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Posts Tagged ‘BioWare’

19
May

Video card issues addressed…I think…

   Posted by: wtf_dragon    in Site News

Well, the video card issues seem to have been resolved, and then in a way that allowed me to hold on to the Sapphire Radeon HD 3850. which is good; this new idea I’m chasing will need as much video performance as possible.

Of course, getting things to work was something of a task. It ultimately required removing all ATI software and drivers from the system, running a program to clean up any driver “remnants,” and then installing new Catalyst drivers (version 8.7) from a hotfix I managed to unearth from the Sapphire website.

Of course, that was only most of a solution.

Neverwinter Nights isn’t exactly a new game, and so does not require or support some of the newer graphics features that modern video cards can deliver. In most cases, of is easy to correct for this; in the case of an ATI card, using Catalyst’s control center to set all the advanced 3D features to be “application controlled” (where possible — “off” where necessary) will typically do the trick.

So I did this.

Neverwinter Nights started up just fine, loaded the test module just fine (a good sign: the module loading process had been where I’d been having issues) and displayed the scenery graphics just fine. But: no character models were visible.

Frak.

A bit of Googling turned up a solution I wouldn’t have expected, however. It seems that with this video card and driver set, it is the case that the Catalyst A.I. is apparently necessary to run in its advanced mode. That struck me as unusual when I first read it, but making the change worked…the characters were visible during the next test run.

Apparently this also has something to do with a setting in the game concerning environmental mapping onto character models; since I had this mode enabled (it maps “real time” reflections onto metallic surfaces on each character’s armour or clothing), that may also have had something to do with the missing models.

Eh, whatever. It works now, which was the goal. ATI drivers have never really played nice with BioWare titles, so I’ll probably have to monitor the situation like a hawk in the future. And there is this pesky issue with the mouse cursor’s repainting that I still have to sort out.

But it works!

I hate being beaten by a computer problem, so it’s nice to have put this one to rest.

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15
May

Video card woes

   Posted by: wtf_dragon    in Site News

So I have a conundrum.

Suspecting that the source of my Windows computer’s instability might be the existing video card (a Radeon 9600 XT), I went and picked up a Sapphire Radeon HD 3850 — pretty much the most powerful AGP graphics card in existence today. (ATI has always been my preferred brand.)

Anyhow, I installed the card and its drivers, and proceeded to test out Neverwinter Nights. That’s where the trouble started: NWN crashed, every time. I did some digging, and found a few hints in various places that the issue may have something to do with ATI’s Catalyst software — certain versions of the control center application evidently conflict with NWN, for example.

Things got worse when I tried to switch Catalyst versions (Sapphire ships the card with what I believe is Catalyst 8.4). Reverting to Catalyst 7.11 (apparently a very stable version) was no help: the driver didn’t support the card. Installing the Omega Drivers — which use Catalyst 7.12 — didn’t work, and for the same reason.

Installing the Catalyst 9.4 update/hotfix from Sapphire didn’t improve things any. And to add insult to injury, the Cayalyst drivers that can be downloaded directly from ATI’s website actually don’t support the card in question (it’s a relatively new card from Sapphire: AGP support and 512 MB of DDR3 memory).

Nothing seems to make NWN work. Which is a pain, as I’d hoped to start work on a new idea that would have greatly benefitted from the enhanced performance the HD 3850 promises.

A bit more searching today furnished me with downloads, from Sapphire, of Catalyst 8.7 through 8.9, and I’m hoping one of these will do the trick. Failing that, I plan to try reinstalling NWN, to see if that could somehow be the issue. I’ve already tried the critical rebuild patch for NWN 1.69.

Failing THAT, I’m thinking of maybe trading the card in for an eVGA nVidia GeForce 6200 LE and another 1GB stick of DDR RAM (this doubling what the system is currently equipped with).

nVidia cards apparently play nicer with BioWare games in general, although the 6200 is not as powerful, by a fair bit, as the HD 3850.

In the end, though, raw power is less important to me than that NWN runs, preferably at a frame rate in excess of 30 at a resolution with at least 600 pixels vertically (720 preferred) on a 16:9 monitor.

Thoughts? Should I even waste time on the HD 3850, or should I just swap it for the 6600 and the RAM? Has anyone else had this issue before and resolved it successfully?

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16
Sep

Lost Sosaria site changes

   Posted by: wtf_dragon    in Site News

I’ve been working on a bunch of stuff in proper, but the site design was getting on my nerves (am I ever happy?), so I opted to shift to something I found to be a little more…pleasing. And old-timey.

Also, I’ve changed the gallery component there away from , and over to something a little more -integrated. Among other things, it adds some nice magic to image-viewing, but also allows me to display gallery sections here on the site without having to redirect the Reader to a gallery sub-site.

1.69 was just released; this is the final patch plans to release for the game. It introduced a bunch of new tilesets and graphics changes, so some of the tilesets I’m using will be adapting to those changes in the near future; look for such changes to be reflected here on the site as they happen.

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19
Aug

A shift in EA’s business philosophy?

   Posted by: wtf_dragon    in Site News

I will believe it when I see it, but there is a hopeful note sounded in ‘ latest publishing decision. I’m not much for the horror genre of games, but the decision by to publish a horror title from / is interesting, to say the least. That’s more than a little outside of EA’s usual paradigm.

The latest signings bode well for the company’s new “studio-focused philosophy,” which EA Partners general manager describes as “giving the world’s best independent developers access to EA’s global publishing resources, letting them focus on what they do best — making great games.

Perhaps there’s hope for ’s Dragon Age yet!

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12
Oct

EA to purchase BioWare

   Posted by: Withstand the Fury Dragon    in Site News

While my friend Myles assures me, via his contacts within , that this is a good thing, I for one look upon the pending purchase of BioWare/ by as a death-knell for a promising studio.

I’ll be happy to be proven wrong, of course…but ’s track record of turning effective companies into wrecks and producers of poorly-executed, buggy, narratively weak games has been pretty consistent since the days of Ultima VII Part 2: Serpent Isle.

REDWOOD CITY, Calif. – Electronic Arts Inc., the video game developer known for titles such as “Madden NFL” and “The Sims,” said Thursday it will acquire two software studios from Elevation Partners in a deal worth up to US$860 million.

The studios, BioWare Corp. and Pandemic Studios, have a total of 10 games under development. Elevation owns their parent, VG Holding Corp.

Together, the studios employ about 800 people in Los Angeles and Austin, Texas, as well as in Canada and Australia.

I guess we’ll see if Dragon Age gets rushed out the door now, or (worse) cancelled.

You can read the official press release from BioWare here.

Update: Further thought…

EA lolcat

 

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30
Mar

An Ultima Developer’s Connection?

   Posted by: Withstand the Fury Dragon    in Site News

Frilly Wumpus posted a lengthy reflective article on the Project Britannia website yesterday that chronicles his journey into the community, and into the remake community after that. As a history both of his own involvements and of the projects he’s worked on, it’s an instructive read.

What really struck me about what he had to say, however, was the following, which appears close to the end of his article:

I’ve also started really noticing some of the other teams and indivuals out there. There are a lot of really passionate and talented people doing stuff. I see that some news sites such as , , and pull these different efforts together, but I don’t see much discourse between the different development teams. Is this something that other teams are interested in?

Even though the technologies and goals may be very different between projects, could there be some crossovers? Could there be a sharing of knowledge or information or even cross-project plot references? Maybe just a central place where different Ultima developers could share ideas or just talk about what they are doing. I really don’t know the answers to these questions, I’m just wondering if others feel the same way or are interested in sharing thoughts. Is there an Ultima Developers Forum or gathering place out there already? If so, I’d like to hear about it. If there’s not, would that even be something other developers would be interested in?

This is something I’ve thought about more than a few times myself, and indeed is something I’ve toyed with setting up.

Of course, on the surface at least it sounds like a difficult prospect, because there is a certain…transience to the remake community, and the Ultima community as well. I’ve been following the remake community since around 2001, and in that time I’ve seen Avatus Kingsman and Zonker — among others — all but disappear from the community, taking or almost taking their projects with them. Eriadain is on the web today only because Moa Dragon and I spent several weeks in conversation on MSN, and because my server had (at the time) about 30 GB free for him to upload his files to. People and projects come and go, often unexpectedly.

The other issue is that while some remakes and/or spin-offs, such as Lazarus, the U6 Project, Lost Sosaria and Project Britannia all make use of other game engines with generous editing suites to complete their work, other projects are either concocting their own engine or modifying the original engine of whichever Ultima title(s) they’ve chosen to focus on.

At the same time, out of those issues, a few opportunities emerge. Frilly Wumpus points to the collaboration between Lazarus and the U6 Project, which combined the Lazarus team’s exceptional artistic skills with the technical horsepower of the U6 Project. Taken together, not only did this produce the completed version of Lazarus and the momentum which the U6 Project today enjoys, but it gave rise to as well, an effort to create an “out of the box” Ultima development environment.

In a certain sense, the same level of collaboration could be useful to other remake teams as well.

To be fair, obviously, there’s only a limited opportunity for actual swapping of technology and game components between project teams. I’m building in Neverwinter NightsDungeon Siege maps and models are useless to me. Morrowind-based projects are similarly limited.

On the other hand, I’ve watched three…no…five (six, actually) -based Ultima remakes fold since I began maintaining Aiera, and I can’t help shake the feeling that projects like Exile, Eriadain, Ultima 5 for NWN, U7 Remixed and Agape might still be up and running if there had been some manner of community framework to support and foster a sharing not only of ideas but of resources between the projects.

I know, for example, that Mike Morrato of struggled immensely with his hak paks and their (in)compatibility with BioWare’s CEP community content compilation. Moa Dragon had a problem with what might be called “content bloat”, something I struggled with in the original iteration of Lost Sosaria, and only overcame with a lot of effort. It’s easy, in Neverwinter Nights, to keep adding novel content…and there comes a point when you realize all of a sudden that you have 3.2 GB of hak paks, half of which render the other half redundant, and all of which are now conflicting with each other. The usual symptom of this is that making even a slight scripting change in the module takes an hour because the toolset wants to go through and check each model, script, and metadata repository for errors and conflicts after the change is made.

Unless I miss my bet, is now the only Neverwinter Nights-based project left that is actively being developed, and I can’t help but get the sense that if I’d taken more initiative in working with other developers to get their content streamlined (for example) there might be one or two more still hanging around. I can acknowledge that I say that with the benefit of hindsight, and certainly it would be easier to (re)start a Neverwinter Nights module now that the game has reached a level of maturity and that its custom content community has established a series of unwritten (but still expected) standards for compatibility and functionality between existing “official” content (i.e. ’s expansion packs for NWN, the CEP, etc.) and “third party” content.

As it is, I’ve got both and on my PC at home, and I intend to make use of at least some of the scripting that went into them. Zonker did a great job with the gypsy questions, for example, and Moa Dragon was working on a spellcasting system that I might try and expand.

And in a larger sense, that’s really where a “developer connection”-type site would come in useful, as a forum (in the classical, not the phpBB, sense of the word) for project teams to air problems that other developers — even if they’re not necessarily working in the same engine, or on a similar project — to offer solutions and help. This may be especially true in the case of scripting problems, which nothing seems to resolve quite as well as a question that begins “Have you tried looking for a function that…?”

Not to mention the opportunities to recruit team members, and (where possible) to swap technology and give projects using the same engine a sort of “standardized” feel. This helps foster consistency, and to a large degree user immersion, in and between remakes.

There’s one additional aspect that such a “developer connection” would bring to the forefront, and this would be the standardization and harmonization of plotlines. This is especially true for those projects that are either re-imagining canon (as in the case of Redemption, which re-images Ultima 9), or are expanding canon, as in the case of Lost Sosaria. I know I’ve tried to write Lost Sosaria’s plot in such a way that its ending would lead naturally into Redemption, Eriadain, Ascension, and other projects as well, which is a striving for consistency that I think the Ultima remake community as a whole would benefit from. That’s the other benefit to idea sharing…it means that in the end, we’re all telling different parts of the same story.

What’s the number one complaint leveled against Ascension? To my eyes, it seems to be the complete discontinuity of that game from all its predecessors. How can we, as a community, complain so vocally about that discontinuity and then turn down the opportunity before us to create a fully continuous Ultima storyline?

I guess I’ll end by echoing Frilly Wumpus’ question here: if someone were to propose setting up an ideas exchange for project developers, would that be something that the various developers would be interested in?

There’s a comments form just below the fold. Please leave your thoughts there.

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9
Mar

Eriadain

   Posted by: Withstand the Fury Dragon    in Orphanage

eriadain3d.png

Produced by: Moa Dragon
Releases:
* [drain file 273 url Eriadain Module] ([drain file 273 size])
* [drain file 271 url 18in1 Tilesets Hak Pak] ([drain file 271 size])
* [drain file 272 url AoB Super Placeables Hak Pak] ([drain file 272 size])
* [drain file 277 url The PC Pack 3.0 Hak Pak] ([drain file 277 size])
* [drain file 276 url Palace of Lace Social Hak Pak] (Version 2) ([drain file 276 size])
* [drain file 274 url Extra Hak Paks #1] ([drain file 274 size])
* [drain file 275 url Extra Hak Paks #2] ([drain file 275 size])

was a module for ’s that is based on the original storyline of : . This original storyline, also known as the , was a much larger, more detailed plot that remained much more true to the tradition and the history of the series.

Moa Dragon has built a sizeable portion of the necessary map for this project, including much of the overworld and all of the dungeons. He has also implemented many of the scripts, although many of these are untested. Dialogues are incomplete and marked with placeholder conversations for the most part. The released module above should not be considered a demo for these reasons.

Sadly, Moa Dragon stopped working on Eriadain some time ago. However, he very enthusiastically shared the sum total of his completed work with in the hopes that someone might wish to pick up the module and run with it in the future.

 

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