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[新闻资讯] [ZT]又一篇前瞻

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发表于 2006-8-28 21:48:01 | 显示全部楼层
越来越感觉画面一般了,不过看到5600也可以玩,还是很欣慰,毕竟画面不是第一追求。
发表于 2006-8-29 00:34:21 | 显示全部楼层
比楼上多点追求,说实话博得2的魔法效果俺已能满足了,希望无冬2能让俺眼前一惊,宁可机器跑不起来,嘎嘎
发表于 2006-8-29 09:33:54 | 显示全部楼层
似乎没开反锯齿 和光影……

还是很期待实际的效果。从模型的细节来看还是足够精细的。
发表于 2006-8-31 22:27:57 | 显示全部楼层
英语水平一般  无奈
发表于 2006-9-1 10:42:35 | 显示全部楼层
画面貌似和DDO差不多吗?
发表于 2006-9-2 13:02:37 | 显示全部楼层
头盔美。。。。不象1代里还真没一个好看的helm.
法术LOGO也不错。

PS:对画面其实咱已经满足了。。。。
 楼主| 发表于 2006-8-28 13:11:39 | 显示全部楼层 |阅读模式
Neverwinternights2.f上的一篇前瞻,原是法文,E文版译者为Sevroth 。


Hello Drako and Garrath! You had the chance recently to see Neverwinter Nights 2 in action. Could you present yourselves so that the readers know with whom they have to make?

Drako: Hello Northern. For my part, that made now 3 years and half that I form part of the French-speaking community of Neverwinter. Quickly... I worked on the module Syloan, I undertake the waiter part particularly. I have in other make a link with Mostal, us never presented it because it is a little complex but it is functional. Then I have badly do not make a mapping, some combos of haks and not badly of scripts. Thus here a little since 3 years and half what I do.

Garrath: Hello Northern. I am on Neverwinter from the exit of the play. Initially as a player during 1 year, 1 year and half. Then, I started to interest me in the design of modules, and being an engineer of formation, more particularly the scripts part and parameter setting of the play (2da). Since I started with me to interest in it, I took part in the Community forums French-speaking person or one discusses technical (JOL, nwn-system etc...). I also took part in the design of a module with a band of buddies crossed at the time of my years of players.

Engineer and specialist waiter thus! Dear Sirs, could you say to us quickly in which circumstances and how was held the day J?

Drako: First of all, it started from a contact that I have had for 3 years with Atari and that I continue to maintain, which made it possible neverwinternights2.fr to be likely this to test the play before the bêtas and to have certain exclusivenesses. The day was simple... Atari us paid train tickets for Lyon and me, Garrath and Phelim arrived towards 13h00. We could test the play directly 14h00 with 19h00 approximately. One started with the countryside solo, to create a character, to start to play... me then I jumped directly to parts to advance campaign more. The two last hours there was the occasion to test Électron. The day it is finished with an interview of Atari to have our opinion of the play (positive, negative points). The whole will be sent to Obsidian so that they have the opinion of some people of the community.

Which is the attitude of Atari compared to the play? Are they proud?

Drako: Thus Atari is a producer of the play well on. Initially, it should be known that the play with taken delay but that made it possible to have a better quality and today, I believe that Atari are and can be proud play. We tested a version beta of August 16 and even if Atari did not confirm, I believe that the play will be ready for October.

If one started with the countryside solo. How did you find the interface, the jouability and the countryside solo in general?

Drako: Then for the countryside solo, Atari on required well us not to reveal the history of the play. For the interface it is excellent and one finds oneself there directly. At the beginning of the countryside there are the choice between making the tutorial or passing it and to begin directly the play. Me I jumped the tutorial and in less than 5 minutes of play, I was able at me to find there with the interface. What is interesting it is that one can move the various windows of the interface. It is very intuitive. If somebody played NWN1, it will be found in NWN2 in less than 5 minutes. It was also improved at the graphic level, it is much neater. To look at his inventory On the click one does not find any more the ***ting menu of NWN1 with the round.

Garrath: The players of NWN will not be lost... just some keys which were not any more the same ones, but one makes them the remark of it. Perhaps that in the final version, they will return as in NWN1 (typically the place of the key has to see the useful objects in a zone, it was the key ` Z').

Drako: If not for the countryside solo, the immersion is direct. From the very start one passes quickly from level and one starts to attack monsters quickly. There are immediately searches interesting to make.

One enters directly the principal history thus?

Drako: Yes. From the very start there is a small dialogue which is not too long and which is very sympathetic nerve. Then, one starts immediately by what is interesting, finding four companions of adventure. In short quickly there are four companions and it is possible to play Baldur' S Gate a little, with any race and classifies without having problems. As regards the artificial intelligence, I did not have time to test a long time but for what I saw it is very well.

When the news is followed, it is realized that there are certain negative points which are arisen compared to the play recently. In other, following the vidéos of GenCon of concerns for animations of combat and times of loading. How did you find all that for the version which you tested?

Drako: On the version that we tested, of August 16 I repeat, I do not believe that the combat were slow but I noted in the final interview with Atari which I found in particular a little ugly animations of combat, with the sword. Sometimes that appears a little jerked, it is not fluid. I awaited this side a little better but I believe that they really will improve this point. At the time of the Atari interview stressed that they very took this criticism with serious and that it would make of their to better improve that. On the level of times of loading, me I found that very reasonable. No problems for times of loading for the version which I tested, it was fast.

Garrath: It should be said that a priori, the version that we tested was not optimized yet a three-dimensional chart side etc...

It is difficult to evaluate the quality visual of the play with the vidéos and the images that one had. Could you describe us how you found the visual one thus, while comparing with NWN1 perhaps?

Drako: Then on the graphic environment, in general it is really well done. I recently installed Oblivion, it is a reference in term of graphics and of what I saw of beta, I must say that NWN2 is better. They made a real effort in term of the environment of the zones. That one speaks about the ground, the ciels and especially about water (splendid!). At the visual level, I think that that has nothing to do with the photographs which one can see. One could take some captures of screen on the spot and I tried to have different from what one recently finds on the Net. (All the images that you will find on the site are thus images who come directly from the play). One also could see combat of magi. At the beginning of the countryside solo there is a combat of magus who is splendid... really splendid. At the graphic level there is no doubt it is really very well thus. Nothing to see with NWN1 that it is clear.

On the level of the size of the combat and zones, still, it is difficult to evaluate without seeing the play. Will one be able to have engagements épiques in NWN2?

Drako: Without wanting all to reveal, at the end of the campaign solo one must defend a castle (I will not say why) and one has really the impression to be in a film. There are an army, balls on fire which fall everywhere, of the arrows which come from everywhere and even of the weapons of seat which advance and which are dynamic. I was really bluffé by this part of the play. Phelim will speak to you more about it but it was really splendid.

One could can be to pass to the editor now. After all it is your force... In short, that it was your general impression of the editor?

Drako: Then, for the editor, it is true that the catch in hand is not obvious whole. There are menus everywhere, sub-menus and under-under-menus. One can make things enormously but the catch in hand will not be easy. I think that Atari and really desired Obsidian one to go up of a certain notch on the level of the editor. Once that a few times were spent one finds some points of Aurora but otherwise that really very changed. The large advantage they is the multiviewport ones. 3-4 windows of zones, scripts at the same time etc. For me it is really a large advantage.

Garrath: Quite simply for me the toolset is splendid... you required the last time of me how much I would put to him on a note on 10, I answered you 11;) It is for me at first sight very complete. One has access to all the elements which make it possible to make a MOD. There is an editor of 2da, a simple spreadsheet, but already one has access to the 2da starting from the toolset with the result that perhaps people will use a little more the 2da that on NWN1. There is an editor of gff (model 3d) which I did not open but there exists. There is a plugin to open the erf which is well better than in the 1. In the version which one saw, there were also tools which resemble management tools of version (sourceSafe...), I hope that that will be also in the final version. In more in the preferences of the toolset, there is an element which Plugin call. Ca leaves under hearing that one will be able to add tools, additional functionalities. Attention nevertheless, all that I say there, it is compared to what one could quickly see in the 2 hours space. One considering, very did not test all, inevitably very included/understood correctly and have the time of very noted either, therefore it is prone A guarantee Apparently, one can also open several elements which are at different places, i.e. scripts which could be at several places on the hard disk for example (and not only in the MOD). I ask for myself daillor if one can at the same time also open 2 modules... because that, it would be practical also, but I did not have time to test... It is clear that the catch in hand of the editor will be longer than with the first. Especially for people who make maps. It there has mitre enormously, fenestrates, bars tools etc... But good it resembles a little the IDE which one can have a little everywhere now. My opinion for step annoyed being and to benefit fully from this tool, a large screen is forced to see even 2

All those which tested the editor say us that the multiviewport ones is fantastic but it is difficult to think the difference. Could you give us an example where that can be useful?

Drako: Then the very stupid example. You work on a zone and you want to make a transition. You have the waypoints, you must check scripts, etc. Not to oblige to charge, you save time enormously. Similar on the level of script, if you work on a bookshop, you can check easily. Really, in my opinion it is some thing which will improve speed for the mappeurs and the script writers. If not Garrath will be able to speak to you more in detail of scripts, me I especially concentrated on the mapping.

Garrath: Yes... finished the wastes of time because one was obliges to open, to close the zones. Now one can have several zones of opened at the same time...

Good examples, thank you. Drako you about mapping, can you speak give your impressions to us on this subject?

Drako: I mappé not badly on NWN1 and I must say that the mapping on NWN2 it is not any more the same thing. I want to say that that will become more art that technique. One can really do everything. One can apply textures to other textures to other textures with opacity. There is also water, I stuck much there by what it was really beautiful. There are three levels of parameters on the level of water. I thus have make enough of blood very easily. One can freeze water to create an effect of ice. One can manage the color, the luminosity, the reflection, the undulation, the direction of water (to create a river for example). In the same way, on all placeables which one brings into play, one can manage of the parameters and change options like the color or the size. One level of the ground it is really different from NWN1, it is possible to create a mountain in three clicks, basins on the level of the mountains. The installation of water is very simple. I have make several basins on low level it was water and in height it was cold. On the level of textures also it is well. One can choose the size of texture. An application concretes for example, I have make a river and to add a brownish texture in the content to make like mud. On the level of the sky also I tested a little too. There are 2 levels of clouds. One can manage the number of clouds, the rate of travel (on the level of the 2 layers). There is a texture of sky and one has the management of the sun which is connected to time on the module. I have make a test on a zone with boats. With time the sun moved and environment changed completely. The night I started to see stars. The stars which shine a little, it is really well foutu! I think that the mappeurs will have much much more work. The mapping will become very important on NWN2.

You speak about textures, of the placeables... In one of the captures which you brought back, one can see a wild boar head on a wall in an inn. Which is wide placeables available in the editor?

Drako: On the level of the placeables I could not all see. I traversed a little, one still finds groups, it is well grouped and there is really whole. Much more different houses, houses. Many placeables parks and nature. For the vegetation a thing which is really brilliant is the editor of tree. A tree is placed and with a variable between 0 and 65000 one can have a different tree each time. You will never have the same tree. I think that it is really some thing which is brilliant. Here a little what I can say of the pallet, there is enormously and I did not have time all to see.

And you Garrath seen of the interesting things in the editor?

Garrath: One quickly made toy with the toolset, one opened very full with mitre etc... and one saw quickly full with things without being able all to test (one had a little less than 2 a.m.). But good quickly I could between seeing several small things which have the air well sympathetic nerves. In the trigger, there is the areatransition as in the 1, there is basic as areatransition only PC, that leaves under hearing as one can directly define transitions that will not be able to take the PNJ, monsters etc... (I know, it is not complicated to make in script but the EC basic is offered to everyone). There is as worldmapTransition, that one saw it with the?uvre in the play as one could tests. It is neither more nor less than the transitions to Baldur' S Gate. There are also special triggers to reveal prints, which one did not test either, but I suppose that that must be sympathetic enough for all that is to arrange for example... I also opened the editor of dialogue. At the beginning I had a little evil to include/understand how it functioned. But good, I wanted to see especially how to go to be managed scripts with parameters and I saw;). In fact under the conditions of the dialogues, you have an accessible line, there you choose the script which you want to thus put as in the 1, either you create new or you of selected in the list of all scripts of the module (has my opinion, this list deserves to be improved, it should post that the list of scripts startingconditionnal...). Once that you chose your script, hop you have a list of box to seize, corresponding to the parameters, which appears behind the name of script with the type of the data has to put at it. But it is not all! The first seized line, you can seize one second identical line and connect the 2 by AND or GOLD... I do not know if you see what I want to say... but for example if you want that the line of dialogue appears if the character formed part of such class and has such competence, it is enough to have a script parameterized to test the class, and another script to test competence and to connect 2 scripts by a AND (these 2 scripts exist besides)!!!! On the other hand, it very quickly will be necessary to learn how to find all small scripts basic for all the small standard tests, to avoid reinventing the wheel. In term of list of scripts I think that that would have been to put them well in a corner besides all these small scripts.

Side waiter? You who is a specialist Drako what you could discover?

Drako: In theory there was not too the right to look at pure the waiter part how it went. They is versions bêtas but on what I saw, the launcher of waiter window is identical to NWN1 for the moment. On what I saw, one can put to 64 players (will be to confirm with beta well on). I also saw a tool of administration of the remote waiters. It is the same interface as the launcher of waiter but one launches an address IP and one can see a remote file. On the level of the files, the cards of characters are always managed in bic. On the level of the ini waiter a particularly interesting option, one can locate the waiter vault, the DM vault and them data bases which lets think that one will be able to centralize the files of characters of several waiters. With that one will be able (attention that remains beta and I am not certain) to centralize the data base of the players and to make so that several waiters can use the same bases.

Would you like to add a last detail before the end of the interview nothing to forget the guy?

Drako: Can be a last comment on the management of the companions. In the countryside solo I noticed that one could not go up higher than 4 companions, I think that it is very well. On the other hand, I requested from Atari for management companions as a multijouor and one should be able to have an unlimited number companions. I think that it is very interesting, one will be able to make factions and to imagine players who would control a small army (all guards of the city with their IA). In short, another interesting point. To finish, I was a little like the community, a little in withdrawal with the images available all that. I am completely reassured compared to the graph. When one is in the play and that one sees really what that gives with movement etc, it is largely above Oblivion. If not, I forget certainly things, if people want to ask me questions about the site do not hesitate.

Eh well thank you very much Drako and Garrath. I think that you brought several answers and even more! Can a final word be?

Drako: Initially I would like to thank the team for neverwinternights2.fr which does a beautiful work (like one could see this evening in this interview;)). Then, I would like to thank Anthony Grabit de Atari Europe for his support for the community. Ah yes a last trick which I forgot. One showed us the boxes for the play, they are not badly, they are well made. They is sympathetic. In short, thank you North. A mixture between NWN1 and Baldur' S Gate

Garrath: What is funny in NWN2, it is that I have the impression to have seen an hybrid between NWN and Baldur' S Gate (management of the companions, worldmaptransition...), plus a pinch of Kotor (dialogue...). I think that one will have there a good play and especially good Toolset which will enable us to do quasi what one wants, indeed it will miss of the things that one would have agreed to see (management of axis Z, horses...) and there are points which worry us in term of multi (the number of zones on a waiter multi, the number of players, but good I think that one has what to make, of what to have fun, and what to produce hours of play of all the styles... I make a point of thanking Atari Europe for their reception, that very sympathetic, was very slackened. I hold well on also thanking them to have allowed us to see, and even more touch the play and the toolset and of being able to speak to you about it. Thank you with you also Northern;)

It is a pleasure! And. I believe that one will invite people with you put questions about the site because you still remember new details even after a 45 minutes interview.

Thank you very much with you two.
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