Problems Connecing to server?
Moderators: Wynna, NWN2 - 03 DM
- ç i p h é r
- Retired
- Posts: 2904
- Joined: Fri Oct 21, 2005 4:12 pm
- Location: US Central (GMT - 6)
Its happening again, as at the time of this post, even with a living PC (Raven Jarlsdottir)
*** ANON: has joined #channel
ANON: Mod you have to be one of the dumbest f**ks ive ever met
MOD: hows that ?
ANON: read what I said
ANON: You feel you can ban someone on a whim
MOD: i can, watch this
ANON: its so stupid how much power you think you have
ANON: Mod you have to be one of the dumbest f**ks ive ever met
MOD: hows that ?
ANON: read what I said
ANON: You feel you can ban someone on a whim
MOD: i can, watch this
ANON: its so stupid how much power you think you have
Am I going to be able to play the DM'd event tonight?
*** ANON: has joined #channel
ANON: Mod you have to be one of the dumbest f**ks ive ever met
MOD: hows that ?
ANON: read what I said
ANON: You feel you can ban someone on a whim
MOD: i can, watch this
ANON: its so stupid how much power you think you have
ANON: Mod you have to be one of the dumbest f**ks ive ever met
MOD: hows that ?
ANON: read what I said
ANON: You feel you can ban someone on a whim
MOD: i can, watch this
ANON: its so stupid how much power you think you have
- Curmudgeon
- Gadfly
- Posts: 4312
- Joined: Thu Oct 07, 2004 12:07 am
- Location: East coast US
Booted. 

- Curmudgeon
HDM ALFA 03 - The Silver Marches
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Maxim #12: A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." - The Seventy Maxims of Maximally Effective Mercenaries
"This is not my circus. These are not my monkeys."
Realmslore: Daily Dwarf Common
HDM ALFA 03 - The Silver Marches
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Maxim #12: A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." - The Seventy Maxims of Maximally Effective Mercenaries
"This is not my circus. These are not my monkeys."
Realmslore: Daily Dwarf Common
- Curmudgeon
- Gadfly
- Posts: 4312
- Joined: Thu Oct 07, 2004 12:07 am
- Location: East coast US
- dergon darkhelm
- Fionn In Disguise
- Posts: 4258
- Joined: Fri Jul 08, 2005 1:21 pm
- Location: Cleveland, Ohio, United States
- Curmudgeon
- Gadfly
- Posts: 4312
- Joined: Thu Oct 07, 2004 12:07 am
- Location: East coast US
What patch version is 03 on now?
- Curmudgeon
HDM ALFA 03 - The Silver Marches
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Maxim #12: A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." - The Seventy Maxims of Maximally Effective Mercenaries
"This is not my circus. These are not my monkeys."
Realmslore: Daily Dwarf Common
HDM ALFA 03 - The Silver Marches
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Maxim #12: A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." - The Seventy Maxims of Maximally Effective Mercenaries
"This is not my circus. These are not my monkeys."
Realmslore: Daily Dwarf Common
Hello...was trying to connect to the server tonight and was able to create a character but when it tries to load the module I get a "Could not load the module...There was an error loading the module' message. I have WG 1.5.1 and have downloaded all the file for ALFA. I can get into OAS2 just fine. Just checking to see if 003 beta is online or not. I don't recall seeing it in GS for the last several weeks but saw it tonight and tried to connect.
NWN2 PC : Aeron Damphier
- AcadiusLost
- Chosen of Forumamus, God of Forums
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- Joined: Tue Oct 19, 2004 8:38 am
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We're in the process of trying to get it set up for proper beta testing again now- it was up for a good deal of last night, but in the course of that testing it became clear that we needed to roll back some of the recent ACR content (namely the custom skills package). I'm working on getting a reversioned module up right now, hope to have something in place in the next few hours.
If I can't get one stable and set to host, Indio may be able to host a version of it later this week (I'm heading out of town tomorrow through the weekend). This custom skill problem is a pretty serious setback though, so you may have to wait a week or so before 003 is available. I'll post here with news as I get it.
If I can't get one stable and set to host, Indio may be able to host a version of it later this week (I'm heading out of town tomorrow through the weekend). This custom skill problem is a pretty serious setback though, so you may have to wait a week or so before 003 is available. I'll post here with news as I get it.
I was able to transition into Silverymoon, though passing through the city gate had strange results. The gateway turned black and presented an area transition icon, then the server proceeded to crash with the "Could not load module ..." message. Subsequent connection attempts brought the error box up right away.
I'm not certain if this was due to the area being a work in progress, but Silverymoon itself seemed extremely laggy during the brief minutes I was there before getting booted. That makes me wonder if the size of the area is going to be a real drag on performance for those without expensive graphics cards, though two minutes is not really sufficient time to draw accurate conclusions. The area could also use map pins to ease navigation.
It's good to see that the starting merchant was retained, but giving him healing potions and armor above studded leather would be advantageous.
I'm not certain if this was due to the area being a work in progress, but Silverymoon itself seemed extremely laggy during the brief minutes I was there before getting booted. That makes me wonder if the size of the area is going to be a real drag on performance for those without expensive graphics cards, though two minutes is not really sufficient time to draw accurate conclusions. The area could also use map pins to ease navigation.
It's good to see that the starting merchant was retained, but giving him healing potions and armor above studded leather would be advantageous.
Silverymoon is very rough at this stage. It is composed of one main town (32X32) with 4 outskirt connecting areas (roughly 15X15 or so) N,W,S, and E.
Each outskirt has the exterior outside decoration, such as grass, trees, etc. The small size of each outskirt should cut down on lag. The main city (32X32) has not been trimmed of the exterior trees and grass outside the walls that are no longer required because of the smaller outskirt areas that link to the gate. (BTW, Indio, or AL, if you could clear all the grass and trees from the main 32X32 area OUTSIDE the walls, as well as the unseen placeables, that would be awesome
) Most if not all of the placeables have been switched to environmental and walkmeshes have been placed so you don't walk through the buildings.
Again, this is very rough at this point. The city consists of markers for each point of interest, but no map points yet, they are coming, as well as more street lamps, patrollers, etc.
Right now we want to get the mod up and running and test the exteriors for lag and see where we need to cut down on.
Thanks to AL and Indio for getting the tech stuff tested. And thanks to all who take a run through the highways and city.
Each outskirt has the exterior outside decoration, such as grass, trees, etc. The small size of each outskirt should cut down on lag. The main city (32X32) has not been trimmed of the exterior trees and grass outside the walls that are no longer required because of the smaller outskirt areas that link to the gate. (BTW, Indio, or AL, if you could clear all the grass and trees from the main 32X32 area OUTSIDE the walls, as well as the unseen placeables, that would be awesome

Again, this is very rough at this point. The city consists of markers for each point of interest, but no map points yet, they are coming, as well as more street lamps, patrollers, etc.
Right now we want to get the mod up and running and test the exteriors for lag and see where we need to cut down on.
Thanks to AL and Indio for getting the tech stuff tested. And thanks to all who take a run through the highways and city.