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Knights Templar NWN

A forum for the Knights Templar mod for Neverwinter Nights
 
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Neverwinter Nights 2   Neverwinter Nights 2 Icon_minitimeTue May 17 2011, 12:06

I recently purchased NWN2 and am looking at the feasibility of porting KT over to it. I must say I already don't like it, because there's no Linux server. Linux is simply a much more stable system, and the Linux dedicated server for NWN1 is rock solid (the Windows version often gave me grief). My existing server computer won't run it without a Windows installation, so that means I'd have to buy Windows 7 for it or find a valid XP installation code that hasn't been used before. Hardware is another issue. No doubt I'd have to buy some new equipment to run Windows 7.

NWN2 is not expensive, only $20 for everything from Amazon. As I recall, it took forever to load. I'll give it a chance and keep you all informed of my opinions and progress here. If someone finds a newer D&D type game that allows users to create persistent worlds AND is as playable as NWN1, please let me know. It seems most people are switching over to game consoles these days anyway. That's sad, because the days of user created content and small, close-knit online communities may be over.
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Re: Neverwinter Nights 2   Neverwinter Nights 2 Icon_minitimeTue May 17 2011, 13:07

Got it installed. Before I start working on porting KT over, I'd like someone in the US to test something. I'll need to create a small test server and make sure it shows up on the server list. There seems to be little reason to create something if the server doesn't show up. If you are interested in helping test that, let's coordinate a test through this forum. Just post a reply and give me a time frame to put the server up and monitor it.
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Re: Neverwinter Nights 2   Neverwinter Nights 2 Icon_minitimeTue May 17 2011, 13:31

BTW, there's still talk on the net that Neverwinter will allow custom persistent worlds. They can count me out if it's just another MMO where content creators, like myself, must tie into the master server and follow strict content rules. On the other hand, some people claim it will be like NWN and offer truly custom persistent worlds separate from the main MMO server. If it's a replacement for NWN in that regard, I will almost certainly transition to it. The link is here:

http://www.playneverwinter.com/home

Knights Templar was created for a reason, to integrate a Christian worldview into online gaming. There are many servers where people are free to be as evil as they wish. I know some players don't like that good is favored here, but I figured someone needed to offer that perspective. There are still people out there that like to go to places where profanity and impolite play is frowned on.
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Re: Neverwinter Nights 2   Neverwinter Nights 2 Icon_minitimeSun Jun 05 2011, 04:04

There is absolutely ZERO chance I will ever port Knights Templar to NWN2. ZERO. I have spent a couple weeks playing NWN2 to get the feel for it, and it feels like crap. I have all the recent updates, and it still locks up for no reason, AI scripts don't work properly, the UI is horrible, the toolset is way too complicated, the camera modes are annoying, etc. Sorry, folks, but NWN2 is total crap. My only hope now is for NWN3 which is supposed to be released in late 2011.

NWN1 sets the standard for player created content. Personally, I would have opened up even more scripts in NWN1 for user customization, but it's not bad. Plus I see no reason why levels need to be hand drawn like NWN2. The NWN1 terrain textures load fast, and if resolution is a problem, they can be made as detailed as one wishes. For example, to send a 10 x 10 map of terrain squares, I only need 100 data transfers saying what terrain (water, grass, woods, etc) is in each square. The actual graphics are on the client, so higher resolution graphics wouldn't necessarily require more data flowing to the client.

We'll just have to see if NWN3 permits custom content. All we really need is a higher resolution version of NWN1 with far more item, creature, and terrain models.
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