BioWare
BioWare Info BioWare Games Support Forums BioWare Store
BioWare Forums Home
BioWare Forums Home

BioWare News Discussion

   Post Reply


    Add this To My Topics

   Go To Bottom

Author 14 Jun 2006 - Widow Hagatha, Sharing Your Dungeon, New Screens
Johnn Four
Web Monkey


Joined: 12 Jan 2004
Posted: Wednesday, 14 June 2006 04:56PM

In this final week for Infinite Dungeons BioWare Wednesday updates, we have for you a new boss monster article about Widow Hagatha, an article on how to share your dungeons with friends and the community, new screenshots, and a new forum portrait.

  Profile: Johnn Four   Send Message To: Johnn Four
Lance Botelle
Game Owner
Profile: Lance BotelleNWN
NWN: SoU
NWN: HotU
NWN 2
NWN 2: MotB
NWN 2: SoZ
Mass Effect PC


Joined: 17 Oct 2001
From: Kent, UK (Bard of Althea)
Posted: Wednesday, 14 June 2006 10:24PM
Hi,

Quote: When you do so, every single aspect of your current playthrough is saved out to NWN's database system. Quest progress, area exploration, puzzle states, high scores - everything is tracked and accurately preserved in the \database\ folder of your NWN root directory.

I was interested in the comment in the review that the database kept track of the "area exploration".

While I have managed to achieve a way of doing something similar, I would be interested in knowing how Bioware have done it.

For instance, is the map currently explored by the player accurately preserved within the database? If it is, by what means is this done?

I know of the ability to map an entire area for a player upon entry, but is there a way to export a partial map exploration and store it in a databse for retrieval?

Thanks in advance.

Lance.

P.S. Interestingly, my own latest module (Soul Shaker) makes use of persistent data in this way, allowing the module to be updated (if required) without losing a player's current position. E.T.A Spring 2007 - hopefully.
_________________
Bard of Althéa

Valiant Vanguard for Variable Velocity

World of Althéa Blog
Soul Shaker

Edited By Lance Botelle on 06/14/06 22:37

  Profile: Lance Botelle   Send Message To: Lance Botelle
Peter Thomas
Designer


Joined: 22 May 2002
Posted: Wednesday, 14 June 2006 10:38PM
Quote: Posted 06/14/06 22:24:06 (GMT) by Lance Botelle

I was interested in the comment in the review that the database kept track of the "area exploration".

While I have managed to achieve a way of doing something similar, I would be interested in knowing how Bioware have done it.

The area exploration refers to the fact that the player has entered the area, not the extent to which it was revealed. This is more for the purposes of the dungeon map, than individual areas. At the start of the project, the issue was brought up with programming and they said it would be hard to implement anything that specific.
  Profile: Peter Thomas   Send Message To: Peter Thomas
Lance Botelle
Game Owner
Profile: Lance BotelleNWN
NWN: SoU
NWN: HotU
NWN 2
NWN 2: MotB
NWN 2: SoZ
Mass Effect PC


Joined: 17 Oct 2001
From: Kent, UK (Bard of Althea)
Posted: Thursday, 15 June 2006 11:14AM
Quote: Posted 06/14/06 22:38:57 (GMT) by Peter Thomas

Quote: Posted 06/14/06 22:24:06 (GMT) by Lance Botelle

I was interested in the comment in the review that the database kept track of the "area exploration".

While I have managed to achieve a way of doing something similar, I would be interested in knowing how Bioware have done it.

The area exploration refers to the fact that the player has entered the area, not the extent to which it was revealed. This is more for the purposes of the dungeon map, than individual areas. At the start of the project, the issue was brought up with programming and they said it would be hard to implement anything that specific.

Hi Peter,

Yes, I found it a problem too.

I did manage to find a "reasonable" way of doing something like this, by tracking "trigger locations" in a database and then having the player jump to them (while faded to black) when they re-entered the area for the first time.

The only problem I found, is that you need to limit the number of jump spots to around ten maximum (or else it can delay the player too much) and finding the "best spot" between the jumps for maximum map coverage was hard to judge.

That said, it does work with about 80%-90% efficiency. I just hoped you had a better way.

Lance.
_________________
Bard of Althéa

Valiant Vanguard for Variable Velocity

World of Althéa Blog
Soul Shaker
  Profile: Lance Botelle   Send Message To: Lance Botelle

   Post Reply

What do these icons mean?
Where can I learn how to use the forums?

Jump To:

Search Forums | Forums FAQ | Forum Archives

 

Mass Effect Galaxy
Hide/Show

You can log in to view your messages.

Hide/Show

5,040,690 BioWare Users:
  49 Logged In
  3 Hidden
  193 Guests

8,767,851 posts in the forums

Newest Forum Topics:
1. ToB - Final Battle help (Baldur's Gate II Gameplay (Spoilers!))

2. Problem with Jaheira Romance (Baldur's Gate II Gameplay (Spoilers!))

3. The Cerberus Sym... (Mass Effect 2 General Discussion (No Spoilers Allowed))

4. Using Get and Set LocalObject on... (NWN 1: Scripting)

5. Spawn door OnEnter / Despawn doo... (NWN 1: Scripting)

Current time is: (set time)
Sat, 21 November 2009 01:33PM