Jarno Mikkola Posted November 24, 2007 Share Posted November 24, 2007 ... So basically you want GemRB to be a Frontend program that let's you chose the mods you want to play with. And one that custom builds(copy/paste an dmodify) the reguired files and gives you a seperate .exe to play the mod combination with, a basically a multi-WeiDUmod installer, with perhaps a graffic interface. Much like for example, games like Freelancer, and Temple of Elemental Evil have. Link to comment
zefklop Posted November 24, 2007 Share Posted November 24, 2007 ... So basically you want GemRB to be a Frontend program that let's you chose the mods you want to play with. Well no... I do not want it to be a frontend, but a little more. Yes, this would be fun, if possible.And for simple NPC mods that are little more than dialogs, it is possible. But recently mods became very complex. They started to modify projectiles, for example. Or the song list. These couldn't be modded. Then there is 2 choices : -handle a new file format to mod what is not yet possible to mod. -abandon this idea. Link to comment
Jarno Mikkola Posted November 24, 2007 Share Posted November 24, 2007 Well no... I do not want it to be a frontend, but a little more. But it can be so much more. Like that it finds all the dialog Opcodes and adds checks for char7 to 10 and puts them in order etc. if so desired by the operator. Ah, just think of the dialog intersection. Link to comment
zefklop Posted November 24, 2007 Share Posted November 24, 2007 Well no... I do not want it to be a frontend, but a little more. But it can be so much more. Like that it finds all the dialog Opcodes and adds checks for char7 to 10 and puts them in order etc. Ah, just think of the dialog intersection. Ah, I understand your point now. What I propose is more than a frontend, which will do nothing more than what weidu could do with command line. My idea would be to have a folder named, say "mymod", in which all modifications to the game are stocked. In the root of the game folder, there is a file named "mods.cfg" which selects the mods you want to play. As Avenger said, this would be hard, and would need the development of another tool, similar to weidu. (or a major modification to it) A program which could parse tp2 files, but differently. Link to comment
zefklop Posted January 25, 2008 Share Posted January 25, 2008 I've been looking around the forum and I read this thread : Engine limitations about kit creation Some of them are already fixed, especially the 9 limit. What about the other ones ? EDIT : BTW, extend the PNG support to MNG for sprite would be cool too. (alpha channel, easy to create/edit etc...) Link to comment
Caedwyr Posted January 29, 2008 Share Posted January 29, 2008 Something else to add to the list. A way to detect the contents of a spellbook via script, and a way to apply a dual class via script. Link to comment
Avenger Posted January 30, 2008 Author Share Posted January 30, 2008 Yes, spellbook stuff will be implemented easily. You gotta tell me more about 'applying a dual class', because i don't understand what is needed there. You can already set a class (in the original IE). Link to comment
Caedwyr Posted January 30, 2008 Share Posted January 30, 2008 Really? How would I go about applying a Dual Class via script in BG2? I couldn't find any scripting commands that would let me do this. Link to comment
Avenger Posted January 31, 2008 Author Share Posted January 31, 2008 Dual classing is possible only for humans, that won't change in GemRB. More precisely: you will be able to either dual class or multiclass a race, based on a 2da setup. Dual class is just a different multiclass. In GemRB you will be able to use the SetStat action (from iwd2). But in GemRB you can change all stats available in bg2. In GemRB the multiclass flags and the secondary level/XP fields are all stats, and settable. Link to comment
Proteus_za Posted February 8, 2008 Share Posted February 8, 2008 Okay, I'm guessing this wish would be very difficult to implement, if its possible at all. But, would it be possible to allow the user to select the ruleset for a particular game? say he starts up BG2, and decides to play it with 3E rules - using feats etc. I guess the hard part would be converting spells, monsters and items across - there isnt too much overlap between the monsters in BG2 and IWD2 is there? one more question - are you going to add extra feats to IWD2? Anyway, it seems like you guys are making great progress, I wish you guys luck. I could help with script writing or perhaps testing if you need. Link to comment
Avenger Posted February 8, 2008 Author Share Posted February 8, 2008 I plan to implement iwd2 feats without hardcoding them. HLA/Clab(kits)/feats are just variations on a single theme. I will implement these without hardcoding anything in the core, they will be handled by guiscripts and/or .2da files (and custom spells). To play bg2 with feats, you will have to design the feat selection screen, the 2da's and custom spells associated with the feats. I don't plan to implement more than the original games did, but modders will be able to do whatever they wish without changing the .exe. Link to comment
Urupilindi Posted March 31, 2008 Share Posted March 31, 2008 Something that would be nice to change is that if your main character dies in the game and "if" you have a at least one party members with you it won't be gameover directly, but your main characer have the same basic rules like everyone else in your party to bring him/her alive! Would this be possible? Link to comment
Avenger Posted March 31, 2008 Author Share Posted March 31, 2008 Something that would be nice to change is that if your main character dies in the game and "if" you have a at least one party members with you it won't be gameover directly, but your main characer have the same basic rules like everyone else in your party to bring him/her alive! Would this be possible? This is already implemented, as required by existing games. There is a GameSetProtagonistMode with 3 different options See: http://linux.prinas.si/gemrb/doku.php?id=g...protagonistmode Link to comment
Guest azrael_60 Posted July 29, 2008 Share Posted July 29, 2008 Wish for a pocket pc release of gemRB. Link to comment
lynx Posted July 29, 2008 Share Posted July 29, 2008 If you have enough of disk space for a game and a big enough screen and the gadget doesn't have any wierd architecture, it may already work. Link to comment
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