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Parat

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About Parat

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  1. I like the look of it. I dont care too much if it resembles anything in a WotC book, veen though I think it's acceptable even then.
  2. Actually, it is quite simple ... you should never have to place anything in the install directory. Everything is under my documents. Reason: This is Vista-standard. On many systems, users may not be able to touch all the other folders at all.
  3. No ;-) They dont bless anyone with additional content if they add community stuff. They take what is already there. If they added 3GB with the expansion, I'd be happy with that. Original content, additional to the community content. I just dont like anyone saying "Hey, we added 1000 new placeables", if they just added 10,a nd the rest was available before.
  4. --Why? Because the product desperately needs improvement. Why should the casual gamer be required to delve a bunch of cryptic forums & repositories in order to gain access to content/fixes that should've been in the original purchase from the start? You're also giving that new player credit that they'll even know to look for mods. Instead, what's likely to happen, the new player will buy the game, become frustrated or disinterested due to features X, Y and Z, and then never buy a subsequent expansion. I really doubt the _average_ gamer gets frustrated by the same stuff as a mod-builder will. And the mod-builder _should_ know where to get what he wants. And I dont speak about community bugfixes, they are a seperate issue. A CEP for NWN 2 would easily encompass 2 or 3 GB. i dont want that if I only use 10% of that.
  5. Then implement it .... I dont get it why any decent hak stuff should be implemented in the game.
  6. Makes no sense to make everything official. Even hinders updating those tilesets.
  7. I've also got some nice big meta-tiles in process for the sewers...soon we will have great underground rivers of waste.....num Any idea on a date? ... I currently have some ... crypts-tileset-flooded-with-docks-on-the-side-creation in our module, but i'd love to switch.^^
  8. I dont want to diminish your question, but actually hak compiling is very easy, and as we already have the need to distribute pwcs, haks shouldnt be too much of a headache anyhow.
  9. I was thinking the same... I guess that's (partly) due to the fact that pictures catch more attention than text descriptions. But there are some script systems that are waited/appreciated by many people, such as the formations scripts by Jasperre. And I personaly love the automatic party buffing scripts by Loudent or LostCreation. It's probably that the more technical stuff is more appreciated by module-builders than by the players in general, as they dont know what is going on "behind the scenes".
  10. Actually, i kindly disagree. I have never encountered any naming conflict in hak ressources, and i personally wouldnt want to handle 6gb files. our pw is already at 2gb, the haks already at 1 gb. modules shuld be allowed to have everything in them, i think there everyone can agree. hak files are a way to have additional files, again .. everything. so, if you dont want hak files, just dont use one. and if you want to put everything in your mod file, do so. the easiest solution i can think of would be: .cam files -> allowed to have everything in them, for campaigns .mod files -> allowed to have everything in them for a module .hak files -> allowed to have everything in them for a module / campaign that _adresses_ that hak (you dont have t, your choice) .pwc files -> allowed to have everything in them for a specidifc PW .override files -> allowed to have everything in them, but it would be tidier if in the main override folder only .overrides would be allowed to exist ... you may also use subfolders with loose files override of course changes to the top if the files in it are not rule relevant (maybe it woulrd be a great idea to include a module switch for this) --- so, if somebody fears that name confusionand versioning conflicts might interfere with his module ... well, simple, assign no haks and put all the stuff in your module. if somebody does NOT fear that, as I certainly dont, dont force them to have files those big. Sessh btw forgets that PWs might work in directory mode, but they still have to transfer pwc files including all the hak stuff then. --- this would be the best solution i can think of. tidy, and everybody has control of whats loading for his module. one may distribute the whole CEP with his module, but one doesnt have to. and, of course, as everything is .hakable, .modable, .overrideable .... there is absolutely no need anymore for music, ui, tlk folders (tlk -> part of module or hak, just as you desire)
  11. hehe, yes, i realized that, but i was hoping for the option. no big deal, quite patient, but i found this tab thing (even though such a little tweak) the best thing about the new script editor, once i got used to it. now every time i have to delete something or so , i always have to erase 4 backspaces ..... i liked that one very much, and if robb has some spare time ... I'd even pay him 500 XP once he learned German and joined our player base ) So .. just a small wish )
  12. Actually, the little tweak to make "4 spaces instead of a tab" chooseable didnt make it into the pacth, did it? Cause I find it nowhere in the options.
  13. Well, you should realize that bug fixes and new features are only remotely connected. Sometimes, a fix opens a lot of new options on the feature side with just some work. And not all of your personal bugs may be reproducable immediately, but may be ironed out if code is redone on some related aspect. Even though often reported, I doubt crashing is sooo often to happen, cause with 10 builders, we have not a single one complaining about those. Well, could be pure luck.
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