Aller au contenu

Photo

The Baldur's GAte remake thread


  • Veuillez vous connecter pour répondre
1480 réponses à ce sujet

#601
Guest_Mirri Greenleaf_*

Guest_Mirri Greenleaf_*
  • Guests

Saarglin wrote...

'Baldur's Gate: Hero of the Heartlands' - an orchestral remix by Scott Buckley


That is indeed a bold piece of music, but I can't copy it from the author's web site without Quick Time Pro, which I have no intention of spending $30 to get. Is the .mp3 file available anywhere?

#602
kevL

kevL
  • Members
  • 4 079 messages

Mirri Greenleaf wrote...

Saarglin wrote...

'Baldur's Gate: Hero of the Heartlands' - an orchestral remix by Scott Buckley


That is indeed a bold piece of music, but I can't copy it from the author's web site without Quick Time Pro, which I have no intention of spending $30 to get. Is the .mp3 file available anywhere?

it's right there on Scott's site

go to Game Remixes, near the top RightClick Baldur’s Gate: Hero of the Heartlands - directLink, SaveAs ...

#603
Shallina

Shallina
  • Members
  • 1 012 messages
BGR will be rock solid for single player.


But for multiplayer I doubt it will work well everywhere. For 2 reason :

1 - Doing something 100% MP(multiplayer) proof with scripting is 30% more works.
2 - When I started scripting BGR it was my first project with NWSCRIPT, and I was clearly not strong enought with it to do flawless MP scripting. So I focused on SP(singleplayer) since it's easier.

#604
Shaun the Crazy One

Shaun the Crazy One
  • Members
  • 183 messages

Shallina wrote...

BGR will be rock solid for single player.


But for multiplayer I doubt it will work well everywhere. For 2 reason :

1 - Doing something 100% MP(multiplayer) proof with scripting is 30% more works.
2 - When I started scripting BGR it was my first project with NWSCRIPT, and I was clearly not strong enought with it to do flawless MP scripting. So I focused on SP(singleplayer) since it's easier.


The origenal Baldur's Game had a fairly buggy multiplayer as well, esspecialy when came to handling lag.  It's a nice feature but not essential.

#605
Raduziel

Raduziel
  • Members
  • 52 messages
So... any news?

#606
Shallina

Shallina
  • Members
  • 1 012 messages
The main city is almost finished (missing only one Inn I think, chapt 5 and chapt 7 are done), there is around 3 or 4 weeks left of work for scripting for the whole project. The number of area in the city is around 160 at the moment and they are all scripted :).

But it's on hold, since I don't have the missing area and Drew is the one making them. But Drew is an oblivion fanatic and Skyrim just came out, wich is delaying BGR.

after there will be works to do on items, crafting, and polishing area, tuning gameplay and encounter...

Modifié par Shallina, 29 novembre 2011 - 11:00 .


#607
The Fred

The Fred
  • Members
  • 2 516 messages
Cool. Is Chapter 6 still in the works? I imagine it won't take anywhere near as long as the city, though.

#608
Shallina

Shallina
  • Members
  • 1 012 messages
Chapter 6 isn't made at all... But it's really short.
gullykin and its surrounding are missing as well.

The final isn't done as well.


Other than that we got everything Scripted and functional I think.

#609
kamal_

kamal_
  • Members
  • 5 263 messages

Shallina wrote...
 The number of area in the city is around 160 at the moment

Really? I don't remember the city being quite so large.

#610
The Fred

The Fred
  • Members
  • 2 516 messages
There were about 6 main areas, but you could go inside almost everywhere, and down to the (ridiculously large) sewers. If I were to have put a guess on it, I probably wouldn't have said 160, but then there are surely more than 10 buildings per area which means you're looking at a lot. Even if you just consider plot houses, the undercity, the sewers, the inns/taverns, the shops, the temples and the one or two other plot buildings (e.g. Seven Suns, Counting House, fortune-teller's tent in the Wide - though you wouldn't need that one - and so forth) that's quite a lot. I don't know if these guys are going to add all those other little houses too.

#611
PJ156

PJ156
  • Members
  • 2 988 messages

kamal_ wrote...

Shallina wrote...
 The number of area in the city is around 160 at the moment

Really? I don't remember the city being quite so large.


I can believe it, when I look at my own mods and how they get up to 30+ areas. I don't add any areas for fluff and BG was full of fluff. Also if a new level was an area then the mage tower was 4 and ... welll it goes on.

I am stunned by the effort going on here, many of us posting are modders and know what this takes to produce something that is half of what is promises. If skyrim is what distracts you, then go play skyrim but please come back. I supsect this mod is what is going to distract me for a week or two.

Also Shallina, I have a mod in the making that could do with a scrip or two .. you know ... if your bored.

PJ

Modifié par PJ156, 30 novembre 2011 - 12:55 .


#612
Shallina

Shallina
  • Members
  • 1 012 messages
Just ask, if it's not to much and if I have some free time I'll do it.

For the 160 area, it's beceause we did all the fluff area. And yes we got it all. Try to steal something if not stealthed ? Well beware of the guards.

The city is divided in 4 open area, the other are interiors area, around 50 area are "fluff area", all the others are tied to a quest. The first version was a single area, but it was to much for toolset.

I don't know how long it took for making those area, but I think there is more than 400 hours of work only for the scripting. My experience with TOSC where I did it all is 50% for area making and 50% for scripting, but TOSC is more scripted than the regular game.


Did I said that we have a 3d member in the team ? He works on BGR whith the few spare time he got, he's doing many little things that would be "out of scope" if he wasn't here.
He did the lip synch for all the voice over we got, custom soundset made from  the original game, and now he's doing the scripts for the missing potion/spell that existed in BG but did not make it in NWN2. I don't know if he'll be able do them all, but he'll surelly got some of them working.

Modifié par Shallina, 30 novembre 2011 - 09:43 .


#613
steelfire_dragon

steelfire_dragon
  • Members
  • 740 messages
news is good

#614
Atrumitos

Atrumitos
  • Members
  • 406 messages
There will be lipsync? Oh my! :D That's awesome guys. Looking forward to the results :D

#615
Irvin Trout

Irvin Trout
  • Members
  • 20 messages
Wow!
Great news again. :)
Take all the time you need. I will gladly wait another year for this since I assume it to be fantastic in the end.
And perhaps someone wants to implement a few of the wonderful mods for the original game as well when you released BGR? ;)

Just kidding (although it WOULD be fantastic). This will feel like a totally new game since so many things changed between AD&D and D&D....
Looking forward to the result of all your hard work very much. :)

#616
darthni1

darthni1
  • Members
  • 13 messages
Hey

Considering that BG is a low level campaign, is it possible to tweek the game somehow so you can have more than 6 party members, ofc it would be way cooler and more playable on some epic hard mode then?

Opinions?

#617
Irvin Trout

Irvin Trout
  • Members
  • 20 messages
It is perfectly possible to adjust the maximum number of characters in your party.
It's a simple console command that was available in the original NWN2 already.
(If I remember correctly I had 10 people im my party once .... was not that funny though since the pathfinding starts to get really problematic with that many chars ... ;-) )

And about the "more difficult" thing you mention - if this remake is as difficult as the original you will not need anything to make it harder....

Modifié par Irvin Trout, 15 décembre 2011 - 08:49 .


#618
kamal_

kamal_
  • Members
  • 5 263 messages
You're underestimating the power of bows. By the time things got close enough, the fight was normally almost over. You could beat the final fight without even taking damage by using poison arrows.

#619
The Fred

The Fred
  • Members
  • 2 516 messages
It wasn't so much bows themselves but the magical ammunition. Of course, ranged weapons generally won in BG1 because of the slow walking speeds. I imagine that even the remake will lean towards melee weapons a bit, though the limited power of them ought to balance things out.

Also, I think Grond might have done a poverty, no-reload solo run on BG TuTu with SCS installed by now (he at least got a good way through, and I'm pretty sure it's been done it before) so we mere mortals are no longer allowed to call the vanilla game hard.

#620
Luminus

Luminus
  • Members
  • 460 messages
My money is on the Warlocks. Long range, elemental, unlimited "arrows", that hit touch AC and have secondary effects.
Plus unlimited undead summons (The Dead Walk), plus other effects that make Warlocks shine.

Modifié par Luminus, 16 décembre 2011 - 01:08 .


#621
Shallina

Shallina
  • Members
  • 1 012 messages
Max party member is always script controlled in NWN2. If you want more than 6 you'll have to alter the scripts that control the party size for BGR.

#622
The Fred

The Fred
  • Members
  • 2 516 messages
In the original IE engine, Warlocks would have been pretty awesome. As it is I think their ability to go for much longer without resting is probably still going to be useful with BG's "wandering monsters", but bear in mind that they still have to put up with NWN2's combat system. Likewise the existence of cantrips and the leveled out XP system (Wizards need the same XP to reach L2 as everyone else now) should make spellcasters somewhat more playable.

#623
darthni1

darthni1
  • Members
  • 13 messages
Yeah i tried to override the cap for NPCs in the original game but it failed. I only got to expand the party to 1+4...maybe it could work on MotB or SoZ? And by that it should work on BGR? Dunno...

#624
OfficerDonNZ

OfficerDonNZ
  • Members
  • 405 messages
Raising the party cap is a debug command. Its not hard to do but you have to have the main PC selcted otherwise it will not work :) Also the limit seems to be 6 (anymore than this and the game dosne't like it much) Which gives you a party of 7 (PC + 6 conpaions) In the OC you have to redo it at the start of each act as its reset.

#625
Shallina

Shallina
  • Members
  • 1 012 messages
it doesn't work that way in NWN2. The party size is only controlled via script, and the number in campaign setting is only for show unless you call it specifically in a script which does all the job.

But due to various experience while messing with campaign stuff where it didn't behave as it should, I have hard coded the number of party number inside the script that control the number of party member to avoid bad surprise.

So to raise the limit of the party size in BGR, you'll have to alter 2 or 3 script i think if it's not one, you'll need to check a little, and change the 6 in whatever you want.

i think i have made a gc_ispartyfull or something like that, that's the main "culprist" to keep the party at 6 member.

#include "partySize"

int StartingConditional(){
   
    if (partySize() > 6) {
        return TRUE;
    }

    return FALSE;
   


}

Modifié par Shallina, 16 décembre 2011 - 07:18 .