pstanton wrote:I think it is time to stop bickering like children and find a way to release Gurth from the Seal in such a way that people like Grag don't have collective heart failure.
chilingsworth wrote:If there isn't a DM client shipping with the actual game, I see little reason to expect anything grand from NWN2. Personally, I'm pretty happy with good old NWN, so I see NWN2 as likely to be little more than a pain to adjust to, not to mention the likelyhood of dispruption on crossover.
Final Shinryuu wrote:chilingsworth wrote:If there isn't a DM client shipping with the actual game, I see little reason to expect anything grand from NWN2. Personally, I'm pretty happy with good old NWN, so I see NWN2 as likely to be little more than a pain to adjust to, not to mention the likelyhood of dispruption on crossover.
It's been stated that the DM client will be available for download on the day that NWN 2 ships.
pstanton wrote:I think it is time to stop bickering like children and find a way to release Gurth from the Seal in such a way that people like Grag don't have collective heart failure.
Anyone that's been involved in other modscenes knows how much of a difference that makes to a game's lifespan and utility, and Obsidian has really fucking big shoes to fill.
Cindare wrote:Vampire the Masquerade: Redemption
Orleron wrote:Overcoming a non-graphics issue is different than overcoming something that deals with the game's graphics. Granted, it might be possible that some modder will redo all of the tilesets to have less mesh and cut down on the graphics of the game so that more outside areas can be made. That would work, maybe.
Heed wrote:The problem is the walk data associated with the terrain. And the terrain needs those polys in order for it to be manipulated without looking like ass. There's also pre-calculated pathing data in there that most likely is generated when you "bake" an area -- I bet it constitutes a good portion of the extra size. And you can't really reduce that or pathing would be super stupid.
PlasmaJohn wrote:gods, I hope you're wrong, otherwise that would be the death of ad-hoc multiplayer on anything but a GigE lan. Assuming that the client does its own pathfinding locally like NWN1. If not... at the very least, bandwidth will need to be increased (buh-bye dialup users) and any sort of lag will be fatal.
PlasmaJohn wrote:Heed wrote:The problem is the walk data associated with the terrain. And the terrain needs those polys in order for it to be manipulated without looking like ass. There's also pre-calculated pathing data in there that most likely is generated when you "bake" an area -- I bet it constitutes a good portion of the extra size. And you can't really reduce that or pathing would be super stupid.gods, I hope you're wrong, otherwise that would be the death of ad-hoc multiplayer on anything but a GigE lan. Assuming that the client does its own pathfinding locally like NWN1. If not... at the very least, bandwidth will need to be increased (buh-bye dialup users) and any sort of lag will be fatal.
"Dungeons & Dragons is some of the most crazy, deep, deep, deep nerd shit ever invented. Every word you're saying is made up. Motherfuckers talk like Yoda.".
Heed wrote:The most optimistic use of tilesets would be for custom outdoor tilesets to be produced so you could use tilesets outdoors instead of the height mapped terrain. But then you are denying yourself a pretty nice enhancement, but it might be necessary for those wanting tons of outdoor areas at max size.
Keep in mind the quoted figures are for max. sized outdoor areas -- 32x32. The suggestion was somewhere around 20 megs. A 16x16 area would most likely be something like a quarter of that -- 5 megs.
Orleron wrote:Having said that, even if a single area takes up "only" 2 megs, that still puts a significant limit on what we can do wtih the height mapped areas for a multiplayer PW.
Heed wrote:
You have 4 gigs of ram available max. per application under a 32 bit OS, so that gives some decent room, I think. Will you have less areas than now? Oh yeah, but compacting your design somewhat, I would argue, is a good thing.
Registered users: Bing [Bot], silverfields2