Dark Waters

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Here you will find news, background, and other information about the NWN2 modules I plan to build. If you have any questions, please contact me.

News:
5/16/2008    posted by Adam
I woke up early today and started in on the Clockwork Man quest. The final area still needs more placeables and decoration, but it's getting close. This morning I decided to test it out and ran into all sorts issues. The most amusing was my bald companions, probably left over from the conversion from the NWN1 version. Daniel in particular seemed unhappy about the situation.

Some parts worked great right off the bat. I was able to program a robot to move around and do my bidding. Unfortunately the lever that was supposed to open the door didn't actually work, so my adventure was short-lived.

Yesterday I whipped up a couple pipe placeables using geometry and textures from the Sigil tileset from NWN1. I miss that look and feel and would love to pull it into NWN2, but the difference between tiles and placeables are pretty vast. I've already cut off more than I can chew, so I should probably just focus on what I've got.

I also sent off a new test build for the Lute Hero module. We'll see what fresh bugs this weekend brings.

5/15/2008    posted by Adam
I finally got a chance to get back to NWN2 this morning, gleefully going through the various Lute Hero bug reports that PJJ dug up. I don't think I've been this happy to fix bugs for a long while. I suppose there was something comforting about playing riffs on my lute and blasting away at my enemies.

The samurai now wear their traditional garb, instead of gaudy feathered hats. The mysterious, unreachable Bedroom of the Dead has the walkmesh fixed. I'm not sure I completely fixed Odin's "giant head sticking off the screen" problem during the dialogs, but I think it's improved. I also indulged myself and stuck a couple umlauts over the Lute Hero title on the GUI.

Hopefully today I can dig up more time for testing, as well as getting back to the Clockwork Man quest. Busy, busy.

5/14/2008    posted by Adam
My free time has frustratingly dropped to zero these last few days. PJJ has some Lute Hero feedback that I've yet to get back to. Maybe I can sneak in some writing time today or something.

I'm actually itching to create some pipes and steampunkish placeables for the Cloockwork Man quest. I have no idea where I'd find the time, though.

5/12/2008    posted by Adam
I've been slowly working away at things. PJJ and Daniel passed along a batch of new issues with Lute Hero that I need to work on. I ended up working on new areas for the Clockwork Man quest, mostly because it was fun doing it.

I'm going to see if I can hunker down and work on Lute Hero some more. The bugs don't seem too tricky, so hopefully the cleanup won't be too bad.

5/10/2008    posted by Adam
It's been a rough couple days. My personal site was the victim of a SQL injection attack, due to some sloppy coding on my part from the time before such attacks were envisioned. I think I've finally cleaned everything up, but it was fairly stressful. Normal people have bad dreams about monsters. I have nightmares of my website being hacked, which has happened several times in various ways over the years.

I managed to put in some time with Lute Hero. PJJ sent along some good feedback and I'm trying to incorporate things like a quality switch. So far it's working fairly well, turning off the bells and whistles when playing. There's still lots to fix and polish, but I'm slowly getting there.

5/8/2008    posted by Adam
I sweated bullets yesterday, working hard to get the Ghost Ship in the game. The main issue was getting the transparency to work right. I ended up doing some silly things, starting with a lava tile with transparency that worked, and slowly modifying it until it looked like the sail I wanted. Odds are, there's a little binary flag that turns transparency on for a model, but it's just not exposed by the program I'm using.

The good news is that it looks gorgeous. Hopefully I've done Razvan proud, as he was the person who originally made the model and textured it.

That's about all I was able to do, unfortunately. I still have a couple things I need to do for Lute Hero. The Clockwork Man quest is calling to me, too. Busy, busy.

5/7/2008    posted by Adam
It was back to Lute Hero for me. I made some very good progress, working through PJJ's list of bugs and finding some more of my own. I fixed the most serious one, the inability to actually play the campaign. It turns out that I had to set the starting module to "LuteHero" instead of "LuteHero.mod". Computers are so literal.

It's not completely ready to go. I still have some problems with the score board. It looks great, except for the part where it's supposed to display the player's name. Currently that's blank. There's some other niceties I'd like to add in, such as the dialog properly stopping after the song ends for the combat sections (it works during practice).

I'd also love to get back to the other modules, which I haven't had a chance to touch in awhile. Busy, busy.

5/6/2008    posted by Adam
As is usual for Mondays, it was crazy busy yesterday and I didn't quite find the time to post anything.

PJJ tested Lute Hero over the weekend and reported a long list of issues for me to look at. I'm going to try to review them today. He was worried about performance issues on lower end machines, and I concur. What I'm doing with the timing and notes is pretty insane and the NWN2 scripting system isn't really designed for that sort of accuracy. I might be able to turn off effects and other CPU-hungry actions to help out with lower end computers. We'll see how that goes.

I'm having lots of fun with the Sketch Artist quest. It's quite a piratey quest and looks really good to boot. It's also one of the few areas in DW3 that I have a prototype for, which makes things like dialog and scripting very easy to set up.

I've been doing some extremely preliminary testing as I build the area and take a few screenshots. Already I've found some serious issues that need to be fixed before it's a playable module. Still, it feels remarkably complete considering I started on it last week.

I really want to get back to the Clockwork Man quest, which has a lot of cool elements in it. I think I have one more area to build and then I've got to check all the scripting and such. Slowly getting there.

5/4/2008    posted by Adam
I finished texturing Razvan's Xebec and I've taken the initial steps of getting it in the game. Razvan made a ton of ships over the last few years, though I haven't managed to get all of them in the game (as most are untextured). I'd love to expand the ship selection considerably. The current set has the basics covered, but there's a lot of neat additions that could be put in there.

As for today, I still need to get Drake's ship put together, as well as the ghost ship. The latter should be easy, as it's already textured and looking great. The first one may take a bit of effort, depending on how enthusiastic I'm feeling.

5/3/2008    posted by Adam
For a weekend, it was surprisingly busy. Still, I managed to sneak in some time here and there. I added seven new placeable paintings on an easel. They were for a specific part of the Sketch Artist quest, and turned out relatively well.

The caverns are in place now and generally seem to work. I've also finished the exterior area, though half still needs to have all the creatures, placeables, and scripting in place. I also need to add a couple ships, which could prove to be somewhat challenging as one needs to be textured.

Slowly getting there.

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