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Posted: Tue, 15th Jan 2013 17:41 Post subject: |
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DCB wrote: | In the (hopefully) unlikely event that Oster and friends get the greenlight on BG3, I don't even want to think about what they'll come up with. |
When asked, they said they would most likely have a new story instead of continuing the story from the previous games. You would most likely meet some of the old characters (possibly join them) but they're not sure if continuing the story after BG2 is what they want to do. Using the same world and some of the same characters for a completely new story is closer to what they (currently) want to do.
(I really really like what Ziets proposed, tho.)
Also, the possibility of both Overhaul + Obsidian working on the game together has been brought up. Nothing concrete, especially since BG2:EE hasn't even been released yet and there's no deal whatsoever for BG3, but both studios have played around with the idea of working together on a project.
In regard to BGEE, they just released a new (and pretty big) patch.
http://forum.baldursgate.com/discussion/14519/game-update-1-0-2012
Heavy focus on improving the multiplayer, a bunch of fixes, a few general improvements.
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Posted: Tue, 15th Jan 2013 17:50 Post subject: |
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Kanint wrote: | DCB wrote: | In the (hopefully) unlikely event that Oster and friends get the greenlight on BG3, I don't even want to think about what they'll come up with. |
When asked, they said they would most likely have a new story instead of continuing the story from the previous games. You would most likely meet some of the old characters (possibly join them) but they're not sure if continuing the story after BG2 is what they want to do. Using the same world and some of the same characters for a completely new story is closer to what they (currently) want to do.
(I really really like what Ziets proposed, tho.)
Also, the possibility of both Overhaul + Obsidian working on the game together has been brought up. Nothing concrete, especially since BG2:EE hasn't even been released yet and there's no deal whatsoever for BG3, but both studios have played around with the idea of working together on a project.
In regard to BGEE, they just released a new (and pretty big) patch.
http://forum.baldursgate.com/discussion/14519/game-update-1-0-2012
Heavy focus on improving the multiplayer, a bunch of fixes, a few general improvements. |
Nice to see they fixed Anhkeg Plate on Archer AC went from +1 to -4
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Posted: Tue, 15th Jan 2013 18:58 Post subject: |
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Baldur's.Gate.Enhanced.Edition.v1.0.2012.update-THETA
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Posted: Wed, 16th Jan 2013 21:16 Post subject: |
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Posted: Wed, 16th Jan 2013 21:18 Post subject: |
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Nice, now give a 75% discount! 
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Neon
VIP Member
Posts: 18934
Location: Poland
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Posted: Thu, 24th Jan 2013 00:06 Post subject: |
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So, is the Enhanced Edition any good? Worth buying for 13,99 eur? Or is it better to stick with the original?
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Posted: Thu, 24th Jan 2013 00:43 Post subject: |
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Looking at the comments on the previous 10-15 pages will probably give you a good idea on the good and the bad.
I would say that if you're not in a rush to play the game, you may as well wait to see if they put the game on sale at one point.
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demde
Posts: 6535
Location: Lake Karachay
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Posted: Fri, 22nd Feb 2013 16:12 Post subject: |
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Baldurs.Gate.Enhanced.Edition.Update.1.0.2012-COGENT
AMD Ryzen 7 7800X3D / MSI Gaming X Slim GeForce RTX 4080 SUPER / ASRock B650 PRO RS / Arctic Liquid Freezer III 360 / G.Skill Trident Z5 Neo 2x16GB DDR5-6000 CL30 / Samsung 980 Pro 2 TB / SeaSonic VERTEX GX-850 850W Gold / Lian Li LANCOOL 216
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Posted: Sat, 23rd Feb 2013 02:55 Post subject: |
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2 other things :
Mac version was released today.
The 2012 update was released in mid-January, cracked in February, and then a new patch is released on the same day. Ouch. (To be clear : easy to crack, just lack of interest.)
Version 2014 (2013 was skipped) :
Features
- Five new class kits: Dwarven Defender, Shadowdancer, Dragon Disciple, Dark Moon Monk and Sun Soul Monk
- Item charges now displayed inside the inventory
- Auto-pause enabled on map screen
- Items appear over character portraits when used
- Store items which the player can't afford are greyed out
- Players able to raise each other at temples (Multiplayer)
- Journal entries may now be edited
- Notes may now be copied to the journal
- Various minor UI fixes
The bug fixes list is pretty long, but also include a few actual additions to the game or general tweaks (ex : improved AI, new icons, spells balance, etc).
http://forum.baldursgate.com/discussion/16298/game-update-1-0-2014#latest
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Posted: Sat, 23rd Feb 2013 04:05 Post subject: |
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Nice catch there. Hopefully, Theta will continue cracking it. Doubt that SR would care for this.
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Posted: Mon, 25th Feb 2013 15:17 Post subject: |
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I'm already looking forward to summer when I'm going to play this game with all these million bugfixes.
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Roach_666
Posts: 1299
Location: Hell in its Alpha Build
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Posted: Wed, 6th Mar 2013 18:29 Post subject: |
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Baldur’s.Gate.Enhanced.Edition.v1.0.2014.multi9.update-THETA
54MB
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Posted: Wed, 6th Mar 2013 19:51 Post subject: |
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Posted: Sun, 21st Apr 2013 20:47 Post subject: |
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Small bit of information on BG2:EE :
With the new content made for the game, the total count of words in the game will increase from 1.2 million to 1.5 million. (They wrote an additional 350,000)
At this point the obvious question is "Will those words make for interesting stories?". We don't know yet, but they talked with David Gaider about some project not that long ago.
(He was a writer for BG2 and also worked on NWN, KOTOR, Dragon Age. He's behind many interesting characters.)
It's possible he was asked to join the development of BG2:EE, but it's also possible they were simply talking about adding content from his Ascension mod to the game. Or maybe both.
----
Trent Oster talked a little bit about what went right and what went wrong during the development of BG:EE.
Knowing this forum, you guys are probably more interested in what went wrong, so here's a few glimpses at the article :
Infinity Engine
For example: to render a character to the screen, the correct frame and orientation of a character sprite is first loaded out of a resource file using a very heavy resource-management system. The sprite is then color-mapped using a 256-color palette swap to enable player colors. Following the re-mapping, any number of further palette-manipulation code (stoneskin, anyone?) can step in and further change the actual data. Then the sprite is rendered against whatever potentially covering elements are nearby.
The final result is sent to the screen in 64x64 pixel tiles to be rendered. The entire system runs under a dynamic update system that flags 64x64 tiles as updated and renders them or, with no change, leaves the tile from the previous buffer.
Source Art
Our plan was simple: grab the original artwork, clean it up, re-render it at higher resolutions and with better materials, thus creating stunning versions of the areas everyone remembers. We planned to take the character models and re-render them with many more frames of animation and add new orientations to the movement to make the game smoother-
A few days later we noticed a large hole where the source art should be -- stuff like 3DS Max files and texture images. I contacted Derek French over at BioWare and he dug further and sent us more data. We again dug through and failed to find the source art. I made arrangements to visit BioWare-
After two days of searching we came to the horrible realization that the source artwork was stored on a departmental drive and not a project drive, and as such was not frequently backed up. We dug through tape backups to no avail. The source art was lost.
Lack of OpenGL support on Intel Integrated Chipsets
Many of the older Intel integrated video cards did not have viable OpenGL 2.0 support. In fact, many did not have viable OpenGL 1.0 support.
As a developer, we hit a hard situation. We've spent our development budget (and then some) and we have a portion of our user base who can not enjoy the game they paid us money to play due to a driver issue. We have a solution in mind and we will be spending further, significant, development resources to re-write the entire rendering system for BG: EE around the missing functionality in the problematic drivers.
Full article :
http://www.gamasutra.com/view/feature/190432/postmortem_overhaul_games_.php
A new renderer is one of their two current main objectives. It'll possibly also be used to bring the game to new platforms who only support Directx.
The other main objective has been matchmaking for the multiplayer aspect of the game. Last I heard, it's functional.
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Posted: Sun, 21st Apr 2013 22:44 Post subject: |
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If you're going to make a PC exclusive which is some sort of MMO/RPG/F2P game (meaning not high end) make testing on shitty integrated intel cards one of your highest priorities. This is a really big part of your audience, you are sabotaging your own game ignoring them.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~
http://www.youtube.com/watch?v=CHTUOgYNRzY
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ixigia
[Moderator] Consigliere
Posts: 65077
Location: Italy
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Posted: Mon, 22nd Apr 2013 01:57 Post subject: |
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consolitis wrote: | If you're going to make a PC exclusive which is some sort of MMO/RPG/F2P game (meaning not high end) make testing on shitty integrated intel cards one of your highest priorities. This is a really big part of your audience, you are sabotaging your own game ignoring them. |
Yeah, I'm not a programmer (well not anymore xD) but they've made so many elementary mistakes -both when it comes to the tech involved/testing and marketing* that it's impossible to not facepalm
*"iOs here, iOs there, and people keep asking about the PC? what is this PC that you're talking about?" - the devs
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Posted: Mon, 22nd Apr 2013 11:32 Post subject: |
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Lack of support for Intel graphics was actually the reason I didn't buy it. I would be perfectly happy with paying for BG one more time, but if I can't play it on my netbook, than... meh... I would rather reinstal good old BG1 and BG2 with one of the conversion mods.
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Posted: Mon, 22nd Apr 2013 11:50 Post subject: |
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Posted: Tue, 23rd Apr 2013 03:53 Post subject: |
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Seems like end of the year is the plan from what I have heard, but don't be surprised if it gets pushed to early next year.
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Posted: Tue, 23rd Apr 2013 05:51 Post subject: |
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I'd rather it not be released at all and they work on their own game.
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Posted: Mon, 27th May 2013 13:07 Post subject: |
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http://www.pcgamer.com/2013/05/27/baldurs-gate-2-enhanced-edition-already-has-350000-words-of-additional-content
Quote: |
Beamdog president Trent Oster has given a status update on the sequel to Baldur’s Gate: Enhanced Edition, saying that their upgrade of the classic Baldur’s Gate 2: Shadows of Amn has already received multiple novels worth of added words. “We’re hard at work on BG2:EE and it is going well,” Oster told ShackNews. “Phil (our design lead) mentioned to me there is over 350,000 words of new content.”
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Posted: Mon, 27th May 2013 16:20 Post subject: |
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sabin1981 wrote: | http://www.pcgamer.com/2013/05/27/baldurs-gate-2-enhanced-edition-already-has-350000-words-of-additional-content
Quote: |
Beamdog president Trent Oster has given a status update on the sequel to Baldur’s Gate: Enhanced Edition, saying that their upgrade of the classic Baldur’s Gate 2: Shadows of Amn has already received multiple novels worth of added words. “We’re hard at work on BG2:EE and it is going well,” Oster told ShackNews. “Phil (our design lead) mentioned to me there is over 350,000 words of new content.”
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Somehow this will turn out to be bullshit. Like maybe their "design" docs are 350k words about "new" content. Or they had some amateur writer create a new novel for the game. Or, knowing Oster and Beamdog, changing the font of the existing words constitues calling it "new" content.
The first one was bullshit and I've no faith this one will be any different.
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Posted: Tue, 28th May 2013 15:46 Post subject: |
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JBeckman
VIP Member
Posts: 34972
Location: Sweden
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Posted: Thu, 20th Jun 2013 10:17 Post subject: |
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Damn it. Not good. Not good at all.
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