Blog de NWN2 du 31/08/07

Répondre
Partager Rechercher
Citation :
Cette semaine, Rob McGinnis profite de la mise à jour du blog de NWN2 pour nous dévoiler le contenu du patch 1.07. Nous avons aussi droit à un petit message de Nathaniel Chapman (assistant producteur), à une création de la communauté et à des informations sur la Lame invisible.

Commençons par ce qui va sans doute intéresser la majorité des personnes : le patch 1.07. Parmi les nouveautés qu'il contiendra, on pourra noter l'apparition de deux modes de caméra (ceux prévus pour MotB), l'ajout du Dragon de bronze ainsi que d'un assistant de création de créatures, ou encore l'amélioration de la Discrétion. De plus, plusieurs bugs sont corrigés en particulier pour le client MD et l'éditeur. Vous trouverez la liste complète du contenu de ce patch dans le sujet associé à cette nouvelle ou sur le blog de NWN2.

Les amateurs de création de personnage vont pouvoir réfléchir à l'utilisation de la future classe de prestige "Lame invisible". En effet, nous découvrons les pouvoirs dont ces combattant légers à deux armes bénéficient. On apprend par exemple qu'ils pourront infliger des attaques sanglantes (2, 4 ou 6 points de dégâts supplémentaires par round pendant 3 rounds) ou ajouter leur bonus d'Intelligence à leur Classe d'armure.

La création de la communauté présentée cette semaine ne servira malheureusement pas aux Lames invisibles car il s'agit de nouvelles lances.

N'oubliez pas de lire le petit mot de Nathaniel Chapman surtout si vous vous demandez pourquoi le patch 1.07 est appelé Prémonition.

Bonne lecture.
Et donc le contenu de Prémonition :

Citation :
NEW FEATURES IN PREMONITION

General

Character Mode and Strategy Mode – In advance of the release of the Mask of the Betrayer expansion pack this September, we’ve included one of the major new revisions we’ve made to the camera and control modes. Now, the four camera modes (Top Down, Chase, Driving and Free Camera) have been consolidated into two modes that are more configurable and clearer to use than the old modes – Character Mode and Strategy Mode.

These modes affect both the function of the camera and the controls for each mode, and are designed to be most efficient for the two primary styles of play – controlling a single character, and controlling a full party. Note that while the information given here refers to the default function of each mode, these modes are highly configurable. Please check out all of the options in the newly updated Options Menu. You can toggle which mode you are in by pressing the * key by default.

Character Mode: In Character Mode, the camera follows behind and over the shoulder of the currently controlled character. This mode is useful for getting a good look at your surroundings and exploring an area while focused on controlling an individual character. While in Character Mode, by default, holding the Left Mouse Button down and moving the mouse to the left or right will turn the character. You can also turn by moving the mouse to the edge of the screen. Holding down the Middle Mouse Button or pressing the Arrow keys will allow you to rotate the camera around the currently controlled character.
Strategy Mode: Strategy Mode is a top down Play Mode that is intended to make controlling a full party easier. This mode is most useful for controlling combat situations involving a full party of characters against a large number of enemies. In Strategy Mode, by default, you can click and drag to select multiple party members. You can rotate the camera either by holding the Middle Mouse Button and moving the mouse, by moving the mouse cursor to the edge of the screen, or by pressing the Arrow Keys.
New Options Menu – Patch 1.07 also introduces a new options menu that gives you access to consolidated and clear options for each camera mode, and better organization of the already existing options.
Marquee/Multi-Selection Revamp – Marquee and Multi-selection have been dramatically improved to make controlling a full party much easier. You can see the new improvements to Marquee and Multi-selection in the new Strategy Mode.

UI Improvements

  • Party AI On/Off Button – There is now a button on the main game UI, next to the rest button, that will toggle the entire party’s AI on or off.
  • Player Chat List – A list of all players on the server is now available on the Player Menu (the NWN2 “Eye” button in the lower left corner of the screen). You can select any player from this list to send them a tell.
  • "Handles" have been added to the chat windows to allow them to be moved more easily.
  • A logcommands console command has been added that allows you to dump all of the console commands to a text file.
  • Console commands are no longer case sensitive.

Gameplay Improvements

  • Darkvision and Low-light Vision are now modes that can be toggled on or off using the Mode Bar. They also have new visual effects to accompany this change.
  • Bronze Dragon - New Creature! The Bronze Dragon creature has been added to the Toolset, so expect him to show up in new community content as well as Mask of the Betrayer.
  • Stealth Improvements – Some improvements have been made to stealth to make it more effective in a Multiplayer environment. Among these, characters who are hidden will no longer show up when detected by any party member, and hidden characters should be hidden properly regardless of faction.

Toolset

  • A "Find a Resource" Plugin has been added to the toolset.
  • A Creature Appearance Wizard has been added. This will allow you to change the appearance of spawned creatures and creature blueprints, including race, gender, armor and armor attachments. This feature can be accessed by right clicking on a creature or blueprint entry. NOTE: This feature is currently in Beta, and there are plans to improve its functionality.
  • A Texture Swapper has been added that allows builders to swap the textures in a tileset. This feature can be accessed from a tile’s properties pane, visible by right clicking on a tile.
  • A new custom skydome system has been added to the toolset, allowing users to replace the NWN2 skies with skydomes of their own creating.
  • Areas now have additional settings under their Day/Night Stage Properties that allow builders to “de-saturate” an area – that is, remove a percentage of the color from an area, all the way to black and white.

DM Client

  • A UI feature has been added to allow DMs to adjust player/creature alignments using a slider bar.
  • Comments from the toolset (comments within the {} brackets) will now show up in the Creator.
  • The distance a DM can zoom out has been greatly increased.
  • A filter feature has been added to the DM Client player list. This will allow DMs to select specific players and filter their list down to only show those selected players.

BUG FIXES IN PREMONITION

General

  • The PC model during level up should be scaled to match the scaling in game
  • Module Debug text should now display properly.
  • The Dwarven Defender Defensive Stance ability now functions properly.
  • The game will no longer crash if a player presses the + key on the number pad in a multiplayer game.
  • Fixed an issue that was resulting in corrupted save games.
  • Typing // will now make it so that the rest of the string is not treated as a command input, allowing the character to speak the rest of the string without any changes.
  • Character AI should now respond to all attacks, not just attacks that result in damage.
  • Fixed an exploit that allowed players to increase their CON.
  • Neutral players should now be able to select Akadi as a deity.
  • The Improved Defense feats should now replace each other.
  • Mouse camera panning and tilting are now options in the game.

Toolset

  • The 2DA editor in toolset should now handle rows where the row # is 4 digits.
  • When viewing a 2DA in the toolset, sorting by any column other than the # will no longer renumber all the entries when saving.
  • Changing a placeable's OpenState property will no longer yield an Unknown.
  • Swapping textures in the toolset should no longer result in solid black textures.
  • Opening the toolset after having set the TreeLeaves option to false in the View -> Options -> Graphics menu should result in leaves not being rendered.
  • Builders can now select male or female model previews on the Armor Tab in the creature properties window.
  • Manually entering a value in the Pressure's text field should now affect brushes.
  • When you run the toolset a prefabs folder should be created, which becomes the default location for saving Prefab objects. Exported Prefabs will not get added to the blueprint list until the Toolset is restarted.
  • Ctrl-Z will no longer set height-lock in the toolset. The Z key is used now.
  • Turning the On? property of a light OFF and ON will toggle the light source OFF and ON.
  • Pasting encounter triggers with spawn points no longer crashes the Toolset.
  • All the effects associated with an air elemental are played in the proper place.
  • The name of the last conversation will no longer be missing from the conversation dropdown in the properties list.
  • Adding a new entry in the journal, when another entry is currently selected, will add the new entry to the parent category of the selected entry.
  • Red conversation nodes now show "[END DIALOG]" if they have no response nodes under them.
  • The DELETE key will now work properly when manually entering color values
  • Glow maps stay on the creatures for which they are intended.
  • Map hotspots will now appear in the same position in-game as they do in the World Map Editor.

DM Client

  • On the DM's Context menu, if you are controlling the DM avatar the non-DM heal skill will not show up. If you possess another creature, the non-DM heal skill will show up.
  • DM commands listed in the Keymapping tab will now function properly.
  • Dead players will no longer disappear from the chooser.
  • Possessing/Unpossessing Creatures will no longer play the creature's possession sound.
  • Players will no longer see the floating text from DMs unless the DM is visible.
  • Changing the resolution in the DM client should no longer cause the text to disappear from the chooser and creator.
  • DMs can change the faction of a creature using the dm_setfaction command.
  • Players will no longer hear the footsteps of hidden DMs.
  • The disable AI button in the chooser will now work properly.
  • DebugMode will no longer need to be active for a DM to use console commands.
  • The last entries in the Chooser or Creator lists will no longer be blank.
  • The chooser will now focus on the current area when opened.
  • DMs can now select dead PCs from within the chooser.
  • The Chooser and Creator will no longer require double-clicks on the buttons.
  • The + key on the number pad will now jump the DM to the location of the mouse pointer.
  • The toggle trap/trigger display button will now work properly.
  • DMs will now be able to join a server that is full, even if that puts the player count over the limit. DMs will still count against the overall player count.
  • When a DM saves his avatar, the custom shortcuts in the quickbar should no longer become unuseable at next login.
  • Player portraits in the player list will no longer be blank if a player is in a different area.
  • Player portraits in the player list will now have the correct portraits and names.

Scripting

  • EffectDeath() now has a new parameter that will make it so that any visual effects on the creature aren't purged (With the exception of mobility imparing effects, like stun, paralysis, etc).
  • The "GetGroupNumKiled" script within ginc_group has been renamed to "GetGroupNumKilled".

Spells

  • Melf's Acid Arrow will no longer be stopped by spell resistance.
  • The combat log will now report Disintegrate as a ranged touch attack when cast.
  • Disintegrate will now gain bonus damage when Empowered.
  • The targeting circle for Horrid Wilting has been changed to 30 feet.
  • Fixed a spelling error for the Glyph of Warding spell description.
Ca c'est un bon patch

Dans sa note, il parle de la date de sortie de MotB en Octobre. Par contre j'ai pas trouvé de date pour Premonition, dans quelques jours peut être
On sera quand même d'abord en Beta je pense. La release du patch officiel sera pour 15 jours plus tard.

Et ensuite, coup sur coup, 1.08 et 1.09, l'un des deux apportant les améliorations au moteur de MOTB. Une fois bien sûr que l'expansion elle même sort.
Donner des noms à des patch c'est très intéressant comme idée !!
C'est du bon marketing, par contre faudrait pas que l'idée se retourne contre eux ! Imaginez qu'il faille trouver un nom rétro-actif pour le patch 1.05, on l'aurait appelé sabotage .....


Citation :
Publié par Laban
Et ensuite, coup sur coup, 1.08 et 1.09, l'un des deux apportant les améliorations au moteur de MOTB. Une fois bien sûr que l'expansion elle même sort.
Tu sembles bien informé Laban c'est une prémonition ?
erf moi qui attendais avec impatience la correction de GetNextItemInInventory() pour les échoppes


Bon il a l'air quand même très bien ce patch ça va dans le bon sens
Citation :
Publié par Laban
On sera quand même d'abord en Beta je pense. La release du patch officiel sera pour 15 jours plus tard.

Et ensuite, coup sur coup, 1.08 et 1.09, l'un des deux apportant les améliorations au moteur de MOTB. Une fois bien sûr que l'expansion elle même sort.
Tu veux dire qu'a sa sortie, le moteur de motb sera pas encore bien optimisé (dans le genre de l'actuel )
Non, je pense plutôt qu'il veut dire que ces améliorations de l'extension seront implanté au jeu de base via patch (pour ceux qui n'acheteraient pas l'extension).
J'ai vu que plusieurs bug de sort et dons étaient corrigé, mais pas celui ci-dessous n'est pas listé.

Le pouvoir du Domaine de la Mort ne fonctionne pas chez moi : aucune invocation n'apparait.

Avatar du plan négatif :
Le prêtre peut appeler une ombre dont le pouvoir augmente au fur et a mesure que le personnage progresse dans son art.

Suis-je le seul dans ce cas ?
Une histoire de blueprint corrompu dans la palette si je me souviens bien mais je croyais qu'il datait ce problème, t'es dans la dernière version ?(j'ai jamais testé personnellement dans aucune version je l'avais juste lu sur un forum)
Ce que je dis est dit en public par l'ami McGnome sur le chan US. Extraits.


2007-06-15 09:21:16 [OEI]McGnome ActivatePortal is considered like a third tier feature
2007-06-15 09:21:40 [OEI]McGnome used by the fewest number of PWs
2007-06-15 09:21:53 [OEI]McGnome so it will be a little while
2007-06-15 09:22:07 [OEI]McGnome But, I will try to push it with 1.08
... 2007-06-21 09:33:43 [OEI]McGnome I am going to try to get the portal support in 1.08
...
2007-06-22 15:56:41 [OEI]McGnome My top priorities for 1.08 will be the autoupdater and MP reliability though
...
2007-07-15 14:36:22 [OEI]McGnome The expansion is looking good, so we won't have to push devs there much so more effort can go into regular patching
...
2007-08-15 13:47:26 [OEI]McGnome 1.08 and 1.09 are released on the same day
2007-08-15 13:47:34 [OEI]McGnome (MoTB release)
2007-08-15 13:47:56 [OEI]McGnome One of those will be the MoTB release
Citation :
Publié par Laban
2007-06-22 15:56:41 [OEI]McGnome My top priorities for 1.08 will be the autoupdater and MP reliability though
...
2007-07-15 14:36:22 [OEI]McGnome The expansion is looking good, so we won't have to push devs there much so more effort can go into regular patching
Cool !!

C'est sympa de voir qu'ils pensent à nous...
Il me semble qu'il règne chez nous autres l'idée que OEI se fout des MPs.

Ceci provient du faible potentiel du jeu dans ce domaine à sa sortie. Entre autres.

Mais je rappellerai à chacun que parmi les CRs choisis par Obsidian, c'est à dire ceux qui sont dans les petits papiers du développement et que consulte régulièrement McGinnis, on trouve entre autres Weby : responsable d'un MP ou GrinningFool : responsable d'un MP. Sans compter les autres MPs représentés, tant européens (avec Qkrch par exemple) qu'américains (nombreux...).

Les MPs me semblent très bien entendus. Bien plus que les joueurs solo.
J'ai super hâte de voir ce qu'ils entendent par nouveau custom system de Skydom. Je me demande si on peut nous même les créer via l'éditeur comme pour les maps ou vfx ou si ça demande un logiciel extérieur pour les faire. Parceque pouvoir faire des skydom comme l'Aurore boréale (screen de motb) un peu comme on ferait des VFX ou paramétrerait le day/night cycle, ça serait le bonheur.
Je ne sais pas si cela va te décevoir ou non, mais le principe que j'en ai compris, c'est le remplacement de la texture propre au skydome par une autre.

Il n'est pas question pour l'instant de régler ou paramétrer la course d'objets célestes divers et variés (genre 2 soleils et 4 lunes), mais cela n'est pas forcément exclu...

Et pour appuyer Laban, Obsidian est particulièrement à l'écoute de personnes qui souhaitent réellement améliorer NwN2, plutôt que de passer leur temps à les "flamer" et à dénigrer. La population du groupe est particulièrement cosmopolite, même si de fait elle est à forte proportion américaine.
Répondre

Connectés sur ce fil

 
1 connecté (0 membre et 1 invité) Afficher la liste détaillée des connectés