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Everything posted by Llyranor
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An encore, eh? http://forums.obsidianent.com/index.php?sh...79entry588279 And then I ate her.
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Hmm, apparently the PC version has provided about 13% of sales so far. Outstanding!
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Doomsday > all.
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The funny thing would be if Julie hires a hitman to off you. That'd be comedy gold.
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Perhaps the reason why Hades is so opposed to using "I think" is that it implies actual thought...?
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You mean, it was stupid.
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BREAKING NEWS: NWN WRITING CONTEST WINNERS
Llyranor replied to Llyranor's topic in Computer and Console
I'm not really a big fan of any of the Hall of Fame mods myself <_< -
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Stop loving and go play OFP, loser.
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I love you.
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I got disqualified for taking stabs at LOTR, the devs, and every revolutionary feature in the game http://hometown.aol.co.uk/Llyranor/b4me.swf The funny part is that I was right about the Xbox BS all along
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Oh, I'm not trying to make my maps look professional. They need to reek of Llyranor style. That means 5-yo level awesomeness.
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BREAKING NEWS: NWN WRITING CONTEST WINNERS
Llyranor replied to Llyranor's topic in Computer and Console
Not necessarily. Even as a popularity contest, it brought out 'popular' modders/writers, which is - in essence - what Bioware wants. They're pretty mainstream, after all; they can use the 'popular' style of writing. -
Sticks up collective rears Hmm, what's the best tool for turning a crappy drawing into a water painting on parchment? Photoshop? Any open source program instead?
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BREAKING NEWS: NWN WRITING CONTEST WINNERS
Llyranor replied to Llyranor's topic in Computer and Console
The suggestion was proposed way back when the contest was just revealed, but was - of course - ignored. After all, how could a no-name unknown compete against already popular modders? It's just a crappy argument about "LOL you know, if they were good, they'd get votes anyway". It doesn't roll that way. How many people do you think played through all 300+ mods? I tried to, but there was so much crap out there I gave up. How much more convenient is it to go "HEY THAT'S ADAM MILLER'S MOD, HE'S IN THE HALL OF FAME, I'LL PLAY HIS MOD"? Voting only works if the voters actually educate themselves on all parties. Due to the sheer scope of the 300+ mods, as well as the lack of anonymity, the contest pretty much set itself up for unfairness and partiality. -
Now I just need to find some bloody mapdrawing program or something.
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The chat is done. Post-chat. Mad rush to get all info in. I had to go through a lot of crap to gather these. ___________ Llyranor will be the dialogue window be expandable to include more text without scrolling? [OEI]nchap Llyranor - you can get a bunch of stuff in the text window. Llyranor thanks, and can a modder customize the size? [OEI]nchap Llyranor - Oh, also I can learn 2 read. Yeah, you can resize it. I don't know if that's moddable, but you can just click and drag it to resize it. Lowlife if you increase the size of the monster, with that tool thingie, does it increase the monster's strenght/ toughness?? [OEI]JESawyer Lowlife: No, not inherently. Pal_X Are there Cats? [OEI]JESawyer Pal_X: Yes. [talusDM]Mekerek I still wanna know if there is going to be any DB integration. [OEI]JESawyer Mekerek: Sorry bud, DMon is the master of DB questions. AelrynBloodmoon Can any of the Dev's comment on how Wizard Spell School Specialization is being implemented/handled at this time? [OEI]JESawyer Aelryn: Should still be the same as the original NWN. Talwyn Have you planed to developp some more stuff in expansions, such as mountables horses for example ? [OEI]JESawyer Talwyn: We're trying to stay focused on the core game right now, but mounts would be great if done well -- of course! Django The animation question was asked before to a degree, but I'm curious as to the repetitiveness of combat animations. About how many animations for each different method of attack are there? Do the Dual wield animations vary much from each other? [OEI]JESawyer Django: Each weapon stance has four total attack animations (excluding special animations for wacky attacks). The first two are always available, but a third is cycled in at +5 BAB and a fourth at +10. ALFA-Inaubryn Will more Dragons be in other than the Red Dragon? [OEI]JESawyer Inaybryn: You'll have to wait and see! [OEI][C4][C4]BFox Lanthar, we use a variety of in-house plug-ins for our dev purposes, but I don't knwo what will be released in terms of how to develop your own. weby Can the world maps be called up by a script? [OEI]nchap weby: Yes, they can. [OEI]nchap weby: World maps can be brought up through script, and the icons that appear on them appear based on script conditionals AelrynBloodmoon Sawyer, Thanks. I'm curious, was there any discussion booted around of adding a way to choose the opposing schools instead, or was it a task that was set aside due to difficulties integrating with the NWN client [OEI]JESawyer Aelryn: I think the issue was just one of plain ol' time. Sorry. Targeter Do we get real custom content passive feats (not using the character hide), and are they fully scriptable as far as being permanently addable and removable? [OEI]JESawyer Targeter: Sorry I haven't answered, but I just don't know enough about that. Sesshomurai Can we add waypoint destinations to the worldmap from script? [OEI]nchap Sess: Yes. PentaneOnMirc Something I'd really like to be able to see in NWN2 is being able to use the <I> and <B> tags for player chat. Having the abillity to use italic and bold words when roleplaying is a true boon, it allows so much more depth of expression. I understand we will have italic and bold in in NPC conversations, will this functionallity extend to PC chat? [OEI]nchap Pentane: I'm not sure if it's supported in player chat, but it IS supported in dialogue. You can say goodbye to *asterisks* for emphasis now that we have italics in dialogue. AelrynBloodmoon Thanks again, Sawyer. ) One last question in regards to mechanics on my end... "Active" combat feats cancelled each other out in NWN1 (like expertise and flurry of blows.) Will this be the case in NWN2? [OEI]JESawyer Aelryn: They did, but I think we've fixed all of them. ALSO, THEY STAY ON EVEN WHEN COMBAT ENDS! [OEI]nchap Sess: I can't stress enough how cool the worldmap is. You want to know an even cooler part? [OEI]nchap Sess: The world map hotspots don't just teleport you to an area. They actually just launch a script. ALFA-Inaubryn Sawyer: I suppose I will wait and see. Okay... last question from me. Cleric Domains and granted Powers: Close to 3.5? [OEI]JESawyer Inaubryn: Eh... not that close. ALFA-Marklos has the question on the quality of Obisdian monster/NPC AI been addressed? Will "believeable" creature AI depend on the community as the game's predecessor (sp?)? [OEI]JESawyer Marklos: I think it's a lot better, to be honest. [OEI]JESawyer Marklos: So far I haven't seen any really dumb stuff, so I guess that's an improvement! PentaneOnMirc Will Mage Staffs cast spells with full caster bonuses (from feats and int modifiers and caster level) as according to the 3.5 rules? [OEI]JESawyer Pentane: To be honest, I don't know. I haven't looked into that. [COA]Falon can passive feats be scripted and then be added permanently to a PC via script? [OEI]nchap COA: Not sure, sorry [COA]Falon can passive feats be scripted and then be added permanently to a PC via script? [OEI]JESawyer Falon: If I understand you correctly, I don't think so. I think that adding feats needs to reference a feat ID in the 2DA... [OEI][C4][C4]BFox Falon, I think that the answer to your question is 'no', but you can always apply a combination of effects to a creature on a permanent basis. [OEI]JESawyer You guys and your database questions! DMON, SAVE US! LaCrampe Did the crafting system will allow Modder to create new receipe? [OEI]JESawyer LaCrampe: Yes, you can create a zillion (well, not that many, I guess) recipes. [bbnwn]Baldurien other question 'bout NWN2 : do you prefer mySQL or pgSQL ? :> [OEI][C4][C4]BFox Baldurien, some work has been done to improve the performance of the VM, but sadly, arrays are not available. It would be a blessing, but alas. Vulcano this goes back to an earlier question, but will Discipline and knockdown remain, or be replaced with trip and an opposed ability score check? [OEI]JESawyer No, I'm pretty sure all that stuff is still in -- for better or worse. LaCrampe For PW : Are we gonna be able to disable/customize unwanted feats such as HiPs or Dev.crit? [OEI]JESawyer LaCrampe: I'm not sure, to be honest. Arshoon Question: With pieces of armor showing now, how difficult will it be to make custom pieces, crests and so on and add them to the game? [OEI]JESawyer Arshoon: I don't know how difficult attachments will be... probably easier than other things because they are not skinned... [DLA]BryanBlaire Don't know if this has been asked, but: Will the merchant functionality be more robust than the current version within NWN? [OEI]JESawyer BryanBlaire: Pretty much the same, sorry. [OEI]nchap Arshoon: I am not 100% sure on the pipeline for attachments, but I can say that in general the skill requirements for making models in NWN2 will be higher than NWN. It's just a fact of life in making a "next-gen" game with stuff like normal mapping, tintmapping, etc. etc. Talwyn Will an OnClientTalk or something else be avaible, like an evenement when a player speak a sentence ? [OEI][C4][C4]BFox Talwyn, are you talking about capturing when you type in the chat window? If so, then yes, there's an event handler for OnShout, which can be scripted to capture shouts. Arshoon Not skinned? How do you do the textures of armor pieces? Lets say I want to make a custom breastplate and add the Purple Dragon of Cormyr to it. [OEI]JESawyer Arshoon: You should be able to set that up entire in Max, I believe. [COA]Falon will there be underdark tilesets or are they with the new hieght maps as well [OEI]JESawyer Not underdark tilesets specifically, no. [nwnx]Lanthar whoa whoa whoa. bfox... you partially answered my BIGGEST question. are there event scripts now for all player speech events in the module level? [OEI][C4][C4]BFox Lanthar, we still have the OnConversation event and the afrementioned OnShout event. Could you be more specific? Llyranor still no official dev response on whether we need external tools for drawing the world map [OEI]nchap Llyranor: The worldmap uses a .tga file I believe, so you'll need one of those. [OEI]nchap You don't need a hak to import a map. They are contained on the campaign level, I believe. [OEI]nchap Actually, that may not be correct, don't quote me on that. You may need a hak. [OEI]nchap There's 27 people in QA on NWN2 right now internally, and more at Atari. [OEI][C4][C4]BFox Reputation system has been changed. And by changed, I mean mostly removed. Factions remain in place and can be expanded in the toolset. Not by script, unfortunately. Miru Hey Devs, where was MCA today? Just too tired to bother with this kind of chat? ;P [OEI]JESawyer Miru: He's a busy guy. [OEI][C4][C4]BFox Syrsnein, we kept all the original events and added a few more, like OnClientEnter and OnShout. [DLA]Syrsnein [OEI][C4][C4]BFox have you listed them anywhere by chance, I'm rather interested in the specifics if that is possible [OEI][C4][C4]BFox Syrsnein, they aren't listed anywhere and some area still under dev. They aren't a big secret, I just don't want to misquote at this time. [DLA]Syrsnein [OEI][C4][C4]BFox and will OnClientExit allow us to fully access the PC object before it goes away .. unlike NWN1 right now [OEI][C4][C4]BFox Syrsnein, that was a concern at one time, but it may still happen. We'll have to wait and see! bewildered_ronin One more thing about maps; we can have multiple maps, correct? [OEI]nchap ronin: Yep. [nwnx]Lanthar ***** BFox, here you go again : Is something like OnPlayerSpeech(available vars: speaker object, spch mode, possessing obj if any, string, target person if tell) in the module events? [nwnx]Lanthar that captures all speech modes. not just shout [OEI][C4][C4]BFox Lanthar, are you proposing that there be an event fired when the PC talks to a creature or are you looking for a way to capture voice chat? [OEI][C4][C4]BFox There will be no voice chat support in the game. Sorry. [OEI][C4][C4]BFox Doesn't preclude you from using a third-party client, but it can't be integrated in the game from an event side. NorD_fr Fox - Will the system to generate sky/weather/fog be fully accessible through script? (exemple: allowing us to go from day to night or change speed and colors of clouds in real time) [OEI][C4][C4]BFox NorD, not currently. The day/night cycle is responsive to scripted changes in game time, however. [talusDM]Mekerek [OEI][C4][C4]BFox: So if i say "*sits*" in talk.. will there be an even trigger for something like that? [OEI][C4][C4]BFox Mekerek, yes, provided you setup the proper listening patterns. [DLA]Syrsnein [OEI][C4][C4]BFox say .. something like OnPickPocket, OnPickLock ... using the OnAcquireItem event to work with pick pocketting is a pain [OEI][C4][C4]BFox There won't be any rogue-related events, but in most cases thaey can be captured in existing events, like OnInventoryDistured, etc. PentaneOnMirc What about the Campaign Override, BFox? What kind of things can we change with it? [OEI][C4][C4]BFox Pentane, Campaign Override, if I understand correctly, is really just a set of game/module options that can be set exclusive to your campaign. [nwnx]Lanthar when you say set up the proper listening patterns... you refer to npc onConversation, right? [OEI][C4][C4]BFox Lanthar, yes OnConversation is one way. OnShout is yet another. I'm not too expereinced with the OnShout at this time, so I better not misquote. And that's all.
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At least you guys got booted because of technical problems. Shadowstrider got kickbanned
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NorD_fr: Will there be animated placeables for NwN2? Anything planned for traps for exemple? [OEI]JESawyer Yes, there will definitely be animated placeables. Yesterday Tim Donley sent out some cool shots of the "Neverwinter Fleet" (not actually Neverwinter Fleet) bobbing around. [OEI]JESawyer However, traps are still using standard particle systems when they go off. _______________ Targeter: Has the script editor seen any usability improvements, for instance the ability to use the main toolset while the script editor is open? <[OEI][C4][C4]BFox> Here's the greatest thing that ever happened to the script editor: it's tabbed! This means that, unlike in NWN1, you don't have to close the last three windows you opened just to get back to the script editor! <[OEI][C4][C4]BFox> You can switch between several different script files at once, all the while keeping your various area and conversation viewers open simultaneously! ___________ [PRC]GaiaWerewolf: How much voice acting will there be in the single player campaign? [OEI]JESawyer We aren't doing full VO for all dialogue, but all major characters will be voiced. ______________ [DLA]BryanBlaire: The armor/clothing system has been described as a set of functional units capable of being manipulated on a per unit basis (shoulder, chest, knee joint). Is this going to be done in a similar manner to NWN, with actual model replacement, or with a layer system, such that you could have pants under plate mail? [OEI]JESawyer It's a mixture of both. Some of the base components get fully swapped out, but attachments will snap on to the base pieces. So you could have a breastplate with a variety of pauldrons, for instance. ________________ Wulf I have a Question. If you're a first timer to NWN2. Will it be easy to understand and fun to play as a standalone? [OEI]JESawyer D&D is a very complicated ruleset, so I guess it depends on how much of a nublet you to D&D or RPGs in general. That said, I think our tutorial is very well done. It's informative and well-integrated into the storyline. [OEI]JESawyer I think that people familiar with RPGs should be able to get into it quickly, but total nubs will have problems. _________________ NorD_fr: Big monster are always favorite when time come to fight! Can we have a scoop on some new
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Dwinblood: Can you tell us more about the Visual Effects editor built into the toolset and what we will be able to accomplish with it? [OEI]AdamB The visual effects editor is one of the plugins in the toolset that Erik and I have mentioned on the forums a few times. It allows users to create and modify particle systems as well as our other effects systems in real-time. You can modify playback times and do all sorts of other neat stuff. All of our spell effects were created using this tool, and when you guys see some of the spells in action, I guarantee you will wet your pants __________ NorD_fr: In term of gameplay, NWN had some special attacks for warriors that greatly added to combat dynamism (disarm, knockdown). Will there be new special attacks for NwN2? Will a charge special attack be included? Will it have an animation? [OEI]JESawyer There are a lot of new animations in NWN2 but we are currently in the process of reviewing them. Because of the huge volume of animations, quality control is pretty tricky. Sorry we can't be more specific right now, but we really do want to make sure that everything you see animated in the game feels engaging and sharp. ___________ [bbnwn]Baldurien: What about transitions between areas? In previous preview and interview, you spoke about a better system that allow us to "hide" the end of area? [NdT: in NWN1, if we had a road, the road was repeated after the limit of area, etc] OEI]nchap There are two systems that we use (and that you can use) to hide the "edge of the world" in NWN2. The first is a 2 "terrain tile" border area that is non-walkable but can have placeables, trees, grass, and other objects put onto it. [OEI]nchap The second system is a "skyring" that is simple geometry in the distance that is always present along the edge of the world. It stays on the sky, so it doesn't get closer as you move towards it, which gives it a nice sense of scale. It makes an area appear to extend far into the distance rather than showing the edge of the world and horizon. ____________ Pal_X: So are you guys still having fun? Cause thats important, and reflects a lot about the game for me. [OEI]JESawyer Yes, the fun rises daily as the game gets better. For a while things were looking pretty rough -- that's what re-writing a renderer can do. But the wait has been worth it. Seeing everything come together is very exciting. Bugs are also pretty amusing. Today I cast Isaac's Lesser Missile Swarm and I could only target the ground with it. When it went off, all the missiles flew around and hit a little kid in the face. Good times [OEI]nchap From a QA perspective, I can say that we're definitely still having fun. It seems like every week the game gets better, and that's something that's very gratifying for us in QA - assuring quality and all that. _____________ Kalia Himo: Dialogues in NWN were extremely obvious... You could easily know the good and the bad answer... Will that be better handled? Will they be less obvious ? <[OEI][C4][C4]BFox> The dialogue in NWN2 is really impressive, and like NWN1 there will be certain responses where the intent and outcome will be somewhat transparent. However, in NWN2, you have the element of developing and maintaining relationships with your companions, which can have a profound impact on the game itself. Some of those dialogues are less transparent or completely opaque.
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[OEI]AdamB Brian has more to say on the exporter stuff [OEI]BrianLawson The sky is mostly procedurally generated. There is a sun and moon texture that could possibly be replaced. The colors of the sky and all of the clouds are generated programatically, so there really is no "overriding" them per-se. However, the parameters for tweaking those settings will be exposed for you to do what you want with them. The list of parameters is actually quite extensive. ___________ AelrynBloodmoon: Question Submission: Animal companions and familiars worked well within the context of NWN1, but I was wondering if we'll see something different and more involved for them in NWN2; have these companions been changed/improved upon, and in what ways? [OEI]JESawyer Animal companions and familiars are still in the process of being implemented, but we are examining their role in the game more closely. Sorry I can't be more specific, but we're waiting on QA feedback once they're all in! We definitely recognize that familiars and animal companions are important to wiz/sorcs and druids/rangers. ___________ Himo: Will the UI be "rock-solid" as it was in NWN (and most other games) or will it have a certain degree of transparancy? [OEI]nchap The UI supports transparency, and there will be various panels (i.e., the chat panel) that will be transparent in the UI that ships with the game. ____________ Pal_X: Will there be a pre-release toolset or viewer like the original? [OEI]JESawyer We currently have no plans to pre-release the toolset. Sorry! ____________ noviere: Will half-elves have there own set of head/body models? [OEI]nchap Yep! ______________ Benjamin: Can Obsidian talk about the diversity of Romance dialogue in Neverwinter Nights 2? For example, how much attention has female romance dialogue received. [OEI]JESawyer The female romance dialogues has received the same amount of attention as the male romance dialogues. The characters involved in the romance vary highly in personality so of course the experience will feel different. [OEI]JESawyer have received, even. ______________ ALFA-Wynna: I'd also like to know more about any NWScript API extensions they've made. I've heard lots of generic info. Specifics are what I'm after. <[OEI][C4][C4]BFox> All the original NWN1 scripts are more or less in place, but I can tell you that the total scrip library has grown tremendously. Just the fac tthat the conversation editor allows you to attach scripts that accept parameters is super powerful, and has prompted us to write gazillions of scripts for our own development. <[OEI][C4][C4]BFox> For example, one new function called GroupOnDeathBeginConversation utilizes a concept of 'groups' that allows us to control multiple creatures as a single group object. When the group dies, we trigger a conversation. That's just one simple example of the unlimited possibilities that will be available to the community.
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Okay, it's starting. I'll give live updates in here. ALFA-Wynna: I'd like to know what, if any, changes they've made to module/object Events particularly what they're adding. <[OEI][C4][C4]BFox> All of the original events have been preserved from NWN1, but in order to really flex our NWN2 muscle, we had programming add a few more. <[OEI][C4][C4]BFox> In particular, there is an event called 'OnClientEnter' that we use to sync the arrival of multiple PCs innto an area. ________________ Miru: Quick Question. You've listed that there will be a world map for NWN2, can we expect any strange or eclectic special encounters, I.E. The Cafe of Broken Dreams in Fallout 2? <[OEI]JESawyer> We currently aren't using special encounters on the NWN2 world map. It functions very similarly to the Icewind Dale world map where transportation is more or less instantaneous. <[OEI]JESawyer> Without random encounters. ______________ Strutter: Question to be asked: What are your plans for database support? Can you share with us your direction and chosen db? The devs have opted to pass on this question. ______________ Llyranor: Question: What divergence have you had from 3.5e rules, and for what reason? [OEI]JESawyer We really haven't diverged very much. The only thing that really comes to mind are some relatively minor specialist wizard changes. Otherwise, we're trying to stick very closely. Things like the new Damage Reduction rules, ranger class, etc. are in. ______________ [bbnwn]Baldurien: One of the best thing of NWN1 was the ability to add custom content. Could we know a little much about the 3D tools that will be necessary to use to create new placeable and/or monsters? Could we import a floor rendering or a customized sky? [OEI]BrianLawson We've used 3D Studio Max exclusively for this project. At this point in time that's the only package we have plug-ins for in terms of getting data out of. I believe there are plans for eventually releasing the exporter plug-in. This should cover all non-skinned objects. We're still currently investigating a solution for skinned objects (i.e. creatures). _____________ Talwyn: The multi players game over internet will still be by GameSpy ? [OEI]JESawyer Yes, still through GameSpy. [OEI]AdamB Yes [OEI]JESawyer TOO SLOW, ADAM. [OEI]AdamB doh!
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BREAKING NEWS: NWN WRITING CONTEST WINNERS
Llyranor replied to Llyranor's topic in Computer and Console
Well, what can you expect when you make it a community-wide voting process. Which is also why Bio had half of the winners be selected from a panel rather than just the votes.