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Baldur's Gate II: Shadows of Amn Reloaded


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#426
Tchos

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I always liked the Water Queen's House.  :)



#427
PJ156

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As do I, I never quite figured the Chaotic Evil though.

 

I get the chaotic bit but not the evil? Personally I would have gone with neutral *shrug*

 

PJ



#428
Dann-J

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Umberlee isn't called 'The Biatch Queen' * for nothing. :)

 

If she wasn't chaotic evil, she'd get kicked out of the Gods of Fury club.

 

[* deliberate misspelling to avoid the automatic censor]



#429
Eguintir Eligard

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The Waukeen factor may lead you to think the whole area is pristine white walls and gold, but as you can see from the SS posted for the sake of the dragon reference, there are large chunks of the ground stonework broken and missing ( see the east/right north edge for example).

 

Incidentally it looks like a lot of my CC is ending up in the BG2 project, table cloths, unique sofas etc. I think thats pretty damn cheerful.

 

And I never said this project will never finish it will just take 42 years.



#430
Tchos

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Fair enough -- those floors do look neglected.



#431
Shallina

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the throne of bhall main story without watcher keep is al ready finished. I don t think it will take 42 years.


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#432
Luminus

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And I never said this project will never finish it will just take 42 years.

No.


Are there any other news or screenshots? Perhaps from ToB?



#433
PJ156

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Sometimes the interpretation of the areas with existing or, within my skill set, cc leads me to what I hope are acceptable compromises. These are the test areas for the spell hold dungeon. Very intensive on cc if you let them be but very short on game time used, how much time do you spend on such an area?

 

ar1505

 

1505_01_zpswy6l7da4.jpg

 

ar1502

 

1502_01_zpshckvhx5o.jpg

 

Both images are snipped from the tool set,

 

Where it matters, I am getting lots of great help, so the main dungeon is going to look very good indeed ... I hope  ^_^

 

PJ


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#434
kamal_

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Spellhold isn't important because of the amount of time spent there, but whom you meet there. It's important to the story.



#435
Eguintir Eligard

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It is also the jawesomest place in the game



#436
Dann-J

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Tiax demands an awesome-looking cell.

 

Did I say 'cell'? I meant throne room.



#437
kamal_

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Tiax demands an awesome-looking cell.

 

Did I say 'cell'? I meant throne room.

He also demands that his britches not ride up so wedge like, but he doesn't always get what he wants.



#438
PJ156

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The spell hold dungeon will be a re-texture of the stock castle tile set from the module folder. Hence a whole new tile set is not required (though RJS has done me some very nice custom tiles :))

 

I think I will then mix placeables with the walls to get the overall look that I want. Sort of as below but the placeables do not have their final texture yet.

 

This is my first draft at the re-textured walls. The area itself does not have a very clear texturing on the walls so this is, as ever, my interpretation. the floor will be much easier but will most probably be a placeable as the models apply the stock texture in an odd way that does not lend itself to the repeating pattern I need.

 

spellhold%201_zpsghaegw36.jpg

 

PJ


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#439
Anacronian Stryx

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I cannot say I'm all that optimistic.

 

While I can appreciate all the work and time that went into BG reloaded I simply can not understand why it used pop-up respawning enemies (script gotten from a grind server I guess) nor some of the concepts like "hey lets  remove all buffs from a character when he/she is having a conversation because why the hell not" or the inability to make some of the selectable faces work in character generation or the fact that the creators can't even give Viconia her correct Cleric domains.

 

I could go on, but mostly it seems to me that that the projects need somebody more.. shall we say adept at scripting and building for the NWN2 engine.

 

Though of cause, I hope I will be pleasantly surprised.



#440
Dann-J

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I could go on, but mostly it seems to me that that the projects need somebody more.. shall we say adept at scripting and building for the NWN2 engine.

 

 

There's only so much you can force the game engine to do that it wasn't originally designed to do, without the work-arounds ending up clunky and unreliable. The developers hardcoded quite a bit of the game's functionality. Modifying the source code just isn't an option, as I doubt it'll be released in our lifetimes.

 

Also, forcing a 2nd edition game into a 3.5 edition engine was never going to work perfectly.

 

You can always demand your money back. I hear the BGR team have a policy of returning your purchase price ten-fold if you're not entirely satisfied. :)


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#441
Anacronian Stryx

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There's only so much you can force the game engine to do that it wasn't originally designed to do, without the work-arounds ending up clunky and unreliable. The developers hardcoded quite a bit of the game's functionality. Modifying the source code just isn't an option, as I doubt it'll be released in our lifetimes.

 

Also, forcing a 2nd edition game into a 3.5 edition engine was never going to work perfectly.

 

You can always demand your money back. I hear the BGR team have a policy of returning your purchase price ten-fold if you're not entirely satisfied. :)

what does that have to do with anything? (underlined part).

 

Also, none of the things I point out are the result of anything other than the choices made by the modders.



#442
andysks

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I think they mention here around the first posts that they have learned from mistakes they did in BGR. It was an ambitious project, and no community released mod comes without bugs. The bigger the more. But in any case, to answer some specific few issues you mentioned, and the reasons that I personally think there were there as problems.

 

About the buffs, I think there is an item to download which prevents the buffs from going away. A player can just give it to himself and use it. Most modders actually expect the player to have this. Fixing this without the item (a rod I believe) can't happen.

 

About Viconia, is also a fault of the game that needs careful testing to see. Domain classes and spell schools, when added to the character in the toolset they don't take place in the game. A script is needed to change them dynamically, say when the NPC spawns or met. I didn't know that. Luckily, I learned it before there was time to release. Perhaps the developers of BGR didn't as well and therefore... that happened.


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#443
Luminus

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I cannot say I'm all that optimistic.

 

While I can appreciate all the work and time that went into BG reloaded I simply can not understand why it used pop-up respawning enemies (script gotten from a grind server I guess) nor some of the concepts like "hey lets  remove all buffs from a character when he/she is having a conversation because why the hell not" or the inability to make some of the selectable faces work in character generation or the fact that the creators can't even give Viconia her correct Cleric domains.

 

I could go on, but mostly it seems to me that that the projects need somebody more.. shall we say adept at scripting and building for the NWN2 engine.

 

Though of cause, I hope I will be pleasantly surprised.

1) Because if every enemy was loaded in the area when you entered it, the game would lag to a crawl even on modern PCs. NwN2 is unoptimized like that.

2) I don't remember buffs being removed in conversations (just in area transitions I think) but I could be wrong and it might happen in some cases.

3) That's a bug with the files, I believe. Even some PWs have issues with corrupted faces and with NwN2, it could be caused by anything.

4) The Domain thing is hardcoded. You cannot give them the domains you want from the toolset, they are premade hardcoded packages. At best give the closest one that fits.


Most of those complaints are engine limitations, though I disagree with some choices (turning Quayle into a Favored Soul, giving Viconia no equipment and weird stats while keeping her at level 1).

BGR is also one of, if not the, most ambitious fan-made module for NwN2 to date. Made mostly by two people.



#444
drechner

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... why it used pop-up respawning enemies (script gotten from a grind server I guess)...

 

That's what the original NWN2 did as well (as do almost all other mods). Generally speaking, we tried to spawn creatures far enough away that you don't notice the pop-in. Obviously, there are performance and technical constraints to consider here. For SOAR we're building our exterior areas a bit differently to hide some of this. 

 

...nor some of the concepts like "hey lets  remove all buffs from a character when he/she is having a conversation because why the hell not" ...

 

Again, a lot of this is the engine and a requirement in order to start a conversation with the player (it will break if not). As others have said, there are work-arounds (which aren't great, I know), but hopefully there will be a way to fix this in the future.

 

...or the inability to make some of the selectable faces work in character generation...

 

 

This was an issue with cloning the .MDB files and the texture references not updating. We thought we fixed all of them, but it appears we missed a few. I'm sorry if you felt not being able to select a few playable heads for your character destroyed your play experience.

 

... or the fact that the creators can't even give Viconia her correct Cleric domains.

We were not aware of the limitation of the game others have pointed out, so hopefully this is something we can avoid in SOAR.

 

I could go on, but mostly it seems to me that that the projects need somebody more.. shall we say adept at scripting and building for the NWN2 engine.

 

We're always looking for "adept" scripters and builders, so feel free to PM me to join the team if you think you can contribute ;)

 

Ultimately, we're extremely proud of the work we did on BGR. Was it perfect? Hell no. But it was an entire campaign made by mostly two people (of course, with the help of a lot of very talented people from the community) and I think overall, the quality was generally pretty high throughout. If someone feels they don't want to play SOAR for some reason, that's fine.  We're not getting paid to do this; we do it because we love Baldur's Gate and we love modding NWN2 (and oh yeah, we love seeing people enjoy it too!).


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#445
Arkalezth

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About the buffs, I think there is an item to download which prevents the buffs from going away. A player can just give it to himself and use it. Most modders actually expect the player to have this. Fixing this without the item (a rod I believe) can't happen.

 

Those rods just allow you to cast your buffs quickly, but that's all. I don't think I've ever experienced this "buffs disappearing in conversations" thing either, anyway (though I think it can happen with shapeshifting... not sure).

 

As others have said, most of your issues are with NWN2 itself. No module is perfect, but you can't blame their authors for the game's flaws.



#446
rjshae

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...nor some of the concepts like "hey lets  remove all buffs from a character when he/she is having a conversation because why the hell not" ...

 

Again, a lot of this is the engine and a requirement in order to start a conversation with the player (it will break if not). As others have said, there are work-arounds (which aren't great, I know), but hopefully there will be a way to fix this in the future.

 

That seems like something that could potentially be scripted, although it could take a fair bit of work and plenty of testing. In theory it should be possible to retrieve most of the effect information with various Get calls (including spell IDs), store them in local arrays, then re-apply once the conversation ends.



#447
drechner

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That seems like something that could potentially be scripted, although it could take a fair bit of work and plenty of testing. In theory it should be possible to retrieve most of the effect information with various Get calls (including spell IDs), store them in local arrays, then re-apply once the conversation ends.

Exactly, though I'm not sure how big of an issue this actually is (I don't recall ever running into it during conversations for example). I just know that it theoretically could be an issue.



#448
andysks

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I had this problem only on very big convos before fights. That is if we are talking of buffs being over because a convo in NWN2 doesn't stop game running time. But I chose to ignore it mainly because it seems more logical. If a buff says it stays for 5 minutes, and I talk to a villain for 10, why should I have the buff when the fight starts? I know a game is not always supposed to follow logic, but it added a challenge. Buff when fight starts instead of around the corner.



#449
Tchos

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That's the reason for villains' grand speeches, of course -- to stall as long as possible so that the heroes' buffs run out.


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#450
Arkalezth

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Oh, I thought s/he meant that buffs were being dispelled when a conversation triggered due to a bug, rather than simply running out of time during long conversations. If that's the case, again, that's how NWN2 works, regardless of the module. And you can always pause.