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fkldnhlsdngsfnhlsndlg

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Everything posted by fkldnhlsdngsfnhlsndlg

  1. I'd like to think I was very accomplished in finding a few codes entirely by myself... before coming here and realizing how many I was missing. Seriously impressive efforts by everyone.
  2. It's the answer of localization vs. translation. The quality of a localization is often not just in getting something that makes sense to a player (or reader), but in making something that is culturally appropriate and maintains, or comes up with its own, tone and style. Each time I've seen people discuss their favorite localizations, they almost inevitably mention examples that aren't 1:1 perfect translations, but adapt the game to a particular region with jokes, references or themes that work better for that audience. If I could suggest something for you I'd say maybe look to that - try to instill a sense of personality into the game that's fitting. Even if you aren't an amazing writer, consistency and "flair" is more important than being 100% faithful to the original. The goal is for the audience to enjoy the game, after all, and that applies no matter what the language is.
  3. Statements like this are pretty ridiculous and make it hard to take you seriously. Why would you ever wish for the unemployment of 100+ people and closure of a company because you, personally, don't like what they have done? How is that better than just not buying what they make? Clearly, lots of people loved post 2012 Obsidian games. This is why they are still in business. It's really easy to be a jerk over the internet to people you don't know.
  4. Interesting thread. Pillars seems to emphasize slightly more depth in the scene while the classic Infinity Engine games tend to feel just a tad flatter. It could be argued that the higher angle to the camera in the Infinity Engine makes indoor environments easier to see in, but Pillars seems to do just fine because it has wider and more open hallways (which makes party management much less frustrating in interiors). The Infinity Engine games struggled more with this, and later on moved away from really tight spaces as a result (i.e. far less Firewine dungeon maze nonsense). I don't think the camera angle matters so much as the art direction working in conjunction with it. To that end I think both games do a good job of designing environments for their respective camera angles.
  5. Been hooked on this almost since release. Had to force myself to put it down so I could go back and play Pillars again, otherwise I think it'd be another 200 hours of game time before I touched anything else... I am such a sucker for open world games with a million POIs to find.
  6. Implying he has not yet mastered it already... blasphemer!
  7. Nope they all had the same engine. The third one just had a few tweaks like being able to save your game and the automap feature. I remember reading somewhere that much of the code was actually re-written for Bard's Tale III after Cranford left. Given how widely ported the games were it's also perhaps hard to even say they had a consistent game engine.
  8. Sure thing. I made a sheet (html and pdf format) that shows how the old soundtrack maps to the new one. I also exported the tags using mp3 tag. You can download it here: http://media.obsidian.net/eternity/media/audio/pe-soundtrack-map-and-tags.zip Thanks! Listened to the OST yesterday. I often listen to game soundtracks during some of my more repetitive and time-consuming, zone-out sort of work tasks... I think yours is going in the rotation.
  9. Thanks Justin! Any chance someone can export the tags using a program like mp3Tag so that we don't have to re-download the files?
  10. As a male I usually play a male character first, mostly just because, well, I'm male and tend to identify better with it (though race, class etc. tend to vary quite a bit game-to-game for me). That said, I almost always make female characters when replaying RPGs as well, and party-based games usually end up with an even male/female split. Sometimes I like to make a party with versions of friends of mine in starring roles, too, which can be fun for coming up with character concepts.
  11. I don't have a problem. If I turn on markers then I want to know and see exactly which characters are in the scene and where.
  12. That screenshot... getting serious Arcanum flashbacks, which is most certainly a good thing. I wonder if the GameBanshee inn will end up anywhere near that cool.
  13. The fact that there are at least three topics about this is totally warranted.
  14. I recognize this is an extremely popular thing among some circles. That said, I find in-game romances that have no bearing on the plot or characters, but instead serve as player wish fulfillment and/or ego stroking, to be annoying at best. Really looking forward to not seeing any. Staying inside playing RPGs probably isn't going to help that very much.
  15. I don't see Eternity as a "simulation" oriented game and I think as such this sort of thing is unnecessary. It might be nice to have the option to buy drinks but I wouldn't necessarily want/care for special animations or "drinking sequences."
  16. I have an R9 280X instead, after having been on team green for several generations: Really impressive card for the price, and runs super cool and quiet. AMD's drivers are also way, way better than they used to be, after having seen them last sometime around 2004.
  17. Trade secret: MCA doesn't actually work at all. He just has a team of ghost writers and attends fancy parties.
  18. Thanks for your support guys, I hope you have fun if you choose to play it. I don't profess to be a PRO GAME DESIGNERZZZ but most people seem to like the mod so far. It's no Planescape, and I admit I'd go back and do a lot of things differently if I could, but... well, regrets are always gonna be there on such a long-term project. If you have any issues with it please send me a private message, e-mail or post on the Nexus page and I'll try to get back to you ASAP.
  19. Hi all, It's with great satisfaction and happiness that I announce Thirst, my long-in-development Dragon Age: Origins campaign, is now complete and ready for everyone to enjoy. It's been an long road, and after a lengthy beta and a few more weeks of extra testing and feedback on top of that, I'm confident this version is content-complete and free of any significant issues. Thirst is a stand-alone campaign for Dragon Age, featuring about 10-20 hours of gameplay set in over 50 brand-new, painstakingly-built levels, well over 10,000 dialogue lines, dozens of characters and side-quests, and a strong focus on choice & consequence, where your decisions shape your path through the story. And of course, for this reason, it's also highly replayable. You can download Thirst and all the latest updates for it here: http://dragonage.nexusmods.com/mods/3496/ Thanks everybody, and I hope you enjoy it!
  20. Inquisitor is a game with great artwork (even if I think it is a terrible game), and the UI is indeed quite pretty. But, I'm not sure what works for a Diablo-style hack-and-slash is appropriate for a game like Project Eternity. I also really like the idea of UI-as-a-frame as seen in the old Infinity Engine games and don't want that to disappear entirely.
  21. First off, thanks for providing the mock-up. I really like it so far, but I think that things could be improved. Right now it's very close to Baldur's Gate/Icewind Dale 2, and I think some changes need to be made as far as usability goes. As of now it feels almost pointlessly faithful to Infinity Engine games, and that it ignores possible modern improvements and optimizations for user experience. Customizable hotbar. The current Baldur's Gate-style quick select menu is nice, but I hope it's just a placeholder. Let users choose exactly what they want to put in the hotbar drag-and-drop style. Don't restrict the number of slots too much either. For example, there should be an optional sidebar that adds a whole bunch of quickbar slots (depending on resolution). Assuming we're dealing with a mechanically deep game and that we'll have lots of spells, abilities, etc., the 8-10 slots provided won't be enough for some players, especially if the function of many of them is fixed in stone. Even so there should always be a way to customize the hotkeys themselves by moving what's in the slots around. Options/functions panel. I like the look of those buttons you have, but from a pure usability standpoint I think the central pane is too big and pointlessly so, for that matter. Most players are going to use hotkeys to open inventory, journal etc. so I think those buttons should only be as big as necessary. Use that extra space to provide more functionality if possible, whether that's a bigger hotbar or larger chat window. Chat window should be something you can completely hide if you want to. It should also be able to be scaled vertically. Critical text such as for events can always be done using floaty text above characters' heads. I like the filter there but I feel like maybe the tabs should be called different things, for example Dialogue and Info, with Info containing both combat text as well as any die rolls and other math used for non-combat skill use. One thing I have really grown to like in more modern games are pop-ups which explain things like quest status updates and character level-ups. You could easily use some of that extra horizontal space to provide on-screen overlays which temporarily appear to alert players of critical information - clicking them should provide the player more info, like taking him/her to a character menu or relevant journal entry. Of course, you can present this information other ways - but sometimes it's nice to have that reassurance that you did actually complete a quest objective by making it clearly visible, instead of hiding it in the dialogue window. Some players have also suggested that modern gamers have predominantly widescreen displays, and that the UI should be reconfigured to be vertically-oriented instead. I can go one way or the other, but it's worth noting that a horizontally-aligned UI scales down to 4:3 resolutions better. You used a widescreen screenshot for your mock-up, but we're so used to seeing that image as-is without a UI that it looks weird seeing the entire bottom part of it cut off. However, in the context of the in-game view, with a camera that can be freely moved and characters running around, it might not look so "wrong". On that note I also have to wonder how dialogue will be handled. I'd probably rather see a separate dialogue window that appears during gameplay than having it stuffed into a corner. It's easier to read if it's at the center of the screen as well, but, there are downsides as well. It reduces the possibility for scripted events playing during dialogue, and would also require the UI to frequently hide and unhide in certain situations. That might not be ideal depending on how much you want to rely on that sort of thing, but given dialogue is important in this game I do think it should be front-and-center or at least more prominent - and there's nothing wrong with a UI that changes based on the situational needs of gameplay.
  22. Welcome to Steam. I was once working with Paradox on a title for them. It ways delayed due to the winter-sales (not these ones, the ones before). After that... it still got MIA for 4 to 5 months before it was uploaded. Now it may be that there was under-the-hood tweaking during that time to make it work on Steam, but I really doubt it has been that much or cost that long to do. :/ That's not taking into account some patches on Steam arriving a LOT later. So I wont exactly go ahead and claim it's the developers being slackers... I am pretty sure that Overhaul's situation has more to do with Atari's bankruptcy and contractual agreements. From what I gather, Overhaul demanded that they get a month or so of exclusivity on their Beamdog platform. Once that was over Atari negotiated a deal that almost entirely cut them out of the equation. My belief here is that Atari wasn't happy with the arrangement and did their best to get back at them while also making as much money as they possibly could in order to stave off death.
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