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The Baldur's GAte remake thread


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#401
PJ156

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This is very exciting. It is incredible to see Baldurs gate come to life in 3D, it is where it all started for me.

Thanks for plugging away at this I am quite looking forward to meeting Imoen and Minsc again..

Hopefully Mr Eligard will have to look up some hat recipes soon :)

PJ

#402
The Fred

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I see The Hall of Wonders, Ramazith's Tower, the Wide, and is that the House of Tymora? Hey, I can even see your house from up here.

#403
-Semper-

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it's amazing! thx for sharing all this wonderful stuff with the community - and not your mod, all the mods out there^^

can't wait for the release ;)

#404
Squire

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What can I say? Those look amazing! You guys have done an awesome job at recreating this city so faithfully...it must have taken ages!

I just hope it will all be worthwhile - not for us (because I'm sure it will be totally awesome when it's finished) but for you guys, who have put so much time and effort into what must surely have been the most talked-about and highly anticipated project since Neverwinter was first created.

#405
M. Rieder

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drechner wrote...

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.




That is very generous of you.  I know all the builders are drooling at the prospects of the new content.

#406
Shallina

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Finally all of the functionnal area with good walkmesh, script, npc, compagnion, store done are all linked together. Wich mean, almost everything up to chapt 5 begining + tale of the sword coast extension.

It's al ready a very big functional module, and al ready bigger than many commercial games with more functionnality/feature than most 3D RPG game. So I think the big picture of BGR starting to looks really good.

Also for now nothing has been left behind (quest or event), we have been able to do everything  we wanted as we wanted (except for the Ankheg, but perhaps helfire will finish it one day).

I don't know if I told it al ready but we may put a "party manager SOZ style" to allow a full custom party for those who want it at the beginning of the game in Candlekeep inn.

Modifié par Shallina, 02 juin 2011 - 11:14 .


#407
The Fred

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Shallina wrote...
I don't know if I told it al ready but we may put a "party manager SOZ style" to allow a full custom party for those who want it at the beginning of the game in Candlekeep inn.

In the original game, you could do this anyway by starting a "multiplayer" but just playing all the characters, so this would probably be a good idea.

#408
darthni1

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Will NWN and all expansions including "Storm of Zehir" be required for mod installation? Anyone?

:)

#409
Shallina

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We are taking advantage of all the content possible (both extension custom content from modders).

Also some option needed like the death system are available only in the SOZ extension

#410
darthni1

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Thanks! :)

looking forward to the game...oh so very much! :)

#411
Display Name I

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you guys are my heroes! thank you! thank you!! thank you!!! for sticking with this project.
On here is one of my BG related drawings ---> http://www.ign.com/b...antinamelessone

#412
darthni1

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pretty nice drawings, good work! :)

#413
Display Name I

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thanks!

#414
M. Rieder

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Hey, keep up the good work. All the custom stuff looks really good. We are all looking forward to release.

#415
rjshae

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The one item I was wondering about was the issue of visibility of NPCs and creatures. In BG I often didn't know about a potential encounter until I was virtually on top of it. In NWN2, however, it seems likely that I would have better long range visibility and be able to spot encounters well before they happened. Do you know how well that is working out in play testing?

Modifié par rjshae, 08 juin 2011 - 08:59 .


#416
drechner

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rjshae wrote...

The one item I was wondering about was the issue of visibility of NPCs and creatures. In BG I often didn't know about a potential encounter until I was virtually on top of it. In NWN2, however, it seems likely that I would have better long range visibility and be able to spot encounters well before they happened. Do you know how well that is working out in play testing?


We've been experimenting a lot with the placement of the encounters as well as anything that can block the LoS of the player a bit. Honestly, it takes a bit of tweaking with both the encounter and the area design, but the end result should most likely have the player "surprised" a bit when they enter an encounter, similar to the Fog of War in the original Baldur's Gate.

#417
Skellimancer

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I recognized the areas instantly! Great job, Drechner!

#418
rjshae

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drechner wrote...

rjshae wrote...

The one item I was wondering about was the issue of visibility of NPCs and creatures. In BG I often didn't know about a potential encounter until I was virtually on top of it. In NWN2, however, it seems likely that I would have better long range visibility and be able to spot encounters well before they happened. Do you know how well that is working out in play testing?


We've been experimenting a lot with the placement of the encounters as well as anything that can block the LoS of the player a bit. Honestly, it takes a bit of tweaking with both the encounter and the area design, but the end result should most likely have the player "surprised" a bit when they enter an encounter, similar to the Fog of War in the original Baldur's Gate.


Thanks. I'd imagine the NWN2 map system would make the task more difficult since a significant element of the original game was the exploration of each location. Shrug.

#419
Jonesta

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Wow I just heard about the IWD remake yesterday and since they uploaded a new chapter I followed some links and found this forum as well. I have been wanting to play BG and now it seems that soon I'll be able to do it NWN2 style. This is great keep it rolling and by all means feel free to continue on to BG2 ;)

Modifié par Jonesta, 20 juin 2011 - 01:38 .


#420
Elanareon

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Any time now?

#421
Shallina

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No time for release...... We just hope to have something complete before the end of the year, but it may not be ready to release at this time.

The day we'll release it's beceause it's finished, or beceause we'd gave up finishing it.  But since we al ready have almost the 5 first chapter fully covered, and that the game only got 7 chapter with the 6 and the 7 beeing tiny one, I think we are starting to have the finishing line in sight.

I am super happy with the quality so far, and we have moved from an approach "good enought for a mod" to the approach it's done when it's done.

That change was made beceause the general feeling, and quality is way above what we expected, basically, Baldur's gate is tranlatting very well in NWN2, so we decided to go on without restriction in what we do since for now nothing stopped us.

Lastest news

The big city of Baldur's Gate has its exteriors done, scripted and animated now, over 1000 objects are impacted by the "day /night" cycle in order to give life to this city, it was a lot of work to have everyting run smooth, basically there are a lot's of "brain juice" behind those script so the game don't slow down while those event take place. The citty also has a lot of custom custom content, wich you saw a glimps on the screenshoot of the empty city that Drew posted.

For now we'll try to have this city in a single module, so far the fort is holding (no game issue, the engine isn't crying and there is no slowdown). When the interiors will be operationals, we'll see if the fort still holding or if we need to divide the city in smaller modules (if the engine don't hold it,  if there is to much, if we see perf decrease), or if we can keep everything into one module.

We also got Lips synch operational for every voice over across all the game thanks to our third member :)

We'll probably give a shot for a custom GUI.

There is one thing that may not make it, it's "the scroll of undead protection" that is supposed to give you immunity against all undead attack behing physical or magic. I can't find a "clean way" for scripting it.

Modifié par Shallina, 01 juillet 2011 - 09:56 .


#422
BartjeD

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I could imagine a recurring custom function that checks if an undead is about to attack the caster every .5 seconds and make him immune to normal damage.

Trouble is he might then also be immune to another non-undead creature's slashing, piercing and bludgeoning attacks. If there aren't any areas in which these undead and non undead typhically mingle it would work like a charm though.

I suppose you could also set it to 0.1 for the duration of the spell since it would be a very light script and won't affect performance greatly. Then the window for being immune is likely smaller as well meaning attacks of creatures that aren't undead are less likely to meet the immunity. It's still only a workaround though.

If you're interested in an example you can check the Contingency spell in my Wicked Magic bundle pack (http://nwvault.ign.c...ed.Detail&id=54) The script is called spell_contingency2 If memory serves and it's in the overide.

[Edit] Not Approved yet, darn

Modifié par BartjeD, 01 juillet 2011 - 10:51 .


#423
The Fred

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Shallina wrote...
There is one thing that may not make it, it's "the scroll of undead protection" that is supposed to give you immunity against all undead attack behing physical or magic. I can't find a "clean way" for scripting it.

Just use VersusRaceEffect(); or VersusRacialType(); or whatever it is.

EDIT:
// Set eEffect to be versus nRacialType.
// - eEffect
// - nRacialType: RACIAL_TYPE_*
effect VersusRacialTypeEffect(effect eEffect, int nRacialType);

Modifié par The Fred, 01 juillet 2011 - 11:08 .


#424
Shallina

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VersusRacialTypeEffect(effect Effect,int nRacialType)

exemple :

void main(){
effect eBonusToApply = EffectDamageIncrease(20, DAMAGE_TYPE_MAGICAL);
eBonusToApply = VersusRacialTypeEffect(eBonusToApply, RACIAL_TYPE_DRAGON);
object oTargetOfSpell = GetSpellTargetObject();
ApplyEffectToObject(DURATION_TYPE_INSTANT, eBonusToApply, oTargetOfSpell);
}

I have the feeling that function won't work as a defensive buff since it check the target and not the perpetrator.

Could work if the buff is applied on every undead in the area, But That's still not clean, but it's still the best way for now.

Need to test to see if it could work as buff

Modifié par Shallina, 01 juillet 2011 - 11:32 .


#425
The Fred

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AFAIK, it's pretty much designed for defensive buffs. Protection from Alignment is done using VersusAlignmentEffect(); and you would expect this one to work in much the same way, though I can't think of anywhere off the top off my head where it's actually used. However, you can add AC vs racial type as an itemproperty to items and so forth, so it's clear the engine understands the concept. It's worth a shot, anyway.