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Questions, Answers and a Little Bit More

Entries in this blog

NWN2 News July 11, 2007

Neverwinter Nights 2 Community Update July 13, 2007   This week we take a quick look at the NWN2 Fan Art Contest, Some great user-made content and we take another small peek at the NWN2: Mask of The Betrayer expansion.       NW2 Fan Art Contest   I thought I would show off some of the entires for the NWN2 Fan Art Contest. The contest ends July 31st, so get your entries in quickly. We have two categories you can submit your entries for. The first category is Your Favorite Creature

Rob McGinnis

Rob McGinnis

NWN2 News August 8, 2008

Neverwinter Nights 2 Community Update August 8, 2008   Well, it's been a long time since I have done an update. I have been so busy lately that I haven't had much time to research anything for the community works section, but I wanted to come here and fill you in on some of the progress we have been making.   If you haven't heard already, we have an expansion in the works. Yes, it's true! The expansion (which we refer to as NX2) is titled Neverwinter Nights 2: Storm of Zehir. With th

Rob McGinnis

Rob McGinnis

Interim Community Update

Neverwinter Nights 2 Community Update May 2, 2008   It's been a while since the last community update. As such, I thought I would give you a little teaser for some of the 1.13 patch notes, while I write the real Community Update. Please remember that this list is very much incomplete.   Bug Fixes   General The toolset and game now load hak files in the same order. Skills such as Search will no longer broadcast multiple messages to the chat window while in use. A single mess

Rob McGinnis

Rob McGinnis

NWN2 News August 10, 2007

Neverwinter Nights 2 Community Update August 10, 2007   Another week, another update. This one should be fun... (Make sure you read to the bottom. That's where the juicy bits are).     For The Music Lovers! Many of you have been seeing me prattle on about how much I love the music for MoTB. Well, today you get your chance to hear for yourself.   This clip is the main theme from Mask of The Betrayer. Please right-click it and save the file to your hard drive before listening.

Rob McGinnis

Rob McGinnis

NWN2 News June 7, 2007

Neverwinter Nights 2 Community Update   June 7, 2007   For this week's Community Update, we'll take another look at some of the great community creations out there.   NWN2 Community Representatives In Europe Working with Atari Europe, we are expanding the Community Representative program to Europe. Currently, we are testing the system with the French-speaking part of the community and, if all goes well, we should be expanding it to other languages as well. We have a great bunch of

Rob McGinnis

Rob McGinnis

NWN2 News Feb 29, 2008

Neverwinter Nights 2 Community Update February 29th, 2008.   Being that today is the 29th of February, a slightly different day, I thought I would do something slightly different for today's Blog. For about two hours today Khaveen gathered questions from members of the NWN2 community then passed them on to me for answers. For various reasons, I was not able to answer all of them, but the vast majority are answered below. I am also going to announce a new contest for the NWN2 community.

Rob McGinnis

Rob McGinnis

NWN2 News September 14, 2007

Neverwinter Nights 2 Community Update September 14, 2007   It's that time again. This week we look at the Sacred Fist prestige class, a couple great community mods and the Sundren Persistent World.   Mask of The Betrayer   Sacred Fist Sacred Fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred Fists have forsworn the use of weapons and heavy armor. They con

Rob McGinnis

Rob McGinnis

NWN2 News Feb 17, 2008

Neverwinter Nights 2 Community Update February 17, 2008   This week's Blog is dedicated to the fine folks over at the Neverwinter Nights Podcast. Apparently Jay has been missing the community content side of things. Well, it has been a while since I have posted anything on that, so today's Blog will focus mostly on that side of the community. We will also feature another Persistent World spotlight and talk a bit about the upcoming patch.   Community Works   RWS Pocket Cathedral

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

NWN2 News August 17th, 2007

Neverwinter Nights 2 Community Update August 17, 2007   Time for another Community Update! This week we will take a look at a great Community Initiative, read a bit about MoTB from a player's perspective and check out a couple great community modifications.     Community Content Compilation Thunderblade_33 has taken the initiative to develop a Community Content Compilation project. Rather than steal his thunder, I'll let him explain it:     I think this is a great idea. You

Rob McGinnis

Rob McGinnis

NWN2 News December 7, 2007

Neverwinter Nights 2 Community Update December 7, 2007   Hello again! For this update we will talk about some changes, a custom mod and some community works.   Monty is Assimilated! Well, more like he has come to the Dark Side.   Monty Markland has come to work for Obsidian Entertainment. "Who is this Markland guy," you ask? He was the head of the Community Modding group Rogue Dao Studios - the makers of that great Purgatorio mod we have all been watching so closely. So, to ea

Rob McGinnis

Rob McGinnis

NWN2 News May 23, 2007

Neverwinter Nights 2 Community Update   Welcome back to another Community Update. Today we are going to spend a little time talking about the 1.07 patch. Of course, I can't give everything away, but I will give you a little peek into what's coming up.   NWN2 Worlds Down? You may have noticed that the Persistent World-focused site NWN2worlds.net has been down for the last few days. Strauss is in the middle of moving and assures me his site will be up and running again shortly. If you

Rob McGinnis

Rob McGinnis

NWN2 News August 31, 2007

Neverwinter Nights 2 Community Update August 31, 2007     For this edition of the Community Update, we are going to start off with a note from Nathaniel Chapman. He is one of the Assistant Producers on NWN2 and MoTB and is now leading the effort for ongoing support with the game. This is in the patch notes, but I thought it would be good to post here as well. We will also take a look at the Invisible Blade prestige class and some great spears made by community member, Feydakin.  

Rob McGinnis

Rob McGinnis

UIButton

UIButton is the generic, clickable object one expects to find on any PC game interface. It also acts as a 'restricted' container of sorts, as it can contain specific UI objects within it.   A button is made up of several child objects contained in a single pane. These pieces can be defined explicitly or left up to the engine to define.   The child objects that a UIButton can contain are: Up to 1 UIText field. If a UIText object is not defined as a child object in the XML, the engine will

Rob McGinnis

Rob McGinnis

UI Listbox

Written by Rich Taylor, Lead Programmer.   Whew, sorry for not finishing off the UI Objects. There's not too many left to document here before all the basic UI types should be covered, I think...   Anyway, on to UIListBox. UIListBox is a container similar to UIPane and anything listed under UIPane that makes sense for UIListBox probably does the same thing under UIListBox. So I'm going to stick to discussing the attributes that are unique to UIListBox. Refer to UIPane for the basic attribu

Rob McGinnis

Rob McGinnis

Multiple Callbacks Per Event

By Rich Taylor   In 1.06, it will be possible to set up multiple GUI callbacks on a single UI event in XML. The syntax will be to use the event name and append a number to it. The engine will read in the callbacks until it fails to find the next sequential number.   For example, I could set up a UI Button to with the following callbacks:   OnUpdate=UIObject_OnUpdate_DisableIfLocalVarEquals(local:3,"true") OnLeftClick=UIObject_Input_ScreenOpen("SCREEN_OPTIONS","false") OnLeftClick0=U

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

UIPane

UIPane is the generic 'container' for other UI Objects. Panes can't be rendered, but they can contain 'child' objects which can be renderable objects.   Every scene has a 'rootpane', which is automatically defined by the engine when a new UIScene is loaded from a XML file.   Child objects within a pane will be positioned with their x,y origin relative to the origin of the UI Pane that contains the child. UIPanes can also simulate buttons with the tupple attribute, so many of the attributes

Rob McGinnis

Rob McGinnis

Alpha Transparencies in Foliage

Q: Currently I am working on a community download pack containg a large variety of foilage placeables (ferns, shrubs, weeds, flowers, small trees etc.). I am using alpha layers in my textures, and currently have tried dxt5 interpolated alpha (this is what format I use for my foilage in other engines such as UT2003/4) and also dxt1 with alpha, but I get no transparency in the toolset. My models and textures are showing up in the toolset just fine, but the engine seems to ignore the alpha on my d

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

Three-part Question on adding feats

Q: Trying to modify the knockdown feat in the feats.2da and here's what I've found. There is both a Cooldown time and also a Uses per day.   Cooldown If I set a cooldown time it "works", in a sense you can only use the kd feat every X seconds (whatever you set it as) - but the problem with this, is that it doesn't give any graphical feed back to the users (for example, Rage shows a "greyed out" icon and how long you have to wait till you can reuse it again - if I modify the kd feat it d

Rob McGinnis

Rob McGinnis

UIButton_OnUpdate_ControlSelected

This callback takes a single parameter. It's only purpose is to enable or disable a button based on whether or not the user has selected a row in a List Box.   The single parameter is: sListBoxName = The name of the list box we want to check for selection.   If the user has a row selected in the listbox named in the parameter, then the UIButton will be set to Enabled.   If the user does not have a row selected in the listbox named in the parameter, then the UIButton will be disabled.

Rob McGinnis

Rob McGinnis

Variable Length, GetEffectInteger and SpellEffectID

Q: How long can a variable name be? How long can a string be?   A: While the runtime virtual machine doesn't have any limits that we could find, the compiler will reject tokens that are longer than 512 characters. So that would probably be the de facto limits of variable or hard coded string length.       Q: What effect information do different values for the Idx parameter give back for GetEffectInteger()? There doesn't appear to be many comments on this function that I can find.   A:

Rob McGinnis

Rob McGinnis

NWN2 News March 28, 2008

Neverwinter Nights Community Update March 28, 2008   Well, it seems I can't get to this blog in any sort of timely manner. Working on the patches has taken up much more of my time than I anticipated. Because of this, I am going to offer community members the opportunity to send in articles for the Blog. Your articles can be about anything NWN2-related. If there is a bit of Custom Content you like, a persistent world you are excited about, a module that seems fun and interesting, or anyt

Rob McGinnis

Rob McGinnis

UIFrame

By: Rich Taylor   UI Frame is used for borders and backgrounds for other UI Objects. UIFrames are imbedded in buttons and a few of the container style UI Objects that will be discussed later.   The following attributes are handled by UIFrame:   The following is a list of the texture pieces that make up a frame. They take a texture name as an argument. The texture pieces are: topleft, topright, top, left, right, bottom, bottomleft, bottomright, fill.   The next set of attributes are

Rob McGinnis

Rob McGinnis

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