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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 created object a new tag.
EffectHeal() now works on doors and placeables.
GetAbilityScore() now takes a 'nBaseAttribute' parameter to allow querying just the base attribute.
OnClick event for placeables that fires whether or not the player can actually path to them.
SpeakConversationOneLiner() now takes a parameter to determine if the spoken line should have whisper, talk, or shout volume.
GetTrapActive() - (Now works on doors and placeables too)
I also added a couple console commands to help with GUI debugging
Also added a console command:
guidebug [MOUSEINPUT] [MOUSEOVER] [CALLBACKS]
This brings up an extra 'chat' window and will provide engine-level debugging info about mouse-overs, mouseinput, or callback execution. This feature isn't really finished as of this post, but I hope to spend some more time polishing it up for 1.06.
There are some new toolset features and bug fixes. The bug with seams showing up between tiles has been fixed as well as issues with Specular lighting not looking right. There is also now 5-level terrain undo for grass, water, and terrain adjustment and some improvements to some of the brushes.
There's some other things as well, but this is a pretty good sampling of the new things that will be in 1.06.
Also, be prepared for more 1.06 information in the near future. - Rob