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Topics - DM Heatstroke

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31
General Discussion / PRC v3.3h RC1
« on: December 18, 2009, 06:32:55 PM »
Since no one else has mentioned it, the next RC for PRC v3.3 is up on the NWVault.

http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=7870

32
General Discussion / Grabbed from Slashdot
« on: September 02, 2009, 02:01:10 PM »
I read this on Slashdot & was wondering how much of it was true.

Quote
The following aren't in the game, probably as no surprise to anybody at this point:

          -Multiplayer/DM client.

          -Climbing.

          -Jumping.

          -Swimming.

          -Mounts.

          -Pushing/grabing objects around in real time.

          -Path over path. You can do this but the pathfinding doesn't support it. In drive mode it works fine, but if you move with point and click or use scripting to move a creature it fails.


          The following can be done, but only in hacky ways and were rarely done in the main campaign:

          -Day/night. This can only be done with area transitions. No real time

          -Placing/picking up objects in the world. Unlike NWN, you can't drop items into the world, or pick up anything that's not in a container. For picking up you have to put placeables into the world (and no model exists for most items). For placing you'd have to put an invisible placeable into the world which you click on, which spawns another placeable.

          -Destroyable environments. Placeables can be destroyed, but they tend to stick beucase the lighting is different, especially large ones that you're trying to disguise as part of the background level art. Our artists have found ways to bake the lighting texture into the diffuse texture to pull a decent blend off, but it's hacky and hard to maintain.

          -Ambient usage of objects. You can't hook an extra object up to an animation. So for instance, outside of a cutscene, you can't have people drinking from mugs, or working a forge with tools. We actually figured out too late that you can do this with visual effects, so hopefully the community can do a better job of it that we did.


          Things that were in NWN that are different/missing from DA:

          -Runtime local variables. All variables stored on an object have to be declared in a 2da.

          -Custom equipment. NWN was more flexibile in allowing outfits to be made piece by piece and selecting different colours. DA's armors are one piece and the tinting is limited.

          -Accessing objects. You can only grab/effect objects which are in the player's current area. If you want to change things in other areas, you set plot flags and update the other area in the area load script.

          -Beam Effects. DA doesn't have beam visual effects.

          -Using items. Plot items can't be usable in DA, and generally making items that are not consumed when used is a bit painful.

          -Instancing. NWN allows you to modify any property of a placed object. DA has a much smaller list of instanced properties, and expects you to use more templates. I quite like the system, but it might take getting used to.

          -Scaling. Creatures and placeables have a fixed size. NWN didn't have scaling, and neither does DA.

          -Putting items into containers. DA doesn't let the player drag items from their inventory into a container. This functionality is actually included in the engine and can be accessed by changing a parameter in the function call to open the inventory, but users of the custom content probably won't realize they can do this.

          -Placeable actions. Unlike NWN where the player can pretty much do any action on any placeable, DA only supports one action per placeable at a time. The state controller has a list of states and each one has an action. So a placeable can be bashed, or it can be examined, or it can be used, or it can be a container, or it can be an area transition or it can be locked, but it can't be multiple of these simultaneously. We did at one point have a second action accessed by shift-click, but I think we cut every place we used it in the main campaign and we might have cut the functionality from the engine. It's something to look into, but even then you're looking at two actions per placeable and not a radial menu.

33
General Discussion / Shelgarn's Persistant Blade
« on: August 31, 2009, 06:15:32 PM »
Does anyone else think it's odd that this spell is evocation instead of conjuration?

34
Spells, Feats, and Skills / Jump
« on: August 29, 2009, 02:38:27 PM »
Is there any way to keep players from jumping thru "see-thru" doors like prison cells & portcullis?

35
Help / Flaming Sword's PRC Character Builder and Tester
« on: August 16, 2009, 03:34:05 PM »
Not really a PRC bug, but Flaming Sword's "PRC Character Builder and Tester" module no longer compiles under 3.3g RC3


Code: [Select]
c:\games\nwn\modules\temp0>pushd c:\games\nwn\modules\temp0

c:\games\nwn\modules\temp0>C:\Games\NWN\utils\prc\nwnnsscomp -cg -i C:\Games\NWN\utils\prc\include c:\games\nwn\modules\temp0\aribeth_hb.nss
NeverWinter Nights Script Compiler/Decompiler
Copyright 2002-2003, Edward T. Smith
Copyright 2003, The Open Knights Consortium

Compiling: aribeth_hb.nss
aribeth_hb.nss(14): Error: Undeclared identifier "NW_FLAG_FAST_BUFF_ENEMY"
aribeth_hb.nss(14): Error: Undeclared identifier "GetSpawnInCondition"
aribeth_hb.nss(20): Error: Undeclared identifier "TalentAdvancedBuff"
aribeth_hb.nss(23): Error: Undeclared identifier "NW_FLAG_FAST_BUFF_ENEMY"
aribeth_hb.nss(23): Error: Undeclared identifier "SetSpawnInCondition"
aribeth_hb.nss(32): Error: Undeclared identifier "GetHasEffect"
aribeth_hb.nss(38): Error: Undeclared identifier "NW_FLAG_SLEEPING_AT_NIGHT"
aribeth_hb.nss(38): Error: Undeclared identifier "GetSpawnInCondition"
aribeth_hb.nss(50): Error: Undeclared identifier "NW_WALK_FLAG_CONSTANT"
aribeth_hb.nss(50): Error: Undeclared identifier "GetWalkCondition"
aribeth_hb.nss(52): Error: Undeclared identifier "WalkWayPoints"
aribeth_hb.nss(60): Error: Undeclared identifier "GetNearestSeenEnemy"
aribeth_hb.nss(60): Error: Required argument missing in call to "GetIsObjectValid"
aribeth_hb.nss(62): Error: Undeclared identifier "NW_FLAG_BEHAVIOR_SPECIAL"
aribeth_hb.nss(62): Error: Undeclared identifier "GetBehaviorState"
aribeth_hb.nss(62): Error: Undeclared identifier "NW_FLAG_BEHAVIOR_OMNIVORE"
aribeth_hb.nss(62): Error: Undeclared identifier "GetBehaviorState"
aribeth_hb.nss(63): Error: Undeclared identifier "NW_FLAG_BEHAVIOR_HERBIVORE"
aribeth_hb.nss(63): Error: Undeclared identifier "GetBehaviorState"
aribeth_hb.nss(67): Error: Undeclared identifier "DetermineSpecialBehavior"
aribeth_hb.nss(71): Error: Undeclared identifier "NW_FLAG_AMBIENT_ANIMATIONS"
aribeth_hb.nss(71): Error: Undeclared identifier "GetSpawnInCondition"
aribeth_hb.nss(72): Error: Undeclared identifier "NW_FLAG_AMBIENT_ANIMATIONS_AVIAN"
aribeth_hb.nss(72): Error: Undeclared identifier "GetSpawnInCondition"
aribeth_hb.nss(75): Error: Undeclared identifier "PlayMobileAmbientAnimations"
aribeth_hb.nss(77): Error: Undeclared identifier "NW_FLAG_IMMOBILE_AMBIENT_ANIMATIONS"
aribeth_hb.nss(77): Error: Undeclared identifier "GetSpawnInCondition"
aribeth_hb.nss(79): Error: Undeclared identifier "PlayImmobileAmbientAnimations"
aribeth_hb.nss(85): Error: Undeclared identifier "NW_FLAG_HEARTBEAT_EVENT"
aribeth_hb.nss(85): Error: Undeclared identifier "GetSpawnInCondition"
aribeth_hb.nss(95): Error: Undeclared identifier "ApplyECLToXP"
Compilation aborted with errors
Errors occurred in compiling "c:\games\nwn\modules\temp0\aribeth_hb.nss"

36
Help / IPRP_Damagecost.2DA
« on: July 06, 2009, 05:15:45 PM »
You guys made some pretty extensive changes to this file.  Going thru AR's items I noticed that something was pushing the ILR of all of our magical weapons up a good bit.  I discovered that it was the iprp_damagecost.2DA file that had the modifications that bumped the values up.  I was just wondering why this was done?  Does it make things closer to PnP values or what?  Right now I'm looking at a +2 Bastard Sword with 1d8 flame damage with an ILR of 15.  Isn't that a bit high?  It was ILR 12 before integrating the PRC.

On a longsword, the GP cost of a +1d6 Fire Damage Bonus has gone from 3948 GP to 9600 GP.  The cost of a +1d8 Fire Damage Bonus has jumped to 18786 GP from 10380 GP.

37
News, Articles, and Website Management / Forum Avatars
« on: June 17, 2009, 08:24:00 PM »
Are they disabled?  I can't select / upload one at all.

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