|
|
BioWare Forums Forum Index BioWare General BioWare News Discussion 14 Jun 2006 - Widow Hagatha, Sharing Your Dungeon, New Screens
BioWare News Discussion
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.
|
|
Lance Botelle
Game Owner
NWN 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 ShakerEdited By Lance Botelle on 06/14/06 22:37 |
|
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. |
|
Lance Botelle
Game Owner
NWN 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 |
|
|
Search Forums |
Forums FAQ |
Forum Archives
|