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Old 11-01-06, 06:09 PM   #61
russ_3d
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Default Re: Neverwinter Nights II Feedback Thread

its the storyline and immersion that makes these games good anyway
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Old 11-01-06, 06:25 PM   #62
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Default Re: Neverwinter Nights II Feedback Thread

Never played NWN before, does this game have a first-person view like Oblivion? And what's up with the subtitles, is there no spoken dialog? Those shots don't look impressive like Oblivion, how can it possibly be so demanding?
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Old 11-01-06, 06:35 PM   #63
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Default Re: Neverwinter Nights II Feedback Thread

Quote:
Originally Posted by nekrosoft13
dude

i figured it out

thats the wrong EXE

nwn2.exe is not the main game exe, thats the launcher, just like in NWN

main exe is nwn2main.exe
I have been changing both just incase and neither one was giving me any increase in frames.

Is nwn2main.exe working better for you?
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Old 11-01-06, 06:49 PM   #64
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Default Re: Neverwinter Nights II Feedback Thread

Quote:
Originally Posted by Banko
Never played Fallout I guess.
No, nore have I played any of the FF games. I know there are some great games out there but I just don't like the battle engine.
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Old 11-01-06, 07:22 PM   #65
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Default Re: Neverwinter Nights II Feedback Thread

Quote:
Originally Posted by UDawg
No, nore have I played any of the FF games. I know there are some great games out there but I just don't like the battle engine.
Fallout Turn Based is way different then Final Fantasy Turn Based (which IMO blows)
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Old 11-01-06, 07:30 PM   #66
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Default Re: Neverwinter Nights II Feedback Thread

So basically amidst all the confusion and questions about attacking and if the game pauses before you attack and if you queue up commands etc. it sounds like a good summary question to ask is.

Fighting = like KOTOR?
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Old 11-01-06, 08:32 PM   #67
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Default Re: Neverwinter Nights II Feedback Thread

Quote:
Originally Posted by J-Mag
Huh? My question is that if you can pause the game but can't actually queue up commands then there is no point in pausing. (except for bathroom breaks or whatever)
I can't imagine that's the case since that would be a complete reworking of the engine


of course, I can't tell you for sure, because EVERY DAMNED BEST BUY IN THE STATE IS COMPLETELY OUT OF NWN2! And there is no date given for when they'll have more in stock.

Unreal effing-real.

The only reason I have to buy it from BB is because I have a 12% off coupon and 2 $5 certificates from Reward Zone.
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Old 11-01-06, 09:06 PM   #68
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Default Re: Neverwinter Nights II Feedback Thread

Quote:
Originally Posted by J-Mag
Huh? My question is that if you can pause the game but can't actually queue up commands then there is no point in pausing. (except for bathroom breaks or whatever)
No, there is no queuing as far as I have seen. The thing about pausing is that you can issue single commands to all your characters at a time, unpause, and then everyone does what you told them to do.

So...

SpaceBar - Pause
Fighter - Bash that guy.
Dwarf - Help Fighter.
Cleric - Heal Dwarf.
Mage - Cast summon wolf.
SpaceBar - UnPause
Everyone - Completes assigned tasks all at once.

Doing it one at a time in middle of the battle with people fighting everywhere can get pretty crazy.

If your dwarf was about to die and the AI was busing doing something other than healing your Dwarf you could loose him. Instead you just stop the cleric while paused and issue the character a new command.

It's pretty handy and I do it alot.
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Old 11-01-06, 09:52 PM   #69
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Default Re: Neverwinter Nights II Feedback Thread

Quote:
Originally Posted by Renocide
No, there is no queuing as far as I have seen. The thing about pausing is that you can issue single commands to all your characters at a time, unpause, and then everyone does what you told them to do.

So...

SpaceBar - Pause
Fighter - Bash that guy.
Dwarf - Help Fighter.
Cleric - Heal Dwarf.
Mage - Cast summon wolf.
SpaceBar - UnPause
Everyone - Completes assigned tasks all at once.

Doing it one at a time in middle of the battle with people fighting everywhere can get pretty crazy.

If your dwarf was about to die and the AI was busing doing something other than healing your Dwarf you could loose him. Instead you just stop the cleric while paused and issue the character a new command.

It's pretty handy and I do it alot.
That's how the original NWN was, too, as far as I know. I don't recall being able to issue more than a single command at a time.
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Old 11-01-06, 11:09 PM   #70
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Default Re: Neverwinter Nights II Feedback Thread

gotta love creative...
on vista rc2, the graphics are fine for what i have for gear, but the sound is all software based and crackles and stutters, etc...
creative needs to get off there asses and make some drivers.
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Old 11-01-06, 11:21 PM   #71
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Default Re: Neverwinter Nights II Feedback Thread

hmm

wait, so does this game use HDR or Bloom? in the menu it says Bloom and there is a check mark, but in ini file

there is this

Bloom=1
Shadows=1
EnvironmentShadows=1
CharacterDropShadows=0
SoftShadows=1
PointLightShadows=1
UseHardwareShadowMapsIfAvailable=1
NormalMappedTerrain=1
NumberOfTextureMipLevelsToSkip=0
UseHDRIfAvailable=0

i will test it, turn off bloom and enable hdr, see what happens
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Old 11-01-06, 11:22 PM   #72
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Default Re: Neverwinter Nights II Feedback Thread

Quote:
Originally Posted by nekrosoft13
hmm

wait, so does this game use HDR or Bloom? in the menu it says Bloom and there is a check mark, but in ini file

there is this

Bloom=1
Shadows=1
EnvironmentShadows=1
CharacterDropShadows=0
SoftShadows=1
PointLightShadows=1
UseHardwareShadowMapsIfAvailable=1
NormalMappedTerrain=1
NumberOfTextureMipLevelsToSkip=0
UseHDRIfAvailable=0

i will test it, turn off bloom and enable hdr, see what happens
Don't forget to disable AA
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