What Would Be More Useful to the Community? 1.24 Patch or Source Code Released?
Débuté par
dunniteowl
, août 16 2011 07:34
#151
Posté 31 mars 2012 - 10:48
agreed, Source ( and the lamentation of their women
#152
Posté 12 avril 2012 - 06:29
I would certainly vote for source code to be released or whatever the legendary NWN2 programmers, such as skywing need to do more updates to the engine for stability and better game experience. Neverwinter comes out this December, and from what I've seen so far looks alot like a hack and slash Diabloized Neverwinter Nights. It is not going to be NWN1 or 2. We are the last line of developers to take NWN2 to the next level as we have done over the last 5 years or so. The game is way better now than it has ever been and has plenty of room to move forward.
#153
Posté 12 avril 2012 - 11:02
Hear Hear!
Modifié par M. Rieder, 12 avril 2012 - 11:02 .
#154
Posté 21 mai 2012 - 11:35
It has been about another month since the last post, still no word yet?
#155
Posté 22 mai 2012 - 03:41
Source code; I believe it would be up to the community to come together and use that code to form one patch, rather than competing ones. NWN has always had a very co-operative atmosphere among it's community members, so I don't see this as an unrealistic goal.
#156
Posté 14 juin 2012 - 05:03
Releasing the source code would spur on creativity and help assure the history of this game for many generations and will be playable on all future equipment that is created.
Releasing the patch would help the current users, but that is about it. The game will only be able to be played in a VM for future generations.
Releasing the patch would help the current users, but that is about it. The game will only be able to be played in a VM for future generations.
#157
Posté 16 juin 2012 - 01:24
Honestly, I think that releasing the source to a select few to continue support would be the best option. Obsidian Entertainment would have no incentive to releasing a final patch, besides gaining support of current players. Neverwinter Nights 2 sales are dead, both due to lack of authenticaters and lack of stocking. It feels like they have given up on Neverwinter Nights, as it's site doesn't even exist anymore.
In short, giving the code to the trusted members of the modding community would be a great thing, since they have the most to gain from making the patch. Additionally, this would open up the ability to patch the game further, should it require that.
Since the last patch for the first NWN was a huge content patch, I feel it should be the same for NWN 2. Currently, there is no riding skill in NWN 2, and ridable horses were a great addition to the first Neverwinter Nights, and added quite a bit to the multiplayer side of things.
Whichever way it goes, having a final patch to tie up any loose ends would be great.
In short, giving the code to the trusted members of the modding community would be a great thing, since they have the most to gain from making the patch. Additionally, this would open up the ability to patch the game further, should it require that.
Since the last patch for the first NWN was a huge content patch, I feel it should be the same for NWN 2. Currently, there is no riding skill in NWN 2, and ridable horses were a great addition to the first Neverwinter Nights, and added quite a bit to the multiplayer side of things.
Whichever way it goes, having a final patch to tie up any loose ends would be great.
#158
Posté 27 juin 2012 - 07:00
Source, but lets break it down more like this:
1. GPL source release for general consumption minus proprietary code. All data/art assets remain proprietary.
2. Community source tree for current developers and the official source line (such as the Ryzom release). All official source and asset releases fall under this, permission granted for use of data/art for this branch only.
Most source releases I have seen for commercial games fall under the first category. Doom 3 and other id releases. Source for MechCommander 2 had some odd microsoft license.. Homeworld source had another odd license as did Call to Power. Warzone 2100 on the other hand had everything released under GPL including art/data as well as the games story/name. I don't see this happening with nwn2 but its still an example of a commercial games source code release.
1. GPL source release for general consumption minus proprietary code. All data/art assets remain proprietary.
2. Community source tree for current developers and the official source line (such as the Ryzom release). All official source and asset releases fall under this, permission granted for use of data/art for this branch only.
Most source releases I have seen for commercial games fall under the first category. Doom 3 and other id releases. Source for MechCommander 2 had some odd microsoft license.. Homeworld source had another odd license as did Call to Power. Warzone 2100 on the other hand had everything released under GPL including art/data as well as the games story/name. I don't see this happening with nwn2 but its still an example of a commercial games source code release.
#159
Posté 29 juin 2012 - 07:12
DarkStormInc wrote...
Source, but lets break it down more like this:
1. GPL source release for general consumption minus proprietary code. All data/art assets remain proprietary.
...
Or as we in the office call it, open sores.
#160
Posté 03 juillet 2012 - 06:40
Well, only game I can recall that released everything (including data and art) under GPL was Warzone 2100. A GPL code release though would be better than nothing.
#161
Posté 05 juillet 2012 - 12:48
Wow, do people still discuss this? I wish I was wrong, but miracles and divine interventions apart, this game's official support is done. I definitely don't count on anything being released at all, ever (besides community stuff, of course).
#162
Posté 02 septembre 2012 - 11:47
I think same . Support was end for this game . There is no 1.24 patch . Sadly :/
#163
Posté 02 septembre 2012 - 01:07
It is too late for those. Buuut, there is an open-source implementation of the Aurora Engine being made. I believe it runs some NwN1 stuff but it is far from complete.
It can be found here.
http://www.ubuntuvib...plementing.html
This is our best hope right now, I believe.
It can be found here.
http://www.ubuntuvib...plementing.html
This is our best hope right now, I believe.
#164
Posté 02 septembre 2012 - 09:21
The original source code for UA Forever was released and they are still working on the beta 15 years later. UAF was a much, much simpler program than NWN. The problem is there no way you can insure consistency in the program if it is not in the hands of one qualified, dedicated group. The best thing that could happen is that the source code is sold to a reputable software developer who can work on a follow on program, providing they can make it economically viable, thereby producing the fabled and much sought after NWN3.
It seems strange that with the vast following for NWN and NWN2 that there wouldn't have been a market for NWN3, but it apparently did not interest Atari. The economics may not be working out for some reason.
A patch would be okay, but I can't see why they would do that since all parties seem to believe that they fulfilled their obligations to everyone who purchased the game.
It seems strange that with the vast following for NWN and NWN2 that there wouldn't have been a market for NWN3, but it apparently did not interest Atari. The economics may not be working out for some reason.
A patch would be okay, but I can't see why they would do that since all parties seem to believe that they fulfilled their obligations to everyone who purchased the game.
#165
Posté 04 septembre 2012 - 04:59
These things are possible. Go look at GemRB; you can pretty much play BG1 and 2 on it now and most of the other Infinity Engine games kinda work too.
#166
Posté 12 septembre 2012 - 10:08
Sadly, NWN does not even exist as far as BioWare is concerned.
I was amazed when the forum was moved to here and not just dropped as I'm sure they discussed.
I was amazed when the forum was moved to here and not just dropped as I'm sure they discussed.
#167
Posté 04 janvier 2013 - 11:57
Wow, a year and the master server hasn't even been restored. From here, it looks like Bioware wouldn't even lift a finger to copy the source and paste it to drop box. Not out of spite or corporate regulations, but complete apathy.
It's such a shame too. They could make a lot of waves by making the aurora/electron engine fully open source. If not for DnD implementation, than for game development in general.
It's such a shame too. They could make a lot of waves by making the aurora/electron engine fully open source. If not for DnD implementation, than for game development in general.
#168
Posté 05 mars 2013 - 07:00
Since DA2 and ME3, I do not think very positively of Bioware and EA any more. The presence of a few remaining exceptional individuals is not enough to save this regard. So the lack of a gesture does not surprise me in the slightest.
#169
Posté 16 avril 2013 - 06:35
Is there any word on this? Is it still a possibility?
#170
Posté 16 avril 2013 - 06:53
#171
Posté 16 avril 2013 - 07:24
Meh, it's worth hoping for though.
It'd at least be interesting to know whether the idea has been completely abandoned or not.
It'd at least be interesting to know whether the idea has been completely abandoned or not.
#173
Posté 16 mai 2013 - 05:37
With the authentication servers killed off, NWN1&2 are dead and buried. And I doubt we'll ever see them as zombies either.
#174
Posté 16 mai 2013 - 09:53
If you're talking about multiplayer and persistent worlds formerly facilitated by Gamespy, those have community-made replacements. I like how the NWN2 Client Extension tells me how many people are playing online (319 at the moment) whenever I load up the game, even when I'm just playing single player.
#175
Posté 17 mai 2013 - 12:26
<giggles and winks and...>
Dead & buried? ROTFLMAO
Edit: *joins the necromancer's cabal*
<...elbows certain insanely busy people working on things>
Dead & buried? ROTFLMAO
Edit: *joins the necromancer's cabal*
<...elbows certain insanely busy people working on things>
Modifié par Rolo Kipp, 17 mai 2013 - 12:27 .





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