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#51
Shaun the Crazy One

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steelfire_dragon wrote...

how can it be increased, I was under the impression that it was hard coded??


Ditto, if there is way this can be changed I whould like know to for my own module.

I think 32 points is fine though.  In D&D 3.5, 32 points with point buy is for high powered characters so there should be no need to increase it above that.

#52
Morbane

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Shallina wrote:3- I corrected some default script so now every NPC can do the talking not just the main char. You are a little wiz lvl1 you can hide behind Minsc during conversation. Just like in the original game. I think I made that feature bulletproof.

I would LOVE to see how you did it script-wise!!! I have had tough luck trying to do it... :innocent:

#53
Shallina

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Ok Morbane here the deal for that feature :

First when I adress to a conversation and launch a conversation I always refer to GetFirstPC(FALSE) or The Get event handler like GetSpeaker() and other thing like that.

GetFirst PC(TRUE) will always send you the main char back and that's somethign youdon't want. Only use it to get VAR and store VAR. In other case use the getfirstPc(false).


Secondly I changed the default speaktrigger script, one of the ginc. Not sure it's important for the compagnion beeing able to talk, it was related to the fact that when a speaktrigger is fired you got the whole party back to life.

I changed the default nw_c2_default4 for NPC. When the conversation begin I always force the player focus or selection on the party member that is in conversation.

This alone is not enought, I also changed the gb_comp_conv. When the NPC(compagnion or henchmen) is in conversation with the player, I force the focus on the main char when the conversation begin.

And of course I changed the gb_comp_spawn where I set the can talk to non_player creature to TRUE by default for companion.

Finally set every area transition to party transistion. If you cross with a henchmen and not the main PC, without it a big bad bug will happend.

As for the stats, more than 32 points is cheating. But I made the books that increase permantly the stats of the player or a henchmen like they existed in the first game. Made custom spell for it and they work just like the one in the original game.

I got all the fancy cursed item working with tag based scripting. BOO, Edwin, amulet, Xan sword behave just like in the original game.

You can't take boo away from Minsc. You can't unequip that fantastic amulet from Edwin that gives 2 free spells for each spell lvl. Only Xan can equip his sword. The belt of masculinity/feminity is working but I didn't alter the voiceset, only the appearance, since there is no GetVoiceSet command, for the player I wouldn't be able to restore the real sound set. I Will have it for the NPC, since I know their SoundSet :)
Got the helmet that change alignement working. This one was cool, with it you'll be alble to trick a NPC into your party despite an alignement conflict wich are scripted. And many other :)

The tough one was the Curse Bersek one. It is working. :) You equip that awesome + 3 weapon ? Well be carrefull when you are in combat, whoever equip it will behave just like it was the original game, killing innocent or even your own party member.

Modifié par Shallina, 13 août 2010 - 07:14 .


#54
Morbane

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Shallina wrote...

Ok Morbane here the deal for that feature :

First when I adress to a conversation and launch a conversation I always refer to GetFirstPC(FALSE) or The Get event handler like GetSpeaker() and other thing like that.

GetFirst PC(TRUE) will always send you the main char back and that's somethign youdon't want. Only use it to get VAR and store VAR. In other case use the getfirstPc(false).


Secondly I changed the default speaktrigger script, one of the ginc. Not sure it's important for the compagnion beeing able to talk, it was related to the fact that when a speaktrigger is fired you got the whole party back to life.

I changed the default nw_c2_default4 for NPC. When the conversation begin I always force the player focus or selection on the party member that is in conversation.

This alone is not enought, I also changed the gb_comp_conv. When the NPC(compagnion or henchmen) is in conversation with the player, I force the focus on the main char when the conversation begin.

And of course I changed the gb_comp_spawn where I set the can talk to non_player creature to TRUE by default for companion.

Finally set every area transition to party transistion. If you cross with a henchmen and not the main PC, without it a big bad bug will happend.


Thanks SO MUCH! I never tried to alter the gb_ / default scripts before - I have great places planned for this :o

Modifié par Morbane, 13 août 2010 - 08:17 .


#55
The Fred

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Shallina wrote...
The belt of masculinity/feminity is working but I didn't alter the voiceset, only the appearance, since there is no GetVoiceSet command, for the player I wouldn't be able to restore the real sound set. I Will have it for the NPC, since I know their SoundSet :)


How did you do this by the way? I know cursed items, though tricky, are possible, because I had a system for them in NWN1 which I think would work in NWN2, but you can't use the SetGender() function on the PC for the belt because they'd need to leave and re-enter the game.

#56
Shallina

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I create a waypoint at the PC location, Exit the module and load a Lobbymodule that the player exit as fast as possible automatiquely and I load back the real module at the waypoint I created. Of course there is a system to ensure that the waypoint is unique

I need to use a "lobby module" that the player don't see beceause when you leave a module the new one is loaded before the old one is saved. By using a lobby the player reenter the module he left and not a new version of that module.
This is possible only with campaign setting since there is more than one module.

For the curse effect and all the behavior of cursed items, I am using tag based scripting, wich give you the full power of the NWN2 script lunguage for the effect and the behavior of the item. Basically it's possible to do way more thing and a lot more complexe curse than all that was done in all the infinity engine or any RPG to date.

The possibility are endless :)

Modifié par Shallina, 13 août 2010 - 12:21 .


#57
nimzar

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Shallina wrote...

I create a waypoint at the PC location, Exit the module and load a Lobbymodule that the player exit as fast as possible automatiquely and I load back the real module at the waypoint I created. Of course there is a system to ensure that the waypoint is unique

I need to use a "lobby module" that the player don't see beceause when you leave a module the new one is loaded before the old one is saved. By using a lobby the player reenter the module he left and not a new version of that module.
This is possible only with campaign setting since there is more than one module.

For the curse effect and all the behavior of cursed items, I am using tag based scripting, wich give you the full power of the NWN2 script lunguage for the effect and the behavior of the item. Basically it's possible to do way more thing and a lot more complexe curse than all that was done in all the infinity engine or any RPG to date.

The possibility are endless :)


Wow... I think  (though I might be wrong :?)I understand what you just said there....

and I'm amazed at your skill. Your solution to the gender change problem for PCs is...

...

...


...

well... I wouldn't have EVER thought of it... I'd have been left with this expression on my face :huh: followed by :blink: and :crying:

So.... yeah just umm... keep being completely amazing. :whistle:

#58
Shaun the Crazy One

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Shallina you never cease to amaze me. I didn't think you could do things like that in toolset. I could never get cursed items to work in my own module, then again I never tried tag based scripting. I'll have to look into that. Sounds like things are coming along really well, can't wait to see it.

#59
JayN1

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 Hi guys. 

If you still need help with the scripting, I might be able to help. I have experience as a former PW scripter.

Cheers - JayN1

#60
Shallina

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At the moment I am more in the waiting of module ready to be scripted than on scripting to be done. Since the 7 modules that were ready to be scripted are scripted.

One of the biggest worry at the moment is the gullikyn area with the bridge and the dunjon. Basically Drew says that it need almost to be fully remade. If you are interested into working on the project you can mail Drew first since he is the manager and lead of the project. And you can also email me a google adress so we can chat about what you could do :)

I think I have covered all the generic script, and all the systems script. Most of what remain to do is the specific scripting of the modules that are not scripted yet (conversation, event, cutscene, NPC).

When we cover the whole project there is something like 12 major modules that can be divided into sub-module for some. We have more than 50% of the whole modules scripted.
But the 2 biggest one remain to do. Bereghost and Baldur's gate.

Also for items, only plot items are in game for now.

I think we could use someone for the whole gullikyn plot. It doesn't require any update in the campaign setting aside from the journal since I think all the campaign need for it is covered.

But you need to work on the area and on scripting. It's a little mod on his own.

Modifié par Shallina, 13 août 2010 - 05:27 .


#61
The Fred

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Oh so you jump the player to another module and back, forcing a re-load? Nice, though does it stand up OK if a player equips it, say, in combat or conversation?



I remember when I made a cursed items system for NWN1 and there were a lot of issues. I didn't use tagbased scripting because, aside from being kind of anti-tagbased at the time, I wanted a catch-all which would handle all (well, most) cursed items much the same. The issues are more things like if the player equips another item when the game is paused or equips a cursed item into a slot containing the cursed item (which, if your system doesn't account for it, can cause problems).

#62
Shallina

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NWN2 isn't NWN1 :)

In NWN2, you can't equip unequip an item that isn't a weapon during combat (carried by hands).
You can't access your inventory while in conversation since they are cutscene like.
When you pause the game and equip an item, the item is equiped after you resume the game, not when the game is paused.

Tag based scripting for custom cursed item is a good solution, when they have behavior completly different from each other. Like the one that decrease stats, the one that make you berserk while in combat, the one that change your alignement.

All those curse can't be done by default means. They don't exist as item property. So you have to script them. And using  a script that has the tag of the item is a good solution in my opignion. Actually there is 2 script, an equip script and an unequip script for each item.

Also you need to catch the event when the item is equiped or unequiped in order to trigger the proper action : put the item back on the equip slot if the curse isn't lifted, or remove the item and the curse.

When a player attempt to unequip a cursed item that can't be removed, the way I do it is to destroy the item, recreate the item in the player inventory and equip it back.

In the case of hand and ring item since the player can have an other one you need to check the slot. And unequip the last equiped item and equip back the cursed one.

In order to equip the item back you need to know the slot, so you need to know witch item. It's possible to do it in a generic way with a case of for each slot, but why  ? Since the effect of each cursed item is specific anyway. You'll be forced to have a specific script for each item beceause the effect of each curse  is 100% custom. Having  a generic script in this case bring nothing beceause of this reason, you'll need a script for the curse anyway.

I store a local int in the cursed item to know if the player as lift the curse or not. The curse is removed by casting remove curse on the item for the char that can do it. Or by a conversation with a priest at a temple (but you need to pay).

IT's like the default tag based system, they made something like 10 if for triggering it with some generic scripting that cover all the tag based action.
All those generic scripting are 100% useless since you need a different script in each event handler anyway.... All it does is more intruction for 0 added value. I scraped it all and use a single script line for calling the tag based script.
It would have a value if you could use a single script for all the event script. But it's not the case.

Modifié par Shallina, 13 août 2010 - 10:47 .


#63
The Fred

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Shallina wrote...

NWN2 isn't NWN1 :)

In NWN2, you can't equip unequip an item that isn't a weapon during combat (carried by hands).
You can't access your inventory while in conversation since they are cutscene like.
When you pause the game and equip an item, the item is equiped after you resume the game, not when the game is paused.


That does make things a lot easier. Are you making all conversations cutscene ones, though?

Shallina wrote...

It's possible to do it in a generic way with a case of for each slot, but why  ? Since the effect of each cursed item is specific anyway. You'll be forced to have a specific script for each item beceause the effect of each curse  is 100% custom. Having  a generic script in this case bring nothing beceause of this reason, you'll need a script for the curse anyway.


For many of the BG items, yes (so in your case tagbased scripting is a good solution, and I would have used it for certain specific items anyway). But for "basic" cursed items, like the Gauntlets of Fumbling, you only need to make it so that the item can't be unequipped. Then everything else (i.e. the lowered dex, in this case) can be handled through the item properties.

#64
Shallina

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I am removing the item during a convo, the priest is doing it. It brings no trouble.

#65
The Fred

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OK, great. Nice work! For some reason, I never thought of using a mini-module for setting a PC's gender either, even though I knew of jumping an NPC out of and back into the area (which is much the same principle, really).

#66
drechner

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Shaun the Crazy One wrote...

steelfire_dragon wrote...

how can it be increased, I was under the impression that it was hard coded??


Ditto, if there is way this can be changed I whould like know to for my own module.

I think 32 points is fine though.  In D&D 3.5, 32 points with point buy is for high powered characters so there should be no need to increase it above that.


Ah, sorry; I must have mis-read what you were discussing. The PC will only have 32 points from which to choose.

On a side note, Shallina is doing awesome  work. When we release this mod, you'll see all the brilliant scripting Shallina has done. Believe me, it's much better than you think!

#67
Vaalyah

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Would it be possible to import NWN2 characters? I would like to play this new BG with my old PC of the real BG... :-)

#68
Shallina

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You can always import a caracter, but what is the point ? In BG it clearly doesn't fit the story at all.

BG1 is the story of a little guy with 0 XP that is thrown to the wolf and is strugling to survive against the odd. Playing with an experienced char, why not, you'll have the freedom to do it, but it kill the story and the interest by a big shot.

The whole story is to be a little todler that got big bad boy after his/her life while he/she is discovering the world for the first time.

The game is made for characters that start at 0 XP. Bringing a lvl 20 or 30 or even 10 can only ruin your fun and make all the fighting part of the game boring.

Modifié par Shallina, 18 août 2010 - 04:03 .


#69
The Fred

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Shallina wrote...

BG1 is the story of a little guy with 0 XP that is thrown to the wolf and is strugling to survive against the odd.


Quite literally. On my first playthrough, I died on the first wolf I met (first enemy of chapter 1).

The game is made for characters that start at 0 XP. Bringing a lvl 20 or 30 or even 10 can only ruin your fun and make all the fighting part of the game boring.


Bearing in mind that the game was designed for a level progression from 1 to ~9 at the most, with TotSC, you could go right to the final battle at L10. I always loved the fact that they didn't babysit you, though, or give you 2 free level-ups in some crazy academy or harvest fair.
Image IPB

#70
nimzar

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The Fred wrote...

Bearing in mind that the game was designed for a level progression from 1 to ~9 at the most, with TotSC, you could go right to the final battle at L10. I always loved the fact that they didn't babysit you, though, or give you 2 free level-ups in some crazy academy or harvest fair.
Image IPB


Glad to see that those free level ups bug someone else.

I mean WTF, you leave west harbor as a level 4 or 5. I'm pretty sure in most PnP that level 4 and 5 corresponds with being fairly experienced (like most city guards probably shouldn't be (much) higher level than that). 

#71
Luminus

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nimzar wrote...
Glad to see that those free level ups bug someone else.

I mean WTF, you leave west harbor as a level 4 or 5. I'm pretty sure in most PnP that level 4 and 5 corresponds with being fairly experienced (like most city guards probably shouldn't be (much) higher level than that). 


Actually you leave West Harbor as a 3 level character.
Plus in BG1 the maximum level is 9 and in NwN2 it's level 20. If you started at level 3 you would only get 5-6 levels.

Also those 2 extra levels not only make it more newbie friendly but in PnP the average party you start with is 4-5 people.

And well, you can always play with a LA race for the extra challenge.

Modifié par Luminus, 19 août 2010 - 12:13 .


#72
Thorne_underfoot

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Luminus wrote...

Plus in BG1 the maximum level is 9 and in NwN2 it's level 20. If you started at level 3 you would only get 5-6 levels.

Also those 2 extra levels not only make it more newbie friendly but in PnP the average party you start with is 4-5 people.

And well, you can always play with a LA race for the extra challenge.


I respectfully submit that you may have missed the point.  The idea is you are a fresh rank noob.  That is why there are tutorials all throughout Candle keep.  And you don't encounter anything that is so overpowering that even a newbie should have trouble unless you wander FAR afield before you hit the Friendly Arm, at which point you have companions.

#73
Luminus

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Yes I know that. I'm not saying that the remake should have you begin as a 3 level character instead of 1.
What I am saying is the reason why NwN1 and NwN2 get you to 3 level. To make it newbie friendly and give you some more abilities, spells or feats.

In BG1 you get 5 npcs (Imoen , Montaron , Xzar , Jaheira, Khalid plus the summon spells) in less than 30 minutes after leaving Candlekeep. So you don't need any extra levels.
But in NwN1 you are almost solo, except 1 henchman you get, and in NwN2 you get the 4th npc (Khelgar + Neeshka) after some hours.
It would be too hardcore and suicide for newbies to have them start at 1st level.

Plus it takes you months to get to 15 level in pnp, let alone 20 or epic, so those extra 2 levels don't matter too much.

Modifié par Luminus, 21 août 2010 - 01:59 .


#74
Luminus

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Anyway, will you include multisummoning and random HP at level up like in BG or am I nitpicking here? :P

Modifié par Luminus, 21 août 2010 - 01:56 .


#75
The Fred

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Thorne_underfoot wrote...
The idea is you are a fresh rank noob.  That is why there are tutorials all throughout Candle keep.  And you don't encounter anything that is so overpowering that even a newbie should have trouble unless you wander FAR afield before you hit the Friendly Arm, at which point you have companions.


I'd disagree. Yes, the Candlekeep bit is fairly safe, tutorial-like training, but once beyond it, you're quite literally thrown to the wolves. If you follow the suggested route, going straight to the FAI, but don't pick up Monty and Xzar, Tarnesh (the SPOLIER guy at the FAI) can be a killer. Even with them a new party can get wasted here. Even before the FAI, you get wolves and even gibberlings and xvarts which can take out a single L1 character even with Immy and maybe even with Monty and Xzar helping out as well. As for wandering, you only have to wander down to High Hedge to run into skellies and other nasties which can be pretty nasty to a new character. No, the game is not evil in its difficulty, but it doesn't molly-coddle you, either. To a newbie, that first bit of the game can be really dangerous.