Baldur's Gate 2 Redux: Irenicus' Dungeon - available for download NOW!
#126
Posté 23 octobre 2010 - 07:58
Just watched the trailer and im truly impressed and downloading as I type this. I look forward to seeing more of this
#127
Posté 23 octobre 2010 - 10:29
#128
Posté 23 octobre 2010 - 11:51
#129
Posté 24 octobre 2010 - 01:39
Seneva wrote...
Cuv from RTW?
Just watched the trailer and im truly impressed and downloading as I type this. I look forward to seeing more of this
Yep, that's me
#130
Posté 24 octobre 2010 - 10:47
Cuvieronius wrote...
Seneva wrote...
Cuv from RTW?
Just watched the trailer and im truly impressed and downloading as I type this. I look forward to seeing more of this
Yep, that's meOur plan is to do the whole game... and I want to later incorporate RTW, of course.
Shame RTW never got finished
Knowing you are on board of this project I know it'll be a quality mod.
Quitch also on this project?
#131
Posté 24 octobre 2010 - 02:56
Quitch is still working on the Broken Hourglass as far as I know... would love to have him on board this project. Might have to write him an email to see how he is doing.
I need to start thinking about Module 2 pretty soon though...heh.
#132
Posté 24 octobre 2010 - 03:06
#133
Posté 24 octobre 2010 - 03:43
All the best. I really hope you continue, and that, one day, you'll see this project through to the end. Imagining the final scene in hell makes me ridiculously excited.
Oh, and on the point of voice acting: it would be such a massive undertaking to get everything voiced, I'm not sure it would be worth it. The original voice acting is so amazing, I think it might ruin the atmosphere. At the same time, I can see how it's jarring without fully voiced dialogue. If you ever do go for it, making it optional would definitely be best. And now that I think about it, any concerns about the voice acting being sub par are ridiculous, given the quality of every other aspect of the project so far. I'm sure you'd insist of only the best.
Modifié par Hoogle Poogle, 24 octobre 2010 - 03:46 .
#134
Posté 24 octobre 2010 - 03:54

Modifié par ErichHartmann, 24 octobre 2010 - 03:56 .
#135
Posté 24 octobre 2010 - 04:25
I want to say first that this is a fantastic effort by the team, grade A1 stuff which I hope you manage to keep up.
The following will probably include some light SPOILERS, so if you haven't done this dungeon before, or can't remember it, I'd ignore this post until you have played the mod.
The visuals are really stunning, the 'tube' room was even more atmospheric than the first time I did it in the original. The bit that was absolutely perfect was the water in the sewers on level 2, the look was fantastic. This is not to take away from any of the other visuals like the plane of air or the dryads grove (although I kept on getting dryad buttocks in my face as I panned around - very wierd, just a product of where my PC was standing and the zoom level).
Managing to use the voice files from the original was great. David Warner's voice makes BG2 and it couldn't be as good without it. Hearing Jaheira's grief over Khalid touched me once again. I've long been a proponent of more gameplay over voice acting, but this mod has forced me to reconsider. I wonder if it would be better with more voicing, if well done, as it was awkward switching between the voice and text.
The following are meant as critiques, not criticisms. Comments, not complaints.
The difficulty level seems a bit easy. I played on Normal, as I do for DA:O and all the combats were easy. Illytch in particular I recall as being a hard fight in the original, was couple of seconds pushover in your mod. Was this deliberate?
There were no traps in a dungeon I recall being littered with the things. Design choice, or just not enough zots to get everything done?
Does DA force you to limit the number of PC's to 4? I hope this can be modded so you can get the limit to 6 for the future. As far as I am aware the DA limit was becasue more than 4 took up too many resources, possibly on consoles. BG2's character mix was designed with a party of 6 in mind, it would be a shame to lose something in translation.
I'm interested in where you're going in class design. I understand why you've done several of the things you've done, although I would do some things differently:
Imoen is a mage, who was previously a thief. As such I think she should have access to the full range of mage skills, just have poor optimisation at the start where she should have a higher dex than magic and one of her initial picks should be in locks rather than a magic skill. She was not able to increase her thief skills in game, nor should be able to do so now. It should be noted that her rather limited lockpicking skills in the original were still good enough for nearly every lock in the game.
Minsc is forced into dual-weapon. I know this is now the Ranger trope, but wasn't in BG1 and the trope was only just being established when BG2 came out. I recall Minsc as a 2H warrior in BG1 and that's certainly how I played him in BG2. I'd like to see the option for that in your mod. Ranger was a sub-class of fighter in AD&D1&2, wearing heavy armour and using all the fighter's weapons, just not as able to specialise as far due to his specials of tracking and favoured enemy. Not sure how you'd do the latter in the DA engine.
Jaheira as a multi-class in the original had access to all the Druid spell list, just did not advance as fast, she was usually my main summoner (of elementals) in my party and I hope you won't completely take this away from her. Again with fighting, her main restrictions (besides those druid forced on her) were the lack of specialisation, not limited styles. I'd assocaiate the lack of specialisation with losing the fourth specialisation on the DA talent list and maybe losing out on one of the two fighter general tracks.
Paladins. Although my preference is for S&S, many people played Paladins as 2h warriors, which you appear to be restricting. This could be a problem with Kheldorn when you introduce him as he was definately a 2h guy and the special weapon you can pick up later was 2h.
I'll check on other classes at a later date.
Have fun and keep up the great work!
[Edit: Oh I see now. All the classes are still WIP. Hope you find the balance you want]
Modifié par Ravenfeeder, 24 octobre 2010 - 07:04 .
#136
Posté 24 octobre 2010 - 05:52
mikemike37 wrote...
Baldur's Gate 2 Redux is a standalone playable module, recreating the first dungeon of Baldur's Gate 2 in the Dragon Age engine.
The module will be released this Friday (22 October) on Bioware Social Network and Dragon Age Nexus and will use the conventional Dragon Age mod installer (installation guide will be provided for those new to using mods). A copy of Baldur's Gate 2 will NOT be required for this first module, but WILL be required for future modules. See disclaimer below.[.....]
You know, you make me a very happy person.
Baldur's Gate serie is my best RPG game ever..I love it and I play it very often ( with variuos mods). For me Baldur's Gate serie together with Planescape and Icewind Dale serie are the best RPGs. Modern RPGs including DA:O ( sorry Bio ) maybe have better graphic, much more " eyecandy" things and more dynamics fights but still they are far away from excelent good old games..so thanks all of you hard working modders for this mod..
BTW..You said, that for future mods I will need original Baldur's Gate installed..It will be problem, that my game is in full polish version ( text and voices) or everything will work fine?
Modifié par RGC_Ines, 24 octobre 2010 - 06:03 .
#137
Posté 24 octobre 2010 - 06:47
I do agree with TMZuk - I would not want to hear bad quality acting instead of the originals. I would rather it stayed without vo than ruin it with bad or wrong actors. What it comes to replacing the original actors, I could not play for example one well advertised companion mod because I couldn't stand the vo that was million miles away from the original vo and also the quality of the sound was bad.. I would not want this sort of quality work to be ruined by that sort of thing as this mod is really something else.
To be honest I would rather see reverting back to the Baldur's Gate -box - type of conversation if it was only possible as I believe the DA type of conversation without vo cannot really be anything else than jarring. I always liked BG2 type of conversation where only the first one or two lines are voiced - the slowness of seeing the lines in DA style is kind of distracting.
Djinni prison was breath taking! Which reminds me.. Was it intentional that the first Genie looked like Alistair with fake tan ?
Modifié par Drained_Warrior_, 24 octobre 2010 - 06:47 .
#138
Posté 24 octobre 2010 - 07:31
RGC_Ines wrote...
BTW..You said, that for future mods I will need original Baldur's Gate installed..It will be problem, that my game is in full polish version ( text and voices) or everything will work fine?
Yes, you will need a full BG2 install. But language should NOT be a problem. All we are looking for with the Media Extractor are the sound and movie files (and any other media we choose to also add), and they have the same file name regardless of the version language. The only other thing about the extractor will be the text. Unless something drastically changes, we will only support English as the text language. I will look into parsing for other languages, will need some confirmation on the string ID numbers across mulitiple languag versions to search StringID instead of text string.
#139
Posté 24 octobre 2010 - 08:21
Thank You for answer..Baldur's Gate is always installed on my hard drive, so it's no problem..Also I don't care if mod will be only in english, becouse I played BG2 so many times, that I know all dialogs very well.Cuvieronius wrote...
Yes, you will need a full BG2 install. But language should NOT be a problem. All we are looking for with the Media Extractor are the sound and movie files (and any other media we choose to also add), and they have the same file name regardless of the version language. The only other thing about the extractor will be the text. Unless something drastically changes, we will only support English as the text language. I will look into parsing for other languages, will need some confirmation on the string ID numbers across mulitiple languag versions to search StringID instead of text string.
#140
Posté 24 octobre 2010 - 08:58
RGC_Ines wrote...
Im just interesting, if it will be pure BG2 or You plan to include any companions mod into it also? Like Imoen Romance Mod, or Sir Ajantis etc? Also, will it be possible to have 6 persons in team, or, like in DA:O only 4 ?
That is a good question! We will start with the original campaign and try to finish that. Once it is all finished, then we hope it will be essentially like having a 3d version of BG2, then others (or us) can make other mods for it or port existing mods to it.
#141
Posté 25 octobre 2010 - 12:18

The character designs look great with a modern engine.
Modifié par ErichHartmann, 25 octobre 2010 - 12:20 .
#142
Posté 25 octobre 2010 - 03:11
#143
Posté 25 octobre 2010 - 09:49
#144
Posté 25 octobre 2010 - 02:51
#145
Posté 25 octobre 2010 - 09:23
#146
Posté 26 octobre 2010 - 06:34
Seneva wrote...
Never realised how friggin big Irenicus' dungeon really was. It felt absolutly amazing walking through the dungeon for real this time. You guys nailed it perfectly.
Indeed, i never wanted to go into eagle view because it would kill the atmosphere which they didnt just get spot on but even better than in the original game. It rly felt like we were in a dungeon trapped.
The only thing missing would have been the traps. I was walking carefully at every trap spot thinknig ima get a fireball up my ass but nothing except for the trap room. I can understand trapping chest not being done but the fireball trap, beartrap etc is already in the game.
None the less this was frigging awesome to do. I usually use dungeon-be-gone to skip the dungeon when i play bg2 but id play this one over and over as its so immersive.
#147
Posté 26 octobre 2010 - 05:44
Seneva wrote...
The only thing missing would have been the traps. I was walking carefully at every trap spot thinknig ima get a fireball up my ass but nothing except for the trap room. I can understand trapping chest not being done but the fireball trap, beartrap etc is already in the game.
There are no traps because there was a bug we couldn't fix that was causing all traps to be impossible to disarm.
#148
Posté 27 octobre 2010 - 01:26
I think you did everything right, in a way that many such attempts miss - a little list follows to highlight some of the things you did right (though you surely know these already):
- You picked a game engine with a toolset that was very well suited to your content and has potential to be long-lived
- You set a goal to release something as early as possible
- You set a goal for a chunk of content for the first release that fit the original game well and was not over-ambitious
- You chose to rely heavily on existing resources, rather than making unnecessary things from scratch
- You did an excellent job on the new resources that you did choose to do and picked just the right ones
- You did not get stuck attempting to reproduce systems that were difficult to reproduce in the new engine
- You obviously had a good system for tracking your tasks and progress
- You really made use of the new engine where it could enhance the content in a new way - I'm thinking especially of the abundance of cutscenes
- and lots more, but I just ran out of time...
Many thanks for this!
#149
Posté 27 octobre 2010 - 11:40
#150
Posté 27 octobre 2010 - 11:28
I remember seeing some discussion about this when the social site launched and I am glad to see the toolset was up to the task.





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