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  • Aarik D

    Update 1.2.9 Rise of the Goblins Deck 2 and Pathfinder Adventures News.

    By Aarik D

    Hail and well met!   A few months ago we set up a few options for additional content for Pathfinder Adventures that would leverage more of the Rise of the Runelords campaign.   We had a few choices available. It could have been another "Tale" to follow up what we were doing with Valeros (I believe the unofficial poll had Ezren in the lead to be the next adventure), a side quest hub (really popular idea internally especially since I suggested it), and a follow up Goblin Deck t
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Aliens Light Table Interface

As part of the discussion involving Aliens interface design, our Systems Lead, Paul Boyle, showed us this supercool lighttable interface.   Here's a glimpse of what future keyboards may be like.   There's also pretty lights and a cartoon in there as well, for your viewing pleasure.

Chris Avellone

Chris Avellone

NWN2 News May 2, 2007

Neverwinter Nights 2 Community Update   Well, it's that time of week again, where I need to dig into the production list and scour the community for those things that may interest you.   Mod-Making Contest Complete Monday was the last day for submissions to the mod-making contest. The theme for this contest was Grimm's Fairy Tales. We have quite a few submissions and, after playing a couple mods yesterday, I think the competition is going to be pretty fierce. The exteriors I have se

Rob McGinnis

Rob McGinnis

NWN2 News April 25th, 2007

Neverwinter Nights 2 Community Update   Hello again, everyone. This week I thought I would dedicate the update to a few of the community works. Just a warning, though: There's a lot of screenshots in this one, so it may take a while to load fully.     Formations, Formations, Formations (Not to be confused with the famous "Developers" speech, from a certain MS guy).   Jasperre has been working on a great little AI script that allows for formations! After watching the video, I aske

Rob McGinnis

Rob McGinnis

NWN2 News April 18th, 2007

Neverwinter Nights 2 Community Update   Here we are with the second installment of the Community News. It's been a busy week, to say the least.   Update to the 1.05 Game Update Update I think it's fair to say that the 1.05 patch has been my least favorite patch so far. Not because of content - the content of it is great - but because it has been a thorn in our side like no other. When we released the patch to everyone, a seemingly small issue was found that caused the toolset error ou

Rob McGinnis

Rob McGinnis

NWN2 News April 11th, 2007

Neverwinter Nights 2 Community Update   So, based on the feedback from the Bioware NWN2 forum, it seems we have been neglecting the news side of things. One of the issues is that we give out information in so many places, it's difficult to remember what information was given where. Hopefully we can change that with this Blog.   Starting today, I plan on releasing some news every week, when there is news to give. If there is no news, I will probably post about some of the cool things I h

Rob McGinnis

Rob McGinnis

Small 1.06 Fixes

- By Rich Taylor   Just a note about a few more 1.06 things. But first, regarding 1.05 Final, it seriously, really, probably, maybe, should be coming out early next week (which means this week - Rob)... That's about all I know about it. =)   EnableAreaWater() - Turn water rendering on/off in an area. SpeakOneLinerConversation() - Now takes a volume parameter (Only supports talk, whisper, and shout) SetScale() - changed to accept x, y, z axis as parameters Dedicated Server now correct

Rob McGinnis

Rob McGinnis

Scripting Update

Rich Taylor brings us another look at what's happening on his end:   Here's a list many of the scripting changes made in 1.06 so far. Most of them come from the 1.67 and 1.68 updates of NWN1.   ActionRest() - The bIgnoreNoRestFlag wasn't actually doing anything. It will now force rest even if the area is flagged NoRest or there are monsters nearby. If the character is still in combat, it will not force rest.   CreateItemOnObject() - Added new string parameter to provide the newly create

Rob McGinnis

Rob McGinnis

Ghost Recon: Advanced Warfighter 2 (review)

I played GRAW2 back-to-back with Rainbow Six: Vegas, and I found the former lacking in many areas. Though I would say elements like the GUI, level design, animations, and sound were reasonably solid, the core gameplay itself was often frustrating. The problems were a culmination of bad AI, a poor command interface, some other generally clumsy mechanics, and story/dialogue elements that could have been much better.   Your teammates are not very effective. Not only do they fire their wea

J.E. Sawyer

J.E. Sawyer

Ideas for Consideration: Data Management and Feedback

'Sup G's?   Sooooo... lately I have been talking with some of the other Obsidz folks about issues that affect the making, use, and distribution of custom content. Chief among these are:   * The lack of an official hak editor. * The lack of an official UTF-8 string editor. * The lack of a place where "stand-alone" (unaffiliated with modules and campaigns) haks can live (override and data folders not really being a good home for such things). * The lack of documentation on the order i

J.E. Sawyer

J.E. Sawyer

Rainbow Six: Vegas (review)

Caveat lector: I have not played any of the other Rainbow Six games, so I did not come into this title with many expectations. Also, I'm just jotting down thoughts in no particular order.   This was the first game I've played for more than a few hours on my Xbox 360. It felt easy to get into. Though the game had a lot of mechanics, they were introduced step-by-step, though I think I might have missed a few tips along the way. The controls seemed sensible for the most part, but switchin

J.E. Sawyer

J.E. Sawyer

1.06 Progress

By: Rich Taylor, Lead Programmer   The 1.05 beta was posted today. One tweak that I intend to have made before 1.05 final is to remove the 'tabs = 5 spaces' change in the script editor. While some people do want some option like that, I think it needs to be implemented as something that can be turned on/off/adjusted, so for now, it's best to leave it out and re-implement it correctly in 1.06.   As far as 1.06 goes, I've spent a lot of time this week integrating a lot of the NWN1 1.67 chang

Rob McGinnis

Rob McGinnis

UIObject_Input_ActionTargetScript

This callback will be one of the most powerful new tools when it comes to creating custom actions in the game.   UIObject_Input_ActionTargetScript(), new in 1.06, will let you make 'GUI actions' similar to the 'actions' that are created when you click on a spell or feat button to cast it, or on a button in the DM Choser that then has you select a target to do the action to.   Once the user clicks on a valid target, a bunch of data will be sent to the server along with a request to execute

Rob McGinnis

Rob McGinnis

Porting Creatures/Objects from NWN1

Question: Is it possible to use NWN custom creatures (meshes&texture) in NWN 2?   Answer: For creatures the changes between NWN1 and NWN2 are really too radical to use the old creatures. It's probably possible to import non-animating models though. Hopefully, we will have some tools out to help with Custom Content soon.

Rob McGinnis

Rob McGinnis

Is Flight Possible?

Question: Could flying ever be a possibility?   Answer: The NWN1 and NWN2 engines really don't have a concept of up or down when it comes to how the engine sees the world of the game. Adding that understanding would probably require a lot of work and the re-writing of large sections of the engine.

Rob McGinnis

Rob McGinnis

Eye Alignment

Question: Is there any reasonably simple way to change the eye alignment on head models? The eyes on most of the gnome and elf heads are very oddly placed, giving the impression that they are always squinting or looking up. Very distracting in cutscenes- the impression I get from most of the Elves is that of whiny teenagers looking sullenly up at parents while getting yelled at. I get the impression that many of the head models were built in one race and modified to fit one or more others. I am

Rob McGinnis

Rob McGinnis

UIObject_Misc_ExtractData

By Rich Taylor   A new callback in 1.06 is: UIObject_Misc_ExtractData( sourceobject, datatype, index, destinationvar )   This callback can be used to extract the data imbedded by the engine within UI Objects. First I'll go over the parameters, then I'll give some examples.   sourceobject This parameter is used to define which UI Object we are extracting data from. It accepts the following options:   selected:listboxname - By replacing 'listboxname' with the name of the listbox yo

Rob McGinnis

Rob McGinnis

New UI Callback Parameters

In 1.06, callbacks can take 2 new 'variable' parameters in addition to global:# and local:#.   The first new parameter type is listboxrow:listboxname   This will insert the row # that is currently selected in the listbox indicated by listboxname   For example, if I had a callback that looked like:   OnLeftClick=UIObject_Misc_ExecuteServerScript("myguiscript",listboxrow:mylb)   On the same UIScene I have a listbox called 'mylb' where I have selected the 3rd row.   When the OnL

Rob McGinnis

Rob McGinnis

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