Another day, another release candidate

April 07, 2007 by Adam in NWN2

Another day, another release candidate. This one is pretty darn good, minus a particularly annoying AI bug that happens towards the end of the game. It's not critical, but does annoy. Strangely, if I jump to the end of the module using my magic QA tools, everything's great.

The good news is that a great number of bugs have been fixed, a couple that were fairly serious. An optional puzzle couldn't be completed and a side quest area couldn't be returned from. All manner of little things have been fixed too, from question mark icons to misnamed placeables, and more. Everyone's help has been very welcome.

This morning I woke up at 4 am to do a full walkthrough and make sure I didn't break anything with my latest round of fixes. At this point, I've uploaded a new version, updated the URL that the testers have used, and plan on sending out e-mails to everyone in a minute. With luck, there's a few folks who haven't started testing yet and are willing to take a look at the latest version.

I also have an interview to write and screenshots to pass along. Ideally I'd like to take a crack at fixing the annoying AI bug. We'll see how much time I have before the kids wake up and family responsibilities take over once again.

Update: I'm doing a little happy dance. I figured out why Robert's AI stopped working later in the module. It turns out it was all my fault, as suspected. I was carefully overriding his default movement behavior during a particular scene, but forgot to turn it off after it was needed. Silly me. I think I'll try to throw together a quick fix and upload it now.

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I've won multiple awards for my Neverwinter Nights modules, which I've been working on since the year 2000. In the real world, I'm a web developer for a healthcare organization. If you have any questions, feel free to contact me.