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The Baldur's GAte remake thread


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#626
OfficerDonNZ

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The script can be overriden by a spsifc debug command which was what I was talking about. Maybe I just didn't make that clear :)

Thought it must be noted that it only works in the OC. MotB and SoZ may use a diffrent script.

I stay well away from the toolset :)

Hope I've made my rabling a little clearer :)

#627
Shallina

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no it can't for BGR. The Default game is a GUI when you goes out of an hideout where all the possible party member are gathered. You can't manage your party except in the hideout, that's for NWN2 OC.

The consol command allow you to change the size of the party that the GUI is able to handle.

But what's determine how you join the party is a script.

First there is no hidout in BGR, and NPC join/leave is all handled with conversation and scripting.

When you dismiss an NPC it doesn't go to your hidout but to his hideout. wich is different for every NPC.

When you ask an NPC to join you, if you exceed the party limit, you are forced to choose a NPC  in the conversation that will be remove from the party.

It works more like MOTB than the OC.

Modifié par Shallina, 16 décembre 2011 - 09:12 .


#628
OfficerDonNZ

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Ah ok :)

#629
darthni1

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Oookay i think i got it.

No debug commands, only scripting. I think that when it comes to that I'll just have to harass someone to show me how to do it. :)

As far as i can tell, those scripts that Shallina wrote prevously can be used to alter it so i hope it's doable via nwn2toolset...
maybe somone else would think that it could be a good idea and can share it step by step on the forum, for us noobs :D

#630
Shallina

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Those are the scripts used in BGR. In order to have more than 6 you'll need to set a greater number.

But it will result in many other functionnality not working fully. Like the priests in the various temple, they allow you to rez party member, it's also handled with a conversation but it assume a max number of 5 party members.

#631
darthni1

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Oh in that case i better not tamper with it.

Tnx for the info... I'm looking forward to the mod, I bet it's gonna be an epic experience like playing BG for the first time, thank you for making this dream come true :)

#632
The Fred

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Yes! Lead evil by example, and one day we need no longer put the boots to those that stray off the path of goodness into the muck and bile of villainy and track great bloody footprints across our lily white tiles! Boo will have clean wood shavings you evil bastards!

#633
EnialusMeliamne

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A new, old account person here, just finally not lurking, but coming by to say I am eagerly anticipating this release, more so than any game even projected. Thanks for your hard work on it, builders.

#634
Sakul87

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Hey, i think its great that you remake BG 1, im looking forward to it.

Modifié par Sakul87, 31 décembre 2011 - 03:57 .


#635
TheBalzan

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For the great work you've done so far I just want to wish you both a Merry Christmas and a Happy New Year!

#636
BartjeD

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I am still gawking at the screenshots :o

#637
drechner

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Happy 2012 to everyone :)

So... back when I started this mod in November of 2006 (I think I actually started in October as they released the toolset one month early if I recall correctly), I never thought that I would still be working on this mod almost six years later!

Anyway, we're quickly approaching the point of having the entire campaign fully playable (I imagine we'll hit that mark in about two months). After that it's polish, polish, polish, then... release :) Thanks for staying involved and following this project for so long. We hope that it'll be worth it in the end (we're thinking it will be!).

#638
PJ156

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Note to self: Don't release a new mod at the same time as this ...

Good luck with the final push I am almost certain you won't be lost for play test volunteers :D

PJ

#639
kamal_

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What kind of publicity is going to be done for the release? Of course it's big news in the nwn2 world, but since it's a remake of one of the iconic computer games, I'd think there might be interest outside the nwn2 world, maybe even a blurb on general gaming sites.

#640
Luminus

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kamal_ wrote...

What kind of publicity is going to be done for the release? Of course it's big news in the nwn2 world, but since it's a remake of one of the iconic computer games, I'd think there might be interest outside the nwn2 world, maybe even a blurb on general gaming sites.


A trailer/gameplay video on youtube is a must I believe. Like what was done with the Baldur's Gate II Redux module for DAO. Even if you don't do it, I am seriously thinking of doing it :P

An official website or blog is another nice idea.
Maybe a Facebook group would be cool also.

#641
Guest_Chaos Wielder_*

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kamal_ wrote...

What kind of publicity is going to be done for the release? Of course it's big news in the nwn2 world, but since it's a remake of one of the iconic computer games, I'd think there might be interest outside the nwn2 world, maybe even a blurb on general gaming sites.


Try and get it on other sites. BG2 is famous and you'd get quite a few people poking around just to see what you're up to.

#642
Solidchaos085

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drechner wrote...

Happy 2012 to everyone :)

So... back when I started this mod in November of 2006 (I think I actually started in October as they released the toolset one month early if I recall correctly), I never thought that I would still be working on this mod almost six years later!

Anyway, we're quickly approaching the point of having the entire campaign fully playable (I imagine we'll hit that mark in about two months). After that it's polish, polish, polish, then... release :) Thanks for staying involved and following this project for so long. We hope that it'll be worth it in the end (we're thinking it will be!).


First time poster on this, but I've been a long time follower of the progress, I wish you best of luck(and am crossing fingers that you don't drop it at the last second lol) :P

#643
Shallina

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The city of Baldur's gate has finally all its area and is fully scripted, with all the quest ambiant, NPC and conversation.:o

I started to work on the city in early august, and I thought it was impossible to do everything, so that we would end only with the "critical path" and only some of the side quest.

But no, in the end we did absolutly everything. So the mod of that city  have more than 100 area, and everything is in and functionnal. It's by far the biggest hurdle of the remake and the thing that appeared to me as "the impossible task". But it's done.

The whole campaign has around 20 modules, and we are missing 3 modules.

2 really tiny ones, one is 9 area, the other one missing is a  3 area module, and a midle sized mod with 4 or 5 exterior area.

I think the project will be done and released this year. When exactly ? well that depend mostly of the time Drew will have to commit each week to polish the "module" once all the area will be done and scripted.

On the summer if the project isn't released yet, it will be really close to release I think.

I think we'll have all the area , event, script, NPC operiational and integrated in the campaign during march, after it will be mostly polish time and full scope testing time.

Also a first full test run has been started, up until now it was "local test" one module after the other, a first "FULL TEST" on camapign scale, and not only module had*s been started, and so far everything is holding together on first run as it should with the 5 compagnion and so on, so everything going well since it seems all the piece fit together without any unexpected trouble.

Modifié par Shallina, 20 janvier 2012 - 10:48 .


#644
Luminus

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Amazing news! Some screenshots would be nice also.:D

Seriously though, ALOT of beta-testing needs to be done to ensure, that everything works as intended. I am sure you won't be satisfied until you deliver the absolute best though:)

#645
drechner

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I've been polishing Candlekeep and I really think it looks 100x better than the original area, which is promising for the rest of the areas that will be polished (Candlekeep needs to be in a polished early since the player returns to it later as a different area with different scripting--we don't want to have to polish two separate areas!).

As Shallina said, we don't have a ton left for a fully playable campaign. I would think that the entire campaign will be fully playable--with all content from start to finish--in two months. After that, I'd like to commit ~3-4 months polishing the game.

I'll definitely have some screenshots soon (probably of Gullykin, Firewine Bridge, and Candlekeep since it's been polished).

EDIT: Yes, we'd love for the word to get out about this mod! There's still a great community here, but we definitely hope to bring back old NWN2 players and new players to the community with this mod! We'll be putting together a trailer once we get closer to release :)

Modifié par drechner, 20 janvier 2012 - 03:08 .


#646
Raduziel

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Keep up the good work, guys. There's lot of people cheering for yours success!

I wanna ask: Are you putting the "Unfinished Business" in this remake? It looks like some small things that give more sense to certain parts of the original game. I know you are already busting your heads into tons of areas and tilesets and scrips but if you guys are still open to sugestions, there's one.

I'm following this thread since the beginning and this project is the reason why I bought NWN2, despite it's have been my first post here (I guess).

And talking about questions...

Are you guys aiming for BG2 (and ToB)? Or after this epic quest you'll all retire from toolset?

Anything you guys need, count me in. I'll help as best I can.

#647
Shallina

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TOSC is already in and fully functional (since 18 month actually), for now no extra, we may do somme little extra like crafting and exotic vendors.

For BG2 + TOB, even if i started something, i doubt I'll ever work on it again, there is a team doing it in the DAO toolset and their work is really impressiv.

#648
drechner

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A couple new screenshots of an improved Candlekeep:

Image IPB
Image IPB
Image IPB
Image IPB
Image IPB

#649
PJ156

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That brings back some memories ...

These look very good indeed, I love the inn sign.

PJ

#650
me and the devil

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Awesome! The Keep looks a lot more impressive than the original one. This mod might evoke a revival of NWN2-sales when its out ;)

Will.. whatwashisname.. Nober be in? Will he be a romancable NPC this time? :D