Jump to content
  • entries
    74
  • comments
    426
  • views
    1433819

About this blog

Questions, Answers and a Little Bit More

Entries in this blog

NWN2 News July 3rd, 2007

Neverwinter Nights 2 Community Update July 3, 2007   Welcome back to another NWN2 Community Update. This week, I am doing the Community Update a day early, due to a Holiday in the United States. Today's edition features some of the Console Commands that will be available to DMs in 1.07, a little information about Multi-Select, some changes to the camera and controls in Mask of The Betrayer, a look at an upcoming Persistent World, and a little surprise for patch 1.07.   Multi-Select T

Rob McGinnis

Rob McGinnis

NWN2 News June 27th, 2007

Neverwinter Nights 2 Community Update June 27, 2007   So this week, we get another peek into one of the new playable races in the Mask of the Betrayer expansion, some great custom prefabs to make your modules more interesting and easier to implement, a couple screen shots from Rogue Dao Studios' Purgatorio mod and the first Persistent World focus for the Community Update. Enjoy!   Mask of the Betrayer Secrets: Genasi   With Mask of the Betrayer, Genasi will be making their debut. Ma

Rob McGinnis

Rob McGinnis

NWN2 News June 20, 2007

Neverwinter Nights 2 Community Update June 20th, 2007   Another busy week has gone by. Since the last update, we have been playing on the 1.06 patch. Things are definitely improving and I am sure many of us are thankful for the undo functionality added to the toolset. [Edit: I was just sent a PM from JasonNH on the Bio Boards. Unfortunately, there appears to be an issue where Undo removes water. This was not reported in the beta, so some investigation is underway. New information: This

Rob McGinnis

Rob McGinnis

NWN2 News June 13, 2007

Neverwinter Nights 2 Community Update June 13th, 2007   NWN2 Game Update Version 1.06 Released! That's right, the 1.06 game patch has been released. French-language users may have a little trouble downloading the patch. You can download the patch from the NWVault Official Patches page while we work on a fix. As always, we want to hear about any issues caused by the patch. You can let us know here, in the announcement thread on the Bioware forums.   We Have a Winner! Congratulatio

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 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 May 16th, 2007

Neverwinter Nights 2 Community Update   May 16th and the year is flying by. Time for another update.   There's been a lot of action on the vault lately. I'm going to focus on the player-made shtuff again for this update.     Stained Glass Windows Ar_Pharazon has created a great hakpack with some stained glass windows. If you have been looking for that special touch for your church or cathedral building, here it is. Great work.         Prestige Class Wizard Thankfull

Rob McGinnis

Rob McGinnis

NWN2 News May 10th, 2007

Neverwinter Nights 2 Community Update   Welcome back to the Neverwinter Nights 2 Community Update. This week's update will be a little on the short side and delayed due to workload. Because of this I am adding a little secret surprise at the bottom of the page. I think it may be well worth the wait.     Patch 1.06 Released as Beta On Monday we released the 1.06 patch as a beta to the community. It contains a lot of fixes and new features for the builders in the community, chief among

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

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

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

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

IntToObject

By: Rich Taylor   This is just a quick note to mention that I've added: object IntToObject( int nInt );   and   int ObjectToInt( object oObj );   scripting functions for 1.06.

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

×
×
  • Create New...