Icewind Dale NWN2 Remake
#151
Posté 28 janvier 2012 - 06:22
#152
Posté 28 janvier 2012 - 05:38
#153
Posté 11 février 2012 - 05:38
#154
Posté 11 février 2012 - 10:24
#155
Posté 11 février 2012 - 11:50
#156
Posté 11 février 2012 - 04:16
OpenDungeon
You need Microsoft's .NET Framework 4.0 to play this (if you don't already have it).
It is not full featured yet but does include a toolset for making your own maps, creatures, treasures, players,etc.
So give it a try and let me know what you think!
Back to IWD NWN2 for me...
Modifié par slowdive.fan, 11 février 2012 - 04:21 .
#157
Posté 11 février 2012 - 06:18
slowdive.fan wrote...
OpenDungeon is my remake of the classic TSR d&d board game Dungeon! (1975 i think ?) It was written in c# and is in beta testing...a few have tried it and it seems to be working...the download is here:
OpenDungeon
You need Microsoft's .NET Framework 4.0 to play this (if you don't already have it).
It is not full featured yet but does include a toolset for making your own maps, creatures, treasures, players,etc.
So give it a try and let me know what you think!
Back to IWD NWN2 for me...
Got OpenDungeon working on my Mac using Wineskin in only a few minutes. Had to install install gdiplus and mono28 using winetricks. No need to install .NET. Have never played it before but have noticed two small bugs. One is that when creating characters the number of spells it tells you to select can be higher than the number it lets you select (Drinian for example, it says select 6 spells, but only allows you to select 4). Second is that save games are saved in the OpenDungeon folder regardless of where you tell it to save them. It would be better if the default location was in My Documents rather than the OpenDungeon folder. It would be nice to have a a couple more options in the settings menu, like start new game or quit game. I'll post the instructions for getting it working on a Mac in my blog in case any other Mac owners want to test it out.
Regards
#158
Posté 12 février 2012 - 03:56
I finished the Fallen Temple area so I just have the very last lower dorn's deep area and Malavon's area to script (for LDD). I have someone helping me with Malavon's, Belhifet's, and Pomab's scripting so that will be great.
#159
Posté 13 février 2012 - 05:54
#160
Posté 13 février 2012 - 10:26
#161
Posté 13 février 2012 - 07:47
slowdive.fan wrote...
LDD is finished...two more areas left to script and then everything is done...just the exterior of Easthaven and the final boss area. Probably will be ready for beta testing after next weekend. I'll need next weekend to make a few play throughs and fix bugs. During the final chapter beta testing, I'll be going back and tackling the long list of bugs from previous chapters.
Bugfixing... you have my sympathy. Good job on your progress. Looking forward to seeing it released. Do you have an estimated release date?
#162
Posté 13 février 2012 - 09:22
#163
Posté 13 février 2012 - 09:43
So my goal was to recreate IWD to as close to the original as I could and then add any modifications or add on features later. That way players can play the campaign the way it was originally designed or add the mods if they want. Some of the mods could be adding the mod stuff from the IE modding community such as unfinished quests or the companions pack.
So the pool question is, what mods would you like to see for IWD NWN2?
#164
Posté 13 février 2012 - 10:01
#165
Posté 13 février 2012 - 11:28
Modifié par nicethugbert, 13 février 2012 - 11:29 .
#166
Posté 13 février 2012 - 11:45
Horses will definitely be added but there are not a lot of outdoor areas in IWD so they may get left behind for a long time cold and hungry (assuming they are not eaten by orcs before you return).
(although I am excited to add horses to my Lanterna campaign as it has many exterior areas and would make a lot of sense to have them on your long journey)
Modifié par slowdive.fan, 13 février 2012 - 11:49 .
#167
Posté 14 février 2012 - 01:04
#168
Posté 14 février 2012 - 08:23
#169
Posté 14 février 2012 - 11:47
slowdive.fan wrote...
I have never used Kaedrin's pack but someone said they tried it and it works just fine with IWD. Probably because I haven't edited the same 2das that he uses.
2das are only part of it, to make sure everything works properly you also need to change some module scripts like the on equip one. There's propably more to it then that, I'm just giving you a heads up that I know for a fact it does take a bit of work to make your mod truly Kaedrin's compatible.
#170
Posté 14 février 2012 - 11:54
#171
Posté 15 février 2012 - 01:56
#172
Posté 15 février 2012 - 06:11
One more area to go! I'll be testing this weekend so expect to see the beta up on the vault Sunday or Monday).
So what should we do for a release party? MP sessions on that Saturday and Sunday?
#173
Posté 16 février 2012 - 06:10
#174
Posté 16 février 2012 - 10:08
slowdive.fan wrote...
Okay, I'll make sure to set-up kaedrin's pack although the NPCs will not recognize any classes in their conversations other than the original IWD classes (I have tried to add other base classes when they make sense in the dialog).
One more area to go! I'll be testing this weekend so expect to see the beta up on the vault Sunday or Monday).
So what should we do for a release party? MP sessions on that Saturday and Sunday?
IWD MP session release party... that would be genius!
Hope it ends up falling on a weekend I'm in town. My laptop truly sucks for gaming.
#175
Posté 20 février 2012 - 04:00





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