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The Baldur's GAte remake thread


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#526
DragonBears

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@rjshae

TOSC is included ( mentioned many times in the thread, including earlier in the page ). Other mods are not.

After Drechner/Shalina and co. release their project, I'm sure you can modify it with some or all of your mod list, but I doubt that the current team will be interested in adding anything ( Drechner, at least has said he needs his life back ).

#527
The Fred

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Shotgun The Grey Clan: Episode 1!

#528
rjshae

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DragonBears wrote...

@rjshae

TOSC is included ( mentioned many times in the thread, including earlier in the page ). Other mods are not.

After Drechner/Shalina and co. release their project, I'm sure you can modify it with some or all of your mod list, but I doubt that the current team will be interested in adding anything ( Drechner, at least has said he needs his life back ).


Very understandable, and thank you for the reply. Yes, besides playing the game, I think it will be fun to see what Mod enhancements others can come up with. That sort of thing tends to improve the replay value, at least to me.

Regards,

#529
The Fred

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BG1 (+ TotSC) + Hard Times + SCS + No-Reload = Fun.

#530
-Semper-

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Shallina wrote...

We are at a stage where we could start "a full scale test" and not only "focus test" on specifics parts


what about an open beta? let the community test what you've got so far. 30 people find more bugs faster than just a few. if that's not in your mind a closed beta with selected community members should be very helpful too. this way you're getting a nice bug list and the same time you're able to concentrate at fixing.

#531
kamal_

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Probably want to do closed/internal testing first, to get rid of the most obvious bugs and have full playthroughs done before asking the adoring public to do so. You don't want to ask testers to test something that's just a total mess. I'd done 5-6 playthroughs of PoE before asking others to test, and still got hundreds of bug reports.

#532
The Fred

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Yeah, I gather they're not quite at that stage yet. Soon, though, I think it would be worth getting it out to someone, if only to get an overall impression from someone else's perspective of how it's coming along. Their project, though, so their choice.

#533
Shallina

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BTW there is the beggining of BG2 that exist, it's irenicus dunjeon + waukeen promenade fully functionnal and all for now.

If someone is interested into working into BG2 I could give him that work. With all the system script made for BG1 so the game behave just like the original.

I did that before I realised that the BG1 remade needed a scripter.

#534
rjshae

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Shallina wrote...

BTW there is the beggining of BG2 that exist, it's irenicus dunjeon + waukeen promenade fully functionnal and all for now.

If someone is interested into working into BG2 I could give him that work. With all the system script made for BG1 so the game behave just like the original.

I did that before I realised that the BG1 remade needed a scripter.


I wouldn't mind working on something like that, but the sheer magnitude of the task is daunting. Based on your timeline for BG1, it sounds like a dedicated team of a half dozen would need to work on BG2 for 4-5 years to have even a hope of finishing.

#535
Shallina

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BG2 is actually a shorter game with less area.  But it's a lot more scripted.

Modifié par Shallina, 23 août 2011 - 11:44 .


#536
The Fred

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You know it would probably actually be quicker to make a BCS-to-NSS script converter.

;-)

#537
Shallina

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Any things in the infinity engine are hard coded, and it's clearly not as powerfull as NWN2.

It's better to rewrite it. Infinity engine scripting is completly outdated. The only thing wich is still good is the way they did conversations, and that's why there is al ready a convo converter.

You realise that even on a modern PC, the on heartbat scripting of BG2 orignal came can give it a hard time ?

This is something I am carrefull with BGR, someone with a correct PC shouldn't have slow down beceause of scripts.

Modifié par Shallina, 24 août 2011 - 11:13 .


#538
kamal_

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The reason I consider bg2 impossible is not the number of areas or scripts, it's the huge amount of custom placeables/tiles etc that would be needed to make the areas look like bg2.

#539
steelfire_dragon

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that my youn padawon is only in your mind, and one you can get past that. anything is possible

#540
The Fred

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Yeah, but you'd need a lot of good modelling. Making the game, doing the storyline and scripting it and everything would be a massive project in itself, but aside from its size, relatively easy. Even getting monsters which don't have models in NWN2 (Otyugh springs to mind, though there are many more) would be tricky enough. Things like the city buildings and stuff would be a mammoth task in themselves. I'm really glad to see the BG1 areas are looking like... well... BG1 areas. Ramazith's tower and everything are looking awesome. Getting all of BG2 to look as awesome would be quite a task, to say the least.

Infinity Engine scripting is just not the same as NWN2 script. NWN2 script is essentially C code in a lot of ways, and all C-based codes work more or less the same way. IE scripts simply wait for a trigger or stimulus, and then perform some action. Yeah they're pretty basic compared with what we can do in NWN, but I reckon it'd be possible to convert one to the other (not sure in all seriousness that it'd be worth it, though). The big difference is probably the triggering - we have different scripts for different events, whereas all the code would reside in one single IE script (kinda like the new tagbased item scripts).

#541
rjshae

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Maybe the place to start then is with a sub-project to identify and create a series of BG-2-like placeables? If a BG2 project doesn't happen, then those could always be put to use in building other modules.

#542
Shallina

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Sincerelly you can do many things in NWN2 that would make it possible for BG2 area wich what al ready exist..

#543
The Fred

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True but there are many things you can't do. Look at trying to do something like Athkatla... without custom models it'd be a bit not great.

#544
kamal_

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The buildings of all the cities would need to be made. Several tilesets would also be needed, or at least a high number of custom metatiles, the planar sphere interior, troll cave, trees (initial irenicus confrontation) among others. That's before the custom models, otyugh, irenicus etc. And don't forget the rather limited number of people in the community actively making placeables, tiles, and models.

Modifié par kamal_, 24 août 2011 - 06:15 .


#545
rjshae

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Shallina wrote...

Sincerelly you can do many things in NWN2 that would make it possible for BG2 area wich what al ready exist..


That's true. A number of the sub-quests like Trademeet, Umar Hills or perhaps even Windspear Hills can probably be done with just the regular placeables. The other areas could perhaps be laid out with the available placeables, then the models can be added when they become available. I'm not sure about the de'Arnise Hold though.

#546
Luminus

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Shallina wrote...

BTW there is the beggining of BG2 that exist, it's irenicus dunjeon + waukeen promenade fully functionnal and all for now.


It was mentioned before but I would really like to see some screenshots of your work Shallina. You think you can upload some? :)

#547
Shallina

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The module is completly stoped, since I am spending all the time I can spare on scripting BGR.

The "system scripts" for BGR, are evolutions from scripts of this mod. I made really basic/unfinished script for the system script, since I hoped to get my hands on the BGR one and to use them. But there were none on BGR, so I took those basic script, and polished, tweaked finished them so they would behave exactly as in the original game without bugs.

It's build the same way with same name and function, so uptdating this mod with the BGR script to have something without bug is really easy .

I only use CC from the vault.

 
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Modifié par Shallina, 01 septembre 2011 - 11:54 .


#548
The Fred

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Cool. The circus tent and Waukeen's Promenade? I've just been playing those areas. Is that last one Irenicus' dungeon? That're pretty nice.

#549
Luspr

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The last surely is the plane of air

#550
The Fred

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It looks like the bit where you can get the Sword of Chaos from the Genie guy. That did seem to be in a different place, but it was got to via Irenicus'. I wouldn't know, though, I'm only up to Ch 3.