NWN Toolset and Linux

July 18th, 2001 by Crusader

Janne pointed out thisthread at the officialNeverwinter Nights developerforum,in whichBioWare’s Derek French posted the following:

At this time, the toolset will be for Win32 only. That may change later, but this is the current plan.

Trent Oster then posted some additional clarification:

The toolset is developed in a rapid application development environment created by Borland, called C++ Builder. Borland was discussing a Linux version of C++ Builder, but I haven’t heard anything for a while now. If they did a Linux versnio we could get the toolset ported to Linux. The DM Client uses the game engine, so it will be multiplatform.

The toolset being referred to is utilized to create new adventure modules forthe AD&D-based RPG. Keep in mind that the game proper(client and server) is still being targeted for aLinux release.

7 Responses to “NWN Toolset and Linux”

  1. Anonymous Says:

    I’m a Dungeon Master. I like to make and control the adventure more than I like to play it. This is taking the part of the game that excited me most out of my reach. It’s like getting the Bard’s Tale Construction Set without the Construction Set.

    Maybe I’m spoiled by Loki’s increasing selection, but I won’t be buying this game unless it becomes clear that the tools work perfectly under WINE, because otherwise it’s incomplete.

  2. PJ_Hooker Says:

    Oh, man, Bioware! This is INCREDIBLY disappointing! :(

    What a bummer. I’ll still be buying the product. I want to support the idea that they did at least attempt a Linux product. We need to support companies that do this. But I am disappointed and I will request a Linux version of the tools.

    What I don’t understand is how all of this is dependent on the Borland compiler. I’ve been using gcc for a few years now exclusively. So, I haven’t used a Borland compiler in some time. Maybe I’m just not getting the big picture here.

    But if they coded using ANSI standards, it should be NO PROBLEM to port this to Linux or anywhere else. Everywhere I’ve programmed commercially gets really pissed off if you step out of ANSI rules because they want to secure that portability.

    So, did Bioware use code proprietary to Borland? Is that what’s happening here? The “fast development” is some proprietary template that locks you into their compiler? Is that what is going on? If so, that is such a shame.

    However, I’ve been reading about Borland getting more and more support for Linux. I really hope Borland does indeed port this so we can have our game and more C++ options, but if Bioware could have avoided this problem simply with better coding, then this is incredibly embarrassing.

    Likely, though, I’m probably just not seeing the big picture.

    In conclusion, thanks for NWN, Bioware, but I am EXTREMELY disappointed with the idea that I will not be able to create my own adventures. That was the WHOLE POINT of NWN. :( I’d better at least be able to play others’ adventures. Else this game will become real useless real fast. :(

  3. Anonymous Says:

    Why would they develop (parts of) a multiplatform game using a single-platform development environment?
    It’s not like they didn’t know. They couldn’t have sat down and said to themselves, “Hm, what shall we use to create the toolkit.. how about C++ Builder! Yeah, that’s a good idea!” and then a few months later realize it wasn’t multiplatform.
    Certainly they would have thought ahead and -knew- that it wouldn’t work in Linux but went ahead and did it anyway.

  4. Anonymous Says:

  5. Anonymous Says:

    I mean, we dont really know if the client will come to linux at all. The developers say they want but I belivie it when I get it. Stranger things has happend before [b][br]-byte-[/b]

  6. karlos Says:

    Here’s a newer post from one of the lead designers. It looks like they originally never intended to release the toolset, which is why they used C++ Builder.

    We are working very hard to make an awesome game. When you buy Neverwinter Nights you are paying primarily for just that, a ‘game’ — also known as the campaign. When we talk about the game this is what we are referring to.

    Secondly, we have designed the game so that the multi-player experience will be fun. We have learned from the Baldur’s Gate series how to avoid certain types of plots and methods of implementation that don’t work well in multi-player. That is why the campaign will play as well in multi-player as it will in single-player.

    As game designers we need tools to make the game. We decided early on that we wanted these tools to ship with the game. Notice the difference here — the toolset is not the game (although it requires the game).

    Finally, don’t write off Mac and Linux ports of the toolset yet but don’t count on them either. I’d hate to see anyone preorder Neverwinter Nights *only* because they want to use the toolset in Linux. The great game should be reason enough to want to have Neverwinter Nights.

    Brent Knowles
    Co-Lead Designer
    Neverwinter Nights

  7. Po_Tonberry Says:

    I haven’t read everything there is to know about C++ Builder, but here’s a couple things listed on page 9 ( of from ) :
    “Exclusive! Easily build GUI or Non-GUI CORBA C++ clients that use remote UNIX, Java, and Windows objects. Easily extend Forms with distributed CORBA objects that become Form properties compatible with all C++Builder visual components. C++Builder 5 brings RAD to CORBA user interface development”
    “Exclusive! Build powerful high-performance, mission-critical distributed applications that are interoperable with multiple platforms such as Linux, Solaris, AIX, HP/UX, Windows, and Java?. Rely on the proven industry-standard CORBA┬« ORB,? Inprise VisiBroker? to ensure application availability”

    Maybe I’m not fully understanding this, but doesn’t this indicate that C++ Builder can compile GUI programs for Linux as well as Windows?

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