The Baldur's GAte remake thread
#526
Posté 18 août 2011 - 10:33
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
Posté 19 août 2011 - 10:35
#528
Posté 19 août 2011 - 07:52
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
Posté 20 août 2011 - 01:17
#530
Posté 20 août 2011 - 09:28
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
Posté 20 août 2011 - 11:42
#532
Posté 20 août 2011 - 12:39
#533
Posté 21 août 2011 - 02:07
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
Posté 23 août 2011 - 07:45
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
Posté 23 août 2011 - 11:43
Modifié par Shallina, 23 août 2011 - 11:44 .
#536
Posté 23 août 2011 - 11:49
;-)
#537
Posté 24 août 2011 - 11:09
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
Posté 24 août 2011 - 12:27
#539
Posté 24 août 2011 - 01:02
#540
Posté 24 août 2011 - 01:54
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
Posté 24 août 2011 - 03:40
#542
Posté 24 août 2011 - 04:41
#543
Posté 24 août 2011 - 05:36
#544
Posté 24 août 2011 - 06:05
Modifié par kamal_, 24 août 2011 - 06:15 .
#545
Posté 24 août 2011 - 10:48
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
Posté 01 septembre 2011 - 02:18
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
Posté 01 septembre 2011 - 10:16
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.







Modifié par Shallina, 01 septembre 2011 - 11:54 .
#548
Posté 01 septembre 2011 - 03:23
#549
Posté 02 septembre 2011 - 06:07
#550
Posté 02 septembre 2011 - 11:36





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