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Know when to fold 'em?


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46 réponses à ce sujet

#1
Batmanis64

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After releasing a teaser of Chapter 1 of my Betrayal at Krondor remake, I'm wondering if this project is worth continuing with the NWN2 engine- It will probably take another 2-3 years to complete, and I'm wondering what the state of the NWN2 community will be in at that point- will there be enough interest, players, etc. to make it "worth it?" or should I consider moving on to another modding engine?  Thoughts?  Has anyone else experienced this sort of hesitation?  I'm not hesiting on the project itself, just the decision to use this toolset.

#2
Arkalezth

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Since there isn't a clear sucessor in the horizon, I guess there will be players (NWN1 is like 10 years old and still has players), but who knows? I'd say do it if you have fun with it, like any other hobby.

If you're not sure, you could divide it in shorter modules, and release the first one in some months or a year. After that, you can decide if it's worth it to continue.

Modifié par Arkalezth, 02 juin 2011 - 01:03 .


#3
0100010

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What would you be moving on to? No really,, what have you been considering as an alternative toolset to use if you make that choice and how does it compare to NWN2's?

But otherwise... I think the community will still be around, most make modules for the sake of making it for themselves anyway, I feel fairly confident horses will be done well before then too. :)

#4
Shallina

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DAO or NWN2 for party based game with a toolset.

NWN2 the only one that allow night/day cycle and multiplay.


DAO awesome cutscene and animation, but crappy lightning, and not as powerfull for texture. Wich one to use ? It really depend on what you want to do, since they are both better and worst than the other depending on what you do.

Modifié par Shallina, 02 juin 2011 - 01:11 .


#5
drechner

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DAO Toolset has a bit of a learning curve, though it's a bit more powerful in some respects as Shallina mentioned. However, I feel the best support and tools can be found in NWN2. Something else to consider is that NWN2 uses DnD rules, so if you're looking to make a DnD-based RPG, there's really nothing better.

If you're thinking about single-player or non-DnD modding, DAO is a good way to go. Oblivion (Skyrim when it comes out) is pretty solid as well, but you're more or less limited to single-player only and action-based combat.

Of course, you could always hack in some dialogue support and do some cool things via Kismet in UE3... but I wouldn't recommend it :P

#6
M. Rieder

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I was concerned when I embarked on The Wizard's Apprentice trilogy. I'm sticking with NWN2 because there is no other DND game that I want to build with.

#7
Lugaid of the Red Stripes

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Considering that the NWN2 graphics engine was overbuilt to begin with, we might be just now coming into NWN2's prime, with a stable engine, a full library of top-notch modules and PWs, cheap platinum sales on steam, and mid-to-low range computers that can actually run the game. All we really need is a decent marketing campaign to bring in new players. Dragon Age was the only real competition, and it seems BioWare has lost interest in toolsets.

We just need to get the word out that NWN2 in 2011 is a different beast than the 2006 release, and the best is yet to come.

#8
Eguintir Eligard

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Modules get 1k to 2k loads now in the time span where the first wave got 15k+. Up to you to decide how much that trend continues. Or just smarten up and chapter release it and you dont have to worry

#9
-Semper-

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what is missing to take nwn2 into heaven is full modding control over the camera. i would love to get the overlandmap system without its restricions. i would love a rotat- and panable camera with 2 zoom levels (far away and close to the group) too. skywing gave us all the needed libraries to accomplish this but i suck at programming.

#10
slowdive.fan

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-Semper- wrote...

what is missing to take nwn2 into heaven is full modding control over the camera. i would love to get the overlandmap system without its restricions. i would love a rotat- and panable camera with 2 zoom levels (far away and close to the group) too. skywing gave us all the needed libraries to accomplish this but i suck at programming.


hmm, yes, GestaltCamera system anyone?  That would be awesome to have again.  Plus horse mounts would be great ( Posted Image at Hellfire) .

#11
Hellfire_RWS

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slowdive.fan wrote...

-Semper- wrote...

what is missing to take nwn2 into heaven is full modding control over the camera. i would love to get the overlandmap system without its restricions. i would love a rotat- and panable camera with 2 zoom levels (far away and close to the group) too. skywing gave us all the needed libraries to accomplish this but i suck at programming.


hmm, yes, GestaltCamera system anyone?  That would be awesome to have again.  Plus horse mounts would be great ( Posted Image at Hellfire) .



I'm working to solve the mount issue, Now someone needs to get that camera modded! :D

#12
kamal_

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@semper: the OM camera system is just a checkmark for a builder on an area built to scale. The player sizing type stuff is done via script. In other words, there's nothing special about that camera and no reason you couldn't have a normal camera on an OM (stock OM placeables were designed with that specific angle in mind, but you can always resize regular placeables).

Personally I'd like to see Kinect mo-cap into nwn2 animations. Then the poor animations complaint could be more easily dealt with.

#13
Arkalezth

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Kamal, I noticed the camera was a bit different in PoE than in other mods. If I zoomed in, the camera was above my character's head. Out of curiosity, I did the same in another module, and the camera was lower, focused on the head, not above. Did you change anything?

#14
kamal_

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Probably a camera mod I put in the campaign folder and forgot to remove.

#15
Guest_Chaos Wielder_*

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Take your time. We'll still be here. Well, I know I will be. I've got to eventually finish something, don't I? :P

#16
kevL

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Arkalezth wrote...

Kamal, I noticed the camera was a bit different in PoE than in other mods. If I zoomed in, the camera was above my character's head. Out of curiosity, I did the same in another module, and the camera was lower, focused on the head, not above. Did you change anything?

Ark,

the simplest way to do that is in Appearance.2da. I believe Pain's version has this adjusted under HEIGHT - go down the column, find the playable races (it's not as easy as it sounds ..) and increase the values ~0.5

that won't increase the height of characters, just where the camera focuses in Exploration, it seems. You can actually get a first-person feel going, with Shorties. ( combat distances benefit from a bit of effort here, too )


To the OP : build it and they will come. Seriously, if I hadn't upgraded my computer i'd still be tinkering away at an NwN mod. In a few years time i guess I'll be tinkering away at an NwN2 mod ..

#17
Hellfire_RWS

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Chaos Wielder wrote...

Take your time. We'll still be here. Well, I know I will be. I've got to eventually finish something, don't I? :P


Not really, you can join RWS and start a bunch of stuff you never finish :)

#18
Arkalezth

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kevL: Thanks, but I have no problem with it, it was curiosity.

#19
kamal_

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KevL got it, since I used Pain's appearance.

#20
-Semper-

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kamal_ wrote...

@semper: the OM camera system is just a checkmark for a builder on an area built to scale. The player sizing type stuff is done via script. In other words, there's nothing special about that camera and no reason you couldn't have a normal camera on an OM (stock OM placeables were designed with that specific angle in mind, but you can always resize regular placeables).


i know and this is in fact exactly what i want to accomplish: kind of a recreation of the infinity feel while playing nwn2. creating level assets with a fixed angle is easier then modeling the whole level, which takes enormous time and effort to create something decent. i just want the camera to be panable with zooming, whithout rotating or changing the angle. while i can mimic this, except the pan movement, with the om camera setting, this camera comes with lots of restrictions like the missing quick spell menu or character menu. you simply can't use this mode to play the game.

another cool camera mode would be the zoom-, pan-, and rotatable camera but without chaning the angle. i don't want the player to look at the distance or into the sky. i want an oldschool feeling like the infinity engine provided but in 3d. that should be doable with the modding of the nwn2 libraries and a wrapper to change the hardcoded engine behaviour, but it's far above my skills :D

Modifié par -Semper-, 03 juin 2011 - 09:29 .


#21
MokahTGS

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Semper...as stated before, the OM camera angle is just a setting under area properties. If you check that on ANY area the camera will be locked to the position you specify. If you don't include the OM UI stuff in a campaign folder, and the OM onEnter scripts, all you get is a locked camera. All the traditional UI is there and available.

#22
kamal_

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Yes, what MokahTGS says. I have produced both sidescrolling (beat 'em up style) and top down (Gauntlet style) proofs of concept. I even released some videos.

#23
-Semper-

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MokahTGS wrote...

All the traditional UI is there and available.


some time ago i tried this with a completely new modul and just one area for testing. after checking the overland map setting the right mouse button works different. the examine window will pop up instead of the character menu. also the spellwindow (default key f) wasn't available. the rest of the ui was intact, therefore this has to be hardcoded.

in case i made something wrong and those two menus do work there is still the problem with fixed camera. a panning option is missing :D

Modifié par -Semper-, 03 juin 2011 - 11:38 .


#24
Eguintir Eligard

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The locked camera isnt quite like infinity tho in terms of reducing content you have to work on. While the infinity shows a static images that you can scroll up and down, the locked nwn2 camera moves actual 3d edges that change what they reveal based on where you are. Its very hard to tell what you need to work on for sure and I can never really seem to get it right as there are a lot of weird obstruction angles that seem to change.

I think if you are going to lock the cam in an active play mode (not map) you pretty much gotta go gauntlet style 100% top down. Even then, the angle of objects still changes as you approach and its never near as close to infinity as you might want. If it was, I would have used it in my project upcoming.

#25
Batmanis64

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Indeed there aren’t any real competitors with the NWN2 toolset out there.  Interesting that someone mentioned the infinity engine- I actually flirted with the idea of modding that engine for awhile.  However, there really isn’t a solid “toolset” for modding that.  I hope someone tackles that project at some point.  Also, it’s much more difficult to
paint the graphics for pre-rendered backgrounds.  I considered the idea of taking “snapshots” of several NWN2 placeables at just the right angle and distance with a black texture background to make available several graphics for infinity engine modding use.  Has anyone done this?  It would be especially great for trees. 

I think releasing chapter groupings would be a great idea.  It would be easy to transfer your character and the companion’s items/stats into the next campaigns.  I’m thinking 1-3, 3-6, 7-9 for BaK.

Modifié par Batmanis64, 04 juin 2011 - 02:19 .