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The Baldur's GAte remake thread


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#1
steelfire_dragon

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well carry on,  I'd post a link to the ninth thread, but since its closing why bother.


Baldur's gate was loads of fun....


the 10th thread on this.

Modifié par steelfire_dragon, 24 octobre 2011 - 08:08 .


#2
lady_lunatic08

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aha I found it!!

#3
aristotle66

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steelfire_dragon wrote...
Baldur's gate was loads of fun....


Yeah, someone should port BG to NWN2. That would be really cool.

#4
Shaun the Crazy One

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I think it's important to give some background on this project for those who didn't frequent the old forums.

Previous topic from the old forum

The Baldur's Gate remake is a project that been going on for over 2 years, currently headed up by drechner
and Shallina.  The goal is to re-make the originally Baldur's Gate (and TotSC) as a NWN2 campaign.  As only casual observer of this project I can't give all the details on the project but I can say that there have been large number of contributors (Drechner and Shallina particularly) who have worked tirelessly on this remake.  Drechner and Shallina did say they were aiming for a summer release date, so you can expect it will be coming out soon.

Also Drechner has an album of screenshots from the project that can be found here.

aristotle66 wrote...
Yeah, someone should port BG to NWN2. That would be really cool.


This project is not so simple as porting BG to NWN2.  For one thing BG was 2D and used a different type of script.  That means all the level design and scripting has to be redone, not to mention a boatload of custom modeling.  The BG team has been spending years working on this project and frankly it's amazing how far they've come.

Modifié par Shaun the Crazy One, 15 juillet 2010 - 06:18 .


#5
Shallina

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I don't think that a summer release is possible. Perhaps this year :)

I got all the dream sequence working as in teh originale game, accross al the different module of the campaign with custom feat affected to the player based on their alignement. Like in the original game, and without any loading :). That's the last 'full' thing I'have done.

Modifié par Shallina, 15 juillet 2010 - 06:44 .


#6
lady_lunatic08

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So how come the thread has been moved here? is the other forum being closed down?

#7
steelfire_dragon

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they are closing down their legacy forums yes.



and all of them are to be archived.



no new business there

#8
MindYerBeak

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Cor blimey, guv, it looks like a completely new game. It'll be nice to see Imoen in all her glory again, I had loads of fun with her. It'll be a completely new experience playing Baldur's Gate in this new format. A lot of hard work has obviously gone into it and you all deserve recognition for a very difficult project.




#9
MindYerBeak

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Does Imoen not have red hair? Judging from the screenshots after a good squint it doesn't appear to be the case.




#10
drechner

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Imoen had dark brown hair in BG1 and red-ish hair in BG2.



By the way, thanks for starting up a new thread in the new forums! In case you're just now hearing of this project, a little background:



I started working on a Baldur's Gate Remake in the NWN2 Electron Engine in November of 2006 (yes, that's a long time ago and it's a bit depressing to think that I'm still working on it! :P). There have been many people who have contributed small parts to the project throughout the several years this has been in development, though really only myself, Shallina (a fabulous scripter), ArtEchoke (a 3d modeler and a talented one at that), and sometimes Anthoryn have been working on the mod.



For the most part, the remake features the same dialogue, characters, items, maps, and story from the original Baldur's Gate. However, NWN2 gave us the opportunity to update the game to the 3.5 ed rules and take some liberties with the areas. I think you guys will really like the final product whether you've played the original or not (if you haven't, go out and buy the original Baldur's Gate! It's an incredible game; you won't regret it), though I'm a little biased ;)



As far as release dates go, I was aiming to get this thing out by the end of the summer, but I don't think that's going to happen (it could, but it'd probably be sloppy and we don't want that). Instead, fall or winter at the latest is the new expected release date. I really see no reason that we wouldn't be able to finish this by winter to be honest. We have several modules fully scripted at this point and nearly all areas are complete.



Please note that the purpose of this is strictly as a tribute to the original game--one of the best RPGs I have ever played--and for the benefit of the NWN2/Bioware community.



Also, thank you to all of you who have been following this project. I think we would have potentially given up long ago if it weren't for all of you!

#11
Draug Mornar

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Thank you Drechner, Shallina, and whoever else has worked so steadfastly on this project. I do however have a few questions. Will there be crafting, and if so which variety (NWN2, MOTB, or SOZ's)? Will all the weapon types of NWN2 be available or only those of the original Baldur's Gate?

#12
Shallina

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All type of weapon will be available.



For now no crafting is planed in BG1 remake, wich make sense since in BG1 there was almost no super item. But it's al ready in my next release (on hold beceause of BGR) :)

#13
steelfire_dragon

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so in your estimation, how much lacks completion?

#14
aristotle66

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aristotle66 wrote...

steelfire_dragon wrote...
Baldur's gate was loads of fun....


Yeah, someone should port BG to NWN2. That would be really cool.


Ahem. Apologies for leaving out the /joke tags.

Still, it was probably useful to provoke a summary of what the project's about and the difficulties involved.

#15
Shaun the Crazy One

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Drechner! Shallina!  Great to see you both here!

I've been watching this prodject for the last year and a half with eager anticipation.  I was honestly amazed to hear you started November of 2006.  This probably the most impressive prodject undergone with the NWN2 Toolset, but their isn't much praise I can give it that the screenshots don't give on their own.

Shame you had to push back the release date but sometimes quality demands time.  Looking foreward to the release one way or another, and so good see the prodject has endured this long.

Shallina wrote...
But it's al ready in my next release (on hold beceause of BGR) :)


o_0 What is is your next release Shallina?

#16
drechner

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Shaun the Crazy One wrote...

Drechner! Shallina!  Great to see you both here!

I've been watching this prodject for the last year and a half with eager anticipation.  I was honestly amazed to hear you started November of 2006.  This probably the most impressive prodject undergone with the NWN2 Toolset, but their isn't much praise I can give it that the screenshots don't give on their own.

Shame you had to push back the release date but sometimes quality demands time.  Looking foreward to the release one way or another, and so good see the prodject has endured this long.


Thanks! :)

I recently did a bit overhaul on lighting and I think I can say that it's in its final state (this includes all "Lights" as well). This was always one of those polish things I figured I would do when the project reached the end so it was good to be able to get to this and finish it; I'm pretty happy with the final product :)

Some samples (in Beregost):

Exterior Daylight - Before
Exterior Daylight - After
Exterior Night - Before
Exterior Night - After

Interior Night
Interior Day

Modifié par drechner, 20 juillet 2010 - 04:41 .


#17
Lyssistr

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One question, are you planning to include "twists", introduced by fan mods, such as avoid losing rep as evil (to make the evil alignment playable) etc?

#18
drechner

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Lyssistr wrote...

One question, are you planning to include "twists", introduced by fan mods, such as avoid losing rep as evil (to make the evil alignment playable) etc?


No, but this is something that anyone can come in after we're done to add themselves. This mod is for the community after all! :)

We've actually scrapped "reputation" and replaced it with the Good/Evil Lawful/Chaotic spectrum (fits in with 3.5 ed). Much to the disappointment of Shallina, we'll be making Bounty Hunters pop-up A LOT less than the original BG if you're evil and playing as such. The bottom line is that the player really shouldn't be punished for playing like that. The world should react, yes, but the game should not be unfair or unplayable (as it was in BG). 

#19
Lyssistr

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That's really cool to hear :). Baldur's gate is a cool game but not letting you play evil is imo a design flaw, even though my very first playthrough was on an evil character, it is possible but not nearly as enjoyable.



I also vaguely remember a problem right before the dungeon which leads to Sarevok, some guards that would open a gate, where all Baldur's Gate high society would be, can go loco - also if you try to skip them quickly entering, they come along and you have more enemies in the mini fight vs Sarevok (not the final one, the one before you go down).



Btw, mentioning Sarevok, will he be immune to magic like pre-ToSC or he'll be normal? will the summon (infinite)creatures->haste em->have a nap->find out you won tactic still be there or the limit on summoned creatures be like BG II (5 iirc).

#20
steelfire_dragon

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O I hope not, some of that was unbalancing ....




#21
Shallina

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Carefull some spoiler in there.

Sarevok exist as a model, he is cool and all, but he is not scripted yet for fight. When sarevok will be scripted we'll be  close from release. Sarevok never was immun to magic, he had just strong resistance. You had to debuff him in order to be able to cast on him, first with doom to lower his saving throw and them with spell that decreased magic resistance.
He will probably be the same here. IT won't be like NWN2 OC where Kelkhar could solo the entire campaign without you ever touching him on hard core.

Magic user won't have 4 identify spell and other stuff like that like in the NWN2 OC. Here they comes to fight, and are ready for it. They'll be fearfull and won't make you laugh. A weak party will probably be slaugthered, and it fit the background of the story. BG is not about petty thieve or luskaner that want to be darker than the guy next to him, what you are facing is really dangerous.

There is no reputation here is just a check on align /good/evil for bounty and guard. You need to be very evil not just a little evil to trigger them. They are in and they are strong. You can raise your alignement by donating money to a temple if you fall to low in the evil side, just like in the original game. It's normal for guard to clear really dangerous poeple from towns, that"s their job and why citizen pays taxes. In order to be safe behind their walls. Before going in those walls you have to be clear.

A char that start at default chaotic evil is a little above the alignement level before they kick you out of town. You are in Baldur's Gate, not in a drow city.

Bounty hunters and flaming fist party that comes to hunt you are only in town. They reset each time you leave the area. The evil alignement always was playable, it was the "hard core" path. And if you were to much evil you had to go the temple to increase your reputation a little in order to avoid them.

If you are someone that shouldn't be in town you have to earn the right for it, those little donation are here for that, just like in the orignal game.

Those feature are al ready scripted. Bounty hunter aren't a big problem, but flaming fist party are strong.

Restricted rest like in the original game.

- in town you need to go to an Inn and pay for a room.
- in the wildnerness Creature/bandit might ambush you.

All those script are done and functionnal. I think that I have covered all "the core script" of the game that involve resting, fighting, party, henchmen, travelling and so on.

At the moment what I'am doing is implementing the story the encounter, the quests, basically I'am turning every module into a game, and some of them are al ready fully scripted and operational.

The worldmap is also fully functional. It works with the UI of NWN2 OC or MOTB, it display icons of place you have discovered you select the icons and click travel and you are gone to it It works exactly like BG original worldmap but with NWN2 GUI. We managed to salvage and adapt the original Icon and map for the background and icons.

I including conversation skill check for the one where it's  obvious.
Killing commoner will lower your alignement.
Party member ask you to be in the same leag as them or they will leave. Don't espect to be able to travel with Ajantis if you are evil. All of this is scripted and functional.

Modifié par Shallina, 21 juillet 2010 - 10:33 .


#22
Name Goes Here

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 I just had to create an account to tell you guys how awesome those pictures look! 
Thanks for all the hard work you're putting in to give us BG1 on NWN2! <3

#23
cliff_g

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I am excited to see this remake for a number of reasons. I was never able to finish BGII so I cannot comment on that but I believe the storylines in BGI and IWD were better than they seem to be in newer games. That could just be reminiscing but it always seemed that way to me.



I was sad to see the IWD on NWN2 project appear to come to a halt after it was 1/3 of the way there but I am very excited to see after all this time the BGI project is still going strong. I had been following this thread for longer than I can remember (close ot a year and a half maybe?) and I am impressed Drechner has been able to keep the team together knowing how we can all get side tracked by things going on in the real world. Getting this done after all this time will be an amazing accomplishment.



Looking forward to playing this..

Thankyou BGI Remake Team.

#24
Guest_Sieben Elfriend_*

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The prospect of a BGI remake for NWN2 is really exciting! I've enjoyed many CRPGs over the years (starting with Akalabeth on the Apple II; that should date me), but BGI was one of my favorites, hence my sig. Cute little Imoen, Jhalaera and her cowardly boyfriend ("better part of valor, better part of valor"), Boo the miniature giant space hamster; great memories. BGII had, perhaps, more intricate plotting and dialog, but seemed derivative after the original.



Thanks drechner, Shallina and the whole team. I eagerly await it.

#25
steelfire_dragon

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Jahiera Khalid