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About Akari

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    Darth Taylor
  1. The main reason for IntToObject() is because of some of the new UI callbacks that can pass an object ID along as a parameter to the gui script. Object IDs can't be passed into an executing script, so you have to pass them in as ints and then convert them to objects via IntToObject(). There isn't really anything majorly risky about using IntToObject() on dummy numbers. The worst that will happen is that functions will treat that object the same as if you passed in INVALID_OBJECT. To be safe, you can always use GetIsObjectValid() on the result from IntToObject(). Hope this helps.
  2. The ObjectToInt() script funciton is just data conversion. The 'object' engine type in the scripting language is really just an unsigned int. Converting the 'object' type to 'int' type doesn't do anything special other than let you now manipulate the object ID as an int. For example: object oPC = GetFirstPC(); int nPC = ObjectToInt( oPC ); //nPC now equals the PC's object ID string sPC = IntToString( nPC );//sPC is now a string that equates to the PC's object ID. If you copy an object, then that object has a new ID, so ObjectToInt() on the new copy will return a different
  3. Yeah, still around. Can't get rid of me that easily! I don't read the NWN2 forums on the Bioware site myself, so I'm not sure what's been said there either. In-house D&D games I don't participate in, so I don't know. The 'aftermath' stories sound amusing though. The LAN games consist of Battlefield 2 these last couple months, our first new game since we got hooked on UT2k4 last summer. Project NJ is mostly hiring senior developers at this point. That project is still ramping up to full swing. I'm not allowed to comment on inflatable Mira dolls. As far as KotOR3 s
  4. The problem is that there just isn't a lot to say at this point. The restrictions on what we can share about NWN:2 haven't losened up yet, though I think that will be changing in the not too distant future and we'll be able to discuss things in a little more detail. Though, NWN2 chat generally takes place over on the Bioware hosted forum, so that might not help here much. And other than NWN:2, we can't really disclose anything at all about our other project (projects?). There a lot of new hires here, but not everyone likes talking about themselves much either. That's why we always
  5. Right now it's on-the-spot random because I don't know what the deck conditions are. There's 4 of each card, 1 - 10, in the deck. So 40 cards total. I found the K2 AI seemingly more stupid because they left themselves beatable at 18 or 19. I guess I just got the lucky draws. <{POST_SNAPBACK}> What do you mean by leaving itself beatable at 18 and 19? Sometimes getting to 18 or 19 is the best one can do with a given set of cards. The AI works its way to 20 with its side cards, but accepts 19 and 18 as close enough to be worth using a side card for. As a player,
  6. Yeah, it doesn't cheat. But most people are convinced that it does. Do you generate the 'draw' deck ahead of time or do you generate a 1 - 10 card randomly on each draw? KotOR generated the deck before , then shuffled it randomly, then had the player and computer draw from the same deck. The KotOR AI doesn't calculate probabilities, but rather has some safe thresholds that it knows it can hit on or not, depending on what cards it had in its side deck. After drawing its card, the AI then calculates the LowestPossibleTotal that it can come up with its current cards plus the curren
  7. I can't speak for the company as a whole, but here's my thoughts. Personally, I think it's awesome when people take enough interest in something I've worked on that they want to put some of their OWN time into bettering it. I take it as a compliment when I see multiples of people coming together to invest hard work and hours into shaping aspects of a project I am no longer able to improve upon myself. When I started to see fanart of KotOR2 characters, cosplayers at cons dressing up at conventions of the same characters, or deeply thought out analysis of the content of KotOR2, I was hu
  8. Where have you been? Tied to a restraining bolt? On-topic: Is there an official source than one can go to? (like Nielsen soundscan). <{POST_SNAPBACK}> Been really busy. My ToDo list goes from long to short in cycles. As far as official sources go, I'm not 100% sure how it works, but I believe you have to pay huge subscriptions to some industry tracking service to have direct access to the numbers. But then the numbers tend to get leaked out to various forums eventually too, a month or two later. I only know what we've been told internally, myself. -Akari
  9. While I'm not going to give exact numbers, I will say that the US X-Box version of KotOR2 outsold all other versions (US PC, International X-Box, International PC) of KotOR2 combined more than twice over. Keep in mind that it was the first version to be on the shelves, however. -Akari
  10. That was my favorite way to win, too. Early on when I was going over the design docs for the new Pazaak cards, I couldn't figure out what the point of the 2 reverse-type cards would be. Until I noticed that they made it a lot more likely to be able to play 9 cards before hitting 20. So I asked design if I could make that a new win condition, and there we go! This sort've gives an advantage to the player as well, since winning by playing 9 cards is not a tactic that the AI will intentionally try to pull off. While it will still win if it manages to play 9 cards without busting, it w
  11. Neat project. Is your opponent AI going to cheat like the KotOR one did? Just kidding. If you need any information about how the KotOR AI made its quite-fair-and-non-cheating decisions, I'd be happy to outline some of the algorithm sometime. -Akari
  12. *sigh* I'm probably going to regret this, but I can at least explain some of these things. General 2. I like that empty containers and looted corpses are now labelled "empty" or "nothing" but why continue to label them at all? Why not just let the labels on containers and corpses vanish entirely the way they do on looted droids? Why have a different system for droids? Well, techinically, you can put objects back INTO containers, if you wanted to for some reason. Some people used the container on the Ebon Hawk in KotOR1 to do that (don't remember if we left a container in KotOR2). Since
  13. <{POST_SNAPBACK}> Yeah, those Novadex guys have visited us a couple times and demonstrated some things that have been pretty neat. If released games actually support those add-on physics cards, I'll be pretty tempted to get one. But I'll have to wait and see what comes out that supports them first. For the most part, it's a matter of scaling. An example might be: Without the hardware physics card, you have partical effects that interact with the ground, block walls that can be broken down, ragdoll stuff, and some nice smoke effects. Then you add the physics card
  14. You've got a point. Still, while he may not be trustworthy in regards to what is going to be developed, I'm guessing he's much more reliable when it comes to what isn't being developed. <{POST_SNAPBACK}> Hey, I never said anything about hooded robes. You got me on Swoop Upgrades though. I figured they were a sure thing, since about 80% of the work needed for them had been done fairly early in the project, and there was just a day's worth of interface changes left to support them. But in the end, it was decided that day's worth of work was better spent on something el
  15. I went ahead and fixed that in our copy of nwscript.nss, but I'm not sure if it's too late for it to get included with the distributed build or not. -Akari
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