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The Baldur's GAte remake thread


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#201
lady_lunatic

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I believe you are correct..but I pondered it anyway. It was a game that provoked many thoughts and discussions..and questions don't always have one answer!

#202
Shallina

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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.

Modifié par Shallina, 20 novembre 2010 - 10:46 .


#203
The Fred

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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. More work, maybe, but more is possible. The class change thing would indeed be difficult, but not impossible (maybe an *actual* class change would, but you could easily simulate it... or you could actually de-level and re-level, but things might get funny with the 3.5th Ed rules).

#204
Luminus

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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
Shallina

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Actually I always loved to play IE game and replay them, but since I have got access at BG in 3D inside NWN2 I really can't play it anymore the original beceause I really find that it is lagging way behind.



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
ihc308

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First of all,thanks for your stuff's hardwork over years.It's very glad to see that the BG remake project goes on well,It's very glad to see my dream of playing BG in NWN system becoming true too.

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
Luminus

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You mentioned you will use Kaedrin Custom Content. I have a few questions. Will you use a portion of it or everything? Will it be compatible with later versions? And if we have the Kaedrin pack in the override, will it override it anyway?

Modifié par Luminus, 02 décembre 2010 - 06:56 .


#208
steelfire_dragon

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they were using an older version last Iheard....

#209
Shallina

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Before Wikileaks get the information, I am going to release it !

Beregost is done and scripted




Image IPB




Image IPB


I think our little team never gave a screenshoot of an Inn so here it is :)


Image IPB



Image IPB

Modifié par Shallina, 03 décembre 2010 - 08:11 .


#210
kamalpoe

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In the first pic: Adaur is saying "we don't" when he's the only person in the party.



In the last pic the bartender says "purchage".



Cheers!

#211
Shallina

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Well it's all beceause he interacted with NPC.... he isn't speaking alone by himself. Name of NPC is spoke with are in the chatbox :wizard:, yeah Haven't done specific line for players that are soloing, they didn't exist in the orignal game as well, perhaps later.

Modifié par Shallina, 03 décembre 2010 - 08:39 .


#212
The Curt Jester

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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.  :D

Modifié par The Curt Jester, 04 décembre 2010 - 03:54 .


#213
slowdive.fan

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The areas look great. Did you create the custom placeables in those areas? Keep up the good work, I'm looking forward to playing BG1 in the NWN2 engine.

#214
Shallina

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We only use default stuff and stuff on the vault, except a few thing Aetherchoke made, like the Sarevok helmet and some creatures.

#215
-Semper-

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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.  :D


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
PJ156

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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
drechner

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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
Dark Elhoim

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It looks awesome! I can't wait to play it!

#219
PJ156

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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
M. Rieder

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When does it release? I need some time to plan to fake my own death for a day or so, so I can get some uninterrupted play time.

#221
Turdl

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Hi,



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
Shallina

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Yup SOZ is needed, Especially for many scripted event that wouldn't be possible without it. Like the death system.

#223
drechner

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We also leverage a lot of the new content SoZ introduced (wyverns ftw). If you haven't bought it yet, I will say that I think you'll be pleasantly surprised with what OE did with SoZ.



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
steelfire_dragon

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All hail High Duke Drechner!

#225
ihc308

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May I ask a question about custom contents
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 .