Neverwinter Nights 1: Enhanced Edition angekündigt
- dunahan
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17 Mär 2018 18:32 - 03 Jun 2018 11:10 #7656
von dunahan
dunahan antwortete auf Neverwinter Nights 1: Enhanced Edition angekündigt
Hier die Versionen .8160, .8161 und 8162 vom 02.03.2018
Zuerst in Englisch
Auf Deutsch in Kurzversion:
> Bugfixes für das Toolset (Windows/Linux)
> Bugfixes für den Client (das Hauptspiel
)
> Verbesserungen am Client und am Toolset
> Einiges an neue Skriptbefehle (darunter mehr für Shader-Funktionen, dh. Darstellung bie der Grafik usw.)
Zuerst in Englisch
Warnung: Spoiler!
Bug Fixes
+ A memory leak was fixed in the Toolset that would exhibit every time after a script was compiled.
+ We now compile the Linux binaries with 64-bit-only filesystem API support (so that nwserver runs properly inside docker-on-mac/windows).
+ Fixed a crash in the Toolset when trying to static-light a mesh with zero vertices (as seen by some custom tilesets, and the humongous bell).
+ A fix to Steam thumbnails to update properly on changes, not just on initial upload.
+ We fixed the Toolset crashing on Intel GPUs.
+ A huge shadows-related memleak was fixed in the toolset that would happen when loading areas.
+ “Input player name” is no longer covered by the Direct Connect UI.
+ LAN “Connect” button now works as expected.
+ Toolset now remembers window position between starts.
+ Servers displayed in the History/Favourites panel now grey out properly when they are unknown to the masterserver.
Features
+ Relays! We added experimental support to carry your connection over authenticated relays, hosted on our end. This is fully automatic and transparent for both players (a relay connection will be chosen if all other attempts fail) and server hosts (servers and scripting will still “see” the actual client IP), and is meant to take care of all remaining connection issues that cannot be handled with UDP hole punching.
+ We added support for the material file format (.mtr) as described in last weeks’ patch notes; reproduced below for your convenience.
+ Per-vertex static lighting now works properly when normal mapping is enabled: we use a stream that indicates the direction of the brightest light from the location of the vertex, and approximate normal mapping using that information.
+ Clicking on “Join Game” in the Steam friends list while already connected to another server will now be handled more gracefully.
+ History/Favourites now displays server data from the masterserver list to avoid connection issues.
+ LAN enumeration has been slightly improved to find multiple servers on the same host.
+ Server listing speed has been improved.
+ Toolset performance when loading/accessing placeable-related functions has been improved.
+ Toolset performance when working with the object tree in area view has been improved.
+ Rendering performance has been improved. (This is not the Skybox issue; we’re still looking into this).
+ Windows game and server will now use UPnP to automatically attempt a port map.
New Script Commands
// Get if oPlayer is currently connected over a relay (instead of directly).
// Returns FALSE for any other object, including OBJECT_INVALID.
int GetIsPlayerConnectionRelayed(object oPlayer);
What follows is a sample material file that includes examples for all currently supported fields:
customshaderVS vsSkinned
// Specifies a custom vertex shader: vsSkinned.shd
customshaderFS fsFancyNew
// Specifies a custom fragment shader: fsFancyNew.shd
texture0 myDecal
// Specifies a texture that will be bound to texUnit0 in the fragment shader. Will override bitmap/tetxure0 in the model
texture1 myMask
// Binds to texUnit1 in the fragment shader. We support up to fifteen of these textures: texture0 - texture14.
parameter float vDiffuse 0.8 1.0 0.65 1.0
// Creates a 4-float parameter that will be bound to a shader uniform of the same name (if it exists)
parameter float fModulator 0.5
// Creates a float parameter that will be bound to a shader uniform of the same name (if it exists)
parameter int iCount 2
// Creates an int parameter that will be bound to a shader uniform of the same name (if it exists)
+ To use a material like this one on a mesh, simple add the following line in the .mdl file: materialname myNewMaterial
+ A memory leak was fixed in the Toolset that would exhibit every time after a script was compiled.
+ We now compile the Linux binaries with 64-bit-only filesystem API support (so that nwserver runs properly inside docker-on-mac/windows).
+ Fixed a crash in the Toolset when trying to static-light a mesh with zero vertices (as seen by some custom tilesets, and the humongous bell).
+ A fix to Steam thumbnails to update properly on changes, not just on initial upload.
+ We fixed the Toolset crashing on Intel GPUs.
+ A huge shadows-related memleak was fixed in the toolset that would happen when loading areas.
+ “Input player name” is no longer covered by the Direct Connect UI.
+ LAN “Connect” button now works as expected.
+ Toolset now remembers window position between starts.
+ Servers displayed in the History/Favourites panel now grey out properly when they are unknown to the masterserver.
Features
+ Relays! We added experimental support to carry your connection over authenticated relays, hosted on our end. This is fully automatic and transparent for both players (a relay connection will be chosen if all other attempts fail) and server hosts (servers and scripting will still “see” the actual client IP), and is meant to take care of all remaining connection issues that cannot be handled with UDP hole punching.
+ We added support for the material file format (.mtr) as described in last weeks’ patch notes; reproduced below for your convenience.
+ Per-vertex static lighting now works properly when normal mapping is enabled: we use a stream that indicates the direction of the brightest light from the location of the vertex, and approximate normal mapping using that information.
+ Clicking on “Join Game” in the Steam friends list while already connected to another server will now be handled more gracefully.
+ History/Favourites now displays server data from the masterserver list to avoid connection issues.
+ LAN enumeration has been slightly improved to find multiple servers on the same host.
+ Server listing speed has been improved.
+ Toolset performance when loading/accessing placeable-related functions has been improved.
+ Toolset performance when working with the object tree in area view has been improved.
+ Rendering performance has been improved. (This is not the Skybox issue; we’re still looking into this).
+ Windows game and server will now use UPnP to automatically attempt a port map.
New Script Commands
// Get if oPlayer is currently connected over a relay (instead of directly).
// Returns FALSE for any other object, including OBJECT_INVALID.
int GetIsPlayerConnectionRelayed(object oPlayer);
What follows is a sample material file that includes examples for all currently supported fields:
customshaderVS vsSkinned
// Specifies a custom vertex shader: vsSkinned.shd
customshaderFS fsFancyNew
// Specifies a custom fragment shader: fsFancyNew.shd
texture0 myDecal
// Specifies a texture that will be bound to texUnit0 in the fragment shader. Will override bitmap/tetxure0 in the model
texture1 myMask
// Binds to texUnit1 in the fragment shader. We support up to fifteen of these textures: texture0 - texture14.
parameter float vDiffuse 0.8 1.0 0.65 1.0
// Creates a 4-float parameter that will be bound to a shader uniform of the same name (if it exists)
parameter float fModulator 0.5
// Creates a float parameter that will be bound to a shader uniform of the same name (if it exists)
parameter int iCount 2
// Creates an int parameter that will be bound to a shader uniform of the same name (if it exists)
+ To use a material like this one on a mesh, simple add the following line in the .mdl file: materialname myNewMaterial
Auf Deutsch in Kurzversion:
> Bugfixes für das Toolset (Windows/Linux)
> Bugfixes für den Client (das Hauptspiel

> Verbesserungen am Client und am Toolset
> Einiges an neue Skriptbefehle (darunter mehr für Shader-Funktionen, dh. Darstellung bie der Grafik usw.)
Letzte Änderung: 03 Jun 2018 11:10 von dunahan.
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- dunahan
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Autor
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17 Mär 2018 18:33 - 03 Jun 2018 11:18 #7657
von dunahan
dunahan antwortete auf Neverwinter Nights 1: Enhanced Edition angekündigt
Kopie der Patch-Notes für die Version .8164 (ja die .8163 fehlt komischerweise?)
Englisch
In deutscher Kurzvariante:
> Einiges an Bugfixes für das Toolset
> Verbindungsprobleme und Anzeigeprobleme beim Multiplayer gefixt
> Anzeigeprobs bei der Grafik beseitigt
Neues:
> Toolset arbeitet nun wieder unter Wine und auch schneller, intuitiver
> Client/Server crashen nicht mehr allzuschnell, sondern weisen Fehler nur aus
> Skriptbefehle um Modul-Events zu beobachten/steuern
Englisch
Warnung: Spoiler!
Bug Fixes
+ A crash has been fixed with the toolset that would trigger when re-opening a conversation from search results.
+ The toolset should now run on Wine again.
+ Toolset script compiler no longer crashes when attempting to include a missing script.
+ The toolset now defaults to the NWN user directory when im/exporting erfs.
+ The camera bounds as configurable in the .ini now default to 1.69 values (unlocked).
+ Toolset crash when deleting an area with a uppercase resref was fixed.
+ The multiplayer server list doesn’t select a random server on open anymore.
+ The multiplayer server view now displays the server game type properly.
+ Combining parts no longer causes some geometry to sometimes disappear.
+ Normal mapped static lighting no longer causes lighting to be black for some static geometry.
+ Skin animations for parts that are attached now synch up exactly to the attached object and will no longer animate a few frames behind in certain situations.
+ Skybox position is now centered on the character, so skybox warping will no longer be apparent when you’re at the edge of large maps.
Features
+ Game and server binaries now error out if no data files can be found, instead of crashing.
+ The console open/close key can now be typed in the game chat bar.
+ Some further memleaks in the Toolset were fixed.
+ The toolset script editor now accepts cyrillic/non-ascii input.
+ The toolset script compiler identifier limit has been bumped to 16K (from 8K; error manifested was “IDENTIFIER LIST FULL” for some very complex scripts).
+ The toolset keeps variables on triggers and encounters when repainting their polygon.
+ The toolset is now much faster when opening object properties.
+ Steam workshop now supports tags. Simply create a tags.txt file in your project root, containing the tags you want to assign to your upload, one per line.
Toolset area editor improvements:
+ Selected objects now don't move on single click
+ The object properties dialog opens on double click
+ Support for undo/redo operations on object move actions added
New Script Commands
+ New functions: GetEventScript, SetEventScript to set NWScript event handlers on any supported object (including PCs).
+ A crash has been fixed with the toolset that would trigger when re-opening a conversation from search results.
+ The toolset should now run on Wine again.
+ Toolset script compiler no longer crashes when attempting to include a missing script.
+ The toolset now defaults to the NWN user directory when im/exporting erfs.
+ The camera bounds as configurable in the .ini now default to 1.69 values (unlocked).
+ Toolset crash when deleting an area with a uppercase resref was fixed.
+ The multiplayer server list doesn’t select a random server on open anymore.
+ The multiplayer server view now displays the server game type properly.
+ Combining parts no longer causes some geometry to sometimes disappear.
+ Normal mapped static lighting no longer causes lighting to be black for some static geometry.
+ Skin animations for parts that are attached now synch up exactly to the attached object and will no longer animate a few frames behind in certain situations.
+ Skybox position is now centered on the character, so skybox warping will no longer be apparent when you’re at the edge of large maps.
Features
+ Game and server binaries now error out if no data files can be found, instead of crashing.
+ The console open/close key can now be typed in the game chat bar.
+ Some further memleaks in the Toolset were fixed.
+ The toolset script editor now accepts cyrillic/non-ascii input.
+ The toolset script compiler identifier limit has been bumped to 16K (from 8K; error manifested was “IDENTIFIER LIST FULL” for some very complex scripts).
+ The toolset keeps variables on triggers and encounters when repainting their polygon.
+ The toolset is now much faster when opening object properties.
+ Steam workshop now supports tags. Simply create a tags.txt file in your project root, containing the tags you want to assign to your upload, one per line.
Toolset area editor improvements:
+ Selected objects now don't move on single click
+ The object properties dialog opens on double click
+ Support for undo/redo operations on object move actions added
New Script Commands
+ New functions: GetEventScript, SetEventScript to set NWScript event handlers on any supported object (including PCs).
In deutscher Kurzvariante:
> Einiges an Bugfixes für das Toolset
> Verbindungsprobleme und Anzeigeprobleme beim Multiplayer gefixt
> Anzeigeprobs bei der Grafik beseitigt
Neues:
> Toolset arbeitet nun wieder unter Wine und auch schneller, intuitiver
> Client/Server crashen nicht mehr allzuschnell, sondern weisen Fehler nur aus
> Skriptbefehle um Modul-Events zu beobachten/steuern
Letzte Änderung: 03 Jun 2018 11:18 von dunahan.
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- dunahan
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18 Mär 2018 09:10 - 18 Mär 2018 10:13 #7658
von dunahan
dunahan antwortete auf Neverwinter Nights 1: Enhanced Edition angekündigt
Hier mal ein Beispiel für die Verbesserungen am Stadt/Innen Tileset (hier der Tempel, gut 4x4), also die Kartenbausteine, zu NWN:EE:
LINK
Screenshots zum vergleichen... Ich habe kurz im Toolset das Gebiet gesetzt und nicht wirklich was dran verändert. Ich denke aber, dass der Screen aus NWN:EE aus der Kampagne stammt, die man normal im Einzelspielermodus spielt. Könnte ich kurz auch noch extrahieren, dauert aber etwas
Der Vergleich aber zwischen den beiden Versionen ist hier schon eindeutig. Allein die Texturen usw...
Hier im aktuellen NWN:
Dieses Bild ist für Gäste verborgen.
Hier NWN:EE, entsprechend aufgemotzt
Dieses Bild ist für Gäste verborgen.
LINK
Screenshots zum vergleichen... Ich habe kurz im Toolset das Gebiet gesetzt und nicht wirklich was dran verändert. Ich denke aber, dass der Screen aus NWN:EE aus der Kampagne stammt, die man normal im Einzelspielermodus spielt. Könnte ich kurz auch noch extrahieren, dauert aber etwas

Hier im aktuellen NWN:
Warnung: Spoiler!
Dieses Bild ist für Gäste verborgen.
Bitte anmelden oder registrieren um das Bild zu sehen.
Hier NWN:EE, entsprechend aufgemotzt

Warnung: Spoiler!
Dieses Bild ist für Gäste verborgen.
Bitte anmelden oder registrieren um das Bild zu sehen.
Letzte Änderung: 18 Mär 2018 10:13 von dunahan.
Folgende Benutzer bedankten sich: Draghetto
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19 Mär 2018 11:29 #7663
von Draghetto
Draghetto antwortete auf Neverwinter Nights 1: Enhanced Edition angekündigt
Jup schaut gut aus bin mal gespannt was noch kommt

Folgende Benutzer bedankten sich: Antoss, dunahan
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- dunahan
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21 Mär 2018 19:15 - 22 Mär 2018 07:37 #7665
von dunahan
dunahan antwortete auf Neverwinter Nights 1: Enhanced Edition angekündigt
So ich liefere noch etwas nach.... Im NWNVault wurde bereits ein Override für das Override (welches Norrec schon gepostet hatte) erstellt.
*stellt vorsichtshalber einen Eimer und Wischmop hin*
LINK zum Vault
Dieses Bild ist für Gäste verborgen.
Dieses Bild ist für Gäste verborgen.
Dieses Bild ist für Gäste verborgen.
Dieses Bild ist für Gäste verborgen.
Dieses Bild ist für Gäste verborgen.
*stellt vorsichtshalber einen Eimer und Wischmop hin*
LINK zum Vault
Warnung: Spoiler!
Dieses Bild ist für Gäste verborgen.
Bitte anmelden oder registrieren um das Bild zu sehen.
Dieses Bild ist für Gäste verborgen.
Bitte anmelden oder registrieren um das Bild zu sehen.
Dieses Bild ist für Gäste verborgen.
Bitte anmelden oder registrieren um das Bild zu sehen.
Dieses Bild ist für Gäste verborgen.
Bitte anmelden oder registrieren um das Bild zu sehen.
Dieses Bild ist für Gäste verborgen.
Bitte anmelden oder registrieren um das Bild zu sehen.
Letzte Änderung: 22 Mär 2018 07:37 von dunahan.
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30 Mär 2018 05:58 - 03 Jun 2018 11:30 #7686
von dunahan

Also für Isladora ist es noch zu früh, es zu besorgen, da wir noch auf einem Server für 1.69 spielen. Da 1.74 leider noch kein spielen auf 1.69 zu lässt, bzw. ich noch nicht heraus gefunden habe einen 1.69 Server auf 1.74 Server zu emulieren, wird das vorerst nicht so leicht gehen.
HAKs müssen übrigens nicht unbedingt bei den Servern neu herunter geladen werden. Ihr könnt NWN:EE so anweisen, das es auf die alten Ordner zu greift
Apropos Veröffentlichung. Hier noch die englsichen Patchnodes zu diesem Status. Danach fanden nur noch Development-Builds (also für die Öffentlichkeit noch nicht erreichbare Patches) statt:
Bugfixes:
> Einiges an Problemen mit dem Client, Anzeige/ Musikwiedergabe, beseitigt
> Verbesserungen bei Grafikdarstellungen (unteranderem auch anpassen der Anzeige selbst)
> neue Einstellungen in der NWN.ini ermöglicht
dunahan antwortete auf Neverwinter Nights 1: Enhanced Edition angekündigt
Ja, NWN:EE (1.74) hat am 27.03.2018 die Beta verlassen, was aber noch lange nicht das Ende istNorrec schrieb: Ich seh gerade das die EE ja bereits schon am 27.03 veröffentlicht wurde. Lohnt es sich schon sie sich zu besorgen? Beziehungsweise liese sich damit überhaupt schon auf Isladora spielen? Müsste ja eigentlich denke mal nur die Server spezifischen sachen neu laden oder dort dann einfügen.

Also für Isladora ist es noch zu früh, es zu besorgen, da wir noch auf einem Server für 1.69 spielen. Da 1.74 leider noch kein spielen auf 1.69 zu lässt, bzw. ich noch nicht heraus gefunden habe einen 1.69 Server auf 1.74 Server zu emulieren, wird das vorerst nicht so leicht gehen.
HAKs müssen übrigens nicht unbedingt bei den Servern neu herunter geladen werden. Ihr könnt NWN:EE so anweisen, das es auf die alten Ordner zu greift

Apropos Veröffentlichung. Hier noch die englsichen Patchnodes zu diesem Status. Danach fanden nur noch Development-Builds (also für die Öffentlichkeit noch nicht erreichbare Patches) statt:
Warnung: Spoiler!
Shipped March 23, 2018
Bug Fixes
+ Fixed clipping/popping on some music tracks.
+ Fixed distortion/crackling on music.
+ Switched to using OpenALSoft to allow surround sound to work properly.
+ Fixed an issue with the positional audio listener orientation that was causing undefined behavior.
+ Removed UI options that are no longer relevant with OpenAL.
+ Fixed case sensitivity issue with opening music files.
+ Fixed an array bounds issue in the MP3 decoder.
+ Paste (as in copy/paste) has been fixed.
+ Fixed the issue where part-based rendering would not attach properly, like crossbows, slings, tail and wings.
+ Fixed the camera issue where switching to Drive Mode would lock the zoom-axis erroneously.
+ Fixed the camera issue where it would start tilted down in some cases.
+ We fixed ANSI-encoding of text (sorry, not UTF-8 yet) in all input modes. Everything the NWN chat font supports should now work.
+ The console doesn't emit \ (or `, depending) anymore when opening it.
+ The console cannot be closed anymore with the console-open key. The reason for this is that some console commands require \; i.e. workshopupload. Use ESC instead.
+ You can now type ~ and ` in the console.
+ We fixed an issue where UI click positions would sometimes not line up with the buttons after switching window mode or resizing the game window.
Features
+ Lighting and normal-mapping on static objects has been improved.
+ Added a pointer on CGameObject dedicated to NWNX use.
+ Numpad Return now acts the same as Enter on the main key block.
+ Re-enabled 2x UI scaling on 1080p. Some main menu elements do not fit yet. We plan to update the screens that break so they play nice at 1080p.
nwn.ini
+ Under Display Options, you can now set glFinishBeforeFBO=1.This will cost 20% performance, but will fix post-process rendering issues on some setups, particularly Intel. When turned on, you'll notice filter "leaking" into the next, producing visual artifacts (You can test this on the console by typing glFinishBeforeFBO=1). The alternative is to only run one post-process filter.
+ You can now turn on Borderless Window mode by typing Borderless=1 under Display Options.
+ You can use DESKTOP-style fullscreen mode ("borderless fullscreen") by setting FullScreenDesktopMode=1 under Display Options. FullScreen needs to be enabled as well for this to work.
Bug Fixes
+ Fixed clipping/popping on some music tracks.
+ Fixed distortion/crackling on music.
+ Switched to using OpenALSoft to allow surround sound to work properly.
+ Fixed an issue with the positional audio listener orientation that was causing undefined behavior.
+ Removed UI options that are no longer relevant with OpenAL.
+ Fixed case sensitivity issue with opening music files.
+ Fixed an array bounds issue in the MP3 decoder.
+ Paste (as in copy/paste) has been fixed.
+ Fixed the issue where part-based rendering would not attach properly, like crossbows, slings, tail and wings.
+ Fixed the camera issue where switching to Drive Mode would lock the zoom-axis erroneously.
+ Fixed the camera issue where it would start tilted down in some cases.
+ We fixed ANSI-encoding of text (sorry, not UTF-8 yet) in all input modes. Everything the NWN chat font supports should now work.
+ The console doesn't emit \ (or `, depending) anymore when opening it.
+ The console cannot be closed anymore with the console-open key. The reason for this is that some console commands require \; i.e. workshopupload. Use ESC instead.
+ You can now type ~ and ` in the console.
+ We fixed an issue where UI click positions would sometimes not line up with the buttons after switching window mode or resizing the game window.
Features
+ Lighting and normal-mapping on static objects has been improved.
+ Added a pointer on CGameObject dedicated to NWNX use.
+ Numpad Return now acts the same as Enter on the main key block.
+ Re-enabled 2x UI scaling on 1080p. Some main menu elements do not fit yet. We plan to update the screens that break so they play nice at 1080p.
nwn.ini
+ Under Display Options, you can now set glFinishBeforeFBO=1.This will cost 20% performance, but will fix post-process rendering issues on some setups, particularly Intel. When turned on, you'll notice filter "leaking" into the next, producing visual artifacts (You can test this on the console by typing glFinishBeforeFBO=1). The alternative is to only run one post-process filter.
+ You can now turn on Borderless Window mode by typing Borderless=1 under Display Options.
+ You can use DESKTOP-style fullscreen mode ("borderless fullscreen") by setting FullScreenDesktopMode=1 under Display Options. FullScreen needs to be enabled as well for this to work.
Bugfixes:
> Einiges an Problemen mit dem Client, Anzeige/ Musikwiedergabe, beseitigt
> Verbesserungen bei Grafikdarstellungen (unteranderem auch anpassen der Anzeige selbst)
> neue Einstellungen in der NWN.ini ermöglicht
Letzte Änderung: 03 Jun 2018 11:30 von dunahan.
Bitte Anmelden um der Konversation beizutreten.
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- Neverwinter Nights 1: Enhanced Edition angekündigt