Lucky Day
Daywatch
A beta went up re: the new Enhanced toolset for NWN
https://nwn.beamdog.net/downloads/nwtoolset-8186-1.5.0.0.zip
https://forums.beamdog.com/discussi...n-try-the-new-updates-and-share-your-feedback
https://www.facebook.com/Beamdog/videos/2319128681662635/
I believe its main purpose is to maintain some sort of 64bit compatibility since all 32bit is going bye bye on Android. Don't quote me on that.
But it has some amazing enhancements nonetheless.
Scalable objects is the biggest thing - as long as they are not static. This includes doors for some reason.
You can open multiple areas on other tabs. Was this a feature in the Dragon Age toolset - or it doesn't have area manipulation. Dunno - never played it.
Optimized build module - Thank God!
Now using updated C++ compiler. I wonder if its C++14. I know the original compiler was written in Borland C++ to maintain compatibilty to Unix but that turned out to be a mistake. They ended up writing the Game Engine in VC++ IIRC and even snuck in some DirectX.
https://nwn.beamdog.net/downloads/nwtoolset-8186-1.5.0.0.zip
https://forums.beamdog.com/discussi...n-try-the-new-updates-and-share-your-feedback
https://www.facebook.com/Beamdog/videos/2319128681662635/
I believe its main purpose is to maintain some sort of 64bit compatibility since all 32bit is going bye bye on Android. Don't quote me on that.
But it has some amazing enhancements nonetheless.
Scalable objects is the biggest thing - as long as they are not static. This includes doors for some reason.
You can open multiple areas on other tabs. Was this a feature in the Dragon Age toolset - or it doesn't have area manipulation. Dunno - never played it.
Optimized build module - Thank God!
Now using updated C++ compiler. I wonder if its C++14. I know the original compiler was written in Borland C++ to maintain compatibilty to Unix but that turned out to be a mistake. They ended up writing the Game Engine in VC++ IIRC and even snuck in some DirectX.