebuild it from the ground up. Due to the lower investment required for DD projects, we may be more tempted to scrap the project entirely should similar circumstances arise.

    Georg Zoeller, Designer

    Georg, any chance

    ---------------
    Georg, please correct me if I'm wrong, but it isn't just a simple change to polymorph.2da. Polymorph Self and Shapechange use different scripts (nw_s0_polyself and nw_s0_shapechg) from Wildshape, Dragon Shape, Outsider Shape, etc. (nw_s2_wildshape). The former scripts do not include the item merge functions. So, to enable "equipment melting" for the polymorph spells, you'll need to update the 2da and add the item merge functions into each polymorph script.
    ---------------

    You are right, you need to copy over that code to the spellscript.

    Hacker Party in our Midst

    ---------------
    Watch 'em go off-line and possibly to jail.
    ---------------

    l.o.l, best joke ever

    Copy Protection Rules
    The SecuRom protection is mandantory by our publisher, Atari. Any questions regarding SecuRom or support for issues that you suspect are related to SecuRom should be directed to Atari Support. It is unfortunate but we are bound to use SecuRom. Atari offers their own feedback forums at http://www.ataricommunity.com, please continue this discussion there. Thank you.

    1.63 Patch

    ---------------
    The one thing I have in my override is the spells.2da because of the shadow magic bugs which were really hosing our game. Is that fixed in 1.63 by chance? Vyr
    ---------------

    Craig fixed several issues with Subradial spells (like the shadow spells) bypassing spell resistance and showing otherwise unintended behavior.

    How do you turn the "ESC" button off for conversations?
    Unfortunately you can't. Thats one of the things in NWN that it won't be in our next games. No more exiting out of conversations at any time

    1.63 Patch

    ---------------
    So will the 1.63 be out this year
    ---------------

    That's likely

    ---------------
    1.63 will be taking long to make, maybe you could release what you've got now and put other fixes in 1.64?? Pretty please?
    ---------------

    That unfortunately is impossible. There has been a significant feature addition for 1.63 and we can not afford maintaing several code branches for the game, sorry. The patch will most likely get an extensive beta once it is done.

    1.63 Patch

    ---------------
    Georg, can you explain a bit how these new VFX attachments to avatars work? Such as bows slung over the back, sheaths, etc? Can these be used to create things like hats or faceless helms (with no properties, just appearance)? Would have any of these things require a hak pak or would there be some default toolset stuff as well?
    ---------------

    I think the DLA guys already developed a better system for scabbards and other character attachments, stay tuned The VFX change is a simple one. There was always a column in visualeffects.2da that would specify whether to align the effect mdl with the object it is attached to or not. Unfortunately that column never worked so the community was limited to a handfull effects that stick with the character's orientation: the flags. Craig unwired it so you can now just set the .2da entry and the effect will rotate with the character like the VFX_FLAG_* effects do. So if you create a VFX that looks like a quiver and attach it to the players neck node, it will now stay on the characters back. Without the 1.63 functionality, it would always face the way it was facing when it was spawened in, a rotating player would suddenly see the quiver on his chest or sticking from inside his arm. Hope that makes it clear.
     
    Last edited by a moderator: Jan 4, 2018
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