

Neverwinter Nights: Enhanced Edition
#1
Posted 22 November 2017 - 04:16 PM
Go read the FAQ if you're interested, I have a turkey to prepare.
#2
Posted 22 November 2017 - 05:04 PM
nick68k, on 22 November 2017 - 04:16 PM, said:
It's nice to finally get an x86 client (I know Owen actually had it working at one point, but they were never able to release it). The switch to modern shaders also means we get shiny water now.
#3
Posted 22 November 2017 - 05:15 PM
Presumably the toolset will continue to work this way, or via your favourite VM.
(Old timers may remember the heroic efforts of the NeverEdit guy...what (futile) hope he gave us back in the PPC days.)
#4
Posted 22 November 2017 - 06:31 PM
But the client seems to have feature parity (in terms of the new shader support), at least as far as they've said. So any new mods and stuff should work just as well on Mac.
#5
Posted 23 November 2017 - 02:10 AM
iMac 2011, quad 3,4Ghz i7, 1TB Samsung EVO 840, 8GB RAM, 2GB Radeon 6970m. + 2016 Macbook m3 + iPad 2 64GB + iPhone 4S 64GB + Girlfriend + Daughter
#6
Posted 23 November 2017 - 06:27 AM
Of course, the real draw is the persistent world stuff and the user-created content. I'm hoping that gets a healthy shot-in-the-arm with the EE release.
#9
Posted 24 November 2017 - 02:45 AM
#10
Posted 25 November 2017 - 04:25 PM
I still hope they can manage to locate the source code for Icewind Dale 2 but that isn't looking too good.
#11
Posted 25 November 2017 - 10:36 PM
Ichigo27, on 24 November 2017 - 02:45 AM, said:
10.9 or later is required according to the release notes. Congratulations!
Incidentally, the NWN:EE beta/early access is available via the 'head start' program. Details here.
#12
Posted 26 November 2017 - 09:07 AM
DirtyHarry50, on 25 November 2017 - 04:25 PM, said:
Completely MIA from what I understand. That said, GoG sell a wrapped version of IWD2 for the Mac that works without issue. It's not an EE, but hey.
#13
Posted 28 November 2017 - 10:40 AM
nick68k, on 26 November 2017 - 09:07 AM, said:
Yeah, I own the GOG version. I wonder if they ever got around to wrapping it up for Linux. I'm sure I can do that myself though if need be. Since I am well behind in the games I want to play, I'm content to wait and hope on this one but if it never happens I'll get to it one way or another assuming I live long enough.
Just checked. I don't think GOG's in any hurry to do it up for Linux. If I do, maybe I'll send it to them. Maybe... you know what they say about the best laid plans.
#14
Posted 15 December 2017 - 01:27 AM
#15
Posted 24 December 2017 - 05:08 PM
-V. Marchetti, CIA
#16
Posted 24 December 2017 - 05:14 PM
clocknova, on 24 December 2017 - 05:08 PM, said:
#17
Posted 25 December 2017 - 02:24 AM
clocknova, on 24 December 2017 - 05:08 PM, said:
The toolset was originally written using a Borland IDE, which only targets Windows. Releasing on Mac/Linux would involve rebuilding the entire toolset in a new cross-platform IDE, which is outside of the scope of the Enhanced Edition.
#18
Posted 25 December 2017 - 08:42 AM
iMac 2011, quad 3,4Ghz i7, 1TB Samsung EVO 840, 8GB RAM, 2GB Radeon 6970m. + 2016 Macbook m3 + iPad 2 64GB + iPhone 4S 64GB + Girlfriend + Daughter
#19
Posted 25 December 2017 - 12:03 PM
#20
Posted 25 December 2017 - 12:17 PM
clocknova, on 24 December 2017 - 05:08 PM, said:
This is nowhere as simple as you are imagining unfortunately. People often mistakenly underestimate what is involved in software development where there are pretty much no trivial projects.