05-19-2001, 09:56 AM | #11 |
Ironworks Moderator
Join Date: January 7, 2001
Location: Rural Paradise, MI
Posts: 5,701
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Ziroc - ooooooo!!!
That would be soooooo excellent!! I always hold out hope that Bradley does keep an eye on this board, at least from time to time, just to see that there are a lot of fans for his game and to pick up on the great suggestings they have made for a sequel! We'd all love to see a sequel!! Being able to do some mods on the existing game would add so much and, like Saz, I would like to see the oath enforced! Wyv ------------------ |
05-19-2001, 10:12 AM | #12 |
Elite Waterdeep Guard
Join Date: March 1, 2001
Location: Gainesville, Florida, USA
Posts: 28
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I'm fairly good at reverse engineering and can program in several languages, I'd be glad to help.
Dean [This message has been edited by dlimbaugh (edited 05-19-2001).] |
05-20-2001, 07:38 AM | #13 |
Elite Waterdeep Guard
Join Date: March 14, 2001
Location: Germany
Posts: 41
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OOOOH YES!
Maybe between us we could even program the long-missed multiplayer version of W&W? I'd love to meet all of you in an internet-multiplayer-W&W... Just dreaming...but nothin's impossible! |
05-20-2001, 04:02 PM | #14 |
The Magister
Join Date: March 19, 2001
Location: Hamburg/Germany
Posts: 146
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[QUOTE]Originally posted by Sazerac:
[B]I'd love to see an add-on pack, actually...one in which the sacred oath DOES matter! However, since most of us give up the Mavin, would it count? QUOTE] BTW what happens if you don't give it up? Just lost another chance to find out, as my solo Whiskah finished the game this afternoon. I'm now playing a party of four. Traute |
05-21-2001, 12:14 AM | #15 |
Ironworks Moderator
Join Date: January 7, 2001
Location: Monroe, LA
Age: 60
Posts: 7,387
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I'm not sure, Traute...actually, since there's far better swords in the game by that point other than the Mavin (those Tomokami (?) Katanas (the gold ones) are fantastic when blessed with damage). I imagine you can keep using it until it consumes you (which obviously won't happen).
-Sazerac |
05-21-2001, 03:32 AM | #16 |
Elite Waterdeep Guard
Join Date: May 13, 2001
Location: West Lafayette, IN, USA
Posts: 35
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Update on the status of the mod-making:
Not too much to report. We are beginning to get some interest and (hopefully) starting to assemble a team. Anyone interested please post! We also have some interesting leads that we are waiting to pan out, with some e-mails sent out to some of the developers, so keep your fingers crossed... Meanwhile, what we CAN do is to assemble some lists based on the information that we do have access to in the game. For example, a list of items from D6ITEM.DAT. So anyone interested in helping with this, especially if you've hex-editied the game files (and you know who you are) for some reason or another, let us know. Also feel free to e-mail me off line if interested as well. ------------------ (This space intentionally left blank) |
05-24-2001, 02:55 PM | #17 |
Ironworks Moderator
Join Date: January 7, 2001
Location: Rural Paradise, MI
Posts: 5,701
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BUMP -
Don't we have some wizards on this board to help with this project?? Come on folks - don't be shy - Volunteer!! Wyv |
05-25-2001, 09:03 PM | #18 |
Elite Waterdeep Guard
Join Date: March 11, 2001
Location: San Francisco
Posts: 49
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Heyo,
I'm not sure I have anything I can offer, except interest. All of the programmers at HPI have long since been scattered to the four winds. The only guy left there is Dave and he's been doing major revisions on the engine to support a new game (sci-fi game I think, not fantasy like I previously thought). I do recall the programmers mentioning that Dave has a lot of oddball coding methods, and he's been the only one who's touched the code in the past few years (so who knows how messy/clean the engine is under the hood). Wiring the game wasn't easy -- you had to run all models and attachments through the deep6.exe with a -flag variant. All props had to be done *in* the running gaming. Lighting was possible through a level-only executable. AI navigation-nodes where placed in the game through the level-editor. Taking those cordinates (for key events, sounds, spawning, etc.etc.etc.) were directly inputed into the code, AFAIK. It was a primative engine compared to other engines/tools on the market. My best suggestion is to email Dave directly with something like FAN-BASED SEQUEL or something in the subject title to catch his eye. Be super positive and don't make any assumptions or quote anything here. It'll only confuse the possibilities. **I saw some post on here awhile about fav/least fav. levels, and wanted to respond to it, but I have to go find it |
05-25-2001, 09:07 PM | #19 |
Ironworks Moderator
Join Date: January 7, 2001
Location: Rural Paradise, MI
Posts: 5,701
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alz - Nice to see you posting!!!
Thanks for the great input too! Wyv |
05-25-2001, 10:41 PM | #20 |
Symbol of Cyric
Join Date: May 24, 2001
Location: The Lands of Forever
Age: 39
Posts: 1,132
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This is a great idea guys, but I'm no wizard as far as programming goes. I could offer some ideas as to what to edit but that's all I could offer. I hope this can be pulled off. It'd be really interesting to see what could happen (like enforcing the oath, making the Mavin more powerful so that it actually IS the most powerful weapon held by mortal hand, etc. etc. etc.).
-Jafin |
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