Excavating dungeons

Posted on January 18, 2011

Sorry about the lack of updates, real life has been quite demanding during the past several months. I’ve got some spare time now though and I’m back to working on the mod.

I’m currently reading up on how to create good dungeon layouts and puzzle structures and so far I think my test dungeons are looking pretty good, I’ll try and make some proper ones before the end of the week.

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Slight delay in Tir-Nimphel Beta

Posted on November 6, 2009

There has been a slight delay in the beta launch due to real life work interfering. I am uncertain when exactly the launch will be, but I hope we’ll be able to launch this month.

Just to ensure everyone – we are not dead and we are very close to beta, all we need are a few more quests and dungeons and we’re ready to go. I would have had them done a couple weeks ago, but I’ve been too tired from real life work to do anything serious in my spare time. As soon as things quiet down I’ll be able to get back to working on the mod.

I’d also like to remind everyone that we’re still looking for volunteers. Details are on the Contacts page, as well as the previous post.

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Tir-Nimphel Public Beta Coming Soon

Posted on September 18, 2009

A public beta of Tir-Nimphel will be held next month. The exact date is still unknown, but it should be somewhere between October 15th and October 31st.

The main purpose of the beta will be to get feedback from a wider audience and to check that the mod handles higher numbers of players well.

I will post more details and the exact date once it has been decided upon.

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Avon region WIP

Posted on March 6, 2009

As promised here’s another map update. About 75% of the full region has been mapped and there are several features missing on the map at the moment that will be added later.

Be warned, full map is pretty big.

Click image for full size

This will probably be the last map update until the map is finished, which should take another few days.

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Avon region map sneak peak

Posted on March 4, 2009

Here’s a small sneak peak at what I’m working on for Tir-Nimphel at the moment. Click the image for the full-sized picture.

This is only a small part of the full map which isn’t finished yet, but it’s coming along nicely and I’ve got about 50% of the Avon region mapped out so far. Expect to see more in a couple days.

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New Encounter System

Posted on January 15, 2009

Today I would like to talk a little about a new encounter system that I’ve started working on. I call it… the PnP Encounter System (no, I’m not very good at coming up with names) and it’s a faithful remake of the encounter system from Pen and Paper.

It all began a couple days ago when I was looking to alternatives to the default encounter system in NWN for Tir-Nimphel. I checked the vault for a good system that would allow me to easily create encounter tables, would be easy to implement, easy to maintain and wouldn’t cause any unnecessary lag due to heartbeats or similar calls but I couldn’t find anything I liked, so I went ahead and made my own system.

The encounter table is a 2DA, which makes it very easy to add new creatures to it, and it works similar to the original NWN system in that it runs from triggers. Absolutely no scripting knowledge is required to use it – all you need to do is alter the 2DA using a text editor and change a few variables on your triggers. I can hear you ask “But Bel, aren’t 2DA’s supposed to be slow?”, well that may have been true once, but now we’ve got 1.69 which updated the 2DA caching so you can keep as many as you’d like in memory at once by just changing a setting in nwnplayer.ini. This means that the 2DA should be kept in memory most of the time so there’s almost no search time.

So what does this mean? Well, it means that non-scripters and even novice builders can easily create encounters similar to those in Pen and Paper where you fight a group of dire badgers on the road to the dungeon and a batch of goblins when you head back to town to sell your loot.

Now, this system is still very much in beta and requires a few fixes, optimizations and added features before I upload it anywhere, but even after 6 hours of development time it is already shaping up to be a nice alternative to other encounter systems.

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27 Gaming Interviewed at NWN Podcast!

Posted on December 19, 2008

A few weeks back, Belnoroth and myself, VaeVictusX, were interviewed about The Mad Bishop, Tir-Nimphel, and how we became involved in the community. The interview is now released in Episode 85 of the only Neverwinter Nights Podcast. This will be the last episode of 2008 and we at 27 Gaming are proud to be a part of it. We’d like to thank Trey and Skunkeen for interviewing us and the entire podcast crew for their dedication to the community.

By the end of the year you can expect more detailed information regarding The Mad Bishop including some early screenshots and more specific information regarding the setting. As more work is done on both The Mad Bishop and Tir-Nimphel we will be in contact with the Neverwinter Nights Podcast crew to keep the community informed of our progress. If you found out about us by listening to the podcast, why not leave a comment and let us know? We’d sure appreciate it.

Tir-Nimphel changing

Posted on November 28, 2007

After much consideration I have decided to make Tir-Nimphel in NWN 1 instead. The NWN 2 version may some day see the light, but at the moment we will focus on the NWN 1 version.

The main reasons for the change are that I feel that multiplayer is far too clumsy and that the toolset in NWN 2, while allowing more control over things, is too slow to work with. Another major reason is the size issue, making Tir-Nimphel in Neverwinter Nights 2 means we have to limit ourselves when making areas in order to keep the file size down, or have a greatly limited number of areas, whereas in NWN 1 we can have hundreds of areas before we hit the RAM limit.

Work began on the Neverwinter Nights 1 version last Saturday and I expect to have enough areas for a small beta this weekend. The only Hak Pak required for the beta server will be CEP 2, but in the future I intend to include a couple others once we get more players.

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