What we need is a "swapping disks" loadscreen...PJ156 wrote...
lady_lunatic wrote...
I still have the Baldur's Gate 1 and 2 in their original cardboard boxes somewhere.
Can't recall exact but I remember having to keep swapping discs between areas lol there was a good 6 or 7 discs per game.
I do too and remember all to well the disc swapping
It was still very very cool to me then and this project is going to bring that all back I hope.
PJ
The Baldur's GAte remake thread
#1076
Posté 23 mars 2013 - 10:41
#1077
Posté 24 mars 2013 - 07:50
#1078
Posté 24 mars 2013 - 11:03

#1079
Posté 25 mars 2013 - 07:56
#1080
Posté 26 mars 2013 - 01:07
lady_lunatic wrote...
I still have the Baldur's Gate 1 and 2 in their original cardboard boxes somewhere.
Can't recall exact but I remember having to keep swapping discs between areas lol there was a good 6 or 7 discs per game.
I also fondly remember the big cardboard folder type deal that came with an open spot for the expansion disc.
Holey Crap! Looking around real quick, I still have my original set manual and all, (although mine IS open).
#1081
Posté 26 mars 2013 - 03:28
#1082
Posté 26 mars 2013 - 11:58
rjshae wrote...
Good old perforated paper... back in the days before ink cartridges cost more than street drugs. :innocent:
I printed my honours thesis out on a dot matrix printer (via a Commodore 64). Carefully tearing a few thousand perforated pages becomes an almost zen-like experience after a while. Trying to keep a cat out of the pile of hole-punched strips is more challenging than zen-like though.
Thankfully my even longer masters thesis was printed on a laser printer, via the awesomeness of a 686 PC - with the 'turbo' button engaged, of course.
#1083
Posté 01 avril 2013 - 08:45
(That's not supposed to sound impatient, I am just very curious what is goning on and eager for some news)
#1084
Posté 02 avril 2013 - 06:03
Kangaxx wrote...
Some days have passed since the last update. So, how is the beta-progress going? Are there some great (or minor) news you can share with us?
(That's not supposed to sound impatient, I am just very curious what is goning on and eager for some news)
Sorry; I've been posting to the Facebook page for screenshots and other updates.
Quick status: I'm almost done polishing Baldur's Gate city (should be done by mid-week) and the second phase of Beta testing will commence this weekend. After I finish the city, it's on to scripting polish, combat balance/polish, cutscenes, bug fixes, last minute custom content adds, and release
#1085
Posté 02 avril 2013 - 12:52
#1086
Posté 02 avril 2013 - 02:32
They don't have a complete build since they are still missing a lot, like everything after the cloakwook mines including TOSC, but they played it a lot and reported many bugs by playing the mod a lot. No beta tester gave up on the mod, and they went thrue everything with the different quests resolution possibles.
I am amazed on how deep somme of them tested it ! They even found some of the events that aren't in any BG spoiler or walkthrought and that I discovered by fetching in the original game data
The fact that they played it all in one go is really encouraging, also all the bug reported are tiny things. There is no words on the major scripted content, or the "core" of the module scripting. Wich mean it's really working as intended and it didn't "crash"
No problems witht he world map, no problems with the day/night cycle, no problems with the heartbats, sound, cutscene and all the others thing. The strings wich hold this game together didn't break while our beta testers were playing it as they wanted.
I really expected more trouble from the full first run, especially from the testers that went full speed in the evil way, pushing everything to the limit, I am really gratefull to them to let no stone unturned, beceause everything that is not tested can be bugged.
Modifié par Shallina, 02 avril 2013 - 03:13 .
#1087
Posté 02 avril 2013 - 05:53
Just wanted to let you know that I'm
(a) still following this project and checking at least 3-4 times/week and
(
I can't wait to finally play BGR.
Keep up the fantastic work, it is very much appreciated.
Modifié par Irvin Trout, 02 avril 2013 - 05:53 .
#1088
Posté 03 avril 2013 - 01:21
Exciting news about the core mechanics working properly.
I'm looking forward to the next update.
#1089
Posté 04 avril 2013 - 02:32
#1090
Posté 07 avril 2013 - 04:46
sirchet wrote...
Thanks for posting an update here, I do not like Facebook and would dread having to go there to follow the progress.
Exciting news about the core mechanics working properly.
I'm looking forward to the next update.
Understandable, but it does provide a decent platform for sharing information about this project. Otherwise, people would have to read through this thread (which is pretty long--which is awesome!) for information. Alternatively, I could setup a website, but that's just time taken away from working on the project.
#1091
Posté 07 avril 2013 - 07:45
#1092
Posté 07 avril 2013 - 08:10
#1093
Posté 10 avril 2013 - 01:09
sirchet wrote...
Thanks for posting an update here, I do not like Facebook and would dread having to go there to follow the progress.
agreed
Shallina wrote...
in 4 or 5 weeks we should have the release candidate number one
That are great news. Exciting times are comming!
#1094
Posté 15 avril 2013 - 12:19
The goal is to have the Beta 3 build as a first release candidate.
#1095
Posté 18 avril 2013 - 03:51
On the development side, while Shallina is largely bug fixing, I'm busy polishing all encounters, NPC appearances, and other scripted events. While this mod is absolutely HUGE, I still think we can hit a really high quality bar once that phase is finished.
#1096
Posté 18 avril 2013 - 10:52
I've lost count of the number of games that were hurriedly released, only to prove to be riddled with bugs and performance issues, and for hasty bug 'fixes' to then be released that themselves cause other bugs.
Please take all the time you need to get things as right as humanly possible before release.
#1097
Posté 18 avril 2013 - 11:54
DannJ wrote...
I've lost count of the number of games that were hurriedly released, only to prove to be riddled with bugs and performance issues, and for hasty bug 'fixes' to then be released that themselves cause other bugs.
.
There have been some bad offenders over the years, for sure. Temple of Elemental Evil is one of the last ones to really stick out...
The Co8 guys have done a heck of a job modding it up though. I had a blast playing through that after it was fixed.
#1098
Posté 19 avril 2013 - 01:28
#1099
Posté 20 avril 2013 - 05:57
ColorsFade wrote...
DannJ wrote...
I've lost count of the number of games that were hurriedly released, only to prove to be riddled with bugs and performance issues, and for hasty bug 'fixes' to then be released that themselves cause other bugs.
.
There have been some bad offenders over the years, for sure. Temple of Elemental Evil is one of the last ones to really stick out...
The Co8 guys have done a heck of a job modding it up though. I had a blast playing through that after it was fixed.
If you like TOEE as much as I do, then you should be sure not to miss version 7.7.0NC over at Co8.net that almost doubles the size of the game, even takes you to level 20 with some baddies that are still a challenge at that level.
#1100
Posté 20 avril 2013 - 06:50
co8.org, not .net.sirchet wrote...
ColorsFade wrote...
DannJ wrote...
I've lost count of the number of games that were hurriedly released, only to prove to be riddled with bugs and performance issues, and for hasty bug 'fixes' to then be released that themselves cause other bugs.
.
There have been some bad offenders over the years, for sure. Temple of Elemental Evil is one of the last ones to really stick out...
The Co8 guys have done a heck of a job modding it up though. I had a blast playing through that after it was fixed.
If you like TOEE as much as I do, then you should be sure not to miss version 7.7.0NC over at Co8.net that almost doubles the size of the game, even takes you to level 20 with some baddies that are still a challenge at that level.





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