What Would Be More Useful to the Community? 1.24 Patch or Source Code Released?
#101
Posté 01 novembre 2011 - 02:31
This is more common than you might think, google "source port" for examples.
#102
Posté 01 novembre 2011 - 07:04
#103
Posté 01 novembre 2011 - 10:15
The game is available to buy, so if I had to only have one of the two options originally offered, I'd take an official patch/update.
#104
Posté 02 novembre 2011 - 12:33
-Semper- wrote...
yeah, but we're talking about bioware. obsidian probably licenced aurora to develope only one game. they're not the owners and bio isn't that kind to allow it. there was (is?) a strong demand by the baldur's gate modding community to release the source for the years old and dead infinity engine... sry, no way.
Yes. I am hearing from insiders and those who know that it's impossible to get the source code publicly released.
What might just happen is that a small team of people might be able to formed to do work as a labor of love, but technically be contractors.
Would love to see it happen, maybe even work on it.
- Bar
#105
Posté 02 novembre 2011 - 10:01
Would love to crack on it a bit and see what can I do with full freedom over it...
#106
Posté 10 novembre 2011 - 12:36
The release of source code would give us a chance to actually give new life to the game, and even the release of new versions.
#107
Posté 14 novembre 2011 - 09:16
#108
Posté 22 novembre 2011 - 09:55
IF the Community (even a small part of it) could get access to that...the mind boggles.
That has to be the foremost priority, although most certainly doomed to failure.
So, perhaps something along the lines of what was done for the Circle of Eight for the Temple of Elemental Evil, hmmm?
That is my vote.
#109
Posté 23 novembre 2011 - 07:44
Just theorizing, not really certain...
#110
Posté 28 novembre 2011 - 04:53
#111
Posté 30 novembre 2011 - 07:15
#112
Posté 30 novembre 2011 - 07:30
GLWizard wrote...
I lean slightly towards the "source code" route, as I think the NWN2 community could do a lot with its release. However, I would not discount a final 1.24 patch in addition. (I just discovered that I can't make custom spell scrolls in NWN2, as I was able to do in NWN. I'm especially hoping this can be addressed by either route.)
As far as i know it's not any different doing this than in NWN1. Not tested myself, but not seen anything to make me think this won't work ( except perhaps some folks not knowing how to do it ). Mainly a pain in the butt doing all the different files you need to edit and adjust to get things working if you are doing a lot of spells.
#113
Posté 08 décembre 2011 - 08:37
#114
Posté 08 décembre 2011 - 02:25
Remember its D&D. Anything related to similar licences is always overprotected...
Or like PSTEMarie said it could be because of newer games like Dragon Age and Mass Effect use parts of that engine...
Modifié par SuperFly_2000, 08 décembre 2011 - 03:05 .
#115
Posté 08 décembre 2011 - 02:37
SuperFly_2000 wrote...
Mass Effect use parts of that engine...
that's unreal engine and in no way connected with aurora.
#116
Posté 09 décembre 2011 - 05:55
2) They're still using the Aurora Engine via the Eclipse and Lycium Engines used for Dragon Age: Origins and Dragon Age II respectively. It's still just an update of the same engine, so there's sadly little motivation for them to provide it to us.
Those two things being said, I wish that Bioware would go the way of Epic Games and release the Aurora Engine in the same vein as UDK, giving us more engine level access, and allowing modders and indie developers to create entire RPGs based on their technology for a royalty. It would be amazing. It's probably not going to happen, but it would be about as awesome as UDK coming out and Unity 3D becoming free.
#117
Posté 20 décembre 2011 - 10:05
#118
Posté 23 décembre 2011 - 09:39
There is nothing 'illegal' about simply giving out the source code itself with out the IP related objects in it.. what does that mean? Release only the main source, data requires that you pull said data from existing sources (The existing game).
On the other hand with Cryengine 3, UDK and other big name big name game engine software now free for non-commerical and cheap as for indi work i'm surprised no ones suggested making a OGL D20 based rpg on them.
Modifié par starfleetau, 23 décembre 2011 - 09:40 .
#119
Posté 25 décembre 2011 - 08:55
#120
Posté 25 décembre 2011 - 06:48
#121
Posté 16 janvier 2012 - 02:02
If the source was released, we could face jeopardy. Albeit it would take skilled programmers with lot of time on their hands to dive in such a project's source, it would not be long before a splinter group would form out of the desire to prioritize the fix/enhancement of game aspects that are low priority to the main group.
It would be the end of the standard we are having, even if flawed -- and it would fragment & scatter this already thin community.
-fox
#122
Posté 18 janvier 2012 - 02:26
I have not even decided, if I want a new patch because I am in horror of all the modules and other custom content that could suddenly stop to work properly.
But imo some benefits would outweigh the risks which - just my personal picks - would p.e. be:
- inclusion of custom content from RWS, Bounce or DMCB (just to name a few)
- have a load more models (including creatures and equipment) tintable
- being finally able to (unmodded) use all equipment models as placables
But on the other hand I have no problem working with haks so the bottom line would be: Better no patch at all instead of one that could brake anything.
Modifié par TheStoryteller01, 18 janvier 2012 - 02:34 .
#123
Posté 03 février 2012 - 05:27
The problem with this idea is that it is fully possible for both the source code based additions and/or a final patch to be optional, leaving old custom content and game status stable. The community being killed by it seems to be part of what they fear, but I think it has a better chance of breathing new life into the community, bringing back players who see that there is a new patch out or that the source code has been released and getting the community excited about what new things can be done.
Both can and should be optional installs, and the patching process even now seems like such should still be possible, although I'd love a streamlined patch installer with a combined patch released along with this 'final' patch.
The game, as is, not modded, is riddled with all sorts of issues, and worse, it has many issues that complicate or limit mod creation, stymieing creativity.
With signs that Neverwinter Online is going the MMO route and will be using a modified 4th ed based style that barely compares to standard pnp D&D, some restored support for those who prefer more 3.5 type playstyle would be much appreciated. Additionally, I still feel that the current fully patched version isn't even something I'd feel proud of releasing, maybe as a beta version, but certainly not as a final version of a game, and it doesn't stand up well to other achievements of the companies involved.
If the source code was released... A good team going through and fixing all the many bugs and glitches and other issues in the engine, updating things to work smoother and faster and take advantage of some abilities of newer computers so that the game loads and runs faster, and cleaning up the various issues found in the game and campaigns, many of which have mods to fix them, but should have been fixed in the engine itself, such as problems with various spells, feats, and special abilities, would help prepare the game for a new round of modding. Even if it makes all, or most, old mods stop working, streamlining many issues in the engine and and opening up many locked up issues could allow new modding beyond what is currently possible, or make new modding easier or inspire a new round of it.
If a final patch was released, it might make a few old mods stop working, but it could be optional, and there is a chance that they could make it so that many things that modding didn't work with properly before are now possible or easier, and it is likely that it wouldn't take too much effort to fix some of the broken mods, and in the process of fixing some of the broken ones, it could bring people back to the game to the point of updating old mods, or creating entirely new ones.
Anyone familiar with the pnp community and the war of sorts between opinions regarding 4th ed, 3.5 and Pathfinder will realize that supporting the old engine with some new teaks and improvements can be far more popular and bring people back to the game better than trying to kill it through lack of support and trying to force the new game of questionable merits on people via marketing and other techniques.
#124
Posté 05 février 2012 - 07:45
And where'd the Citadel go?
#125
Posté 05 février 2012 - 08:47
As cool as it is to have these sorts of things made "official", it's actually the other things which are important, things which we can't do unofficially. E.g. scripted colour channel changing (as in NWN1) is better than including RWS models which we can already use, because it adds something new. Bigger things would be more scripted UI control and suchlike.TheStoryteller01 wrote...
But imo some benefits would outweigh the risks which - just my personal picks - would p.e. be:
- inclusion of custom content from RWS, Bounce or DMCB (just to name a few)
- have a load more models (including creatures and equipment) tintable
- being finally able to (unmodded) use all equipment models as placables





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