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I might be interested in NWN2 -- questions


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#1
the.gray.fox

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Greetings,

I might be interested in NWN2.
Might, because last I heard of it, the situation was shameful -- to say it in a polite way.
So I decided to wait more. I think I waited enough.

I own a copy of NWN1 Diamond edition. I have played it extensively and know very well what game NWN1 is.
I have also modded it quite a bit, and got a very precise idea of what can be done (or not, as is so often the case) to modify the game.

I can not say the same of NWN2. Practically I know nothing of it.
And I would extremely appreciate some informed opinion from the players.
I have seven questions. Please answer what you can. Multiple answers to the same questions, from different users, are okay. The more the opinions, the more accurate I can make my judgement.


1) Is it a stable game? Does it crash often? Now and then? Rarely? Never?

2) Are there any major bugs? (meaning: game-stoppers or also seriously annoying ones)

3) How many expansions were made for it? I know of one. Betrayer-something.

4) Is NWN2 as moddable as is NWN1? Is it more? Much more? Or less / much less?

5) What about custom (_TRULY_ custom) GUI interfaces? For example: could I mod-in a popup window with a smile icon in it that will change picture if I mouse-hover it? What about buttons and other kind of controls?

6) Is the scripting language still a C-like? If so, was the compiler improved over its NWN1 predecessor?

7) Is the scripting layer given _more_ access to the game internal mechanics than was done in NWN1? For example, can I make a direct query to see what was the last d20 attack roll made by the X dude?


Thanks in advance to anyone who shall give me answers.


-fox

#2
kamal_

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1. Stable, at least I can't remember the last time I crashed it. The toolset is a now and then crash (open too many areas will do it)
2. The community has worked around most of the remaining bugs, especially on PW's where most use custom systems.
3. 2 expansions, Mask of the Betrayer and Storm Of Zehir. MotB is story heavy continuation of the OC, and SoZ is a new adventure in an old school style. There's also a good adventure pack, Mysteries of Westgate (think of the NWN1 adventure packs).
4. Because NWN2 exteriors are not tileset based, builders have more flexibility with them. As a drawback building is generally slower in NWN2 because there's a greater level of detail needed.
5. You can essentially completely override the gui.
6. Scripting is basically the same. There's some new things. But things like Lilac Soul's script generator, which was NWN1, generate code that also works in NWN2 99% of the time, or more. I used it extensively in a NWN2 campaign.
7. You can get an answer on script stuff best on the irc channel, as that's where many PW builders hang out.

#3
kevL

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oooh, question & answer, this should be fun :)

the.gray.fox wrote...

Greetings,

1) Is it a stable game? Does it crash often? Now and then? Rarely? Never?

mine never crashes. But ...

2) Are there any major bugs? (meaning: game-stoppers or also seriously annoying ones)

they come and go; never had one that stopped me from fixing it tho.

3) How many expansions were made for it? I know of one. Betrayer-something.

2 expansions (Mask of the Betrayer, Storm of Zehir), 1 professional module (Mysteries of Westgate), + CC. max level is 30.

4) Is NWN2 as moddable as is NWN1? Is it more? Much more? Or less / much less?

moreso, I'd say. Terrain is really groovy. Expanded script functions/ implementation could drive ya nutz!

5) What about custom (_TRULY_ custom) GUI interfaces? For example: could I mod-in a popup window with a smile icon in it that will change picture if I mouse-hover it? What about buttons and other kind of controls?

Yes.

6) Is the scripting language still a C-like? If so, was the compiler improved over its NWN1 predecessor?

I dont know: i've never done C. However, i use a programmer's editor that let's me recompile a script without having to open the Toolset, which is bonus.

7) Is the scripting layer given _more_ access to the game internal mechanics than was done in NWN1? For example, can I make a direct query to see what was the last d20 attack roll made by the X dude?

uhm, probably .. no


aaah, now for a cigarette ( the humor is pretty 'dry' around here, which - if you know what I mean - could tell you more about the game than any Q&A )

Thanks in advance to anyone who shall give me answers.

np.

#4
painofdungeoneternal

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the.gray.fox wrote...
1) Is it a stable game? Does it crash often? Now and then? Rarely? Never?

I'd say it does crash, but it's not that bad anymore. It probably is not as good as NWN1.

However we have the client extension by skywing, which allows patching the game client just like NWNX patches the server. The server has a NWNX extension called xp_bugfix also by skywing. It technically blocks bugs in both client and server. Of course skywing happens to also of rewritten games network layer, the resource manager in his efforts to remove bugs and improve performance.

If you use skywings work, you will not crash and if you ever do, you can send him a crash log and he can fix it.

Also peachykeen is looking at working with the client extension to add the same sort of graphics upgrades he did for NWN1.

Of course skywing is writing his own replacement server too. ( pretty amazing stuff which i have not even started describing all it does )

2) Are there any major bugs? (meaning: game-stoppers or also seriously annoying ones)


Not major anymore, many folks complain about which should really be fixed. I'd say it's comparable to how NWN1 was prior to a later patch prior to 1.69.

4) Is NWN2 as moddable as is NWN1? Is it more? Much more? Or less / much less?

It's very moddable. the custom UI really makes a lot more possible. I implemented a completely custom counterspelling for example using custom ui, the spell hook, and the various in game functions. As such this follows all of the PNP rules. I could not have even attempted to do that in NWN1. I am hoping to replace the entire quickcast in preparation of enabling custom spell books. Of course not everything is easy to implement as it probably should be, and it requires quite a bit of creativity, but if you are persistent almost anything can be done.

5) What about custom (_TRULY_ custom) GUI interfaces? For example: could I mod-in a popup window with a smile icon in it that will change picture if I mouse-hover it? What about buttons and other kind of controls?


We have a XML ui markup language. It's a bit difficult to work with, if it's not a feature the devs tested for something else it's likely not going to do what you imagine. But if you are creative you can make it work. Technically i could do that mouseover thing, but to answer the spirit of your question it's not going to let you do things like html and javascript - it's more of just being lucky if it supports the oddball thing you are imagining.

6) Is the scripting language still a C-like? If so, was the compiler improved over its NWN1 predecessor?


Yes, It' the exact same thing as NWN1, i am using the torlack compiler in fact with a NWN1 chitin.key and the nwn2 nwscript.nss, that is all that is different is the nwscript.nss file under the hood. Skywing is updating it as well, has added a toolset plugin which allows you to use torlacks instead of the in game scripting engine. ( i think its about to be released but i am sure he'll let you try it out if you ask him )

7) Is the scripting layer given _more_ access to the game internal mechanics than was done in NWN1? For example, can I make a direct query to see what was the last d20 attack roll made by the X dude?


Its similar to NWN1, but we have a lot more functions which give more access. No its not really better, but in a few cases its good.

A few are missing/broken, but it's dramatically more control over things. We never got the swansong patch like 1.69 which really polished every thing up perfect, but we got a lot going for it. You can get variableby index, set base ability scores, add and remove a spell as known.

Well let me put it this way, the last patch was done by Grinning Fool who is a well known PW admin, and he managed to add in a lot of things requested by the community. I am still trying to take advantage of just a portion of what he added, i just keep getting new ideas.

#5
Fonzdude

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i had a couple instances in the oc where i was unable to proceed due to bugs

#6
Shallina

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1) Is it a stable game? Does it crash often? Now and then? Rarely? Never?

#7
The Fred

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the.gray.fox wrote...
Might, because last I heard of it, the situation was shameful -- to say it in a polite way.

True. NWN2 was really released before it was ready. I've never really played unpatched, but I hear that the performance leapt up hugely (from terrible to not so terrible, that is) in the first few patches.

1) Is it a stable game? Does it crash often? Now and then? Rarely? Never?
I rarely, if ever, experience game crashes. As kamal said, the toolset does crash from time to time, though.

2) Are there any major bugs? (meaning: game-stoppers or also seriously annoying ones)
Some people have reported them. I didn't quite finish the OC (got a bit bored, really), but I never had anything show-stopping.

4)
Is NWN2 as moddable as is NWN1? Is it more? Much more? Or less / much less?
Much more. The general rule is that you can do a lot more in NWN2, it's just harder. For example, the whole GUI is open to (relatively easy) modification - it's just next to undocumented, and full of wierd behaviour. Likewise there are a lot more things you can do through scripting (though it lacks a few of NWN1's recent additions, like colour changing). Exterior areas are much better but take much longer to make, that sort of thing. There are still a lot of wierd and annoying hardcoded restrictions, but having access to half of something, or havign to jump through hoops to do it, is better than not having it at all.

7) Is the scripting layer given _more_ access to the game internal mechanics than was done in NWN1? For example, can I make a direct query to see what was the last d20 attack roll made by the X dude?
No. I'd say there's slightly more access, because you have a couple of nice new functions. For example, there's a function which lets you set "combat overrides" on a creature, forcing a hit, say, etc - mostly for cutscenes, really. But nothing significantly more powerful than NWN1.

#8
Shallina

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1) Is it a stable game? Does it crash often? Now and then? Rarely? Never?

Between Rarely and nevers, It's as good as any good game. You can crash, as you can crash DAO, DA2, ME, ME2, NWN and even WoW, but it's very stable now if you got a system up to date and updated your game.

2) Are there any major bugs? (meaning: game-stoppers or also seriously annoying ones)

I nevers got a serious bug even without patch. Many patch are supposed to have correct lot's of them wich I nevers encountered.

3) How many expansions were made for it? I know of one. Betrayer-something.

2 extensions, the first one is a classique extension the second is more for the modding community, weak story but lot's of new feature and object you can play with.

4) Is NWN2 as moddable as is NWN1? Is it more? Much more? Or less / much less?

NWN2 is more moddable than NWN1 and allow many things NWN1 don"t without taking anithing away. But the problem is that it comme with a little more complexity.

NWN1 toolset is a "toy" while NWN2 is a proffessional tool. The scripting lunguage is the same as NWN1 but with more function and possibility. It's an evolution.

5)What about custom (_TRULY_ custom) GUI interfaces? For example: could I mod-in a popup window with a smile icon in it that will change picture if I mouse-hover it? What about buttons and other kind of controls?

You got mor epower than NWN1 a lot of more, but you need an heavy knowledge since those things aren't handled by the toolset, you got full access with those file, but you have to change on your own, you got no tools in the toolset for it.


6) Is the scripting language still a C-like? If so, was the compiler improved over its NWN1 predecessor?

Same lungage but more function , more possibility and more fields where to run scripts.


7)
Is the scripting layer given _more_ access to the game internal
mechanics than was done in NWN1? For example, can I make a direct query
to see what was the last d20 attack roll made by the X dude?


A lot of mor epower than NWN1 since we got more function and many things that impact how the game behave is in 2DA we can change.

But still not enought power to do something that wouldn't be 3.5 ADD rule related.



All the NWN2 bad press comes from BIOWARE fanboy that didn't accept that NWN2 could have been done by someone else than Bioware. Personnally I always found that NWN2 was way superior than NWN even without any patch and fixing for many reason.

The poeple who badmouthed NWN2 are the very same who said that a magic patch will give DAO Multiplayer and the possibility of doing PW server with it. Lot's of irrationality in this.

Modifié par Shallina, 30 avril 2011 - 11:04 .


#9
Fonzdude

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if you liked nwn you will like nwn2.

the game is pretty cheap

http://shop.ebay.com...-All-Categories


here is info browse thru this http://nwn2.wikia.com/wiki/Main_Page

#10
The Fred

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Shallina wrote...
NWN1 toolset is a "toy" while NWN2 is a proffessional tool. The scripting lunguage is the same as NWN1 but with more function and possibility. It's an evolution.

To be fair, I would say that you can do a lot of the core stuff you can do in NWN2 in the NWN1 toolset. Maybe the scripting language doesn't have as many functions and less of the engine is open in NWN1, but I'd almost suggest the toolset itself was actually better. It didn't crash so much as was a lot easier to use, a lot less on the screen (this has its ups and downs, mind). IIRC they used the toolset to make the OCs just as they did in NWN2, so I'd hardly say it was a "toy" whilst the Electron is a proffessional tool. Still, there's little doubt that NWN2's toolset is indeed more advanced.

I'd also argue that a lot of the bad press was deserved. The game was released too early and very buggy. It was coded pretty inefficiently, and I wasn't the only person who was heartily disappointed to realise that it needed a proper graphics card to run a game with graphics little better (if at all) than many games which didn't need said card. I actually had it lying in my draw for a few years before getting my new laptop. Basically there were a lot of disappointed people and many felt like they'd been betrayed. I don't really blame them, but the situation now is different and, aside from not wanting to relive the 1 vs 2 hate, patches and a lot of community work have made both games much better, and a lot of the big reasons for not wanting NWN2 have been eliminated (you still need that graphics card, though!).

#11
the.gray.fox

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I thank you all.
You all have been most helpful.

Such that I have the Platinum edition installed and patched to 1.23stuff as we speak.
I have started the Single Player. Made a Wizard. I just love wizards.
Then I messed up the build (never build without proper planning, fool that I am!).
So I restarted with a Rogue (my 2nd D&D love).

My first impressions of the game are positive. Much more positive than I anticipated.
After I cured my graphics card overheating (old issue, as far as I understand) by lowering those assassin shadow maps to a non-RayTracing quality/size of 256x256, I have been able to enjoy all the eye candys in full glory without melting my hardware.

My first complain is for the UI. So much different from that of NWN1. But I understand they are just different. Take it or leave it. And that I will have to get used to the new UI. I can do that.
But surely the old NWN1 UI was much *cleaner*. I am not sure I can explain the concept.
Probably it is the font in use. When all CAPITALIZED it quite strains my eyes. Reading inside the Character Screen is almost a pain. I suppose I can get used to that as well.

My second complain is for the sounds.
Most chests and crate containers that I open *do* play the sounds of a wooden door. Horrible. But I suppose that is easily fixable with a little override.

My third complain is for Daeghan, or whatever his name is spelled. Whoever acted his voice did an awful job. I would fire him on the spot, truly. If I had to judge the voice acting of the game, basing my opinion solely on the very first line spoken, then Daeghan would make me uninstall the thing straight. Haha. Everyone else sounds decently voiced, I have no complains there.

I promised and repromised myself to FIRST play the game, and THEN take a peek at the toolset.
But I could not resist.
My other complains are for the toolset -- what little I have seen of it at least.

To comfortably use the toolset I have to raise my screen reolution, which I definitely do not want to.
I have not found a way to undock the many windows making up the toolset. Either they stay visible and clutter my view, or they are invisble completely. I want them to float around, so I can move them however I see fit. I have my own preferences, mind you.
The script editor is not customizable. Where is my virtual workspace? Why I can not go fullscreen while I code? And why I can not disable that retarded auto-indent feature as I press Return? Why do I have to press Ctrl+Space to bring up the intellisense-like window, while I could just press F2 for it in NWN1 script editor? Why I can not redefine the keys? Why if the intellisense-like window is open I can not press backspace to delete what I partially typed in? Why I can not redefine the coloring of tokens as I see fit?
Obsidian called it a modders paradise of a toolset.
Better I do not tell how I would call obsidian...

But I understand there are plugins. Or something like that. Maybe some plugin exists that can give me the freedom I deserve in customizing my toolset? The thing as-is just totally brushes my fur the wrong way! Get what I mean?

I am sure I will find more and more reasons to complain about the NWN2 product.
But then again, so I did for the NWN1 product.
In the end very little is changed -- haha :-)

But I am a modder at heart.
If the modding part of this game is broken for me, I can just stop using the whole thing.

Would you kindly point me towards the known solutions to make the toolset more user friendly?

Once more, thanks in advance to anyone who shall give me advice.

-fox

#12
painofdungeoneternal

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the.gray.fox wrote...
My first complain is for the UI. So much different from that of NWN1. But I understand they are just different. Take it or leave it. And that I will have to get used to the new UI. I can do that.
But surely the old NWN1 UI was much *cleaner*. I am not sure I can explain the concept.
Probably it is the font in use. When all CAPITALIZED it quite strains my eyes. Reading inside the Character Screen is almost a pain. I suppose I can get used to that as well.

It's XML, and freely adjustable when it comes to things you seem to care about like size. I imagine your game resolution is just really high though.

But I understand there are plugins. Or something like that. Maybe some plugin exists that can give me the freedom I deserve in customizing my toolset? The thing as-is just totally brushes my fur the wrong way! Get what I mean?


The plugins are on the vault, i don't think anyone uses them as is. When you get into modding the IRC channel is a good place to ask others which things they use.

#13
Shallina

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NWN2 toolset works as a pro tool.

The shortcut and feature like ctrl+space are the norm in almost all the software now.

#14
Kaldor Silverwand

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Most windows in the toolset can be relocated and separated to float freely. You drag them by their header area.

I suggest you first accept that it isn't NWN1. A lot of your complaints seem to be based on it being different than NWN1. Different doesn't mean bad.

I was using plugins at one time, but each time an update was released the plugins would need to be updated as well and that was a pain. Now that updates have stopped that isn't a problem anymore. Make sure you are patched to 1.23 though.

If you have two monitors you should be able to drag some of the Toolset windows to the second monitor, giving you more space to work in. I use a 19 inch monitor set to 1280 x 1024 resolution and that has been sufficient for me to develop with.

Regards

#15
the.gray.fox

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painofdungeoneternal wrote...

the.gray.fox wrote...
My first complain is for the UI. So much different from that of NWN1. But I understand they are just different. Take it or leave it. And that I will have to get used to the new UI. I can do that.
But surely the old NWN1 UI was much *cleaner*. I am not sure I can explain the concept.
Probably it is the font in use. When all CAPITALIZED it quite strains my eyes. Reading inside the Character Screen is almost a pain. I suppose I can get used to that as well.

It's XML, and freely adjustable when it comes to things you seem to care about like size. I imagine your game resolution is just really high though.


Hello.

Really high, you say?
I play NWN2 on my Cathod Ray Tube (CRT) monitor set to 1024x768. Is that *high* for a game like this??
Given its hardware requirements I would rather say it is a low resolution.

Funny thing is that if I drop it to 800x600 the font becomes even harder to read, but this time in any window -- and not just when capitalized too.

First game ever I see happening something like this, frankly...

But back to my 1024x768...
I have trouble to distinguish the punctuation signs. Plus and Minus, in particular, look extremely alike.
Also any horizontal segment within capitalized characters is quite faded away.
You see, the E looks like F, the T the I and the L all look like I... et cetera.
Finally, while shopping, the price of items is written real tiny, and the number 1 is nearly invisible (often fooling me to try and buy what I can not afford... because I fail to spot the leading 1).

Is there a font mod to fix this and just make it more legible?
I am not asking for pretty characters to look at -- just _bigger_ ones.

-fox

#16
painofdungeoneternal

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Sounds like you are on the default settings, same as what i use, i generally hear this regarding extremely high resolutions, not really seeing this as an issue myself but each person perceives things differently. The game was actually designed at 1024x768 if i am not mistaken, but it might also just look different on your monitor than it does for me on my system. Never had an issue with not being able to read the text as presented, so it sounds like something is wonky for you.

There are many UI mods on the vault to make things bigger. The XML is just like HTML, there is a way to choose font size, even do your own fonts which are just TTF fonts.

Of course i have redone my entire UI but the focus is not even aimed at looks, its more about usability and features.

#17
kevL

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re. Fonts

inGame fonts are controlled by the ' fontfamily.xml ' file. you'll find it buried under the Install->UI folder; copy it to your MyDocs->UI\\custom folder. Using Charlie's XML Conformer makes it look pretty (and more understandable in a programmer's editor). This was the first modification i ever did to NWN2. After losing a bit of hair i didn't look back, tho

You can change not only the sizes, but the actual font itself to whatever you have & like. Personally I find i like the default font, but then simply lowered most of the font-sizes, dropping them 2 pts.


We've come a long way .. :)

ps. i play on a 1280x1024 CRT.
pps. i'm still friggin amazed by that, Pain

#18
the.gray.fox

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Not to keep the thread alive at all costs, but I do not feel like starting another one for so little.

kevL wrote...

re. Fonts

inGame fonts are controlled by the ' fontfamily.xml ' file. you'll find it buried under the Install->UI folder; copy it to your MyDocs->UIcustom folder. Using Charlie's XML Conformer makes it look pretty (and more understandable in a programmer's editor).


What you described is not working for me.
I explain:

I have made a few alterations. Nothing fancy.
If I apply my alterations to the files under the Install->UI->Default folder of the game, they take effect as anticipated.
Of course I know I should not touch the original files, but rather go for the "override" route.
The above was just a test to verify it would work, because:
If I move my alterations to the MyDoc->UI folders (as you said) they are _ignored_ completely.

I tried both the Custom and the Default sub folders.
I also tried the Override folder (reminiscent of how these things can be done in NWN1).
I double-checked that the fonts folder is properly named fonts, with the trailing s.

Nothing worked.
I have not attempted all possible permutations, for sure, but I made quite a number of attempts.
So I am out of ideas. Any suggestions?

Thank you very much.

-fox

#19
kevL

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hm, velly interesting, mr.fox

-glad to hear you're reasonably adept at these things. The first thought that comes to mind is that, for some reason you may have more than one 'nonInstallation' folder. (the -home parameter can change its location ..) But other than that I double checked my harddrive and yeah, under MyDocs->NWN2->UI->Custom reside my custom fontfamily, along with a dozen other .xml's (customizations). These .xml's should also work anywhere in the MyDocs->Override. Perhaps there's more than one fontfamily.xml under your MyDocs, creating conflict.

If you don't get things sorted out, it is possible to go with the Installation folder customizations. It's not a problem per se; but rather a complication (when you make backups or need to re-install)

hope it works out, 'cause you can turn it into a really beautiful game ( nostalgia* )


ps. you may get better help, at this point, down in the Toolset or Custom Content forums. Stay in touch if ya need to ..

Modifié par kevL, 08 mai 2011 - 08:55 .


#20
kevL

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edit, double & triple check there's no mistake in the file. XMLs are notorious for going defunct if they have an extra space or a quote-mark missing

#21
kevL

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k, pulled myself away from SoZ long enough to do some testing

you don't have to copy the fontfile to any NWN2 directory: the game seems to recognize any font already installed in Windows. So the subfolder 'fonts' (MyDocs) is unnecessary

I also noticed that you have to exit the game entirely for the new, respecified fonts to take effect (ie. no MainMenu-only reload)

other than that, just peck through Fontfamily.xml and keep case of the fontfile the same as it is on the hardrive, to be safe. So

font="ui\\\\default\\\\fonts\\\\NWN2_MainB.ttf" becomes, eg.
font="ui\\\\default\\\\fonts\\\\tahomabd.ttf"


geez, now ya got me wanting to play around with fonts ..!

#22
painofdungeoneternal

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Things to consider - a font with a missing glyph crashes the game immediately. IE if the font has all the letters but an A, and you type an A, it crashes. This is only an issue if the font does not contain the square symbol used for missing glyphs.

Fonts are not installable via haks for PW's. They seem to require fontfamily.xml to be in the application folder.

To support fonts for PW's, i've tried to set it up so there is a way to determine IF there is a community hak for fonts. This is my overall setup for the fontfamily.xml FontsForEditableBooks.zip which is largely based on the work bartleby did for the alpha server. I however redid all the fonts - basically they are NWN2_Main.ttf with all the glyphs inserted from the fonts bartleby had, then i did new kerning. I also created a bold version of all the fonts as well.

I then do a UI callback as follows -->
contents of --> gui_csl_book.nss

void main(string sInput, string sPlayerID = "", string sCommand = "", string sParameter= "" )
{

// this next line needs to be revised, but shows it basically works
object oPC = GetControlledCharacter(OBJECT_SELF);
if ( sInput=="fontsinstalled")
{
	SetLocalInt( oPC, "CSL_LANGUAGEFONTS_INSTALLED", TRUE );
	//CSLDMAppear_Build(oPC, oTarget, CSL_PAGE_FIRST, sCommand, sPageTitle );
}

}


calling function --> run on pc loaded or similar

int bLangInstalled = GetLocalInt( oPC, "CSL_LANGUAGEFONTS_INSTALLED" );

if ( bLangInstalled == 0 )
{
	// need to test this more, i did a double load just to ensure it's reloaded
	CloseGUIScreen( oPC, "FONT_FAMILY" );
	SetLocalInt( oPC, "CSL_LANGUAGEFONTS_INSTALLED", -1 );
	DisplayGuiScreen(oPC, "FONT_FAMILY", FALSE, "fontfamily.xml");
	CloseGUIScreen( oPC, "FONT_FAMILY" );
	DisplayGuiScreen(oPC, "FONT_FAMILY", FALSE, "fontfamily.xml");
	DelayCommand( 0.5f, CloseGUIScreen( oPC, "FONT_FAMILY" ) );
}

Because this stuff does not work via autodownloader, i am hoping it can be installed by others for multiple purposes beyond just books - even if the fonts are just used to make images or do supporting materials in word prior to a PNP style session. The linked file does not do ANY changes to default game resources, only if it detects the mod is installed by UI callback will i then start showing end users new UI's which use new fonts.

Modifié par painofdungeoneternal, 09 mai 2011 - 02:36 .


#23
kevL

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it really would be nice to eventually have a standard set of fonts for all; Its getting kinda tired to read "This book is full of gibberish ..."

*show the gibberish*


Tuff issue, tuff call; i mean, you don't want to override a person's GUI, but if you don't do that .. can't be sure the fonts are suitable

MP fonts : I'm sure you're just barely hinting at the technical issues there, PoDE
(perhaps a Font Tutorial for SP & MP over at the wiki is in order)

#24
painofdungeoneternal

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Tuff issue, tuff call; i mean, you don't want to override a person's GUI, but if you don't do that .. can't be sure the fonts are suitable


But i can do that, the way it's done i am NOT overrriding the persons GUI at all. Nothing i've changed affects their GUI unless they've got other mods to fontfamily.xml.

In addition i can be sure the fonts are suitable, since if they are installed, it puts a variable on the players character.

If the they install the fonts, it is detectable via that callback. This is working in SP and MP, but requires any scripts displaying a UI in these fonts be set up to test for that variable, and show different screen elements depending on if it's installed.

( Gibberish shown varies based on language as well, or rather it uses dictionaries for each language, but that is an entirely different subject beyond fonts, i am already pretty much solved and implemented most of those issues for spoken and finishing up the features for books. )

The only real technical issue is that for a MP player to use this, they have to install it the same way a SP person would.

#25
kevL

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that's good to hear.

what i was getting at with the 'suitable' .. is how a font, specified in fontfamily, fills out a Gui-box - if a font is too big (for a person's Title-box, for example) won't some of it perhaps get cut off? Or too small, it may look awkward ..?

painofdungeoneternal wrote...

... requires any scripts displaying a UI in these fonts be set up to test for that variable, and show different screen elements depending on if it's installed.


edit, clarify?

Modifié par kevL, 09 mai 2011 - 08:13 .