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Neverwinter Nights: Enhanced Edition

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Asid:
Patch 8193.23 Launches for Neverwinter Nights: Enhanced Edition
Thu, 20 May 2021



Greetings friends!

We’re launching a new patch for
Neverwinter Nights: Enhanced Edition
with some of the biggest feature sets yet! Today’s update brings a new game launcher with featured community content, performance improvements, plus hundreds of fixes.

Check out full details on Patch 8193.23 below...
Patch Highlights

New Game Launcher
| A new game launcher highlights some amazing community content that’s free for everyone!
New Portraits
| Added three new character portraits (sourced from the community portrait contest)
TrueType Font
| Added full TrueType font (TTF) support throughout the game, for clearer and more adaptive text (as well as fractional/decimal point UI scaling)
Pathfinding Improvements
| Smoother movement and navigation
Performance Improvements
| Enjoy smoother gameplay with significant performance improvements
Bug Fixes
| Hundreds of bug fixes and polish features added
New Scripts
| Added dozens of new script commands for use in custom servers, including improved scaling and transformation (lerping)
Water Graphics
| Added realistic water reflections and refractions
New Game Launcher with Community Highlights

This patch ships with a new (singleplayer) game launcher. It showcases all campaigns and premium modules with header images, descriptions, screenshots, and more.

We’ve also added a repository of community content, hosted by Beamdog. This gives all players easier access to some amazing (and free) community adventures. For example, we are honoured to offer both the full Aielund Saga by Savant, and the Auren Saga (Almraiven / Shadewood) by Fester Pot. Now all you need to do to play them is click Download (...and wait a bit).







Aielund Saga
By Savant


 
Embark on a journey through the Kingdom of Aielund, a realm weakened by war and beset by enemies from without and within. Defend the people of Aielund against monsters from mythology, and ones that clothe themselves in a more human form. Uncover evidence of foul play, delve into the deepest caves, travel the breadth of the land and even the planes of reality. Secure the kingdom from foes more powerful than you can imagine, while you rise from simple mercenaries into the mightiest of heroic legends.
Auren Saga
By PJH



The Auren Society of Weavers draw their power from a Weave that spans into the Land of the Dead. It allows such members to grasp a better understanding of the spirits that roam that realm and use it to their advantage. It is this very Weave one will use to scour murderous scenes and unravel the mysterious deaths that surround the region of Calimshan.
TrueType Fonts and UI scaling

The game now supports TrueType fonts (and fractional/decimal point UI scaling). This means when you adjust the User Interface the text scales much more clearly for readability.
Note
: Currently, fonts cannot be overridden by custom content, but we are looking at options for a future release.



Water Visuals
We’ve added brand new water visuals! Water now has realistic reflections and refractions to make your adventures more beautiful.



Art Changes
•   Added three contest winner portraits to base game (Aragnosh: human male, Seafaref: half-elf female, Seafarem: half-elf male)
•   Fixed torch model flicker
•   Fixed forest facelift tileset (ttf02) referring to missing envmap, resulting in transparent metal textures

Pathfinding Improvements

We have been carefully making some changes to pathfinding to improve efficiency and reliability. Here are some of the technical details of the changes:
•   Pathfinding on Windows, macOS and Linux no longer uses simplified pathfinding at certain distances.
•   Fixed inaccurate calculation of grid step tolerance when using grid pathfinding.
•   Fixed potential endless loops with ActionMoveAwayFromLocation.
•   Fixed inconsistencies between when to use Z when comparing distances, which would result in certain actions failing when they shouldn't
•   Added lacking safety checks which was causing pathfinding to floor performance if trying to interact with a door that was unreachable
•   Server settings: Removed experimental enhanced pathfinding toggle (now always on).
•   Fixed some minor errors related to collision resulting in imprecisions
•   Fixed interacting with objects when Z-offset was implied (e.g. stairs). This should alleviate some troubles where having to manually force the PC near the object before it would interact
•   Fixed a case where creatures failed to pathfind to a near point in a straight line

New Scripting
Visual Object Transform Lerping

Script commands can now transform objects smoothly over time.

All existing visual transform types (translate, rotate, scale) can be applied this way, and there is a built in selection of algorithms available.


 
New Script Commands

This release adds a set of new script commands:

// Returns the currently executing event (EVENT_SCRIPT_*) or 0 if not determinable.
// Note: Will return 0 in DelayCommand/AssignCommand. ExecuteScript(Chunk) will inherit their event ID from their parent event.
int GetCurrentlyRunningEvent();
// Get the integer parameter of eEffect at nIndex.
// * nIndex bounds: 0 >= nIndex < 8.
// * Some experimentation will be needed to find the right index for the value you wish to determine.
// Returns: the value or 0 on error/when not set.
int GetEffectInteger(effect eEffect, int nIndex);
// Get the float parameter of eEffect at nIndex.
// * nIndex bounds: 0 >= nIndex < 4.
// * Some experimentation will be needed to find the right index for the value you wish to determine.
// Returns: the value or 0.0f on error/when not set.
float GetEffectFloat(effect eEffect, int nIndex);
// Get the string parameter of eEffect at nIndex.
// * nIndex bounds: 0 >= nIndex < 6.
// * Some experimentation will be needed to find the right index for the value you wish to determine.
// Returns: the value or "" on error/when not set.
string GetEffectString(effect eEffect, int nIndex);
// Get the object parameter of eEffect at nIndex.
// * nIndex bounds: 0 >= nIndex < 4.
// * Some experimentation will be needed to find the right index for the value you wish to determine.
// Returns: the value or OBJECT_INVALID on error/when not set.
object GetEffectObject(effect eEffect, int nIndex);
// Get the vector parameter of eEffect at nIndex.
// * nIndex bounds: 0 >= nIndex < 2.
// * Some experimentation will be needed to find the right index for the value you wish to determine.
// Returns: the value or {0.0f, 0.0f, 0.0f} on error/when not set.
vector GetEffectVector(effect eEffect, int nIndex);
// Check if nBaseItemType fits in oTarget's inventory.
// Note: Does not check inside any container items possessed by oTarget.
// * nBaseItemType: a BASE_ITEM_* constant.
// * oTarget: a valid creature, placeable or item.
// Returns: TRUE if the baseitem type fits, FALSE if not or on error.
int GetBaseItemFitsInInventory(int nBaseItemType, object oTarget);
// Get oObject's local cassowary variable reference sVarName
// * Return value on error: empty solver
// * NB: cassowary types are references, same as objects.
// Unlike scalars such as int and string, solver references share the same data.
// Modifications made to one reference are reflected on others.
cassowary GetLocalCassowary(object oObject, string sVarName);
// Set a reference to the given solver on oObject.
// * NB: cassowary types are references, same as objects.
// Unlike scalars such as int and string, solver references share the same data.
// Modifications made to one reference are reflected on others.
void SetLocalCassowary(object oObject, string sVarName, cassowary cSolver);
// Delete local solver reference.
// * NB: cassowary types are references, same as objects.
// Unlike scalars such as int and string, solver references share the same data.
// Modifications made to one reference are reflected on others.
void DeleteLocalCassowary(object oObject, string sVarName);
// Clear out this solver, removing all state, constraints and suggestions.
// This is provided as a convenience if you wish to reuse a cassowary variable.
// It is not necessary to call this for solvers you simply want to let go out of scope.
void CassowaryReset(cassowary cSolver);
// Add a constraint to the system.
// * The constraint needs to be a valid comparison equation, one of: >=, ==, <=.
// * This implementation is a linear constraint solver.
// * You cannot multiply or divide variables and expressions with each other.
// Doing so will result in a error when attempting to add the constraint.
// (You can, of course, multiply or divide by constants).
// * fStrength must be >= CASSOWARY_STRENGTH_WEAK && <= CASSOWARY_STRENGTH_REQUIRED.
// * Any referenced variables can be retrieved with CassowaryGetValue().
// * Returns "" on success, or the parser/constraint system error message.
string CassowaryConstrain(cassowary cSolver, string sConstraint, float fStrength = CASSOWARY_STRENGTH_REQUIRED);
// Suggest a value to the solver.
// * Edit variables are soft constraints and exist as an optimisation for complex systems.
// You can do the same with Constrain("v == 5", CASSOWARY_STRENGTH_xxx); but edit variables
// allow you to suggest values without having to rebuild the solver.
// * fStrength must be >= CASSOWARY_STRENGTH_WEAK && < CASSOWARY_STRENGTH_REQUIRED
// Suggested values cannot be required, as suggesting a value must not invalidate the solver.
void CassowarySuggestValue(cassowary cSolver, string sVarName, float fValue, float fStrength = CASSOWARY_STRENGTH_STRONG);
// Get the value for the given variable, or 0.0 on error.
float CassowaryGetValue(cassowary cSolver, string sVarName);
// Gets a printable debug state of the given solver, which may help you debug
// complex systems.
string CassowaryDebug(cassowary cSolver);
// Overrides a given strref to always return sValue instead of what is in the TLK file.
// Setting sValue to "" will delete the override
void SetTlkOverride(int nStrRef, string sValue="");
// Constructs a custom itemproperty given all the parameters explicitly.
// This function can be used in place of all the other ItemPropertyXxx constructors
// Use GetItemProperty{Type,SubType,CostTableValue,Param1Value} to see the values for a given itemproperty.
itemproperty ItemPropertyCustom(int nType, int nSubType=-1, int nCostTableValue=-1, int nParam1Value=-1);
NWScript Debugger

We’ve revived the script debugger with several improvements:
•   Added back script debugger binary into bin/win32/.
•   Added configuration keys to UI.
•   Fixed incorrect address parsing resulting in it not connecting. Also fixes setting debugger addresses other than localhost.
•   Fixed heap overflow parsing NDB files resulting in crashes.
•   Now renders all internal fields of CGameEffect.
•   Now renders all internal state of CScriptEvent.
•   Now renders cswysolver and sqlquery types instead of crashing in pitiful confusion.
•   Will no longer attempt to launch from within nwmain, you now need to run the binary by hand. On the plus side, it should now work on Linux and Mac (via wine/wine32to64).

Other Feature Changes

In addition to the major features listed above, we’ve added dozens of minor polish features to improve the game:
•   GUI/NUI: Implemented floating point UI scaling.
•   UI: Allow exceeding safe UI scale if needed for accessibility reasons. There is a toggle under Config->UI->Accessibility->Advanced.
•   GUI/NUI: Implemented TTF font rendering.
•   Input: Added new manual config key game.language.codepage that can be used to force a different codepage (e.g. cp1251 for cyrillic). Together with a TTF override, this should allow modding in compatibility for russian language overrides.
•   NUI: Implemented 9-slice gui skinning.
•   NUI: Now using a cassowary constraint solver system to layout widgets
•   Floating damage numbers are now colourised based on the damage type taken.
•   Add config toggle that allows showing damage numbers as totals or split
•   NUI: Redesigned the Options UI.
•   NUI: Redesigned the NWSync Storage Management UI. (Now called Storage in the menu, and also accessible via the new game launcher).
•   NUI: Fixed up some other UI panels to layout properly even when scaled.
•   NUI: Added a panel to show Open Source Licences to config UI.
•   NUI: Made sound effects more immersive/in line with base UI usage (different click noises depending on widget).
•   GUI: Added a windowed/fullscreen/borderless dropdown to the Config UI and fixed the mode sometimes not initialising correctly.
•   Async loading of files and images via http streaming. (Backend system work)
•   ResMan: Movies can now be stored and played from override, ERF (hak, mod) and NWSync.
•   SQLite: Added a configurable busy timeout, so that just externally running something on a campaign/nwsync database doesn’t immediately abort queries running in the game. (3s default)
•   SQLite: Added builtin functions for NWCompressedBuf compression, base64 de/encode, and hashing. See SQLITE_Readme.md in data.
•   NWSync: Client now downloads wbm movie files if part of the manifest.
•   HTTP: Added a disk caching service to avoid repeated requests; added alias CACHE: (USERDIR/cache) by default. Configurable in settings, default max size is 100MB.
•   Base: Game windowed size is now 1024x768 by default, because some UI just got too big.
•   Base: TLK files now have a local cache, improving repeated lookup performance.
•   Base: API cleanup for NWNX support
•   Server: Removed some superfluous service updates (very minor perf).
•   Renderer: Tweaks to palettes for PLTs to prevent metallic looks. Tweaks to PLTs for armour to prevent alpha dithering. Check out the comparison here
•   Renderer: Added unique shader for particles, with soft particle rendering and enabled particle blending with fog. Check out soft particle shader here and fog rendering here
•   Renderer: Improved colour overflow for transparent objects. Check out the comparison here
•   Renderer: Implemented proper OpenGL buffer orphaning
•   Renderer: Unified and simplified the shader setup, allowing the default vs/fslit_nm/sm shaders to be used for all standard PBR setups
•   Renderer: Made displacement offset a uniform that can be passed from materials to set a base level. To use it, add parameter float DisplacementOffset in a material. By default, the shaders assume the base (zero) level of the heightmap is 1 (white), so if base level is 0.6, the value needs to be -0.4, etc
•   Renderer: Made alpha level adhere to Fresnel effects at high shader quality.
•   Renderer/Debug UI: Added a dropdown to select various rendering modes helpful for debugging (Material modes, Lighting channels, ..)
•   Renderer: Improvements to FBO, grant all shaders access to color and depth buffer textures
•   Renderer: Quickbar icons can now reload via SetTextureOverride.
•   Renderer: Fixed broken normal and tangent generation for skinmeshes due to invalidated render hints. Improved shader picking based on tangets/handedness.
•   Renderer: Shader compilation errors are now printed to the game log file.
•   Renderer: Separated out area wide lighting from area point lights. (Small perf improvement)
•   Renderer/OVT: WALKDIST and RUNDIST now scales properly with visual transforms for you, in order to keep footsteps in sync
•   Renderer: Added material files for icy tileset so that ice no longer appears metallic
•   Renderer: Added material files for male and female old human heads so their hair no longer appears metallic

Fixes

In addition to feature changes, this patch release also contains a sizeable selection of bug fixes:
•   Fixed main menu music not playing when intro movies are skipped.
•   Renderer: Fixed a bad hashing algo for PLT textures resulting in excessive cache misses.
•   Renderer: Fixed incorrectly initialised null textures in some cases, resulting in incorrect textures and unnecessary texture binds.
•   Renderer: Removed redundant skinmesh bone remapping. Slight performance improvement, especially for models with many nodes.
•   Renderer: Made texture management more efficient, streamline for future changes to PBR.
•   Renderer/ResMan: Disabled the async model loader. Addresses the bodyparts missing issue. #145
•   Renderer: Maximum number of bones of a single skinmesh is now 64, to match mobile. This should fix the case where the game runs with 1-2fps on some GPUs.
•   Renderer: Fixed crashes due to NULL textures.
•   Renderer: Fixed crashing due to broken skinmesh models.
•   Renderer: Regression: Fixed compiled light models having issues due to memory misalignment/struct packing.
•   Renderer: Fixed an issue that would potentially cause scenes using custom shaders to malfunction in the event that a user changes video options in game.
•   Renderer: Fix text input caret pulsing when paused. Fix caret colouring following text in some situations
•   Renderer: Safeguard against crashes when an animation was missing
•   Renderer: Optimised animesh buffer uploading; reduce time spent on GUI rendering.
•   Renderer: Make the `decal` property actually disable lighting, rather than just self-illuminating brightly. Fixed some GUI scenes by adding decal to txis.
•   Renderer: Fixed issue with darkness and similar negative light effects always being pushed to the end of the light priority list.
•   Renderer: Fixed tile lights being added to the BSP before having their radii set (causing minor imprecisions)
•   Renderer: Fixed an issue with setting custom shaders when objects were using just one material for all parts while having more than one part
•   Renderer: Fixed a minor regression with the high contrast shader
•   Renderer: Removed a good chunk of dead/redundant code
•   Nuklear: Fixed a memleak that would degrade long play sessions
•   VM: Fixed crash when calling DestroyArea() on a invalid object.
•   VM: Stopped ExecuteScriptChunk from writing “!chunk.ndb” to override.
•   VM: sqlite commands: Added missing newline in log output.
•   VM: Fixed issue in string handling (also: VM: SubString()) that would have resulted in memory leaks or crashes.
•   Game: Don’t use weapon AB for ranged touch attacks anymore.
•   Fixes to passive attack target selection. This should address Cleave etc. sometimes failing to find a followup target. #172
•   Game: Effect Miss Chance/Blind Fighting: Fix erroneous re-roll against target concealment, fix effect being ignored against blind fighting. #15
•   Game: Fixed error in levelup validation related to SkillpointModifierAbility being starred out #180
•   Game: Fixed ResistSpell() when called from AOE spell scripts.
•   Game: Fixed classstat modifiers applying incorrectly to polymorph. #185
•   Fixed the DM flag being set incorrectly on player characters when copying files around. #216
•   Fixed a rare crash in game object update netcode when writing out the party state of a player that just exited
•   Fixed a loop wraparound overflow game hang/crash when removing effect icons
•   Game: Fixed a crash when the game tried to write a log entry as it was shutting down
•   Emitters: fixed them not interpolating if not both size_y start and end were set (correct behaviour is to do if either is non-zero)
•   Game: Never allow the window size to shrink below (100, 100). This works around the case where the window was too small to spot or resize back up
•   Fixed a crash when clicking the Recommended button on chargen package selection with no packages available
•   Fixed a string type conversion error resulting in some empty strings in UI
•   http: Made http errors more verbose. Verbosity is Friend
•   Fixed nwsync-enabled savegames not loading due to missing TLK error
•   Input: Character input is now correctly converted from the language charset. This should address broken polish text input
•   NUI: Fixed codepage glyphs cutting text off due to incorrectly-set codepage.
•   NUI: Fix window flickering from (0,0) to center pos on first frame after opening.
•   NUI: Fix window sometimes scaling down to (0,0).
•   NUI: Pressing Escape now closes the currently focused window.
•   NUI: Fixed UI not properly hiding when pressing Alt-F4/X to close the game.
•   NUI Skinning: Made font white in all widgets, instead of grey.
•   NUI Skinning: Skinned text input box.
•   NUI Skinning: Title bars now look like native windows.
•   NUI Skinning: Close/Minimise buttons match native style.
•   NUI Skinning: Fixed combo box style.
•   NUI Skinning: Window and group borders are now rendered 9-sliced.
•   NUI Skinning: Fixed scrollbars not aligning properly.
•   NUI: Fixed windows not properly auto-centering when ui-scaled.
•   NUI: Fixed line fitting code to no longer repeat words when word-wrapping; improved performance to only do line flowing once.
•   NUI/GUI: Fixed TTF font rendering for Polish. #191 #235
•   GUI: Fixed input caret; now back with extra cyan and more blinkage.
•   GUI: Fixed password input box not accepting your passwords, no matter how good they were.
•   Movie player: Optimised so it doesn’t create the movie texture as often.
•   Toolset: Fixed floating point drifting for X/YOrientation
•   Toolset: Now reads DEVELOPMENT: (but it might not live-reload the same as the game would).
•   Toolset: Fixed some backgrounds not filling the full icon pane. #240
•   Linux: Fixed exclusive(fullscreen) and borderless window modes.
•   ResMan: Fixed crash that could happen when exiting the game, especially seen after failing to load a savegame.
•   Renderer: Restore the check for bumpshinytexture, fixing regression where meshes appeared transparent or invisible #298
•   Renderer: Fixed static lights not updating properly. #290
•   Config UI: Don’t show horizontal scrollbar when UI scaled.
•   VM: Fixed SetColor() not updating in some cases (such as heads/hair)
•   Savegames: When loading a savegame with a missing manifest, attempt to load the newest manifest of the same UUID instead (upgrade path for New Game UI modules). Emit a message to the client log indicating such - no UI support for showing this yet.

Known Issues
Steam Workshop | Modules in the Steam Workshop do not show in the game launcher

Asid:
New Patch Arrives Today: Stable Build 8193.28 is Live!
Thu, 8 July 2021

Stable Build 8193.28 just released for Neverwinter Nights: Enhanced Edition


Hello, dear community!

We just released a small update for Neverwinter Nights: Enhanced Edition. Thank you all for your continued support— read on for details!
Today's patch (aka Revision 28) includes:

•   Toolset:
Fixed a crash when rendering some custom content.
•   Nuklear/Nui:
Fixed line breaks with non-ASCII characters: Module descriptions for polish and russian should now wrap properly.
•   LoadAliases:
Fixed DOCINSTALL not working on some systems (Options -> Open Source Licences tab was empty).
•   Movies:
Fixed EndMovie() not working for nwsync-sourced content, such as Eye of the Beholder (because the manifest had already been unloaded).


If you are feeling adventurous, why not give the development build a try, with many more fixes and features in it?!
Game

Asid:
Development Build 85.8193.30
Fri, July 23, 2021


Hello, dear friends!

Today, we have a development build for you. We appreciate your assistance in testing it, and reporting any issues you find.

The module compatibility has once again been bumped - to version 1.85 - due to the new script commands that allow tile/area actions in the radial menu, and a bit more GUI modification.

Fixes
•   Renderer: Disabled soft particles on world-aligned emitters; fixes faded/missing effects such as spell mantle.
•   Renderer: TSB are now generated correctly for animated/danglies.
•   Renderer: Removed creature preloading code; it was doing nothing useful on desktop platforms.
•   Renderer: Drawbucket implementation for caching transform lists; also fixes additive blending render issues (such as water making visual effects wavy; water showing geometry from own model).
•   Renderer: Fixed highlight gobs ("tab glow") not correctly scaling along visual transforms.
•   Renderer: Fixed static placeables incorrectly disabling/breaking animations of non-static placeables with the same model.
•   Game: Fixed a memleak in pathfinding.
•   Game: Fixed placeables not bumping creatures out of the way when being spawned into an area. #349
•   Game/VM: Fixed Get*DurationRemaining returning the wrong value due to time overflow.
•   Game: Fixed a rare crash when exiting the game while a NWSync download is in progress.
•   Startgame UI: Fixed URL escaping for URLs with long paths.
•   Startgame UI: Removed superfluous text warnings about "Clicking link opens browser".
•   Startgame UI: Improvements to the promotion panels for custom repositories.
•   Startgame UI: Images loaded in the new content browser are now correctly served from cache if no internet connection is available.
•   UI: Put most hardcoded strings in StartGame, NWSync and Config panels into the tlk (not translated yet).
•   Config: On Windows, codepage is now auto-detected from the system locale.

Tile/Radial actions, surfacemat.2da
•   You can now assign custom radial actions on tiles (There is a new module event you can access via SetEventScript).
•   surfacemat now support 64 materials, up from 32.
•   surfacemat.2da is re/loaded as part of custom content.

// Gets the ID (1..8) of the last tile action performed in OnPlayerTileAction
int GetLastTileActionId();

// Gets the target position in the module OnPlayerTileAction event.
vector GetLastTileActionPosition();

// Gets the player object that triggered the OnPlayerTileAction event.
object GetLastPlayerToDoTileAction();

New Script Commands
You can now pop up or restrict GUI panels.

We added a event that triggers clientside interaction with some panels (There is a new module event you can access via SetEventScript).
int GUI_PANEL_PLAYER_DEATH = 0;
int GUI_PANEL_MINIMAP = 2;
int GUI_PANEL_COMPASS = 3;
int GUI_PANEL_INVENTORY = 4;
int GUI_PANEL_PLAYERLIST = 5;
int GUI_PANEL_JOURNAL = 6;
int GUI_PANEL_SPELLBOOK = 7;
int GUI_PANEL_CHARACTERSHEET = 8;

int GUIEVENT_CHATBAR_FOCUS = 1;
int GUIEVENT_CHATBAR_UNFOCUS = 2;
int GUIEVENT_CHARACTERSHEET_SKILL_CLICK = 3;
int GUIEVENT_CHARACTERSHEET_FEAT_CLICK = 4;
int GUIEVENT_EFFECTICON_CLICK = 5;
int GUIEVENT_DEATHPANEL_WAITFORHELP_CLICK = 6;
int GUIEVENT_MINIMAP_MAPPIN_CLICK = 7;
int GUIEVENT_MINIMAP_OPEN = 8;
int GUIEVENT_MINIMAP_CLOSE = 9;
int GUIEVENT_JOURNAL_OPEN = 10;
int GUIEVENT_JOURNAL_CLOSE = 11;
int GUIEVENT_PLAYERLIST_PLAYER_CLICK = 12;
int GUIEVENT_PARTYBAR_PORTRAIT_CLICK = 13;
int GUIEVENT_DISABLED_PANEL_ATTEMPT_OPEN = 14;

// Gets the player that last triggered the module OnPlayerGuiEvent event.
object GetLastGuiEventPlayer();

// Gets the last triggered GUIEVENT_* in the module OnPlayerGuiEvent event.
int GetLastGuiEventType();

// Gets an optional integer of specific gui events in the module OnPlayerGuiEvent event.
// * GUIEVENT_CHATBAR_*: The selected chat channel. Does not indicate the actual used channel.
// 0 = Shout, 1 = Whisper, 2 = Talk, 3 = Party, 4 = DM
// * GUIEVENT_CHARACTERSHEET_SKILL_SELECT: The skill ID.
// * GUIEVENT_CHARACTERSHEET_FEAT_SELECT: The feat ID.
// * GUIEVENT_EFFECTICON_CLICK: The effect icon ID (EFFECT_ICON_*)
// * GUIEVENT_DISABLED_PANEL_ATTEMPT_OPEN: The GUI_PANEL_* the player attempted to open.
int GetLastGuiEventInteger();

// Gets an optional object of specific gui events in the module OnPlayerGuiEvent event.
// * GUIEVENT_MINIMAP_MAPPIN_CLICK: The waypoint the map note is attached to.
// * GUIEVENT_CHARACTERSHEET_*_SELECT: The owner of the character sheet.
// * GUIEVENT_PLAYERLIST_PLAYER_CLICK: The player clicked on.
// * GUIEVENT_PARTYBAR_PORTRAIT_CLICK: The creature clicked on.
// * GUIEVENT_DISABLED_PANEL_ATTEMPT_OPEN: For GUI_PANEL_CHARACTERSHEET, the owner of the character sheet.
object GetLastGuiEventObject();

// Disable a gui panel for the client that controls oPlayer.
// Notes: Will close the gui panel if currently open.
// Does not persist through relogging or in savegames.
// Will fire a GUIEVENT_DISABLED_PANEL_ATTEMPT_OPEN OnPlayerGuiEvent for some gui panels if a player attempts to open them.
// You can still force show a panel with PopUpGUIPanel().
// * nGuiPanel: A GUI_PANEL_* constant, except GUI_PANEL_PLAYER_DEATH.
void SetGuiPanelDisabled(object oPlayer, int nGuiPanel, int bDisabled);

Tyrants of the Moonsea
•   one dialog branch in Hlesson's conversation breaks his quest
•   fixed a rare situation in the Marel fight where the exit door wouldn't open
•   removed Sharalyn's Cloud of Bewilderment spell because it caused in-party hostility
•   the Kur-Tharsu areas are now "No PVP" to reduce in-party hostility

Darkness over Daggerford
•   a cutscene in smuggler's cave sometimes did not trigger
•   a cutscene in smuggler's cave sometimes was aborted early

Known Issues
•   The toolset tilefade setting "Always" doesn't work correctly.


Asid:
Development Build 85.8193.31
16 Sept 2021



Hello friends!
 
How have you been doing? The Beamdog team has been hard at work on the next Neverwinter Nights: Enhanced Edition patch! Today, we are shipping release 8193.31 to the development branch of NWN:EE.
 
This is a huge beta patch, with many new and exciting features. We appreciate your assistance in helping us test them, and reporting any/all issues you find.
 

Highlights

Significant renderer performance improvements & better shadows.
 
New Curated Content: A Hunt Through The Dark, by Markus Schlegel.
 
Scriptable UI.
 
Apple M1.
 
Many other new features, script commands & fixes. https://steamcommunity.com/games/704450/announcements/detail/4937623885470421006


 

Asid:
Patch 8193.32: Apple M1 support, Performance Improvements & more!
Wed, September 22, 2021

Greetings, Neverwinter Nights players and modders!

Today we’re releasing Patch 8193.32 for Neverwinter Nights: Enhanced Edition! This update brings dozens of bug fixes and new features— including some exciting updates for content creators! Curated community content is also getting a new addition: A Hunt Through The Dark, by Markus Schlegel!

Patch Highlights
•   Renderer
 | Significant performance improvements & better shadows
•   New Curated Content
 | Play as a drow in Markus Schlegel’s campaign, A Hunt Through The Dark
•   Scriptable UI | Module authors can now create custom UI panels!
•   Apple M1 support
 | Owners of Apple M1 devices now will have a much better experience playing NWN:EE!
•   More than 100 fixes
 | Many other new features, script commands & fixes

Changes over build .31

This build is following the beta build from last week, and includes the following changes on top of it:


•   Renderer: Fixed SetTextureOverride() not working for custom content.
•   Nui/Scriptable UI: Fixed combo() widget not decoding UTF8 correctly.
•   ResMan: Fixed RESTYPE_JUI having the wrong ID, and added to nwscript.nss.
•   nwscript.nss: Minor text/documentation updates.

Renderer Improvements

Many improvements have been made to the rendering and shadows engine:

•   Greatly reduced the amount of CPU time spent on rendering shadows (50-90% less) by moving more work to the shaders and just doing things more intelligently.
•   Reduced buffer transfers related to rendering shadows (perf+)
•   Fixed some common shadow rendering issues related to "behind" stencil tests. It does not fix every issue, however, and in rare cases, some issues may become more apparent - but all in all, the benefits should outweigh the drawbacks. The old approach can be restored with using "shadowfliporder 1" in the console.
•   Shadow and beam volumes now use their own unique shaders.
•   Fixed a number of other shadow rendering issues by doing view frustrum clipping in the vertex shaders. This (beyond improving performance) alleviates issues with shadows sometimes being cut off in odd places (and similar).
•   The game now uses tiledata bounding box to determine lower clip of shadow volumes. This fixes shadows not being applied to geometry below the z position of the tile.
•   The game now adjusts shadow alpha based on the vertical distance between the shadow plane used for drawing projections and the projection source. This gives a more correct shading.
•   Removed the “experimental optimized shadow rendering” toggle. It is now always enabled.
•   Added some minor refinements that help reduce the visual oddities caused by shadows being projected by erroneous models.
•   Fixed dynamic shadow rendering performance dropping significantly on certain devices due to the new streaming setup.
•   Added new debug outputs that help content artists to debug models from within the game. This includes rendering mesh bounding boxes, pivots (centers), emitter and light ranges, as well as shadow volumes. The options are accessible through the normal debug panel (ctrl+shift+f12).
•   Optimized generation of shadow volumes to better fit the size of the shadow plane used for rendering shadows. Improves performance in GPU limited situations.
•   Fixed an issue that made shadows fade out too quickly at low view angles.
•   Fixed an issue with the scene manager that made geometry culling less effective.
•   Made the game automatically downsize textures larger than the client GPU supports (instead of just failing to render).
•   Optimized the size of the baked font textures to minimize texture memory footprint.
•   Tweaked the subsurface light algorithm and made the normal debug outputs also apply for water.
•   Removed some redundant GPU data buffer uploads.
•   Fixed soft particles reading the screen depth at an offset position, resulting in occasional halos appearing around objects.
•   Fixed automatic tile texture rotation (`rotatetexture 1`) causing normal and displacement maps to malfunction.
•   Added a new console command ‘printvertexdata’. Prints an overview of the amount of memory currently used for vertex data (model geometry) to the client log.
•   Fixed rendering unlit models with envmap (chargen colour picker shader issue; Halaster model issue).
•   Fixed object view culling not respecting visual transforms, resulting in objects sometimes not appearing if transformed into view.
•   Fixed some static parts being removed after having been auto-combined, resulting in erroneous shadows for some static geometry.
•   Fixed skinmesh bone hierarchy to initial model layout. This solves certain issues caused by skinmeshed bodyparts being dynamically attached and removed.
•   Fixed low quality render mode darkening water too much.

Curated Content: A Hunt Through The Dark
by Markus Schlegel



Presenting the classic six-part campaign by Markus Schlegel - A Hunt Through The Dark!
Did you ever want to play the dark side, the bad, the evil, the worst of all, the drow?
Take part in a hunting trip through the Underdark. It is on you to enslave goblins, betray comrades and spoil the plans of your leader Mistress Piwiewien – or not.

Scriptable UI

Modules can now spawn custom UI panels, either defined in NWScript or JSON datafiles.

•   The layouting is done via a constraints solver and currently presents as a row/layout flow.
•   Most native widget types available, including lower-level drawing primitives to create your own.
•   Data binding is two-way between clients and the module, and allows synchronising sliders, input fields, buttons, and window geometry/properties. Mouse input events are supported as well.
•   There is a new include file: nw_inc_nui.nss. There is also a demo script (nw_nui_demo.nss) that showcases some basic widget types. Finally, there is a more complex inspector example (nw_nui_insp.nss) that can show bind values for all open scripted windows.
•   See the mentioned include file and demo for starting points. The new nwscript.nss API is reproduced at the end of this document.

NWScript JSON Datatype Support

NWScript now has a new native datatype, `json`. The API is documented at the end of these notes.

The engine can also serialise game objects to/from json, similar to how the sql data binder works. There is a new data format “.caf” for area objects that combines .are and .git, so you can de/serialise areas into a single json object. The serialisation format is compatible with neverwinter.nim.

There is a small helper library in nw_inc_gff.nss so you can construct GFF data on the fly (e.g. dynamic area/object creation and spawning).

The API also supports JSON Pointer, Diff, Patch and Merge. The SQLite API has been amended for both Campaign DB and custom databases.

Other Features

•   Added more GUI events, some suppressible, when the player interacts.
•   Added device property queries to get player screen width height and scale.
•   Added VM commands to query the game resource manager.
•   PLT textures can now be phenotype-specific.
•   Added a setting that allows players to control their non-PC party members in the same way as DMs do (drag, ctrl+click, etc). This is off by default, and can be enabled in server settings.
•   Mac: Provided universal binary with a build for Apple M1. If you are on M1 and on Steam, you will have to launch the game directly, NOT via Steam, for the binary to run natively. Otherwise, it will run via Rosetta.
•   Mac only: GOG Galaxy SDK no longer supported on x64 and arm64 (no native M1 build for the library).
•   Mac only: Steam SDK/Workshop not supported on M1 (no native M1 build for the binary).
•   Toolset: Added support for custom caster classes.
•   Curated Content UI: Added support for promotion panels to show links to the Vault, Wikis, etc.

Smaller Changes

•   Script compiler now supports `\xFF` style escape sequences to put arbitrary bytes into a string literal. NB: \x00 will terminate the string, do not use.
•   Cleaned up ovr/, moved everything except scripts into keybif.
•   Debug UI: You can now use the RunScript/Chunk Debug UI in SP even when DebugMode is off (for testing convenience).
•   VM: Store/RetrieveCampaignObject, SqlBindObject, SqlGetObject, ObjectToJson, and JsonToObject now support an additional parameter; bSave/LoadObjectState; which handles local variables, effects, action queue and transition info (for doors and triggers).
•   Updated game credits for 2021, moved button out of OC Campaign to top level Movie menu.

Fixes

•   Game: Fixed savegames causing creatures in areas re-triggering the OnAreaEnter event. This was causing HotU chapter 3 to malfunction after saving and loading.
•   Game: Fixed a rare crash when doors were melee-attacked by a null creature (PW-specific crash).
•   Game: Fixed not storing fog clipping distance for areas when saving games.
•   Game: Fixed a crash when showing a polymorphed creature on the party bar.
•   Game: Fixed Steam Workshop modules not showing up if the .mod extension wasn’t all lowercase.
•   Toolset: Fixed inconsistencies with shadow rendering.
•   Toolset: Fixed second story tile fade in “Always” mode not working correctly.
•   Toolset: Areas are now considered modified when undo stack is changed
•   Toolset: Undo now works for mouse wheel object scaling
•   Toolset: Undo now works for Adjust Location dialog
•   Toolset: Fixed a crash when right-clicking a tile with a recently-selected creature on it.
•   Toolset: Fixed Replace All not working in backwards search mode.
•   VM: Fixed crash in CreateArea() due to heap-use-after-free
•   VM: Fixed a crash when SetResourceOverride was targeting a missing/invalid resource.
•   VM: Fixed a memleak every time CopyObject, CreateObject or CreateArea was called.
•   VM: Area serialisation: Do not save item state twice to GFF (this would needlessly duplicate temporary effects and local vars into savegames and serialised objects).
•   Framelimiter: Opening up the radial menu is no longer considered background/modal.
•   Nui: Fixed nuklear receiving input meant for the console.
•   Nui: Fixed nuklear eating mouse clicks that should go to the radial menu instead.

Tyrants of the Moonsea

•   Prevented use of the map inside the navigation cabin after traveling to a destination.
•   Covered some poor camera rotations when transitioning out of the sea map.
•   Removed an xp exploit in Ulblyn's conversation.

NWScript API Additions
https://steamcommunity.com/games/704450/announcements/detail/4937623885488560123

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