The Baldur's GAte remake thread
#201
Posté 20 novembre 2010 - 10:06
#202
Posté 20 novembre 2010 - 10:45
The NWN2 engine with SOZ can cover everything and even more than what the infinity engine can do.
The difficulty would be to find poeples willing to do it and who know enought about NWN2 in order to succeed.
Modifié par Shallina, 20 novembre 2010 - 10:46 .
#203
Posté 20 novembre 2010 - 03:27
#204
Posté 20 novembre 2010 - 07:19
Shallina wrote...
I don't see anithing that would be harder or impossible to make in Torment.
The NWN2 engine with SOZ can cover everything and even more than what the infinity engine can do.
The difficulty would be to find poeples willing to do it and who know enought about NWN2 in order to succeed.
One problem is the model for the Nameless One. He looks like the Monster of Frankenstein's cousin with a million scars and tattoos. Perhaps a custom race with a custom model could do the trick. But then we have the higher level spells that look like movies and there's nothing similar in the toolset as far as I'm aware of.
But even if they can somehow make it, it would be better to just play the original for the full experience.
The Fred wrote...
In NWN1, I don't know whether it would have even been possible to make BG1 *properly* but in NWN2 you have a lot of clever tricks you can pull.
Well there is a half-made BG1 remake for NwN1 in the Vault but everything, like houses etc, looks so generic. Plus half the fun in the Infinity Engine games was that you could control any NPC at any time, which is impossible in NwN1.
Modifié par Luminus, 20 novembre 2010 - 07:35 .
#205
Posté 21 novembre 2010 - 08:09
I suppose that if someone would make Torment correctly inside NWN2 or DAO, the result would be the same.
What really stand out in those infinity engine game is the work with ambiant sound and the detail put in every area to bring it alive, since we are reamking we are taking it from them and so far it translated really well into NWN2.
#206
Posté 26 novembre 2010 - 09:14
Compared with BG2,the interactive between teammates or between teammate and <charname> is less in BG1.Will the interactive contents be buffed in the remake or make it original BG1 style.You have said above that the EXP in the remake project will be divided when have teammates joined.I wonder that the EXP reduction is more like BG style or NWN1 style
#207
Posté 02 décembre 2010 - 05:58
Modifié par Luminus, 02 décembre 2010 - 06:56 .
#208
Posté 02 décembre 2010 - 06:51
#209
Posté 03 décembre 2010 - 08:07
#210
Posté 03 décembre 2010 - 08:15
In the last pic the bartender says "purchage".
Cheers!
#211
Posté 03 décembre 2010 - 08:22
Modifié par Shallina, 03 décembre 2010 - 08:39 .
#212
Posté 04 décembre 2010 - 03:52
"Bartender: It will cost you 10 golds for a room, or do you want to purchase something?"
Yeah, I look for stuff like that.
Modifié par The Curt Jester, 04 décembre 2010 - 03:54 .
#213
Posté 04 décembre 2010 - 02:40
#214
Posté 04 décembre 2010 - 02:54
#215
Posté 04 décembre 2010 - 04:52
The Curt Jester wrote...
I know I'm being nitpicky, but there's a tiny error in that final screenshot on the dialogue. There's an S after "gold" that shouldn't be there. I put it in bold and italic to be more visible.
"Bartender: It will cost you 10 golds for a room, or do you want to purchase something?"
Yeah, I look for stuff like that.
actually there's another error: purchage... change the S from gold with the g in purchase^^
besides some really nice looking areas
Modifié par -Semper-, 04 décembre 2010 - 04:52 .
#216
Posté 05 décembre 2010 - 09:17
Shallina wrote...
We only use default stuff and stuff on the vault, except a few thing Aetherchoke made, like the Sarevok helmet and some creatures.
How did you do the corner stair tile in the Beregost inn, is that useing the wall placeable?
I did not think that tinted (scuttles back to the toolset to check)
PJ
#217
Posté 07 décembre 2010 - 02:03
PJ156 wrote...
How did you do the corner stair tile in the Beregost inn, is that useing the wall placeable?
I did not think that tinted (scuttles back to the toolset to check)
PJ
It's the default wall in the Estate sub-section of placeables.
#218
Posté 07 décembre 2010 - 05:01
#219
Posté 07 décembre 2010 - 07:21
drechner wrote...
It's the default wall in the Estate sub-section of placeables.
Thanks,
I have often wanted that tile corner stair tile I never thought to use that wall.
PJ
#220
Posté 07 décembre 2010 - 03:18
#221
Posté 08 décembre 2010 - 04:24
Though I just signed up on the forums I've been following this thread from its very beginning. I want you guys to know, that I pray to no gods except you. There.
Now, i wondered, will I need SoZ to play BG remake ? cause I only have MotB (fully updated) right now.
Keep up the awesome work.
#222
Posté 08 décembre 2010 - 05:45
#223
Posté 08 décembre 2010 - 07:16
Instead of providing a set release date, I'll say that Shallina is currently scripting Beregost and all the areas surrounding it for the most part. Afterwards, we'll need to script the Bandit Camp, BG city, and the CK return, and Gullykin and we'll be done.
On the content-side of things, almost all areas are compete except for several interior areas in BG city, the CK dungeon, and Bandit Camp interiors (AKA not a lot left!). We're pretty happy with our progress so far and we can't wait show some additional screenshots soon.
#224
Posté 08 décembre 2010 - 09:01
#225
Posté 09 décembre 2010 - 01:01
Which method will you use to add the custom contents to the game? hak files or override.Is there an custom tlk file?
I prefer the hak files because it is easy to manage.Dealing with a override folder filled with files from different modules and modifications is a nightmare
Modifié par ihc308, 09 décembre 2010 - 02:31 .





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