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Toolset monkeys...toolset footage available for NWN2

Posted: Wed May 17, 2006 2:57 pm
by Heed
Best video so far in terms of seeing the editor in action.

http://www.e3coverage.com/

NwVault has nice toolset screenie too:

http://nwvault.ign.com/screenshots/full_res.php?ss=1339

Posted: Wed May 17, 2006 3:32 pm
by nwmblondy
i was a little bit worried about this comment.....
Neverwinter Nights 2 will blow any hard core RPG gamer!
:shock: :shock:


umm.. it wont will it? i dont want to play a game thats already been "played"

unless its a female NWN2 then Id think about it 8)

Posted: Wed May 17, 2006 3:37 pm
by JollyOrc
I like the fact that you can apparently change things like color and such even on static models like Zombies...

Posted: Wed May 17, 2006 3:58 pm
by Krator
VFX!!!

Posted: Wed May 17, 2006 4:05 pm
by girlysprite
lightning! changing the floor surface! changing size and color on creatures! no more tilebased exterior areas!! *orgasms*

Posted: Wed May 17, 2006 4:27 pm
by Buddha
girlysprite wrote:*orgasms*
:shock: Folks, if you're not bringing your own laptop to Mickey's for Girly's labrat test, I'd suggest you at least bring some handi-wipes. :twisted:

Posted: Wed May 17, 2006 4:48 pm
by Tangleroot
Yeah, I saw the scaling and tinting in action, it works.

The guy also said something about 'variables' that should make for better scripting, but being a non-programmer in a horribly noisy booth, I couldn't really make out his exact meaning. Anyways, he kept saying the scripting and editing are both at least a bit more flexible now.

Posted: Wed May 17, 2006 5:40 pm
by girlysprite
Buddha wrote:
girlysprite wrote:*orgasms*
:shock: Folks, if you're not bringing your own laptop to Mickey's for Girly's labrat test, I'd suggest you at least bring some handi-wipes. :twisted:
I know some women are able to, but I don't squirt.

Posted: Wed May 17, 2006 5:43 pm
by Krator
Tangleroot wrote:Yeah, I saw the scaling and tinting in action, it works.

The guy also said something about 'variables' that should make for better scripting, but being a non-programmer in a horribly noisy booth, I couldn't really make out his exact meaning. Anyways, he kept saying the scripting and editing are both at least a bit more flexible now.
Probably talking about the parameters there.

Posted: Wed May 17, 2006 6:04 pm
by PlasmaJohn
Tangleroot wrote:The guy also said something about 'variables' that should make for better scripting, but being a non-programmer in a horribly noisy booth, I couldn't really make out his exact meaning.
Script parameterization will help significantly cut down the number of scripts needed. The biggest win will be dialogs with conditions and actions. A complicated dialog like the crafting menus and p-merchants cost us about 100 scripts each, the vast majority of which are a single line, CallFunctionZ(1), CallFunctionZ(2), ... Our 100 scripts would drop to something more reasonable like 10 or less even.

It's a great feature, it just makes bad ad copy :D

Posted: Wed May 17, 2006 10:09 pm
by terror2001
PlasmaJohn wrote:
Tangleroot wrote:The guy also said something about 'variables' that should make for better scripting, but being a non-programmer in a horribly noisy booth, I couldn't really make out his exact meaning.
Script parameterization will help significantly cut down the number of scripts needed. The biggest win will be dialogs with conditions and actions. A complicated dialog like the crafting menus and p-merchants cost us about 100 scripts each, the vast majority of which are a single line, CallFunctionZ(1), CallFunctionZ(2), ... Our 100 scripts would drop to something more reasonable like 10 or less even.

It's a great feature, it just makes bad ad copy :D
That's been one of my biggest gripes with the current toolset is not being able to pass parameter values to scripts from conversations. I'm glad they realized the error of their ways. :)

Posted: Fri May 19, 2006 7:14 pm
by Sunscream

Posted: Fri May 19, 2006 10:51 pm
by downsystem
Looks like maybe sometime down the road horses might possible be ridable, According to the article.

Posted: Mon May 22, 2006 2:23 pm
by dougnoel
Only had time to look at the screenshots. Looks like we can edit familiars in NWN2. Woot!

Posted: Mon May 22, 2006 6:06 pm
by Fifty
The vids in the vault are really impressing me.