Posted September 17, 2020
high rated
Neverwinter Nights: Enhanced Edition & DLCs
Update 81.8193.16 (16 September 2020)
Hello!
This is a hotfix patch to 8193.15, which we released yesterday. The changes in this patch are clientside only. You do not need to upgrade your dedicated server if it is already on .15 for full feature support.
The hotfix should address the issues for non-english versions of the game. Here is a list of the fixes from today's release:
Fixes
● Fixed the game not starting when a language override was selected
● The music tracks added in the DOD/TOTM content release now show up properly in the toolset (instead of "Bad Strref")
● The game no longer tries to read the N: drive when trying to load a non-existent supermodel
● nwscript.nss: Fixed error in description of StringToObject
Known Issues
This is a (incomplete) list of known issues on this build. Items on this list do not need to be reported!
● Ability score bonuses from levelstat (class progression) do not contribute toward feat requirements when the score increase is received on the same levelup.
● Non-functional anti-aliasing and anisotropic filtering settings have been removed pending a potential future reimplementation. We suggest you use the driver control panel to force it meanwhile, if so desired.
● UI: Nuklear-based UI (NWSync, Configuration) does not observe ui scaling
● UI: Nuklear-based UI (NWSync, Configuration) is not skinned as beautiful as can be
● UI: Nuklear-based UI (NWSync, Configuration) does not close with the Esc key
● UI: Nuklear-based UI (NWSync, Configuration) is only partially translated or labels are less descriptive than they could be
● Water renderer does not use the area environment map, resulting in unseemly seams
● VM: DestroyArea() sometimes erroneously removes the wrong minimap data on clients, resulting in black/unexplored areas.
● Hosting a module from within the DM client does not update/show the creator palettes correctly
● Items dropped on the ground appear to be floating slightly. This is a clientside rendering issue and does not require server/module adjustments by you!
● Items dropped on tables fall through (mesh hit check). This is also clientside only and does not require you to fix things in the module/in scripting!
● There is a memleak on the main menu. It does not manifest in game.
_______________________________________
Update 81.8193.15 (15 September 2020)
Lighting Engine Improvements
This patch includes a new enhanced lighting engine, that is governed by the same principles as you would see in other modern games that aim for realistic lighting. The aim is both to allow much higher quality future content, but also to enhance the visual quality of existing content.
These are the main elements of this new lighting engine:
● Physically based rendering (PBR), with emulation of specular reflection, surface “roughness”, Fresnel-effects and gamma correction. All in all, this gives a more realistic and “natural” look.
● Tone mapping that prevents color distortion of bright lights and enables overbright.
● Per-pixel lighting rather than per-vertex of the old setup, yielding much more precise light illumination levels relative to distance.
● Full dynamic lighting, supporting up to 32 dynamic lights (previously NWN effectively only supported 6).
Since a picture says more than a thousand words, please visit this link to see some comparison shots:
https://nwn.beamdog.net/web/8193.14-comparison-shots/
Slide the blue dot in the middle of the images to compare before/after. The left side is the old/current render; the right side is the new lighting engine.
The lighting engine is by default on, but optional, as it is heavier on the GPU than the previous lighting model (especially if you run with 32 lights, but a minimum of 16 lights is recommended). You can turn it off in the Options menu. You can also tweak various parameters of the new lighting engine, such as attenuation and falloff. We would suggest leaving them at the defaults though, to ensure uniform content presentation.
Note that since the new lighting engine constitutes a significantly different way of computing light interaction and behavior, it is inevitable that overall illumination levels in some areas will change, which can result in certain areas becoming too bright or too dark. We have been carefully tuning the various parameters to minimize this effect, but ultimately, moving toward more realistic and sophisticated lighting will always come with this trade-off. If you find that the game has become too dark or too bright, we recommend that you adjust the brightness level by using the gamma slider accessible in the graphics options.
New Water Rendering
Water presentation has also been improved significantly. It now renders full dynamic light reflections, including sun and moon. It also shows wave displacement based on area wide and local wind sources (such as explosions) much more realistically than the previous water did.
As with the other lighting changes, some areas may appear differently, and builders using tile lights will now see them in the reflections, and may wish to edit an area’s lights so that both the area and the reflections appear as desired.
There are configuration options in the UI to turn this feature off.
Again, please visit this link to see the improvements to water in action:
https://nwn.beamdog.net/web/8193.14-comparison-shots.
Other miscellaneous graphical improvements
Models spawned by visual effects now have fog properly applied and are not self-illuminated with a bright light anymore. This makes content spawned as visual effect render identical to other in game content, making things such as VFX spawned tiles and character equipment appear more natural.
Tileset Additions:
This patch includes all content from Darkness over Daggerford and Tyrants of the Moonsea.
● Tileset facelifts for the Forest and Rural Winter tileset, crafted by Zwerkules
● Medieval City, Medieval Rural, and Mountain Snow sets, also by Zwerkules
● Lizardfolk Interior microset
● Seaships microset
● Additions to several tilesets:
● Several new docking ships groups, and a thatched-roof building, in Castle Exterior, Rural
● New doorway tiles for Crypts and City Interior
● 476 assorted placeables
● 13 creature models
● 3 shields, the Wand of Orcus, and a brass candlestick 'torch'
● A complete "time of day" skybox texture set for the “Icy, Clear sky” skybox
● 42 ambient Music tracks
● 54 load screens
● 25 assorted ambient sounds
● 5 sound sets (for specific new creatures)
● Palettes and blueprints for all imported Ossian content: Items, Creatures, and Placeables
For the tileset facelifts, there is a configuration toggle (on by default) to use them in the main campaigns and all official DLC. Custom content modules can use them as new tilesets. (As the tile layout is compatible, you could also just open the .are file in GFFEditor and replace the tileset reference.)
Continued below ========>
Update 81.8193.16 (16 September 2020)
Hello!
This is a hotfix patch to 8193.15, which we released yesterday. The changes in this patch are clientside only. You do not need to upgrade your dedicated server if it is already on .15 for full feature support.
The hotfix should address the issues for non-english versions of the game. Here is a list of the fixes from today's release:
Fixes
● Fixed the game not starting when a language override was selected
● The music tracks added in the DOD/TOTM content release now show up properly in the toolset (instead of "Bad Strref")
● The game no longer tries to read the N: drive when trying to load a non-existent supermodel
● nwscript.nss: Fixed error in description of StringToObject
Known Issues
This is a (incomplete) list of known issues on this build. Items on this list do not need to be reported!
● Ability score bonuses from levelstat (class progression) do not contribute toward feat requirements when the score increase is received on the same levelup.
● Non-functional anti-aliasing and anisotropic filtering settings have been removed pending a potential future reimplementation. We suggest you use the driver control panel to force it meanwhile, if so desired.
● UI: Nuklear-based UI (NWSync, Configuration) does not observe ui scaling
● UI: Nuklear-based UI (NWSync, Configuration) is not skinned as beautiful as can be
● UI: Nuklear-based UI (NWSync, Configuration) does not close with the Esc key
● UI: Nuklear-based UI (NWSync, Configuration) is only partially translated or labels are less descriptive than they could be
● Water renderer does not use the area environment map, resulting in unseemly seams
● VM: DestroyArea() sometimes erroneously removes the wrong minimap data on clients, resulting in black/unexplored areas.
● Hosting a module from within the DM client does not update/show the creator palettes correctly
● Items dropped on the ground appear to be floating slightly. This is a clientside rendering issue and does not require server/module adjustments by you!
● Items dropped on tables fall through (mesh hit check). This is also clientside only and does not require you to fix things in the module/in scripting!
● There is a memleak on the main menu. It does not manifest in game.
_______________________________________
Update 81.8193.15 (15 September 2020)
Lighting Engine Improvements
This patch includes a new enhanced lighting engine, that is governed by the same principles as you would see in other modern games that aim for realistic lighting. The aim is both to allow much higher quality future content, but also to enhance the visual quality of existing content.
These are the main elements of this new lighting engine:
● Physically based rendering (PBR), with emulation of specular reflection, surface “roughness”, Fresnel-effects and gamma correction. All in all, this gives a more realistic and “natural” look.
● Tone mapping that prevents color distortion of bright lights and enables overbright.
● Per-pixel lighting rather than per-vertex of the old setup, yielding much more precise light illumination levels relative to distance.
● Full dynamic lighting, supporting up to 32 dynamic lights (previously NWN effectively only supported 6).
Since a picture says more than a thousand words, please visit this link to see some comparison shots:
https://nwn.beamdog.net/web/8193.14-comparison-shots/
Slide the blue dot in the middle of the images to compare before/after. The left side is the old/current render; the right side is the new lighting engine.
The lighting engine is by default on, but optional, as it is heavier on the GPU than the previous lighting model (especially if you run with 32 lights, but a minimum of 16 lights is recommended). You can turn it off in the Options menu. You can also tweak various parameters of the new lighting engine, such as attenuation and falloff. We would suggest leaving them at the defaults though, to ensure uniform content presentation.
Note that since the new lighting engine constitutes a significantly different way of computing light interaction and behavior, it is inevitable that overall illumination levels in some areas will change, which can result in certain areas becoming too bright or too dark. We have been carefully tuning the various parameters to minimize this effect, but ultimately, moving toward more realistic and sophisticated lighting will always come with this trade-off. If you find that the game has become too dark or too bright, we recommend that you adjust the brightness level by using the gamma slider accessible in the graphics options.
New Water Rendering
Water presentation has also been improved significantly. It now renders full dynamic light reflections, including sun and moon. It also shows wave displacement based on area wide and local wind sources (such as explosions) much more realistically than the previous water did.
As with the other lighting changes, some areas may appear differently, and builders using tile lights will now see them in the reflections, and may wish to edit an area’s lights so that both the area and the reflections appear as desired.
There are configuration options in the UI to turn this feature off.
Again, please visit this link to see the improvements to water in action:
https://nwn.beamdog.net/web/8193.14-comparison-shots.
Other miscellaneous graphical improvements
Models spawned by visual effects now have fog properly applied and are not self-illuminated with a bright light anymore. This makes content spawned as visual effect render identical to other in game content, making things such as VFX spawned tiles and character equipment appear more natural.
Tileset Additions:
This patch includes all content from Darkness over Daggerford and Tyrants of the Moonsea.
● Tileset facelifts for the Forest and Rural Winter tileset, crafted by Zwerkules
● Medieval City, Medieval Rural, and Mountain Snow sets, also by Zwerkules
● Lizardfolk Interior microset
● Seaships microset
● Additions to several tilesets:
● Several new docking ships groups, and a thatched-roof building, in Castle Exterior, Rural
● New doorway tiles for Crypts and City Interior
● 476 assorted placeables
● 13 creature models
● 3 shields, the Wand of Orcus, and a brass candlestick 'torch'
● A complete "time of day" skybox texture set for the “Icy, Clear sky” skybox
● 42 ambient Music tracks
● 54 load screens
● 25 assorted ambient sounds
● 5 sound sets (for specific new creatures)
● Palettes and blueprints for all imported Ossian content: Items, Creatures, and Placeables
For the tileset facelifts, there is a configuration toggle (on by default) to use them in the main campaigns and all official DLC. Custom content modules can use them as new tilesets. (As the tile layout is compatible, you could also just open the .are file in GFFEditor and replace the tileset reference.)
Continued below ========>