If this project was going to die, it'd have done so by now. People may start projects, announce their intentions, talk a big game then quit after about a month or so when they realise just how much work is involved, but they don't get 4 years into a project and then decide to pull the plug.
That the people involved are still frequenting the forum and updating us as to their progress is a good indicator that unlike many projects of this magnitude, this one will be finished.
The Baldur's GAte remake thread
Débuté par
steelfire_dragon
, juil. 14 2010 12:35
#376
Posté 25 mai 2011 - 07:48
#377
Posté 25 mai 2011 - 08:21
OK well anyway this is looking pretty cool, can't wait to see it in action! The only downside is it's not built in the Infinity Engine; if we could just have that this'd be possibly the best game ever. Still, you can't have everything, right?
#378
Posté 25 mai 2011 - 11:15
If you want BG in the infinity engine, I don't see any point of making a remake. Just play the original game.
The whole point of the project is to have BG in a modern 3D setting with character and monster that aren't tree pixel on the screen..
Remaking the same game in the same engine, is 100% stupid, where is the interest of remaking exactly the same thing ?
The whole point of the project is to have BG in a modern 3D setting with character and monster that aren't tree pixel on the screen..
Remaking the same game in the same engine, is 100% stupid, where is the interest of remaking exactly the same thing ?
Modifié par Shallina, 25 mai 2011 - 12:07 .
#379
Posté 25 mai 2011 - 12:50
Well Icewind Gate II tried to "port" Baldur's Gate 2 to the Icewind Dale II engine but required too much work and was abandoned as a project, someone might pick it up though. That's the closest thing I can think of, that "remakes" it by using the same engine.
The Fred means that the Infinity Engine is almost perfect but you can't be better by not being different right?
If the Baldur's Gate Trilogy is hopefully remade for the NwN2 then we'll have maybe the best remakes of all time. Yes I really believe that, even counting the commercial ones.
The Fred means that the Infinity Engine is almost perfect but you can't be better by not being different right?
If the Baldur's Gate Trilogy is hopefully remade for the NwN2 then we'll have maybe the best remakes of all time. Yes I really believe that, even counting the commercial ones.
Modifié par Luminus, 25 mai 2011 - 12:51 .
#380
Posté 25 mai 2011 - 01:16
For now you'll only get the first opus and its extension, what comes after (BG2 and TOB) is nothing but a project in a box at the moment.
#381
Posté 25 mai 2011 - 01:41
Oh yeah. OK.Shallina wrote...
Just play the original game.
Hey, we could see who is finished first, you or me (I keep dying or getting bored before the end so you might actually win).
I think you get shambling mounds in BG2 but there are no tree monsters, not even treants....and monster that aren't tree pixel on the screen..
#382
Posté 25 mai 2011 - 03:33
As what I've heard, it shouldn't be impossible to implement other rules (d&d editions) and relevant game mechanics to the Infinity Engine. It's a shame that the engine isn't used to create new great rpg's... (don't get me wrong, I totally admire the BGTuTU, WeiDU mods).
I don't remember where I read this, but some guys on another forum said they were working on a open-source "look-alike"-Infinity Engine, user friendly for modders etc. :]
I don't remember where I read this, but some guys on another forum said they were working on a open-source "look-alike"-Infinity Engine, user friendly for modders etc. :]
#383
Posté 25 mai 2011 - 04:03
Yeah, there's a project IIRC, called "GemRB" or somesuch, which is like an open-source Infinity Engine built from the ground up. AFAIK it would be able to run all the old IE games from their data files, as well as potentially whole new IE games. Kind of off-topic, though...
#385
Posté 28 mai 2011 - 08:46
to create some pressure: it's already weekend and i still miss the promised screens!
#386
Posté 28 mai 2011 - 08:54
wasn't there some sort of trailer mentioned as well?
#387
Posté 28 mai 2011 - 05:49
"The Lord of Murder demands more screenshots!" - So sayeth the wise Alaundo.
#388
Posté 29 mai 2011 - 11:54
Trailer!
#389
Posté 29 mai 2011 - 12:26
the trailer was meant to be released the next few months in contrary to the screens. i want them... NOW! 
c'mon, it ain't that hard to press a button. they don't have to be in ultraquality from the best angle available - just something new refreshing the hype^^
c'mon, it ain't that hard to press a button. they don't have to be in ultraquality from the best angle available - just something new refreshing the hype^^
#390
Posté 29 mai 2011 - 12:35
Yeah! Gotta see some new screenies!
What textures did you guys use to create the Undercellar?
#391
Posté 29 mai 2011 - 12:43
(meant the sewers too)
#392
Posté 29 mai 2011 - 02:44
That's why there is no new screeny or news about scripting.
Drew is messing with custom texture for placeable, BCK and perhaps even for tiles.
Drew is messing with custom texture for placeable, BCK and perhaps even for tiles.
#393
Posté 30 mai 2011 - 09:33
No screenshots until late tomorrow, but in the meantime, I have a WIP screenshot of something that should look familiar...
#394
Posté 31 mai 2011 - 03:48
Flaming Fist head quarters.... or I'm a bearded gnome
#395
Posté 31 mai 2011 - 04:43
Are you moving Tiax to a more accessible location, or leaving him there?
#396
Posté 31 mai 2011 - 09:24
Finally... Baldur's Gate city screens! It's probably a bit to tell, but there's a LOT of custom content in here: custom signs, backgrounds, decor, banners, etc. I might throw in some new screenshots in a bit, but sleep is definitely needed right now.










Now it's time for sleep...










Now it's time for sleep...
Modifié par drechner, 31 mai 2011 - 09:25 .
#397
Posté 31 mai 2011 - 09:42
Those look very awesome.
I notice your stamp says "Baldur's Gate RELOADED". Will I still be able to play the game without reloading? ;-)
I notice your stamp says "Baldur's Gate RELOADED". Will I still be able to play the game without reloading? ;-)
#398
Posté 31 mai 2011 - 01:05
With that much custom content, I hope that is made available for other builders to use.
/Please!
/Please!
#399
Posté 31 mai 2011 - 03:21
We don't intend to lock the content like it was done with MOW.... Everything will be open in the toolset. But i'am not sure about an all clean .erf and fully documented 2da. I bet you'll have to dig a little.
Modifié par Shallina, 31 mai 2011 - 03:23 .
#400
Posté 31 mai 2011 - 03:33
kamal_ wrote...
With that much custom content, I hope that is made available for other builders to use.
/Please!
Absolutely! Everything (areas, etc.) will be for community use. The only thing we ask is that we are credited in some fashion if something of ours is used (you don't need permission or anything). Unfortunately, we probably won't do too much in the way of .erf, etc. so you'll have to manually look at the 2da and hak file for the content.
I also forgot to mention that I created custom textures for BCK and terrain textures; those can be used as well. There are lots of other very talented people out there that have created similar things though, so you might prefer theirs instead.
Modifié par drechner, 31 mai 2011 - 06:44 .





Retour en haut




