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Neverwinter Nights: Enhanced Edition News

Neverwinter Nights: Enhanced Edition Development Build 8178

Neverwinter Nights: Enhanced Edition Development Build 8178 is now up.

This release is a step towards the next official NWN:EE update that will address many of the issues discovered since 1.75.

The full list of changes since Build 8177 is:

Features
  • We added a new experimental full screen shader effect: Sharpen. It’s disabled by default, so you have to go into Options, Advanced Effects to try it out.
  • MacOS now defaults to “Desktop” style fullscreen mode (Borderless Fullscreen). This allows you to switch spaces. To make use of it on existing setups, set FullScreenDesktopMode=1 in nwn.ini.
  • We added another uniform to the game (int playerInCutscene), which will be used to improve the Depth Of Field FBO.
  • The game now shows the git commit it was built from in the title bar, the options menu, and the server consoles.


Fixes
  • We fixed a crash when exiting from a module with HAKs loaded.
  • We fixed where object visual transforms would not apply immediately when spawning or loading objects into an area.
  • The UI scale for Dialogues with scroll bars has been fixed.
  • We excluded localhost (127.0.0.1) from ever being relayed in order to fix a confusing error message for users.


Neverwinter Nights: Enhanced Edition Development Build 8177

Neverwinter Nights: Enhanced Edition Development Build 8177 is now available.

The full list of changes since v1.75 (Build 8176) is:

Known issues that will be addressed in a future patch
  • We continue to work with Intel engineers to track down the crash and performance issues we’re seeing on Intel HD GPUs.
  • On Linux, mouse clicks are offset from the cursor location when using UI scaling. Edit nwn.ini and set “Enable HardwareMouse=1” to work around this.
  • The game will hang when NPCs bump into a creature with a PERSPACE value of 0 in appearance.2da (For example, the CEP Armor Stand Dummy).
  • The game might crash when exiting a server with haks.
  • Object Visual Transforms don't always apply immediately on spawned objects.
  • The mouseover/tab text bubble is offset when using Object Visual Transforms.


Features
  • The SSAO FBO has been updated to use 25% fewer GPU cycles.
  • The high contrast shader has been tweaked so that the fog colour is not impacted anymore.
  • The name generator tables for all races (including custom) are now configurable in racialtypes.2da.
  • We added more shader uniforms to support upcoming Depth Of Field changes.


Fixes
  • Connecting to a dedicated server hosting a premium module resulted in the resource image being reopened after loading character data, which made ResMan then read freed memory on resources loaded for character generation/select. This hopefully fixes some of the Infinite Dungeon multiplayer issues that were seen.
  • We fixed a resource management issue when entering areas; resulting in crashes on area load screens.
  • Area Transitions clickable state is now sent to clients indiscriminately, which previously resulted in them turning into the wrong colour, hiding them from DMs, and making transitioning harder.
  • Script Compiler: We now allow escaping backslashes (“\\”).
  • We’re making it so that door boxes now again don’t have a highlight when mousing over them. (This was a very sneaky regression introduced by making the script call SetTransitionTarget work).
  • We fixed a crash when area of effect VFXes would attempt to animate in an area that was just unloaded on the client.
  • We fixed a game crash that happened in updating a creature without a valid animation base.
  • We turned Depth Of Field off by default (only for new installs). This will be re-enabled once it works better in conversations.
  • The chat window sizes now load properly for all users.
  • We allow server admins to disable relay functionality if they so desire. (nwnplayer.ini: “Network Relays Enabled”)
  • We fixed a game crash while updating the appearance of a creature without a valid body appearance.
  • Loading save games now works with encrypted premium module saves.
  • The game client doesn’t hang or crash anymore when receiving a very large data packet; such as character files, area data, or DM palettes.
  • We fixed the game hanging or lagging when no audio device is available.
  • We fixed a crash when a dedicated server would save a game, where a logged-out player was in Defensive Stance mode.
  • Some people were seeing “Could not translate address” when attempting to connect to servers, especially when attempting to connect via icon shortcuts.


Neverwinter Nights: Darkness Over Daggerford Is Now Available!

Beamdog and Ossian Studios are excited to announce the award winning premium module Darkness over Daggerford has been enhanced for Neverwinter Nights: Enhanced Edition!

This expansion-size adventure has 25+ hours of story-rich gameplay, 12 new music tracks, 12 new character portraits, new voice over, and nearly 500 gameplay improvements over the original!

Neverwinter Nights: Darkness over Daggerford is now available on Steam for $9.99 USD and will be coming soon to Beamdog.com and other stores.



http://blog.beamdog.com/2018/06/neverwinter-nights-darkness-over.html

Neverwinter Nights: Enhanced Edition 1.75

We're shipping the next stable patch for Neverwinter Nights: Enhanced Edition. If you have been following the Development branch and it's announcements, you will know what to expect!

The full list of changes since v1.74 (Build 8166) is:

Server Changes


Features

  • The player cap for a single server has been increased to 255 (from 96).(Hint: You can still reserve DM slots by setting a lower limit.)
  • Increased the maximum player name length from 32 characters to 127.


Fixes

  • NWScript: Fixed a crash in GetAreaSize() when it was called with the module as the area.
  • We added some basic protection against packet flooding that was seen recently.
  • Player name checks are now case-insensitive for purposes of locking names to public keys.
  • Translations/LocStrings: We’ve made it so that when looking up translated strings (for example, in object descriptions), we first consider the opposite gender before falling back to english.
  • Networking: We fixed some issues with masterserver DNS resolving that would, in rare circumstances, drop servers from the master list.
  • The Whirlwind attack feat has been fixed.
  • We fixed an issue with some creatures not spawning lootable corpses.
  • We fixed the following script events for player characters: OnDamaged, OnSpellCastAt, OnMeleeAttacked, OnPerception, and OnCombatRoundEnd.
  • We fixed a crash where ActionTakeItem would fail to deposit an item in a full inventory.
  • We fixed the server time getting stuck if the module had many areas.
  • We fixed a very rare crash when removing many areas via DestroyArea() in one script.
  • We fixed SetTransitionTarget() not propagating to clients in all cases.
  • Doors can now once again initiate conversations with players (via nw_g0_conversat).
  • Also, the game engine does not assign this script to doors, placeables and creatures with no script set anymore, instead just defaulting to it as a temporary override.


Client Changes


Features

  • The race selection UI in character generation is now a list (instead of pre-defined buttons) just like class selection.
  • Races can now have an icon; defined in the new “Icon” column in racialtypes.2da. This is up to custom content, as we do not currently ship icons for the builtin races.
  • New dynamic contrast shader by Søren Møller (Zarathustra217).
  • New SSAO shader by Søren Møller (Zarathustra217).
  • New Depth Of Field shader by Søren Møller (Zarathustra217).
  • Materials: .mtr files can now specify “renderhint”; mesh-specific definitions overrides this.
  • Materials: Meshes don’t require a texture if a .mtr was set.
  • Materials: In the mesh definition, “bitmap”/”texture0” can be used to define the material instead of “materialname”.
  • The Chat Log and Combat Log UI now remember their size between play sessions (in the .ini); they also remember split mode/combined mode.
  • UI: All-metallic colours are now animated in the character creation colour picker UI.
  • NWN:EE can now accept cyrillic key input again; and display as well, if a suitable (community-made) font override is provided. This is a stopgap measure to support our russian friends while we work on proper UTF-8 support.
  • Linux Fullscreen Mode is now properly supported.


Fixes

  • SDL has been updated.
  • A crash when joining a server with haks was fixed.
  • The multiplayer server browser UI has been fixed to work properly on 1080x2.
  • The multiplayer server browser now default-sorts by player count, descending.
  • Steam Workshop now logs to the player log for activity (like progress).
  • Movie playback on case-sensitive file systems (Linux) and languages with mismatching case movie files has been fixed.
  • Garbled sound issues have been fixed.
  • We fixed stopping/resuming audio playback when a audio device is (re)connected.
  • UI: We fixed the flickering text on loading screens.
  • Saving and loading ShadowGuard premium module savegames has been fixed.
  • UI: We fixed Escape not working on some main menu panels.
  • Renderer: We fixed rendering animated meshes without animations as static (for example, seen as disappearing water on tno01_v20_02).
  • Death Attack now shows properly in feat messages in the combat log.
  • Incorrectly rendered armour part colours in character generation have been fixed.
  • We added a workaround for an issue where servers would get confused by multiple clients behind NAT on on the same port.
  • Crash handlers have been improved to address issues with people not seeing the crash message, or not finding the right files to attach to a report.
  • We’re now applying FBOs (full-screen post processing effects) in a predefined order to avoid visual corruption when un/checking them in the UI.
  • We fixed the Connect button on the Server Details pane not working properly.
  • We also fixed the Previous/Next buttons not greying out the Connect button as required.
  • HAK and TLK preloading is now checked immediately upon connection; not after character creation. This fixes an issue where players would attempt to join a server with missing haks, only to be kicked after character creation.
  • The polish high-res font has been amended to include all needed special characters.
  • We fixed a crash in the 2D sound system.
  • We fixed an issue in the 3D sound system that would sometimes stutter or hang the game.
  • A client crash that would happen when the server sent a visual effect while the client was on a loading screen was addressed.
  • A client crash that would happen when the server sent a invalid placeable update was fixed.
  • We fixed inventory PLT icons sometimes displaying the wrong colours.
  • We addressed some issues with the builtin texture cache sometimes returning the wrong or no image, resulting in visual corruption on layered textures.
  • We fixed a crash issue with saving games when the thumbnail could not be generated.
  • We fixed the game crashing while exiting a module/game with a floating popup bubble active.


Content Creation Changes


Features

  • Object Visual Transformations: You can now scale, translate, rotate the following game objects: Creatures (including players), Items (including held/wielded), Placeables (dynamic only), Doors. You can also adjust the animation speed independently from object scale. This transformation is visual only and has no effect on walkmesh or personal space. (See Scripting Commands below.)
  • Materials: We’ve added script calls that allow overriding shader uniforms on materials.
  • Double quotes (“) can now be escaped in nwscript (\”).
  • The toolset can now open unpacked modules: You need to have it unpacked in a directory the same name as the .mod file (without the .mod extension).
  • Toolset: You can now move objects along the Z axis by holding down the Alt key and moving the mouse.
  • We added the livestream contest winner portrait (po_exornova).


Fixes

  • A crash in the script compiler has been fixed when many includes were nested.
  • Utils: We’ve re-added nwhak.exe and gffeditor.exe to the torrent. nwhak.exe now understands all new res types (like .mtr).
  • An issue where custom content tiles could not be laid down in the toolset (notably, Seasonal Forest) was fixed.
  • We fixed “Stereo WAV in 3D Positional Sound” popping up erroneously in the toolset.
  • We fixed the toolset not displaying spells or feats on character sheets.
  • We fixed "sqrt DOMAIN error" showing up on binary models without valid tangent data.


New Scripting Commands


int OBJECT_VISUAL_TRANSFORM_SCALE                        = 10;
int OBJECT_VISUAL_TRANSFORM_ROTATE_X = 21;
int OBJECT_VISUAL_TRANSFORM_ROTATE_Y = 22;
int OBJECT_VISUAL_TRANSFORM_ROTATE_Z = 23;
int OBJECT_VISUAL_TRANSFORM_TRANSLATE_X = 31;
int OBJECT_VISUAL_TRANSFORM_TRANSLATE_Y = 32;
int OBJECT_VISUAL_TRANSFORM_TRANSLATE_Z = 33;
int OBJECT_VISUAL_TRANSFORM_ANIMATION_SPEED = 40;

// Gets a visual transform on the given object.
// - oObject can be any valid Creature, Placeable, Item or Door.
// - nTransform is one of OBJECT_VISUAL_TRANSFORM_*
// Returns the current (or default) value.
float GetObjectVisualTransform(object oObject, int nTransform);

// Sets a visual transform on the given object.
// - oObject can be any valid Creature, Placeable, Item or Door.
// - nTransform is one of OBJECT_VISUAL_TRANSFORM_*
// - fValue depends on the transformation to apply.
// Returns the old/previous value.
float SetObjectVisualTransform(object oObject, int nTransform, float fValue);

// Sets an integer material shader uniform override.
// - sMaterial needs to be a material on that object.
// - sParam needs to be a valid shader parameter already defined on the material.
void SetMaterialShaderUniformInt(object oObject, string sMaterial, string sParam, int nValue);

// Sets a vec4 material shader uniform override.
// - sMaterial needs to be a material on that object.
// - sParam needs to be a valid shader parameter already defined on the material.
// - You can specify a single float value to set just a float, instead of a vec4.
void SetMaterialShaderUniformVec4(object oObject, string sMaterial, string sParam, float fValue1, float fValue2 = 0.0, float fValue3 = 0.0, float fValue4 = 0.0);

// Resets material shader parameters on the given object:
// - Supply a material to only reset shader uniforms for meshes with that material.
// - Supply a parameter to only reset shader uniforms of that name.
// - Supply both to only reset shader uniforms of that name on meshes with that material.
void ResetMaterialShaderUniforms(object oObject, string sMaterial = "", string sParam = "");



Build 8176


v1.75 carries build 8176, which has not been shipped to Development. However, to keep you in the loop, the following changes were made since 8175:

Fixes
  • We fixed mainhand weapon visual effects not updating correctly.
  • We disabled audio hotplugging on Mac, as that resulted in severe audio stuttering. We also reduced the reinitialisation interval to 3 seconds, in case other platforms/systems are affected by this. Audio hotplugging on Mac will be re-enabled once we have time to properly develop and test a fix.


Build 8166


We added a Steam branch called "oldstable", which still contains Build 8166. If you have multiplayer servers that are still on 8166, you can stick to that branch and keep playing until they upgrade.