Author Topic: Neverwinter Nights Hub (Original 1991 version)  (Read 35646 times)

Offline Ishad Nha

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Re: Neverwinter Nights Hub (Original 1991 version)
« Reply #30 on: July 19, 2010, 09:25:26 PM »
The way to map or art grab is the Walk command.
Invisibility only lasts a minute or two. Combat is an annoying waste of time. (If playing on DoxBox you might be able to speed up the program...)

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Re: Neverwinter Nights Hub (Original 1991 version)
« Reply #31 on: July 20, 2010, 03:25:37 PM »
I actually don't mind the combats when I'm grabbing images, as it makes a little more like actually playing the game. ;)

Now mapping, I completely agree with you on.

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Re: Neverwinter Nights Hub (Original 1991 version)
« Reply #32 on: July 21, 2010, 09:17:03 AM »
You might also give Forgotten World a try. I've been told that it's a spitting image of NWN:

http://www.forgottenworld.com/

Vix may be able to tell you more as she played NWN in the past. I missed that opportunity.  :(

That community seems to be still active, just not sure what kind of numbers they are drawing.  I gave that a try a couple of years ago and it was fun to see what had been done to preserve the NWN game over there.  Looks like a lot of hard work.  Whenever I went on though, I rarely spotted another player online.  This is one of those things that would be really fun to do if you got a good group together, but rather lonely doing alone.

Just one quick update on this.  I was playing on FW last night and managed to hook up with between 3 and 5 players who were willing to show me the ropes and help me get some much needed xp.  Some very friendly players over there made for a fun night.  Worth giving it a try - the more of us that jumped on would definitely make for a more interesting experience.

Offline Ishad Nha

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Re: Neverwinter Nights Hub (Original 1991 version)
« Reply #33 on: July 25, 2010, 07:36:27 AM »
Walk function is very useful indeed. It enables me to check any square without being pestered by monsters every few steps. To verify that N,E wall wedges are correct, I simply start at square (0,0) and walk east and south. To verify the S,W wedges I go to the last square in a line and walk backwards, west. I am able to immediately check on anything that I don't understand: is a number around 250 a repetition number or does it only occur by itself?
Four towns done.
« Last Edit: July 27, 2010, 04:16:54 AM by Ishad Nha »

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Re: Neverwinter Nights Hub (Original 1991 version)
« Reply #34 on: July 26, 2010, 03:36:00 PM »
Walk function is very useful indeed. It enables me to check any square without being pestered by monsters every few steps. To verify that N,E wall wedges are correct, I simply start at square (0,0) and walk east and south. To verify the S,W wedges I go to the last square in a line and walk backwards, west. I am able to immediately check on anything that I don't understand: is a number around 250 a repetition number or does it only occur by itself?
Four towns done.

Excellent. :) Keep up the good work, Ishad.

Offline Ishad Nha

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Re: Neverwinter Nights Hub (Original 1991 version)
« Reply #35 on: July 27, 2010, 04:19:20 AM »
The only real hassle is working out the events. Like in TSF some events have numbers around 254, thus they could be repetition numbers or they could be event numbers. This is the major waste of time. Some events may have been placed on the wrong square as a consequence.
Walk mode can be turned on and off at will, making it even more useful.
Done all nine towns in Geo1.dax, the first town in Geo2.dax, also did the only town in Geo3.dax.
The last town seems to serve no actual purpose.
« Last Edit: July 29, 2010, 07:31:12 AM by Ishad Nha »

Offline nologgie

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Re: Neverwinter Nights Hub (Original 1991 version)
« Reply #36 on: July 27, 2010, 07:39:36 AM »
The last town seems to serve no actual purpose.

I felt the same about the last town I was in.  ;)
Some days it just doesn't pay to gnaw through the straps.

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Re: Neverwinter Nights Hub (Original 1991 version)
« Reply #37 on: July 27, 2010, 03:33:31 PM »
The last town seems to serve no actual purpose.

I felt the same about the last town I was in.  ;)

I feel that way about the town I'm currently in.

Offline Ishad Nha

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Re: Neverwinter Nights Hub (Original 1991 version)
« Reply #38 on: July 29, 2010, 07:37:00 AM »
Done two of the three Geo#.dax files.
« Last Edit: August 01, 2010, 09:46:02 AM by Ishad Nha »

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Re: Neverwinter Nights Hub (Original 1991 version)
« Reply #39 on: July 29, 2010, 03:19:41 PM »
Wow, you're really moving along. :) Thanks a bunch.

Offline Ishad Nha

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Re: Neverwinter Nights Hub (Original 1991 version)
« Reply #40 on: August 01, 2010, 09:47:11 AM »
I suspect that the game has FRUA style wall slots of five graphics each. It should be easy enough to test this theory, the Walk command will make it easy to walk down a line of walls and make screen captures.
All towns are now done. Placement of events may be wrong in many places, I don't know. If a wall or a door value is wrongly placed it is immediately obvious, but events errors are more subtle.
A graphic showing all the currently known wall types:
http://ishadnha.webs.com/NWNWallSlots.png

I think it does have the FRUA wall slot system, observed pattern:
NeverWinter       A   B   C
Warehouse       D   B   E
Wharves       D   A   B
Southwall       F   G   H
Windy Cliffs       I   C   J
Port Llast       K   I   F
Gallant Prince       A   I   F
Luskan       L   G   H
Vilnask       D   M   N
Crossergate       D   E   M
Lost Hills       M   I   H
Triboar       O   P   M
Triboar Lower       Q   R   L
Berun       S   F   M
Longsaddle       N   J   M
Longsaddle Lower       Q   T   U
NW Woods       F   B   M
NE Woods       V   B   M
W Woods       S   B   M
E Woods       S   B   M
SW Woods       A   B   M
SE Woods       A   B   M
Floodblest       I   B   L
Nightsedge       B   R   M
NS Caverns       L   C   W
Sewers       X   K   Y
Utheraal       M   Y   J
Trisk       Z   M   Y


A   gray
B   gray
C   gray
D   blue
E   red
F   
G   gray
H   gray ruins
I   wood
J   house
K   gray blue stone
L   red cave
M   trees
N   gray or brown walls
O   adobe
P   adobe
Q   temple
R   Tilverton underground
S   like H, except for first graphic
T   Well of Knowledge style
U   Well of Knowledge style
V   gray pebbled walls
W   
X   green stone
Y   water
Z   


« Last Edit: August 04, 2010, 07:37:08 AM by Ishad Nha »

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Re: Neverwinter Nights Hub (Original 1991 version)
« Reply #41 on: August 02, 2010, 03:24:15 PM »
I meant to point out in the other thread, that while you are correct in your conclusion that the Goldbox games are using 3 sets of 5 walls for each town, they are not necessarily in the FRUA format as some of the slots that must be overlays have full walls around the overlay part (such as door or window). While this doesn't rule out the FRUA format, it does mean that they used a different approach with some "overlays" being complete walls instead of just items.
Still your observations are quite astute in these matters.

Offline Ishad Nha

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Re: Neverwinter Nights Hub (Original 1991 version)
« Reply #42 on: August 02, 2010, 08:40:31 PM »
Probably, all Gold Box games use this 3x5 system. That is the best guess until I can check all the games. So the FRUA system is just an improvement of the preceding system. How it handles overlays is not a pressing concern with me, I can just choose appropriate overlays in DC. It helps with porting to know what the system is.

One way to port NWN is to have an existing Gold Box game try to run the NWN files. This requires the NWN files to be exactly compatible with the files of the host Gold Box game, rather than mostly compatible. Renumbering of Geo#.dax files might be necessary, not many games have a Geo0 file.
Or we could try the approach recently used for Curse of the Azure Bonds, create a new program that will run the existing files.

A hintbook could be created with maps coming from screenshots of the DC Editor.
« Last Edit: August 04, 2010, 07:37:54 AM by Ishad Nha »

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Re: Neverwinter Nights Hub (Original 1991 version)
« Reply #43 on: August 03, 2010, 03:36:07 PM »
By my count, all but 5 sets of the NWN walls already appear in FRUA, TSF or PoD (hopefully with better detail ;) ), and of the remaining 5, 1 and a half are in SSB. The significance? I've already converted these walls to DC format. :D

Offline Ishad Nha

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Re: Neverwinter Nights Hub (Original 1991 version)
« Reply #44 on: August 03, 2010, 09:27:41 PM »
I have only done 11 of the 29 towns. There are two adobe sets in Triboar. There may be more to come. A graphic enables me to check that a wall set is in fact the same one as used in another town, not something new.
As for running the game with the program of another Gold Box game, that may or may not work, I will have to see when I have the time.
Edit:
I want to see if TSF and NWN use the same wall sets, this is true for at least three sets. At least two sets are shared by NWN and SSB.
I figure there are 26 wall sets, see Reply #40 above.
« Last Edit: August 04, 2010, 07:39:24 AM by Ishad Nha »