Riding horses in NWN2

Does it mean that gui-scripts fail to run without source code files?

should be. I think the engine also checks for a compiled file but ignores it.

The only real test i’ve done of this was with an add-on whose author included a ‘backup’ directory with an obsolete #include that the engine seemed to grab before the proper #include. The obsolete functions caused the gui-script to fail and the fix was simply to remove the backup dir.

Yep, I suppose it’s not using the ncs version of the script: I simply put the non-working version of the #include in the override, and the GUI stopped working. I copied the correct #include from the module to the override, overwriting the incorrect version, and it worked again.
I’m not sure yet if the problem comes from a duplicate float const value, or from the number of constants. I’ll check later.

Almost done!
The PC can now give horses to party members, and provided they have at least one rank in riding (and have a size matching their mounts’), they’ll mount and dismount when given the corresponding order.
:grinning:

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Wow.

0_o

Thanks to KevL’s (see thread here), I now think the scripts and interactions between player characters and their mounts are good enough for a beta release.
I just noticed some combinations (dwarf + white horse for example) are missing, so even if I won’t test each one after the other, I’ll at least fix the problems I found before I upload the hak.

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As soon as it’s uploaded I’ll test it. Pretty excited about this.

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It is impressive how one man is putting something into this game that should have been in there from the beginning. Great job, 4760!

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Thanks FaerzressSparkles! :grinning:

There’s something I don’t understand regarding the animations for the female version: the cloak is higher in game, whereas in 3ds max it’s well positioned. I don’t want to use the trial and error method to fix it (in case the issue also appears in other races), so I’m checking the differences in skeletons at the moment. That’s why I can’t give any update this week, but I’m still working on it.

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The Knights of the Round Table (as per the old Deities and Demigods) await their horses.:grin:

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Well, I think I found why the cloak was offset. I still need to verify I’m right, but I’m confident they won’t have to wait too long.

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I gave my class the assignment for developing characters in their games and thought it would be an interesting product to have the Knights of Renown and the Knights of Quality made.

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You know it might have been easier just to get two coconut halves and bang them together . . .

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lol

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TR

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Well, I did find why there were issues with the cloak animations. It wasn’t what I first thought, but I’m now positive I know what’s causing the glitches. The bad news is that it’s not just an offset to correct in the original position, but all animations will have to be fixed.
However, combat animations are quick enough to prevent the issue from being noticeable, so I’ll just correct the idle, walk and run animations.

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All I can say is what I’ve seen so far is amazing.

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Updated Knights of the Round Table (with Morgan le Fay) and the entrance to Camelot (based on the Castle Tintagel. All ready for their steeds. :grinning:

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Sorry, tell them they’ll have to wait slightly longer than expected. I’ll try to have something released by the end of the year.

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No worries. We’ll assume the church has outlawed jousting again for the time being.:grinning:

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