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Neverwinter Nights: Enhanced Edition Development Build 8188

Hello everyone! This development patch brings in a features that lay the groundwork for a followup patch to the stable branch. We are releasing this to the dev branch now so that you can help us test it and provide feedback on the direction things are taking. Thus, this patch contains a lot of experimental features with moderate chance for breakage. Please report any issues you might face on our bug tracker - https://support.baldursgate.com/projects/nwn-ee-public-bugs. We're aware it's been a long wait since our last patch. Thank you for your patience! We assure you, we are still hard at work on Neverwinter Nights: Enhanced Edition. Please note that this patch does not represent the full set of features we are working on. Instead, we have split away partial changes so that the community could test and evaluate them while were working on other features including the new graphics rendering engine, improved NWSync capabilities, and softening up more parts of the ruleset. This patch introduces backwards-breaking changes to save games and character files (specifically, the Red Dragon Disciple). Please read the patch notes carefully and make backups of your saves and characters.

Known Issues/Caveats in this patch


  • Networking relays are still nonfunctional. We will have to address further-reaching changes to the network protocol for the upcoming console release. Any related fixes and features, such as better NAT traversal, have been postponed for now.
  • Rendering console text (the yellow debug console) sometimes renders white squares instead.
  • Old CampaignDB files ("CodeBase", "Bioware DB", "FoxPro", etc) remain unreadable (for now, see below).

Features


  • Both client and server are now 64bit binaries. We do not provide 32bit binaries anymore as of this patch. (The binary directories in the game install are now misnamed; we didn't change this yet but will in a future patch.)
  • Achievements have been added to the Steam release. These are the same as have been available on Android for a while. There is a Debug UI panel that allows you to clear previously-achieved achievements if youd like to start fresh. Please note that they will remain flagged as Hidden until support for them hits the stable branch.
  • CodeBase (Bioware Campaign Database) has been replaced with sqlite3, as the old database code would not work when compiled with a 64bit compiler. Moving forward, we will be writing new, minimal code to import existing CodeBase entries; but for now, old data remains inaccessible. All new database files end up in the database/ directory in your user home. They have the extension .sqlite3.
  • A debug UI for advanced users to showcase experimental new features and UI scenes has been implemented (Ctrl+Shift+F12 to access).
  • A new configuration system has been put in place. Most client and server config is now stored in a file called settings.tml, instead of nwn and nwnplayer ini.
  • A lot of new configuration keys have been added, too numerous to list here.
  • Configuration will be imported from ini files. Once imported, the .ini will not be written anymore (but left in place in case you want to go back to a previous build).
  • All configuration keys can be overridden via ENV variables (useful for automated server setups), like so: NWN_CONFIG_SET_key, where key is the fully-qualified configuration key.
  • Some configuration still remains in .ini files; these will be migrated as we go along.
  • The .tml file is in TOML format and has a full schema embedded for better introspection and tool-based editing.
  • The debug UI offers access to the full new configuration system.
  • Networking/Crypto: Servers can now have fixed identities that persist between restarts. This identity is stored in a file named cryptographic_secret in the user home. Leaking this identity allows others to impersonate your server, much in the same way as leaking a private CD key. Favourites and History storage will now use server identities if available, so that floating IP/port servers can be found again easily.
  • The game now defaults to windowed mode (instead of exclusive fullscreen) on new installs.
  • The game will now remember the window position between restarts when in windowed mode.
  • A simple frame limiter has been added, which can be used to reduce CPU/GPU usage on battery-constrained devices. It is accessible through the Debug UI as explained below.
  • Walking/Running with shift held down is now an invertible config toggle. This is also accessible through the Debug UI.
  • NWSync now automatically purges outdated server manifests, removing stale and unneeded data. Manifests are considered outdated if they are coming from the same server URL and carry the same group_id (see NWSync documentation).
  • NWSync can now download offline modules from preconfigured servers. This is a experimental feature and only accessible via the Debug UI, and requires adding a specially-prepared repository.
  • The debug UI offers to purge unwanted nwsync manifests and all associated data. This will eventually be turned into a more user-friendly UI.
  • Music and ambient sounds are now loaded through ResMan and can thus be in hak and nwsync.
  • The game will now read plain mp3 files (the .bmu extension rename is still required, because this extension is used in all existing resources/haks).
  • The game user home (i.e. Documents/Neverwinter Nights) is now provisioned development directory, which detects changes and content is reloaded at runtime. This directory sits at the very top of the resources search path (unlike override/, which is sitting below ERF containers such as HAKs).
  • NB: This content reload only affects resource types that are not cached. For example, it can be used to inject scripts or GFF data, but not replace textures on the fly.
  • ResMan resource management and priorities has been rewritten. The debug UI can show this to you.
  • [Linux/Mac only] The game can now optionally mmap() all core game resources. This speeds up loading times drastically on some systems. This is turned off by default.
  • We have added a script command to JIT-compile and run a chunk of NWScript.
  • We have added functionality that allows attaching UUIDs to objects. These UUIDs are persisted to GFF and can be used by authors to identify items across module restarts, among other use cases.
  • Script calls that serialise/deserialise objects (StoreCampaignObject and CopyObject as of now) can now work with the following object types: Creatures, Items, Placeables, Waypoints, Stores, Doors, Triggers.

Fixes


  • C++: Thousands of cases of undefined behaviour have been addressed. A lot of code duplication has been removed in the process.
  • KTX texture loading order has been fixed.
  • The Load/Save dialogue now properly removes savegames from the resource manager when exiting the UI.
  • GL Render Culling was fixed (i.e. flickering trees and keyholing showing backfaces of geometry instead of punching through).
  • We fixed invalid user savegames being deleted on read errors; for example when erroneously storing savegames in subdirectories, or when AV denies access to reading the .sav.
  • Automatic tangent generation has been fixed.
  • Steam CD key retrieval should be more robust; and in the case of errors, will emit a useful support token that can be used to follow up with Beamdog.
  • A memleak in script evaluation was fixed.
  • SetPhenoType: The constraint condition was too narrow in clamping the phenotype; this has been fixed.
  • SetName() on areas now sends the configured language, instead of English.
  • The rather arbitrary builtin effect icon limit has been removed.
  • Object Visual Transforms: We now send VTs for newly-created doors and placeables. Some inefficiencies in network updates have been removed.
  • Material Shader Params: Some inefficiencies in network updates have been removed.
  • The server now waits 3 seconds before attempting to list with the master, allowing a module to load in non-interactive use.
  • Running a local multiplayer game now should never reject the primary player if the master is unreachable.
  • A case where arturo texture animations failed to animate has been addressed.
  • A bug in the creature serialisation code (for StoreCampaignObject) has been addressed where it would erroneously embed transient object IDs for inventory items, resulting in issues when loading this creature again in a persistent world setting.
  • A nullptr deref crash related to funny/zombie-walking a player was fixed.
  • A nullptr deref crash when clicking placeables without a valid player creature was fixed.
  • A thread race crash during sound system initialisation was fixed.
  • A nullptr deref crash when the server sends a weapon switch request for a creature where the model did not yet load was fixed.
  • A selection of nullptr deref crashes when the server sends a creature update for a non-existing creature were fixed.
  • A case where encounters containing creatures only of the same CR would fail to select the proper amount/difficulty was fixed.

Ruleset


  • classes.2da: New column StatGainTable. This column contains a table that describes ability and natural AC progression per level.
  • Palemaster Natural AC progression has been changed to use this mechanism.
  • Dragon Disciple Natural AC and Ability progression has been changed as well. As a consequence of this change, existing creatures will be stripped of their baked-in modifiers; thus changing characters/saves irreversibly and making them invalid with older game versions. Character changes are tracked in the character file itself: A new field DataMigration has been added to the GFF CreatureStats struct to accommodate this. In the interest of transparency, changes made to character files are published in the patch notes, below. If you want to return to a previous game version, make sure to create a backup first.
  • racialtypes.2da: New columns to configure extra skill points and feats at first level.
  • racialtypes.2da: New columns to configure the skill points modifier at first level.
  • racialtypes.2da: New columns to configure Ability Point Buy.
  • racialtypes.2da: New columns to configure normal feat progression.
  • ruleset.2da: New 2da added that contains a set of builtin ruleset defines. These defines were previously hardcoded in the game engine and are now overridable on a per-module basis. No explicit guarantees of functionality are given due to their scope and amount; however we will gladly listen for feedback on what works, what doesnt work as expected, and what needs changing to accommodate further use cases. We reserve the right to change and remove entries with future patches.
You can find all of these files in the game installation directory, subdirectory ovr/.

Irreversible character data migrations in this patch


  • DataMigration < 1: Dragon Disciple Class:
  • if (level >= 10) STR -= 4;
  • if (level >= 4) STR -= 2;
  • if (level >= 2) STR -= 2;
  • if (level >= 7) CON -= 2;
  • if (level >= 9) INT -= 2;
  • if (level >= 10) CHA -= 2;
  • // Note: Natural AC was already calculated at runtime and not persisted to character data.

New Script Commands


// Execute a script chunk. // The script chunk runs immediately, same as ExecuteScript(). // The script is jitted in place and currently not cached: Each invocation will recompile the script chunk. // Note that the script chunk will run as if a separate script. This is not eval(). // By default, the script chunk is wrapped into void main() {}. Pass in bWrapIntoMain = FALSE to override. // Returns "" on success, or the compilation error. string ExecuteScriptChunk(string sScriptChunk, object oObject = OBJECT_SELF, int bWrapIntoMain = TRUE); // Returns a UUID. This UUID will not be associated with any object. // The generated UUID is currently a v4. string GetRandomUUID(); // Returns the given objects' UUID. This UUID is persisted across save boundaries, // like Save/RestoreCampaignObject and save games. // // Thus, reidentification is only guaranteed in scenarios where players cannot introduce // new objects (i.e. servervault servers). // // UUIDs are guaranteed to be unique in any single running game. // // If a loaded object would collide with a UUID already present in the game, the // object receives no UUID and a warning is emitted to the log. Requesting a UUID // for the new object will generate a random one. // // This UUID is useful to, for example: // - Safely identify servervault characters // - Track serialisable objects (like items or creatures) as they are saved to the // campaign DB - i.e. persistent storage chests or dropped items. // - Track objects across multiple game instances (in trusted scenarios). // // Currently, the following objects can carry UUIDs: // Items, Creatures, Placeables, Triggers, Doors, Waypoints, Stores, // Encounters, Areas. // // Will return "" (empty string) when the given object cannot carry a UUID. string GetObjectUUID(object oObject); // Forces the given object to receive a new UUID, discarding the current value. void ForceRefreshObjectUUID(object oObject); // Looks up a object on the server by it's UUID. // Returns OBJECT_INVALID if the UUID is not on the server. object GetObjectByUUID(string sUUID);


[ 2019-08-06 18:28:43 CET ] [ Original post ]

Neverwinter Nights: Enhanced Edition
Beamdog Developer
Beamdog Publisher
2018-03-27 Release
Game News Posts: 106
🎹🖱️Keyboard + Mouse
Very Positive (6758 reviews)
The Game includes VR Support
Public Linux Depots:
  • Neverwinter Nights Binaries - Linux [14.98 M]
Available DLCs:
  • Neverwinter Nights: Enhanced Edition Infinite Dungeons
  • Neverwinter Nights: Enhanced Edition Wyvern Crown of Cormyr
  • Neverwinter Nights: Enhanced Edition Pirates of the Sword Coast
  • Neverwinter Nights: Enhanced Edition Heroes of Neverwinter Portrait Pack
  • Neverwinter Nights: Enhanced Edition Darkness Over Daggerford
  • Neverwinter Nights: Enhanced Edition Tyrants of the Moonsea
  • Neverwinter Nights: Enhanced Edition Dark Dreams of Furiae
Neverwinter Nights: Enhanced Edition adds all-new enhanced features to the content of Neverwinter Nights Diamond Edition.

Slink through the shadows as a deadly half-elven rogue, wield fearsome magics as a powerful gnomish sorcerer, vanquish your foes as an armor-clad dwarven paladin... whatever hero you create, incredible adventures await.

Discover magic, wonder, and danger at every turn on your own or with friends in these classic Dungeons & Dragons adventures.

Enhanced Features:

  • Improved Display: Your portrait, combat bar, inventory, and other UI elements adjust in size based on your chosen resolution including 1080p and 4k.
  • Advanced Graphics Options: Pixel shaders and post-processing effects make for crisper, cleaner visuals. Enable contrast, vibrance, and depth of field options as preferred.
  • Community Endorsed: Original developers have teamed with key members of the Neverwinter Nights community to curate important fan-requested improvements to support players, storytellers, and modders.
  • Backwards Compatibility: Works with save games, modules, and mods from the original Neverwinter Nights. A galaxy of community created content awaits.

All the content of Neverwinter Nights Diamond Edition:

The original Neverwinter Nights campaign: Find yourself at the center of intrigue, betrayal, and dark magic in Neverwinter Nights. Journey through dangerous cities, monster filled dungeons and deep into uncharted wilderness in search of the cure for a cursed plague ravaging the city of Neverwinter.
Two expansion packs:
  • Shadows of Undrentide: Another adventure begins in Shadows of Undrentide! Charged by your master to recover four ancient artifacts, travel from the Silver Marches to unravel mysteries of a long-dead magical civilization.
  • Hordes of the Underdark: Continue the adventure started in Shadows of Undrentide and journey into the ever-more bizarre and hostile depths of Undermountain to challenge a gathering evil.
Three premium modules:
Discover over 40 hours of new stories, then go on to sample the hundreds of modules created by community members just like you.
  • Kingmaker
  • ShadowGuard
  • Witch’s Wake
The Aurora Toolset: Build your own world full of unique monsters, items, traps, encounters, and settings, then share your creation with the rest of the Neverwinter Nights community. (Windows only)
Dungeon Master Client: Become the storyteller! Control monsters, creatures, and characters your players will meet over the course of an adventure.

MINIMAL SETUP
  • OS: Ubuntu 18.04 or equivalent
  • Processor: Intel Core i3 3rd gen or equivalentMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: OpenGL 3.3 compatible with 2 GB of VRAM
  • Storage: 12 GB available space
GAMEBILLET

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GAMERSGATE

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