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17 Mar 2007

Parche Beta para NwN 2 1.05

por SuiciSpai | Neverwinter Nights | 13:19 | 0

Según puedo leer en BluesNews, en Neverwinter Nights 2 Vault tienen a disposición el parche 1.05 beta para la versión inglesa del Never Winters Nights 2, que trae muchos arreglos y nuevas funcionalidades que seguramente traerá el próximo parche. También, tiene otro parche para revertir la instalación y volverte a poner la versión 1.04. A continuación la lista de cambios:

Neverwinter Nights 2 - Version 1.05 Beta Patch Notes
March 12th, 2007

*** PLEASE NOTE: THIS IS A PRE-RELEASE BETA VERSION OF PATCH 1.05. THIS BUILD HAS NOT GONE THROUGH A FULL TESTING CYCLE, AND SUPPORT FOR THIS PATCH IS NOT AVAILABLE VIA ATARI CUSTOMER SUPPORT.
IF YOU ARE NOT COMFORTABLE RUNNING PRE-RELEASE SOFTWARE, YOU CAN REVERT BACK TO 1.04. PLEASE SEE OUR WEBSITE FOR MORE INFORMATION AT http://nwn2.obsidianent.com/support.

If you would like to report any issues with this build, please visit the Official Neverwinter Nights 2 forums at http://nwn2forums.bioware.com/forums/index.html. Please indicate in the subject of your posting that you are using the 1.05 BETA.

New Features
<ul><li>General</li><li>Multi-Select is now available as an option in both the DM Client and main game client. By default, Mouse 4 will select the entire party, and Mouse 5 or holding CTRL+Left Click will enable lasso selection of party members. </li><li>Many substantial improvements to the AI scripts provided by community member evenflw have been integrated into the game. Additionally, revisions were made to AI to make both friendly and enemy characters be much more intelligent with feat use in combat. </li><li>There is now an </li><li>Advanced Options</li><li>button on the Server Options panel. Server Administrators can specify two URLs in this menu: One, intended to point to their server’s homepage, if it has one, and one intended to directly point to the server’s latest PWC file. Players will be able to see these links from the Server Details on the Internet Game browser and clicking them will launch the user’s Browser and direct them to the URL specified. </li><li>Many of the skyrings (the geometry that exists at the horizon of the game world) have been revised to make them more visually appealing. </li><li>There is now a 4th parameter to the DisplayGuiScreen() script function that allows a user to define the name fo the *.xml file to load if the ‘ScreenName’ can’t be found inside the INIs already. This will allow custom GUI creators to add GUIs (Using the ui\custom\ folder) and not need to edit the INIs stored in ui\default to make the game able to load them. </li><li>Augment Summoning and Augment Healing are now selectable once their prerequisites have been met. </li><li>Scripting </li><li>A bDisplayFeedback=TRUE parameter was added to both ActionGiveItem and ActionTakeItem. Changing it from the default of TRUE to FALSE will keep the feedback strings from appearing in the chat window when these script functions are used. </li><li>2DAs queried by script functions are now cached. This should increase performance of scripts that frequently reference 2Das. </li><li>Within the Script Editor, hitting the Tab key now creates 5 spaces instead of inserting a tab character. </li><li>Toolset </li><li>Within the appearance.2da, NWN2_Scale has now been split into three columns: NWN2_Scale_X, NWN2_Scale_Y and NWN2_Scale_Z. This will allow users to scale creature appearances non-uniformally through the appearance.2da. </li><li>The Grass, Creature Appearance Type, and Creature Soundset lists are now sorted alphabetically. </li><li>Walkmesh Helpers have been added to Placeables/Misc Props. These objects are invisible square objects that can be resized and placed on a map to bake a walkmesh. You can use them to make flat objects walkable that normally are not or would be difficult to bake. Some examples of situations where these would be useful are a long length of repeating bridge pieces or building roofs. To view the Walkmesh Helpers in the Toolset, turn on the display of C2 Collision volumes. There are two versions; each will play a different footstep sound. Special thanks to Zarathustra217 for the original concept and objects. </li></ul>
Bug Fixes
General
<ul><li>The Quick Cast menu was blocking movement clicks for its entire area - even parts that were not visible. Players can now click through any non-visible part of the Quick Cast menu. </li><li>Feats will now properly show their cool down timer countdown. </li></ul>DM Client
<ul><li>The DM Chat toggle could previously not be turned back on after it was turned off. This has been fixed. </li></ul>Effects/Spells
<ul><li>Certain multiclass characters could lose spells from their hotbar after making area transitions. This will no longer occur. </li><li>The Reflex save for Defensive Roll can now happen multiple times per day. </li><li>Manyshot was previously always applying the full attack bonus and penalty to hit, regardless of the character’s BAB. This has been fixed. </li><li>Female Drow Clerics would be previously be forced to pick a new deity at level up if they had selected Lolth during character creation. This has been fixed. </li></ul>
Toolset
<ul><li>Several words that previously were incorrectly being highlighted by the syntax highlighter will no longer be highlighted. </li><li>The GetIsPartyTransition() flag for triggers always returned true, regardless of what was set in the toolset. This has been fixed. </li></ul>2DA Changes
The following 2DA files have been changed in v1.05:
<ul><li>appearance.2da </li><li>classes.2da </li><li>cls_atk_1.2da </li><li>cls_atk_2.2da </li><li>cls_atk_3.2da </li><li>cls_bsplvl_arctr.2da </li><li>cls_bsplvl_eknight.2da </li><li>cls_bsplvl_harper.2da </li><li>cls_bsplvl_palema.2da </li><li>cls_bsplvl_wprst.2da </li><li>cls_savthr_barb.2da </li><li>cls_savthr_bard.2da </li><li>cls_savthr_cler.2da </li><li>cls_savthr_cons.2da </li><li>cls_savthr_dru.2da </li><li>cls_savthr_fight.2da </li><li>cls_savthr_monk.2da </li><li>cls_savthr_pal.2da </li><li>cls_savthr_rang.2da </li><li>cls_savthr_rog.2da </li><li>cls_savthr_sorc.2da </li><li>cls_savthr_wild.2da </li><li>cls_savthr_wiz.2da </li><li>damagelevels.2da </li><li>feat.2da </li><li>hen_companion.2da </li><li>hen_familiar.2da </li><li>iprp_damagecost.2da </li><li>iprp_srcost.2da </li><li>keymap.2da </li><li>placeables.2da </li><li>racialtypes.2da </li><li>spells.2da </li></ul>
In addition, the following 2DA files have been added in v1.05:
<ul><li>cls_featmap_arctr.2da </li><li>cls_featmap_eknight.2da </li><li>cls_featmap_harper.2da </li><li>cls_featmap_palema.2da </li><li>cls_featmap_wprst.2da</li></ul>

19 Jul 2006

NeverWinter Nigths 2 restrasado un mes

por SuiciSpai | Neverwinter Nights | 12:46 | 2

La secuela del famoso juego NeverWinter Nigths ha sido retrasado un mes (ahora sale en octubre) ya que, según ellos, el juego dará entre 50 y 60 horas de juego en el single, e intentan que el multiplayer sea como debe ser, con un mes podrán retocar y añadir funcionalidades en vez de una posible salida prematura. A continuación la nota de prensa de Atari original:

Given the sheer size and scope of Neverwinter Nights 2 and its 50 to 60-hour single player campaign, it was decided to move the global release date of Neverwinter Nights 2 out a month to late October. This extra time is invaluable as it allows fine tuning and polishing of both the single and multiplayer experiences to ultimately deliver a game that exceeds the tremendous expectations of the Neverwinter Nights fanbase.

Fuente:BluesNews

20 May 2006

[E3] Trailer del NwN 2

por Kolham | Neverwinter Nights | 22:06 | 10

Sin duda alguna, el juego que mayor espectación dentro de los RPG ha levantado en este E3, ha sido el Neverwinter Nights 2. En este E3 se ha podido ver el primer trailer de esta segunda parte.

Podéis ver el video en diferente calidad:

Alta
Media
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03 May 2006

Parche 1.67

por SuiciSpai | Neverwinter Nights | 14:59 | 1

Después de 10 meses sin sacar un parche, Bioware ha sacado uno más para el NeverWinter, donde corrigen algunos pocos bugs de la
campaña (aun).añade muchas funcionalidades para los Masters (Dms), por lo que
los adictos a su multijugador tendrán nuevas posibilidades. Lista de cambios a continuación:

1.67 Patch Details

WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.67 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.67 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.

IF YOU DON’T WANT TO BRAND YOUR MODULE AS 1.67 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.67 TOOLSET.

IF YOU WANT TO GO BACK TO 1.66, WE WILL HAVE A 1.67 TO 1.66 PATCH AVAILABLE.
Neverwinter Nights Game

- Official Campaign: Chapter 2e - Fixed an issue with attacking Tolan Losen causing all commoners to become hostile.
- Official Campaign: Chapter 3 - One of the pedestals in Layenne’s Tomb can no longer be accidentally destroyed.
- Added 13 varieties of new creatures to the game from Pirates of the Sword Coast: Sharks (Goblin, Mako, Hammerhead), Gray Ooze, Ochre Jelly (Large, Medium, Small), Sahuagin (regular, Cleric, Leader), Parrot, Seagull (flying, walking).
- Added 79 new placeable objects to game resources:
o Arrow (Penants & Signs) - 8 variety of colors
o Flag (Penants & Signs) - Pirate and Umberlee
o X (Penants & Signs) - Pirate X mark
o Bubbles (Visual Effects) - 3 different heights
o Candle (Misc. Interior) - 2 types of 2 versions - 1 set with ambient light, 1 without
o Chest (Containers & Switches) - 1 buried, 1 sunken - sunken one has a bubbles effect when opened
o Driftwood (Parks & Nature) - 4 types
o Bed & Bench & Table & Chair, Dwarven (Misc. Interior)
o School of Fish (Parks & Nature) - 3 types
o Footprints (Misc.) - left and right
o Fungus (Parks & Nature)
o Hanging Dwarf Skeleton (Misc. Interior)
o Kelp (Parks & Nature) - 3 sizes of 3 types
o Mushrooms (Parks & Nature) - 4 types
o Net (Misc.)
o Palm Tree (Parks & Nature) - 2 types
o Parrot (Misc.)
o Portal (Visual Effects)
o Puddle (Misc.) - 2 types
o Raft (Misc.) - 1 normal, 1 broken
o Rocks (Parks & Nature) - 5 types
o Rope Coils (Misc.) - 2 types
o Sea Chair (Misc. Interior)
o Sea Idol (Misc.)
o Sea Obelisk (Misc.)
o Sea Table (Misc. Interior)
o Seashell (Parks & Nature) - 3 types
o Shrine of Umberlee (Misc. Interior) - 1 with ambient light, 1 without
o Starfish (Parks & Nature)
o Trog Bed (Misc. Interior)
o Trog Egg (Misc. Interior)
o Trog Nest (Misc. Interior)
o Trog Shrine (Misc. Interior)
o Trog Throne (Misc. Interior)
- Added a new option to the nwnplayer.ini file under [Game Options] “Client CPU Affinity” (for Windows only). If you have more than one CPU on your PC, then you can use this setting to make the game run on only one of the CPUs by specifying the number of the CPU (0-31). Setting “Client CPU Affinity=-1” will turn off CPU affinity.
- Added a new setting to the nwnplayer.ini file under [Server Options] “Examine Effects On Creatures=1”. If this option turned off then any magical effects on a creature will not appear in the creature description when you examine a creature in the game (Note: DMs will still see the effects on the creature).
- Added a new setting to the nwnplayer.ini file under [Server Options] “Examine CR On Creatures=1”. If this option turned off then the challenge rating of a creature will not appear in the creature description when you examine a creature in the game.
- Added strings to bow models.
- Expanded the number of color choices available for Armor, Cloth, Leather, Skin, Hair, Tattoos (affects both character generation and the toolset).
- Fixed a crash that could happen going to the character select screen if you had a character in the list that was using a specific community made custom class that the current module does not support.
- Fixed an issue with using an item on another item causing the player to run to the corner of the area. The player will now run to get within range of the targetted item instead.
- Fixed a number of FeatIndex errors in the following 2das: PackFTShad.2DA, PackFTRog1.2DA, PackFTRog2.2DA, PackFTRog3.2DA, PackFTRog5.2DA, PackFTRog6.2DA, PackFTRog7.2DA
- Fixed an issue with being able to pick pocket empty containers that were not flagged as being “pickpocketable”.
- Fixed an issue with custom tokens not getting cleared/cleaned-up properly when quitting a module.
- Fixed a crash related to large creatures having weapons equipped that were too small for them to use.
- Fixed Defensive Casting to work properly with sub-radial spells.
- Fixed the innate spell level for the spell “War Cry” in the spells.2da
- Fixed the ‘Category’ setting for the “Animate Dead” spell in the spells.2a.
- Fixed a crash that could occur if a store was destroyed through scripting while it had customers buying/selling stuff.
- Fixed typo in the SoundImpact column of the VisualEffects.2da for VFX_IMP_HEAD_ODD.
- Weapon Finesse now works with creature weapons.
- Long item names now get truncated in the store gui panel, so that you can see the buy/sell price of the item.
- Fixed immunity to damage type Magical/Divine item properties.
- When attempting to examining a trap, you no longer get all the trap’s information when you fail to examine it.
- The area behind a door that was bashed down will now become properly explored.
- Fixed the displayed TAG name when using the console command “dm_dumplocals” on an item or creature object.
- Fixed an issue where the text window feedback message that states that “Your journal has been updated.” wasn’t properly replacing custom tokens.
- Fixed a few memory leaks.
- Made some fixes to prevent game/character hacking. Sorry, but we will never publicly discuss specific changes to the game with regards to hacking the game.

DM Client

- Added the ability for DMs to spawn in traps on doors/placeables through the creator (and quickbar slots dragged from the creator menu).
- Made custom triggers and traps from the DM creator menu spawn in correctly (rather than spawn in as a default trap).
- The DM instant kill key (default ‘Y’) now also works on non-plot items that are on the ground.
- Added a new “Give Alignment Shift” sub radial to the DM’s Give/Take creature radial menu.
- Added an “Examine” option to the DM’s Examine Creature sub-radial menu.
- When a DM ‘Examines’ a PC, it will now display their Experience and GP totals as well.
- When a DM ‘Examines’ an item, it will now also display the value of the item in GP.
- Made a change to try and reduce game lag that has been reported to occur when a DM possesses a creature that is part of a very large faction.

Neverwinter Nights Aurora Toolset

- Added a boat-load of new scripting commands (check the Toolset for more information):
o GetCreatureWingType()
o SetCreatureWingType()
o GetCreatureTailType()
o SetCreatureTailType()
o GetCreatureBodyPart()
o SetCreatureBodyPart()
o GetHardness()
o SetHardness()
o SetLockKeyRequired()
o SetLockKeyTag()
o SetLockLockable()
o SetLockLockDC()
o SetLockUnlockDC()
o SetTrapDisarmable()
o SetTrapDetectable()
o SetTrapOneShot()
o SetTrapKeyTag()
o SetTrapDisarmDC()
o SetTrapDetectDC()
o CreateTrapAtLocation()
o CreateTrapOnObject()
o SetWillSavingThrow()
o SetReflexSavingThrow()
o SetFortitudeSavingThrow()
o GetTilesetResRef()
o GetTrapRecoverable()
o SetTrapRecoverable()
o GetModuleXPScale()
o SetModuleXPScale()
o GetKeyRequiredFeedback()
o SetKeyRequiredFeedback()
o GetTrapActive()
o SetTrapActive()
o GetInfiniteFlag()
o SetInfiniteFlag()
o LockCameraPitch()
o LockCameraDistance()
o LockCameraDirection()
o GetPlaceableLastClickedBy()
o GetAreaSize()
o SetName() - Sets the name of an Object (a creature, placeable, item, or door) - does NOT work on player objects.
o GetPortraitId()
o SetPortraitId()
o GetPortraitResRef()
o SetPortraitResRef()
- As if the above wasn’t enough, we also added new parameters to the following scripting commands:
o GetAbilityScore(object oCreature, int nAbilityType, int nBaseAbilityScore=FALSE)
o GetSkillRank(int nSkill, object oTarget=OBJECT_SELF, int nBaseSkillRank=FALSE)
o SetTrapDetectedBy(object oTrap, object oDetector, int bDetected=TRUE)
o ExploreAreaForPlayer(object oArea, object oPlayer, int bExplored=TRUE)
o SetCutsceneMode(object oCreature, int nInCutscene=TRUE, int nLeftClickingEnabled=FALSE)
o GetPCPublicCDKey(object oPlayer, int nSinglePlayerCDKey=FALSE)
o CreateItemOnObject(string sItemTemplate, object oTarget=OBJECT_SELF, int nStackSize=1, string sNewTag=””)
o GetName(object oObject, int bOriginalName=FALSE)
o ActionRest(int bCreatureToEnemyLineOfSightCheck=FALSE)
o RandomName(int nNameType=NAME_FIRST_GENERIC_MALE)
- Added a new OnClick event type for placeables. This event fires immediately when a PC left clicks on a placeable (regardless of how far away they are from the placeable, or whether or not they can reach the placeable for whatever reason). To obtain the player that left clicked on the placeable object, call GetPlaceableLastClickedBy() in the placeable’s OnClick script.
- Added 53 new VFX_DUR_AURA_* visual effects (VisualEffects.2da) for use with the scripting command EffectVisualEffect().
- Added 80 new visual effect constants (VisualEffects.2da) for use with the scripting command EffectVisualEffect(). These use the new constants VFX_DUR_AURA_, VFX_EYES_ and VFX_DUR_BUBBLES.
- Added new FOOTSTEP_TYPE_* constants to nwscript.nss (FootstepSounds.2da)
- Added the ability to force a placeable to be non-static (grey out the static checkbox) for any placeable using skin mesh. This is toggleable in the placeables.2da in a “Static” column. Defaults to allow if column missing.
- Added Hook Hands and Peg Leg armor appearance variations to the toolset.
- Added new Trident weapon models to the toolset under Polearms (x2_inc_itemprop.nss, x0_i0_match.nss). There are no new Trident specific weapon feats associated with Tridents at this time (BaseItems.2da).
- Added a new Shipwreck group to the desert tileset.
- Added 4 new groups to the city exterior tileset (Merchant Ship and Weather Ship variations).
- Added option to skip multiple hak pak warning message to the nwtoolset.ini file “Display Hak Warning=1”
- The scripting command GetResRef() now works on areas.
- The scripting command PlayAnimation() now works on doors (use the new animation constants ANIMATION_DOOR_*).
- The scripting command GetClassByPosition() will now work with community made custom classes.
- Made the scripting command CopyItemAndModify() work with arrows and bolts using the constants ITEM_APPR_TYPE_WEAPON_*
- Added random facing button to the toolset. This button allows you to select one or more things and change their facing to a random direction.
- Added option to skip multiple hak pak warning message.
- Fixed crashes caused by passing in invalid area/module objects to the scripting commands SetListenPattern() and GetMatchedSubstring() (or running these from an area/module event).
- Fixed scripting command ItemPropertyImmunityToSpellLevel(), it was creating a spell immunity property that was one level lower than what it should have been creating.
- Fixed a typo in the constant name IP_CONST_FEAT_USE_POISON. If you recompile a script that uses the old name, you will need to update your script to use the new fixed name.
- Fixed a typo in the constant name FOOTSTEP_TYPE_SOFT. If you recompile a script that uses the old name, you will need to update your script to use the new fixed name.
- Fixed an issue with the incorrect door type showing up for the “Turfhouse Interior 2x2” in the Ruins tileset (tdr01.set).
- Fixed an issue with no door showing up for the “Cloak Tower 2x2” in the Rural Winter tileset (tts01.set).
- Fixed an issue with the door being rotated for the “Turf House 2” in the Rural Winter tileset (tts01.set).
- Fixed the Rural Tileset - Wall 2 Gate w/Road model for people that have HotU installed.
- Fixed a visual issue with the campfire placeable (plc_i06.mdl).
- Fixed the level up wizard duplicating Special Abilities from the Creature Properties window.

Scripting-specific

- Added new TileMagic functions in x2_inc_toollib.nss that make use of GetAreaSize:
void TLResetAreaGroundTilesEx(object oArea);
void TLChangeAreaGroundTilesEx(object oArea, int nGroundTileConst, float fZOffset = -0.4f );
- Added a new Creature name randomization feature to the default OnSpawn script (“nw_c2_default9.nss”)
By setting a new variable int X2_NAME_RANDOM to 1 on a creature template in the toolset, the module creature can now tell creatures to randomize their name on Spawn. By default this will cause the creature to change it’s name to a name generated by the RandomName command. For module builders not satisfied with the name selection provided by the RandomName command, the ability to override this behavior with a random name generation script of their choice has been included: If a script called “x3_name_gen.nss” exists in a module, it will be executed on spawn of any creature template that has random name generation activated. The builder can then specify a return value for that custom name generation script by setting a string variable named “X3_S_RANDOM_NAME” on OBJECT_SELF (the creature spawning), which will then be used instead of RandomName().
- Made Web Bolt attacks respect the Woodland stride feat (nw_s1_bltweb.nss).
- Fixed a typo in the impact script name for “Greater Fox’s Cunning” in the spells.2da that was causing the spell to not work.
- Changed implosion so that it no longer affects the caster (nw_s0_implosion.nss).
- Changed the way the damage was being calculated for the shifter’s various wyrmling and dragon breath attacks to make it more random (x2_s1_wyrmbreath.nss, x2_s2_edragbrth.nss).
- Fixed an issue with the way the reflex saving throw was being done in DoMissileStorm() (x0_i0_spells.nss).
- Fixed an issue with Cloud of Bewilderment not respecting poison immunity (x2_s0_cldbewlda.nss, x2_s0_cldbewldc.nss).
- Finger of Death now properly respects immunity to death magic on a failed save (NW_S0_FingDeath.NSS).
- Fixed a bug with MatchSingleHandedWeapon and MatchDoubleHandedWeapon returning the incorrect value for some weapon types (x0_i0_match.nss)
- Mass Blindness/Deafness now only affects enemies even on the harder difficulty settings (nw_s0_massbldf.nss).

Custom Content

- Change to allow plt texture support on custom created part based creature races. Part based creatures (past row 481 in the appearance.2da) will now use a plt texture name based on the “RACE” letter specified in the appearance.2da (rather than always using the pfh0_ prefix). If your custom part based creature is past row 481 in the appearance.2da and you haven’t specified the race specific PLT texture the game will use the human PLT texture by default.
- Fixed an issue with how the caster level was being calculated for classes that used the ArcSpellLvlMod and DivSpellLvlMod values in the classes.2da (for values other than 2).
- Added custom grass texture support to the tileset set file. The new grass texture entry is “GrassTextureName”. For example specifying the following in the set file: [GRASS]
Grass=1
GrassTextureName=my_grass
Will cause “my_grass.tga” (maximum of 16 characters) to be used as the grass texture for the tileset. The game will default to the usual “grass.tga” if “GrassTextureName” is not specified.
- Fixed an issue where new names added to the SavingThrowTable column in the classes.2da were causing the toolset to behave erratically.
- Added support for prestige class prerequisite type “SAVE” (used in the CLS_PRES_*.2da files).
ReqParam1 ReqParam2
1 = Fort Save Minimum Base Save Required
2 = Ref Save Minimum Base Save Required
3 = Will Save Minimum Base Save Required
- Note to custom tilelset makers: When creating custom tilsets, don’t forget to create a corresponding entry for the new tileset in the areag.ini file. The “Interior” flag must match that from the .set file created.
- Updated the DefaultIcon column of the BaseItems.2da to have new entries. This fixes an issue with taking hak pak specific items into a non-hak pak module which in turn was causing your inventory to start behaving erratically.
- Changed the behavior of in game Robe inventory icons. The icon will now also display non-hidden body parts as specified in the parts_robe.2da (the icon will only display the robe, pelvis, belt, torso and shoulders).
- Added a new “DefaultPhenoType” column to the phenotype.2da. The number specified in this column will be the phenotype that will be used in the case where the model does not exist for the desired phenotype (e.g. when using the SetPhenoType() scripting command).
- Made Head models use the same “DefaultPhenoType” system as above (rather than your head just disappearing if the model didn’t exist for the desired phenotype).
- Wings/Tails will now use PLT textures if they exist (defaulting to using the creature’s skin color), if a PLT texture does not exist for the model then the texture will default to using the TGA instead.

2DA Files Changed in this Update

- ambientmusic.2da
- appearance.2da
- baseitems.2da
- classes.2da
- feat.2da
- footstepsounds.2da
- iprp_spellcost.2da
- parts_foot.2da
- parts_hand.2da
- parts_shin.2da
- phenotype.2da
- placeables.2da
- portraits.2da
- skyboxes.2da
- soundset.2da
- visualeffects.2da
- weaponsounds.2da

Fuente:Noticias3d

03 Abr 2006

Abierta la web del NwN 2

por Kolham | Neverwinter Nights | 15:42 | 6

Hace poco hemos tenido el espectacular TES: Oblivion, pero no nos debemos olvidar de la secuela del Neverwinter Nights. Al igual que con su competidor, la cuenta atrás está comenzando, y el primer paso que hemos visto es la apertura de la web oficial del NwN2. En dicha web, podéis encontrar una galería de imagenes, y concept art. En un futuro podréis tener vídeos y descargas.

 
 

10 Feb 2006

Primer trailer del NwN 2

por Kolham | Neverwinter Nights | 16:09 | 4

Tras varias imágenes publicadas, nos llega el primer trailer del NwN 2. Según se puede ver al final del video, el juego saldrá, tal y como se preveía, para esta primavera.

Podéis verlo aquí.


02 Ene 2006

Avance del Neverwinter Nights II

por SuiciSpai | Neverwinter Nights | 12:41 | 2

Según he podido leer en Noticias3d, la pagina 3dGamers argentina han publicado un avance del Nwn II en donde, según el resumen, será "mas de lo mismo pero mejor" (esto es bueno) , eso si, con una historia bastante cuidada y que será el mayor aliciente para jugar al juego.

Puedes leer el avance siguiendo este link.


25 Ago 2005

NWN La Tierra Media vuelve

por Wallack | Neverwinter Nights | 15:16 | 2

NWN La Tierra Media tras unos meses de paron vuelve oficialmente a la lista de servidores españoles.

La nueva ip es: 62.81.63.138:27000 y la página web es www.NWNLaTierraMedia.com además ampliamos la capacidad a 64 jugadores.

Es aconsejable visitar la página web para leer la documentación y tener claro cómo funciona el servidor así como su alto nivel de rol.

Un saludo y nos vemos en Arda


11 Ago 2005

NWN2 en desarrollo

por YOSHINEGRO | Neverwinter Nights | 13:13 | 1

PC : 2004-08-05
Neverwinter Nights 2 en desarrollo
Obsidian Entertainment

Ha sido la compañia escogida por Bioware para crear la secuela

La confirmación oficial se ha realizado mediante una nota de prensa en la que Bioware y Atari anunciaban que Neverwinter Nights 2 estaba siendo desarrollado por una third party, en este caso Obsidian Entertainment. ¿Y quienes son esos? ¿Por qué los han escogido para un juego tan importante como NWN2?

Aunque el nombre de Obsidian no os suene de nada, y se trate de un estudio recien fundado, seguro que cambiais de cara si os decimos que sus miembros fueron responsables directos de juegos como Baldur´s Gate, Planescape, Fallout 2, o Icewind Dale. Sin duda unas buenas credenciales, que aseguran un mínimo de calidad en todas sus producciones (también están desarrollando KoToR 2).

Neverwinter Nights 2 será la continuación de uno de los juegos de rol más aclamados de los últimos tiempos, ambientado en los Reinos Olvidados, uno de los escenarios del RPG Dungeons & Dragons, traslada al jugador a un mundo de fantasía épica. No se ha distribuido ningún tipo de imagen o artwork pero la página web oficial ya está abierta. Su publicación está prevista para el 2006.

 

Algunos datos acerca de la franquicia Neverwinter

  • Más de 2 millones de copias vendidas
  • Distribuido en 40 paises
  • Traducido a 10 idiomas
  • Más de 4.000 módulos creados por fansAl habla el diseñador jefe de NWN II

BioWare publica en el foro oficial una entrevista a Ferret Baudoin, diseñador jefe de Neverwinter Nights II.

Por: Joan Isern Meix

BioWare, creadores de Neverwinter Nights, han cedido el protagonismo en la secuela de este título a Obsidian Entertainment. Para celebrar la inauguración del foro oficial de NWN II, BioWare ha colgado una entrevista a Ferret Baudoin, diseñador jefe del proyecto en Obsidian. Según él, el principal obstáculo que afrontan ahora es el cambio entre la etapa de preproducción y la de producción. Ya está hecha la planificación de todo el juego, pero ahora deben decidir cuándo activarán los diferentes sistemas que lo componen. Afortunadamente tienen la ventaja de que las herramientas de desarrollo ya son muy robustas y pueden trabajar en los mapas, diálogos y misiones, aunque posteriormente se repasarán con el objetivo de incluir más novedades técnicas aún no implementadas.

Respecto a las herramientas Aurora, tan usadas por la comunidad de usuarios para crear sus propios contenidos, Baudoin explicó que Erik Novales está revisándolas y mejorándolas a fondo. Para empezar, le han pedido un sistema de parámetros en los diálogos, que reducirá significativamente la cantidad de código de cada módulo. Otra mejora en la que trabaja es la eliminación del modo de edición, de forma que se pueda tener una ventana de diálogo abierta y simultáneamente modificar el mapa.

La tercera pregunta versa sobre las reglas de D&D que usará el juego. Ferret confirmó que será la versión 3.5. Las reglas ya están detalladas y ahora los programadores las irán implementando. El trabajo hecho por BioWare en el NWN original les ha adelantado mucho y de momento no han encontrado ninguna dificultad en este terreno. Por otro lado, el diseñador jefe aseguró que la gente de Obsidian pasarán con frecuencia por el foro oficial para charlar con los fans sobre el proyecto.

La penúltima pregunta aclara la implicación de BioWare en el proyecto. BioWare les aportó el engine de NWN y las herramientas Aurora, así como los conocimientos necesarios para entenderlos y modificarlos. En Obsidian están muy contentos con el apoyo de BioWare tanto en el desarrollo de Knights of the Old Republic 2 como en NWN II, y alaban el alto nivel de Aurora. Y la última pregunta, de cachondeo, es sobre si habrán monos en el juego, a lo que Ferret contestó que probablemente los fans preferirán un monstruo más impresionante.

05 Ago 2005

Discusión sobre el port del NwN 2 a Mac/Linux

por Kolham | Neverwinter Nights | 15:13 | 0

En un pos-it situado en el foro oficial del NwN 2 nos encontramos con un post sobre si deberían portar el NwN 2 a los sistemas operativos Mac/Linux. Ese post se encuentra en inglés, pero nosotros hemos creado el siguiente post en nuestro foro para tratar el mismo tema.

Aquí tenéis el enlace a nuestro post.

Nuevo foro: NwN 2

por Kolham | Neverwinter Nights | 15:12 | 0

Se nos olvidó crearlo, pero ya lo tenéis, un foro dedicado al NwN 2.

30 Jul 2005

GamersMafia presenta: GamersBlogs.net

por Kolham | Neverwinter Nights | 13:08 | 0

Os presentamos un nuevo servicio a vuestra disposición, se trata de nuestro nuevo sistema de blog's. Solo tienes que entrar y efectuar dos pasos para obtener tu blog, todo esto en www.gamersblogs.net.

25 Jul 2005

GamersMafia cumple 1 año y para celebrarlo tendremos un nuevo motor

por SuiciSpai | Neverwinter Nights | 14:54 | 0

Tenemos muy buenas noticias para todos y la primera es que ¡cumplimos 1 año! En verano del año pasado comenzamos este proyecto con 3 comunidades y ahora ya tenemos 16 comunidades y más de 300 webs de clanes online.

La siguiente, y seguramente la más importante, es que el webmaster, dharana, lleva meses escribiendo un nuevo motor mucho más rápido, flexible y eficaz que el que hay ahora.

 

El esperado sistema de competiciones se implementará en este motor.

 

Para los que queráis estar al día de las mejoras y como algunos ya sabréis por el último anuncio oficial por email, hemos creado un blog donde podréis seguir las mejoras del motor día a día. Este blog, es una muestra del nuevo servicio (technology preview) de blogs que estará disponible para todos durante los próximos días.

14 Jul 2005

Entrevista a Obsidian sobre NeverWinter Nigths 2

por SuiciSpai | Neverwinter Nights | 13:43 | 3

Gamesbanshee ha entrevistado a Obsidian sobre el Neverwinter Nigths 2, hablando sobre su multijugador, el sistema de "cómplices" y demás mejoras. La entrevista, por desgracia, esta en ingles.

26 Jun 2005

Nuevo servidor: ES] Reinos Stigios

por Kolham | Neverwinter Nights | 13:26 | 2

Un nuevo servidor ha sido añadido a nuestra lista de servidores, se trata de ES] Reinos Stigios, podéis verlo aquí.

25 Jun 2005

Neverwinter Nigths Parche 1.66

por SuiciSpai | Neverwinter Nights | 15:22 | 0

Hace poco ha salido la versión 1.66 para el Neverwinter Nigths. Lo podéis descargar desde la página oficial de Bioware. A continuación la lista de cambios y arreglos, algo larga, en ingles.

 

Fuente: http://www.linuxgames.com/

Patch details for v1.66 English

WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.66 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.66 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.

IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.66 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.66 TOOLSET.

IF YOU WANT TO GO BACK TO 1.65, WE WILL HAVE A 1.66 TO 1.65 PATCH AVAILABLE
Neverwinter Nights Game

Official Campaign: Chapter 2E - Made Voleron's OnDeath script a bit more robust.
HotU: Chapter 2 - Fixed an issue that could sometimes occur during the battle in the Environs near the end of Chapter 2. You should no longer get stuck and be unable to move if the Battle Herald does not approach you and initiate a conversation with you (this fix will retroactively fix saved games exhibiting this issue, but only if you load a saved game from before you entered the Environs).
Added a new command line parameter for automatically loading a module in single player. This will cause the module to be loaded and takes the player to the premade character select screen.
+LoadNewModule "module name that needs quotes if it contains spaces"
Added a new command line parameter for automatically testing a module in single player. This will cause the module to be loaded and then starts the module using the first character listed on the premade character select screen.
+TestNewModule "module name that needs quotes if it contains spaces"
Added 3 portraits and 3 music themes from the BioWare Premium Modules Kingmaker, ShadowGuard, and Witch's Wake 1 to game resources.
Fixed an issue that was causing the game to slow down and become unplayable at the start of SoU Chapter 2.
Fixed an issue with creatures some times occupying the same space. This should happen a lot less frequently now.
Extended the glowing monk eye effect to work on all the default playable races.
Neutral monks now get ultra cool purple glowing eyes.
Fixed placement of glowing monk eyes on Human/Half-Elf females (much thanks to the DLA team for their help with this).
Fixed placement of helmets on Human/Half-Elf females (much thanks to the DLA team for their help with this).
Added server support for the ability to refuse player login attempts if the master server could not be reached. In the nwnplayer.ini files under the heading [Server Options] set the follwowing option to '1' "Master Server Authentication Required For Player Login=1"
Added the ability to turn on/off the Heartbeat logging in the log file (default is now off). In the nwnplayer.ini file under [Game Options] set "Heartbeat Logging=1" in order to turn the Heartbeat logging back on.
Added a new nwnplayer.ini setting to have the server do some spell validation for spells cast by players. Under [Server Options] set "Validate Spells=1". Note: If you are using an edited spells.2da that is only being used server side, you may want to disable this option if your players are finding that they can't cast certain spells anymore (the log file should indicated if this is happening).
Added new option to the nwnplayer.ini file under [Server Options] "Account validation required during Master Server down times=1" If this option is turned on, the server will track the public CD-Keys of each player logging onto the server. If the Master Server ever goes down for any reason (e.g. for scheduled maintenance) then the server will validate itself that the player name of any new player trying to connect is in fact using the same public cd-key that they last logged in with.
Fixed an issue with the Greater Sanctuary icon some times incorrectly showing up as the regular Sanctuary icon.
Fixed an issue with Damage Immunities not working correctly once they were stacked way too high above 100%.
Fixed an issue with the Enable Texture Animations advanced video setting not being restored correctly when restarting the game (if it was turned off).
Fixed Damage Immunities against weapons with more than one damage type (e.g. Halberds with slashing/piercing damage) to work correctly.
Immunity to "Mind Affecting Spells" will no longer make you immune to the Monk's Stunning Fist attack.
Wounding effects are now removed from creatures once you leave the area that the wounded creature is in.
Added skyboxes back into the outdoor areas of the original Official Campaign.
Fixed an issue that could rarely cause your character to become illegal if you leveled up during an episode of game lag.
The "Single Player Enforce Legal Characters" setting in the nwnplayer.ini file has been disabled. ELC is now always turned off in single player games.
Fixed an issue that was causing creatures to always face east when sitting on a stool placeable (plc_x05.pwk).
Fixed another issue where under specific circumstances items would not show up in your inventory panel.
Immunity to mind spells no longer makes you immune to the Assasin's Death Attack.
Sneak/Death attacks now properly respect the Pale Master's Deathless Mastery feat.
Fixed a minor animation issue that could occur if you performed a Whirlwind attack while you had some 2 handed weapons equipped.
Fixed some issues with Tile "time of day" animations. This was causing flickering and other issues at the end of a DayToNight/NightToDay transition.
Fixed an issue with the Force Field door sounds using the default wooden door sounds (placeableobjsnds.2da, genericdoors.2DA).
Fixed an issue related to copying a creature from a hak pak through scripting and then saving and loading the hak pak saved game from inside gameplay (was causing some different weird issues).
Added support for WeaponType 5 (Bludgeoning and Piercing) in the BaseItems.2da.
Updated Morningstars to use the new Bludgeoning and Piercing WeaponType (BaseItems.2da).
The following weapons have had their WeaponType changed to 3 (Slashing) in the BaseItems.2da in order to bring them inline with 3rd edition D&D rules (and their NWN in game descriptions): Longsword, Bastard sword, Greatsword, Katana, and Double Axe.
Added missing armor proficiency to Gnolls.
Made some fixes to prevent game/character hacking. Sorry, but we will never publicly discuss specific changes to the game with regards to hacking the game.
DM Client
DMs can now still login to a server when the server is full, so that they are not prevented from performing any required administration tasks. If you go above the 64 player maximum, server performance may be adversely affected until some players leave the server (your mileage may vary).
The game no longer displays encumbered feedback messages for DMs, since they actually can't ever be encumbered.
Neverwinter Nights Aurora Toolset
Added two new item scripting commands GetPickpocketableFlag() and SetPickpocketableFlag().
Added a "Test Module" option to the toolset's Build menu that allows you to quick launch the game (for testing module changes). Selecting this option will give you the choice of saving your module changes. The game will then automatically launch, load the module, select the first available premade character in the list and enter gameplay with that character. The Hot Key for this new functionality is F9.
Fixed an error that was causing some of the Group "Home Lower/Upper" tiles in the city interior tileset to appear as duplicates of some of the other "Home" tiles (tinpalstd.itp). This change makes some new "Home" tile types available for placing in the toolset.
Fixed an issue with answering no to any warnings that appear during module opening causing any subsequently opened module to potentially become corrupt.
Fixed comments for the scripting commands EffectSavingThrowIncrease and EffectSavingThrowDecrease (nwscript.nss).
The GetIsImmune() scripting command now reports the proper result when the creature specified has the Pale Master's Deathless Mastery feat.
Fixed a stack underflow error when the scripting command GetStandardFactionReputation() was called with an invalid creature object as an argument.
Fixed an issue with the scripting command GetStandardFactionReputation() returning -1 when called on the defender faction with a PC creature object specified.
Fixed an issue with the scripting command SetFogColor() when used to set the sun fog color in an always dark area (or the moon fog color in an always bright area).
Added some missing IP_CONST_FEAT_* constants to nwscript.nss
Fixed a Copy area/script/dialog issue that was making it look like the toolset was loosing data and could sometimes lead to a crash.
Fixed an issue with the script compiler that could cause a Stack Underflow error when a switch statement was placed inside a Do/While loop. There is also a new command line compiler in the Neverwinter Nights utils directory that includes this fix (clcompile.exe).
Fixed an issue with the scripting command GetCasterLevel() when used from within a feat script for a feat that was granted at first level (e.g. Cleric Protection Domain Powers).
Added two new creature related scripting commands GetFootstepType() and SetFootstepType().
Fixed an issue related to using the scripting command CopyObject() on a player's associate.
Script Debugger
Fixed a compiler issue that was causing the script debugger (DebugServer.exe that is in your NWN utils directory) to not work properly when stepping into/out of case statements (see the scripting command SpawnScriptDebugger() for more information regarding the script debugger).
Server-specific
Added server support for the ability to refuse player login attempts if the master server could not be reached. In the nwnplayer.ini files under the heading [Server Options] set the follwowing option to '1' "Master Server Authentication Required For Player Login=1"
Added the ability to turn on/off the Heartbeat logging in the log file (default is now off). In the nwnplayer.ini file under [Game Options] set "Heartbeat Logging=1" in order to turn the Heartbeat logging back on.
Added a new nwnplayer.ini setting to have the server do some spell validation for spells cast by players. Under [Server Options] set "Validate Spells=1". Note: If you are using an edited spells.2da that is only being used server side, you may want to disable this option if your players are finding that they can't cast certain spells anymore (the log file should indicated if this is happening).
Added new option to the nwnplayer.ini file under [Server Options] "Account validation required during Master Server down times=1" If this option is turned on, the server will track the public CD-Keys of each player logging onto the server. If the Master Server ever goes down for any reason (e.g. for scheduled maintenance) then the server will validate itself that the player name of any new player trying to connect is in fact using the same public cd-key that they last logged in with.
Scripting-specific
Made Invisibility Purge work correctly with Invisibility that is granted through special abilities such as the Assasin's Invisibility (NW_S0_InvPurgeA.NSS).
Fixed an issue with Wail of the Banshee sometimes requiring the first target to make two saving throws instead of one (nw_s0_wailbansh.nss).
Implosion now properly ignores immunity to death magic (nw_s0_implosion.nss).
Fixed the maximized damage healed for cure spells (nw_i0_spells.nss)
Cure spells now do DAMAGE_TYPE_POSITIVE to undead rather than DAMAGE_TYPE_NEGATIVE (nw_i0_spells.nss).
Phantasmal Killer now properly respects Fear immunity and properly ignores Death Magic immunity (nw_s0_phankill.nss).
Weird now properly ignores Death Magic immunity (nw_s0_weird.nss).
Mind fog now properly respects immunity to mind affecting spells (nw_s0_mindfoga.nss).
The item properties "Immunity: Specific Spell [Gaze Petrification/Touch Petrification/Breath Petrification]" now work properly against monster petrification effects (x0_i0_spells.nss).
Fixed an issue with Choking Powder heart beat script not repecting poison immunity ( x0_s3_chokehb.nss ).
Fixed an issue with the way the damage calculation was being done for the Cone of Frost monster ability (nw_s1_conecold.nss).
Made the Shifter's Manticore's spike script work correctly in the case when it is inappropriately given to an NPC Manticore monster by mistake (x2_s1_gwspikes.nss).
Fix to Negative Energy Ray, to properly calculate the damage for a successul saving throw (nw_s0_negray.nss).
Fixed the extended duration for Divine Favor (x0_s0_divfav.nss).
Made a change to the Wyrmling Breath, Dragon Breath and Petrifying Gaze attacks used by some of the Shifter shapes. Previously if you targeted yourself with one of these attacks the cone attack would damage creatures East from your location, it will now be directed forwards from your character instead. (x2_s2_edragbrth.nss, x2_s1_wyrmbreath.nss, x2_s1_petrgaze.nss).
Made the same above fix for the RDD dragon breath ability (x2_s2_discbreath).
Updated the duration of "Camouflage/Mass Camouflage" to bring these spells more inline with 3rd edition rules (x0_i0_spells.nss, x0_s0_masscamo.nss). Also updated the in game spell descriptions to reflect the change.
Custom Content
Added a new column to the feat.2da "ReqAction" (all default NWN feats have this value set to 1 and if the column is missing from the feats.2da, such as in a hak pak, it will also default to 1). Turning this off means that the adjusted feat will no longer require an action from the object (it fires immediately, takes no action, and ignores your action queue entirely). In order to use this new functionality you need to do the following:
Set the "ReqAction" value for the feat to 0 in the feat.2da
Have a spellID associated with the feat in the feat.2da.
Have a "ImpactScript" specified in the spells.2da for the spellID that you specified in the feat.2da
The ImpactScript will then fire immediately when the feat is used.
Walk meshes now work when placed at heights above -30 (previous lower limit was -10).
Added an option to change/increase the selector height (when placing tiles) in the tileset "set" file. In order to use this you must add a new setting called "SelectorHeight" to the set file and specify the desired float value for this setting. The selector height will continue to default to the transition height if it has not been specified.
Added more tile path nodes types m, n, o, and p. For custom tile set support.

TYPE mTYPE n
    ---------           ---------
    [ | | | ]           [ | | | ]
    [-+ | +-]           [-+ + +-]
    [   +   ]           [       ]
    [-+ | +-]           [-+ + +-]
    [ | | | ]           [ | | | ]
    ---------           ---------

TYPE oTYPE p
    ---------           ---------
    [ | | | ]           [ |   | ]
    [-+ | | ]           [-+   | ]
    [   + +-]           [-+   +-]
    [-+ | | ]           [-+   | ]
    [ | | | ]           [ |   | ]
    ---------           ---------
2DA Files Changed in this Update
ambientmusic.2da
cls_skill_blkgrd.2da
feat.2da
iprp_feats.2da
portraits.2da
swearfilter.2da

28 May 2005

Nuevo modelo: Torre Rural

por Kolham | Neverwinter Nights | 01:07 | 0

Ya tenéis disponible para descargar e insertar en vuestros módulos un nuevo modelo. Se trata de una Torre Rural.

09 May 2005

El amanecer de una nueva era

por Harton | Neverwinter Nights | 21:34 | 0

Empieza el proceso de selección para todos aquellos que quieran colaborar con este módulo que abrirá sus puertas muy pronto y cambiará el concepto de Mundo persistente.

- Un servidor con una gestión de clima realista y dinámica con capacidad para 96 personas con un ping medio en estas condiciones de 82 y un ping típico menor de 30.
- Con un sistema político y económico muy elaborado donde tu eres quien puede llegar a gestionarlo.
- ¿Has deseado ser alguna vez Rey?
- Oficios de todo tipo imprescindibles para el desarrollo de la ciudad y manutención de la población.
- Y mucho más... En: http://rol-online.webcindario.com/

Si quieres colaborar escribe a:
Harton: [email protected]
Prompt: [email protected]

Gracias por vuestro tiempo.

03 May 2005

Nuevo servidor para Enroth y Xeen: fuera lag

por Misi | Neverwinter Nights | 22:48 | 0

Después de bastantes semanas lanzando el servidor con una cantidad exagerada de caídas y de lag, por fín hemos conseguido un servidor nuevo, en el que el lag no existe. Con mayor número de slots para el módulo y un nuevo horario : 24 horas al día, 7 días a la semana.

02 May 2005

Nueva criatura para descargar: Fantasma con posesión

por Kolham | Neverwinter Nights | 01:00 | 1

Ya tenéis para descargar una nueva criatura, Fantasma con Posesión.

14 Abr 2005

Apertura Oficial de la 2º era de Heraldia

por nanomix80 | Neverwinter Nights | 20:53 | 5

Heraldia por fín se abre.

Fecha: 15 de abril a mediodía.
Descargaos el hack de la página web www.heraldia.tk (son 10 minutos con ADSL 512Kb)I.P del Servidor: 217.126.110.138
Os esperamos a todos en esta prometedora 2º Era, miles de sorpresitas que harán las delicias de todos.

Línea ADSL de 4Mb, Infinidad de áreas, nuevas criaturas, lenguajes propios, oficios, caballos de alucine, invocaciones propias, montón de quest, oficios, hermandades, familias, etc.. tampoco quiero desvelar todo.

13 Abr 2005

Nueva página para el servido La tierra de Warfene

por bombeta | Neverwinter Nights | 16:58 | 0

Quería anunciaros la nueva página web del próximo servidor en español para NWN La tierra de Warfene, www.reinorol.tk. en esta web además de encotrar toda la información referente a La tierra de Warfene también podreis hablar acerca del rol en general en sus foros y sus más de 10 chats. Espero que la visitéis y os registréis y así ir creciendo y hacer de este un buen servidor, aún no esta establecida la fecha del lanzamiento de la pre-beta pero se va informando a los usuarios de los avances y todo lo referente al servidor y rol.

04 Abr 2005

Dos nuevos módulos para descargar

por Kolham | Neverwinter Nights | 19:59 | 2

Esta vez son dos módulos para el juego original, es decir, que no hace falta ninguna expansión. Lo único necesario es la versión 1.65. Se tratan de The Hero of Neverwinter II - The Fall of a Champion: Venture into the Underdark! y The Light Reborn: Orc Raid / Deadwatch v 2.12.

 

01 Abr 2005

La 2ª Era de Heraldia está a punto de arrancar

por nanomix80 | Neverwinter Nights | 17:31 | 0

Hola Amigos, para los que no conozcáis el Mod de Heraldia os informo que durante más de 1 año ha estado online la 1ª Era de Heraldia. Un módulo en castellano que ha sido creado tras mucho tiempo de trabajo y esfuerzos, la 1ª Era fue sin duda muy exitosa y se desarrolla en el Continte Heraldico, un lugar muy amplio y con multitud de áreas y quest. Un gran equipo ha trabajado para poderos ofrecer este gran Mod.

En breve se pondrá en marcha la 2ª Era de Heraldia, en esta segunda era hay multitud de novedades, además de una más que notable ampliación del territorio heráldico, incluyendo nuevas ciudades y multitud de lugares nuevos, además de haber dado un pequeño giro a las áreas ya conocidas, modificando su ubicación para que el mod sea completamente nuevo.

Entre sus novedades destacan la creación de oficios, hermandades, montar a caballo y dragón, uso de lengua racial para cada raza, posibilidad de crear una familia y muchas, muchas más sorpresas que esperamos que os gusten y disfrutéis con ellas, además claro de las funcionalidades que ya estaban en la 1ª Era, como la taberna interactiva, en la que simplemente hablando con la camarera, esta te atenderá sin necesidad de ningun cuadro de dialogo.

Os invitamos a todos a que disfrutéis de este mod del que podemos estar orgullosos y pienso que es uno de los mejores Mods en castellano que he visto.

La fecha de apertura será aproximadamente el dia 15 de abril, no obstante podéis pasaros por el foro, en donde se colgará cualquier información.

Un Saludo a todos.

www.heraldia.tk

31 Mar 2005

Parche 1.66 Beta 2

por Kolham | Neverwinter Nights | 23:45 | 1

Ha sido publicada la vesión 1.66 Beta 2, última Beta antes de la versión final. Para ver los cambios de esta versión pulsa en Leer la noticia completa.

Descargar la versión 1.66 Beta 2 si tienes:
HoU y SoU

  • Spanish 1.65 to 1.66 Beta 2 patch - HotU+SoU (18 MB)
  • Spanish 1.66 Beta 2 to 1.65 uninstall patch - HotU+SoU (2.9 MB)
  • HoU Solo

  • Spanish 1.65 to 1.66 Beta 2 patch - Hotu (18 MB)
  • Spanish 1.66 Beta 2 to 1.65 uninstall patch - Hotu (2.9 MB)
  • SoU Solo

  • Spanish 1.65 to 1.66 Beta 2 patch - SoU (30 MB)
  • Spanish 1.66 Beta 2 to 1.65 uninstall patch - SoU (9.9 MB)
  • El Original Solo

  • Spanish 1.65 to 1.66 Beta 2 patch - NWN (22 MB)
  • Spanish 1.66 Beta 2 to 1.65 uninstall patch - NWN (7.5 MB)
  • WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.66 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.66 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.

    IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.66 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.66 TOOLSET.

    IF YOU WANT TO GO BACK TO 1.65, WE WILL HAVE A 1.66 TO 1.65 PATCH AVAILABLE

    Neverwinter Nights Game

    • HotU: Chapter 2 - Fixed an issue that could sometimes occur during the battle in the Environs near the end of Chapter 2. You should no longer get stuck and be unable to move if the Battle Herald does not approach you and initiate a conversation with you (this fix will retroactively fix saved games exhibiting this issue, but only if you load a saved game from before you entered the Environs).
    • Added a new command line parameter for automatically loading a module in single player. This will cause the module to be loaded and takes the player to the premade character select screen.
      • +LoadNewModule "module name that needs quotes if it contains spaces"
    • Added a new command line parameter for automatically testing a module in single player. This will cause the module to be loaded and then starts the module using the first character listed on the premade character select screen.
      • +TestNewModule "module name that needs quotes if it contains spaces"
    • Added 3 portraits and 3 music themes from the BioWare Premium Modules Kingmaker, ShadowGuard, and Witch's Wake 1 to game resources.
    • Fixed an issue that was causing the game to slow down and become unplayable at the start of SoU Chapter 2.
    • Fixed an issue with creatures some times occupying the same space. This should happen a lot less frequently now.
    • Extended the glowing monk eye effect to work on all the default playable races.
    • Neutral monks now get ultra cool purple glowing eyes.
    • Fixed placement of glowing monk eyes on Human/Half-Elf females (much thanks to the DLA team for their help with this).
    • Fixed placement of helmets on Human/Half-Elf females (much thanks to the DLA team for their help with this).
    • Added server support for the ability to refuse player login attempts if the master server could not be reached. In the nwnplayer.ini files under the heading [Server Options] set the follwowing option to '1' "Master Server Authentication Required For Player Login=1"
    • Added the ability to turn on/off the Heartbeat logging in the log file (default is now off). In the nwnplayer.ini file under [Game Options] set "Heartbeat Logging=1" in order to turn the Heartbeat logging back on.
    • Added a new nwnplayer.ini setting to have the server do some spell validation for spells cast by players. Under [Server Options] set "Validate Spells=1". Note: If you are using an edited spells.2da that is only being used server side, you may want to disable this option if your players are finding that they can't cast certain spells anymore (the log file should indicated if this is happening).
    • Added new option to the nwnplayer.ini file under [Server Options] "Account validation required during Master Server down times=1" If this option is turned on, the server will track the public CD-Keys of each player logging onto the server. If the Master Server ever goes down for any reason (e.g. for scheduled maintenance) then the server will validate itself that the player name of any new player trying to connect is in fact using the same public cd-key that they last logged in with.
    • Fixed an issue with the Greater Sanctuary icon some times incorrectly showing up as the regular Sanctuary icon.
    • Fixed an issue with Damage Immunities not working correctly once they were stacked way too high above 100%.
    • Fixed an issue with the Enable Texture Animations advanced video setting not being restored correctly when restarting the game (if it was turned off).
    • Fixed Damage Immunities against weapons with more than one damage type (e.g. longswords with slashing/piercing damage) to work correctly.
    • Wounding effects are now removed from creatures once you leave the area that the wounded creature is in.
    • Added skyboxes back into the outdoor areas of the original Official Campaign.
    • Fixed an issue that could rarely cause your character to become illegal if you leveled up during an episode of game lag.
    • The "Single Player Enforce Legal Characters" setting in the nwnplayer.ini file has been disabled. ELC is now always turned off in single player games.
    • Fixed an issue that was causing creatures to always face east when sitting on a stool placeable (plc_x05.pwk).
    • Immunity to mind spells no longer makes you immune to the Assasin's Death Attack.
    • Sneak/Death attacks now properly respect the Pale Master's Deathless Mastery feat.
    • Fixed a minor animation issue that could occur if you performed a Whirlwind attack while you had some 2 handed weapons equipped.
    • Fixed some issues with Tile "time of day" animations. This was causing flickering and other issues at the end of a DayToNight/NightToDay transition.
    • Added missing armor proficiency to Gnolls.
    • Made some fixes to prevent game/character hacking. Sorry, but we will never publicly discuss specific changes to the game with regards to hacking the game.

    DM Client

    • DMs can now still login to a server when the server is full, so that they are not prevented from performing any required administration tasks. If you go above the 64 player maximum, server performance may be adversely affected until some players leave the server (your mileage may vary).
    • The game no longer displays encumbered feedback messages for DMs, since they actually can't ever be encumbered.

    Neverwinter Nights Aurora Toolset

    • Added a "Test Module" option to the toolset's Build menu that allows you to quick launch the game (for testing module changes). Selecting this option will give you the choice of saving your module changes. The game will then automatically launch, load the module, select the first available premade character in the list and enter gameplay with that character. The Hot Key for this new functionality is F9.
    • Fixed an issue with answering no to any warnings that appear during module opening causing any subsequently opened module to potentially become corrupt.
    • Fixed comments for the scripting commands EffectSavingThrowIncrease and EffectSavingThrowDecrease (nwscript.nss).
    • The GetIsImmune() scripting command now reports the proper result when the creature specified has the Pale Master's Deathless Mastery feat.
    • Fixed a stack underflow error when the scripting command GetStandardFactionReputation() was called with an invalid creature object as an argument.
    • Fixed an issue with the scripting command GetStandardFactionReputation() returning -1 when called on the defender faction with a PC creature object specified.
    • Fixed an issue with the scripting command SetFogColor() when used to set the sun fog color in an always dark area (or the moon fog color in an always bright area).
    • Added some missing IP_CONST_FEAT_* constants to nwscript.nss
    • Fixed a Copy area/script/dialog issue that was making it look like the toolset was loosing data and could sometimes lead to a crash.
    • Fixed an issue with the script compiler that could cause a Stack Underflow error when a switch statement was placed inside a Do/While loop. There is also a new command line compiler in the Neverwinter Nights utils directory that includes this fix (clcompile.exe).

    Script Debugger

    • Fixed a compiler issue that was causing the script debugger (DebugServer.exe that is in your NWN utils directory) to not work properly when stepping into/out of case statements (see the scripting command SpawnScriptDebugger() for more information regarding the script debugger).

    Server-specific

    • Added server support for the ability to refuse player login attempts if the master server could not be reached. In the nwnplayer.ini files under the heading [Server Options] set the follwowing option to '1' "Master Server Authentication Required For Player Login=1"
    • Added the ability to turn on/off the Heartbeat logging in the log file (default is now off). In the nwnplayer.ini file under [Game Options] set "Heartbeat Logging=1" in order to turn the Heartbeat logging back on.
    • Added a new nwnplayer.ini setting to have the server do some spell validation for spells cast by players. Under [Server Options] set "Validate Spells=1". Note: If you are using an edited spells.2da that is only being used server side, you may want to disable this option if your players are finding that they can't cast certain spells anymore (the log file should indicated if this is happening).
    • Added new option to the nwnplayer.ini file under [Server Options] "Account validation required during Master Server down times=1" If this option is turned on, the server will track the public CD-Keys of each player logging onto the server. If the Master Server ever goes down for any reason (e.g. for scheduled maintenance) then the server will validate itself that the player name of any new player trying to connect is in fact using the same public cd-key that they last logged in with.

    Scripting-specific

    • Phantasmal Killer now properly respects Fear immunity and properly ignores Death Magic immunity (nw_s0_phankill.nss).
    • Weird now properly ignores Death Magic immunity (nw_s0_weird.nss).
    • Mind fog now properly respects immunity to mind affecting spells (nw_s0_mindfoga.nss).
    • The item properties "Immunity: Specific Spell [Gaze Petrification/Touch Petrification/Breath Petrification]" now work properly against monster petrification effects (x0_i0_spells.nss).
    • Fixed an issue with Choking Powder heart beat script not repecting poison immunity ( x0_s3_chokehb.nss ).
    • Fixed an issue with the way the damage calculation was being done for the Cone of Frost monster ability (nw_s1_conecold.nss).
    • Made the Shifter's Manticore's spike script work correctly in the case when it is inappropriately given to an NPC Manticore monster by mistake (x2_s1_gwspikes.nss).

    Custom Content

    • Added a new column to the feat.2da "ReqAction" (all default NWN feats have this value set to 1 and if the column is missing from the feats.2da, such as in a hak pak, it will also default to 1). Turning this off means that the adjusted feat will no longer require an action from the object (it fires immediately, takes no action, and ignores your action queue entirely). In order to use this new functionality you need to do the following:
      1. Set the "ReqAction" value for the feat to 0 in the feat.2da
      2. Have a spellID associated with the feat in the feat.2da.
      3. Have a "ImpactScript" specified in the spells.2da for the spellID that you specified in the feat.2da
      The ImpactScript will then fire immediately when the feat is used.
    • Walk meshes now work when placed at heights above -30 (previous lower limit was -10).
    • Added an option to change/increase the selector height (when placing tiles) in the tileset "set" file. In order to use this you must add a new setting called "SelectorHeight" to the set file and specify the desired float value for this setting. The selector height will continue to default to the transition height if it has not been specified.
    • Added more tile path nodes types m, n, o, and p. For custom tile set support.
    • TYPE m				TYPE n
          ---------           --------- 
          [ | | | ]           [ | | | ] 
          [-+ | +-]           [-+ + +-] 
          [   +   ]           [       ] 
          [-+ | +-]           [-+ + +-] 
          [ | | | ]           [ | | | ] 
          ---------           --------- 
      
      TYPE o				TYPE p
          ---------           ---------
          [ | | | ]           [ |   | ]
          [-+ | | ]           [-+   | ]
          [   + +-]           [-+   +-]
          [-+ | | ]           [-+   | ]
          [ | | | ]           [ |   | ]
          ---------           ---------
      

    2DA Files Changed in this Update

    • ambientmusic.2da
    • cls_skill_blkgrd.2da
    • feat.2da
    • iprp_feats.2da
    • portraits.2da
    • swearfilter.2da

    Caballos usables muy pronto

    por Kolham | Neverwinter Nights | 23:36 | 1

    El próximo día 15 de Abril, saldrá la versión final, con todas las animaciones hechas, del Hack-Pack que permite usar Caballos.

      

    27 Mar 2005

    NwN Tool 2.0.1

    por Kolham | Neverwinter Nights | 20:27 | 0

    Tenéis disponible en la sección Archivos, un nuevo programa para editar multitud de cosas del Neverwinter: conversaciones, personajes, etc...

    NwN Tool 2.0.1 (Windows)
    NwN Tool 2.0.1 (Macintosh)

      

    Warhammer Mundo persistente al fin abierto

    por Akrane | Neverwinter Nights | 04:56 | 0

    Tras bastante tiempo de espera, por fín queda abierto el primer módulo basado en el mundo de warhammer, ya está en pleno funcionamiento, aunque aún en plena expansión, un trabajo costoso de más de 300 areas que esperemos que de sus frutos. Aquí os dejo los datos del modulo.

    Nombre del servidor: ES] w.nwnwarhammer.tk
    Nombre del módulo: CEP_Warhammer_Vx-x   (x-x = versión del módulo, según avancen las actualizaciones importantes irá incrementando esa cifra)

    IP: nwnwarhammer.servegame.com

    URL foro: www.nwnwarhammer.tk

    Un saludo y gracias por la atención, esperamos veros por allí, no se deja de trabajar en esto, las proximas actualizaciones a partir de ahora serán las más fuertes.

    26 Mar 2005

    ES] w.LaTierraMedia.com vuelve a la carga !!!

    por Wallack | Neverwinter Nights | 20:31 | 1

    Tras muchos problemas de host, y arreglos en el servidor, volvemos a estar on-line las 24h, los 7 días de la semana. Además se han borrado los personajes por problemas encontrados, con lo que empezamos de 0, pero con las historias ya creadas.

    Además, anticipamos que la inminente caida de Tharbad, la ciudad de los ladrones, está cerca, así como la incorporación de los haks al modulo.

    Todo ello podéis verlo en www.LaTierraMedia.com.

    La ip del servidor es: 65.110.61.40:5122 actualmente solo se requiere el CEP 1.50/1.51.

    Estamos en la sección Juegos de Rol con el nombre ES] w.LaTierraMedia.com

    Un saludo


    25 Mar 2005

    Screenshots del módulo: Forgotten Realms Cormyr

    por Kolham | Neverwinter Nights | 13:12 | 2

    Aquí tenéis unas imágenes del módulo.
    Forgotten Realms Cormyr