|
stranger
|
OP
stranger
Joined: Mar 2004
|
i was wondering if beyond divinity will have a level editor/custommapcreator tool? and if not i think one should be made so we can have new stuff to do after we finish...
|
|
|
|
addict
|
addict
Joined: Mar 2003
|
No, there will not be any. And the one that exists will not be released to the public.
|
|
|
|
veteran
|
veteran
Joined: Mar 2003
|
but in <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> II I'm pretty sure that they will release they're editor with it
Viper
|
|
|
|
veteran
|
veteran
Joined: May 2003
|
you mean they have one? but aren't giving it away! <img src="/ubbthreads/images/graemlins/eek.gif" alt="" />
|
|
|
|
Support
|
Support
Joined: Mar 2003
|
The tools they used for the game may not be very user friendly. They may require the use of another program, or include proprietary software they can not distribute. Also, the Larians may not have the resources to write up any documentation on how to do everything, even if the programs could be made available.
I don't think they ever said there would not be any tools released, just that it was unlikely.
|
|
|
|
stranger
|
stranger
Joined: Mar 2004
|
I wonder, was divine ever modded? If devine could be modded than i'm sure beyond could be (if you can get past the anti pirating of course). Also arnt the backgrounds bitmaps so i'm guessing if you can find a way to import bmps into the game you could change the backgrounds?
Oo|GHOST|oO
Oo|GHOST|oO
|
|
|
|
veteran
|
veteran
Joined: May 2003
|
no. the only editors we ever got.
was the hex editor and the weapons editor. and the stat editor.
all made by forum members. except the hex editor, that was just discovered.
|
|
|
|
veteran
|
veteran
Joined: Aug 2003
|
The tools they used for the game may not be very user friendly. I have programmed JAVA in netbeans. EVERYTHING is more user friendly then netbeans. Even programming in notepad is easier. <img src="/ubbthreads/images/graemlins/badsmile2.gif" alt="" /> They may require the use of another program, or include proprietary software they can not distribute.
If its from microsoft I can get it from my school <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> Also, the Larians may not have the resources to write up any documentation on how to do everything, even if the programs could be made available.
I don't thrust documentation I only thrust code. And it would give the PIF something to work on <img src="/ubbthreads/images/graemlins/silly.gif" alt="" /> I don't think they ever said there would not be any tools released, just that it was unlikely.
Would be nice if they made the engine open source in a coupple of years. Lets say after the release of <img src="/ubbthreads/images/graemlins/div.gif" alt="" />˛ IMHO the main reason why they won't do this is because they'll be giving away valuble company secrets. I can imagine that the random quest & level generator would be reused in <img src="/ubbthreads/images/graemlins/div.gif" alt="" />˛. Theire would be many developers that would just die to get a look at those codes.
Not in the mood for cheese? That excuse has more holes than a slice this fine Gorgombert!
|
|
|
|
veteran
|
veteran
Joined: Mar 2003
|
The tools they used for the game may not be very user friendly. I have programmed JAVA in netbeans. EVERYTHING is more user friendly then netbeans. Even programming in notepad is easier. <img src="/ubbthreads/images/graemlins/badsmile2.gif" alt="" /> COBOL ? <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />
When you find a big kettle of crazy, it's best not to stir it. --Dilbert cartoon
"Interplay.some zombiefied unlife thing going on there" - skavenhorde at RPGWatch
|
|
|
|
veteran
|
veteran
Joined: Aug 2003
|
COBOL ? <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />
I stand corrected <img src="/ubbthreads/images/graemlins/silly.gif" alt="" />
Not in the mood for cheese? That excuse has more holes than a slice this fine Gorgombert!
|
|
|
|
veteran
|
veteran
Joined: Mar 2003
|
There is no need for a level generator, ppl will just keep going to battlefields.
But I wish for DDII to be moddable, It would be great to have mods in the Divinity Universe, new stories, quests, monsters, weapons.
Mods as addons not tweaks to the original game, that code should remain locked. To prevent hacks, and all sorts of superweapons tricks etc.
It's one of these days...
|
|
|
|
veteran
|
veteran
Joined: Mar 2003
|
I have programmed JAVA in netbeans. EVERYTHING is more user friendly then netbeans. Even programming in notepad is easier. <img src="/ubbthreads/images/graemlins/badsmile2.gif" alt="" />
things like save as ... crash? right during my examn! can I use notepad? - no you have to use the software we gave you sigh. Or learning Office online with a software/site that is experimental and mostly offline :s You would get flunked because the bastards are to lazy to teach themselves.
It's one of these days...
|
|
|
|
veteran
|
veteran
Joined: Mar 2003
|
There is no need for a level generator, ppl will just keep going to battlefields. But there's only so many quests that will be available. The main point with modable games of this style is that you can create your own stories, not just hack-and-slash maps.
|
|
|
|
veteran
|
veteran
Joined: Mar 2003
|
Yeah but on 2D background that's very hard to do.
wait for DD2
It's one of these days...
|
|
|
|
veteran
|
veteran
Joined: Mar 2003
|
I thought it'd be easier on a 2D background? There's less to worry about. Although I think the roofs in the game are each a single graphic, so you wouldn't be able to shape your own buildings. You'd have to use the same ones as in the game.
Don't mind my rambling. I don't...
|
|
|
|
veteran
|
veteran
Joined: Mar 2003
|
will do... <img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" />
Viper
|
|
|
|
veteran
|
veteran
Joined: Nov 2003
|
[color:"orange"] I thought it'd be easier on a 2D background? [/color] No it is not .. reason the countryside layout would have to be totally created in 2 D without the benefit of 3D tiles as per NWN, take Baldur's Gate for instance, the BGTeam spent near to a year creating a small mod called "Dark side of the Swordcoast" and that was all done with member created tools, and ofcourse the "Infinity" engine which was fairly flexible.
So yeah when DD2 comes out in 3D it may be more possible to get a toolset, but once again it will depend a lot on the flexibilty of the Game Engine <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
Mea Culpa's Demesne
Note; artwork for Avatar courtesy of NWN and CEP
Old Elven Saying:
"Never say Never if you're gonna live forever!!!"
"I didn't do it, it wasn't my fault"
|
|
|
|
journeyman
|
journeyman
Joined: Mar 2003
|
The tools they used for the game may not be very user friendly. I have programmed JAVA in netbeans. EVERYTHING is more user friendly then netbeans. Even programming in notepad is easier. <img src="/ubbthreads/images/graemlins/badsmile2.gif" alt="" /> How about binary data files with a checksum embedded somewhere deep within it? Diablo II happens to be moddable because everything was stored in delimited text files. To extract the data files for DD (or BD), we have to find out where they are stored (certainly not a MPQ They may require the use of another program, or include proprietary software they can not distribute.
If its from microsoft I can get it from my school <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />
"Propeietary" may refer to their in-house editors which may be buggy and only work under certain conditions (such as a very high-end machine). Maybe the editors also need some, *gasp, source code and I don't think Larian is willing to part with them for ten thousand euros! [/quote] Also, the Larians may not have the resources to write up any documentation on how to do everything, even if the programs could be made available.
I don't thrust documentation I only thrust code. And it would give the PIF something to work on <img src="/ubbthreads/images/graemlins/silly.gif" alt="" /> There's are some things which you can't deduce from the GUI, especially if they are written in a language not native. I don't know German - and so I doubt I am able to use their GUI with ease. At any rate, if we are using Larian's editor, there is not to push or shove code, or to thrust them around <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> We won't get the source code from Larian no matter how hard we whine - the best thing we could get is to find out where the data for spells, equipments and skills are stored and try fiddling with them. Quests are harder to mess with because it is likely to be hard-coded, and having many dependencies. I don't think they ever said there would not be any tools released, just that it was unlikely.
[/quote] Whether a game s moddable depends largely on the inital design of the engine. I don't know what route Larians have taken, but it seems to me it is not going to be that easy, unless they kindly release the offsets for values to their datafile and let inspired programmers out there write the tools.
Oh Lorvidale, never shall the sun shines on thee again...
|
|
|
|
journeyman
|
journeyman
Joined: Mar 2003
|
There is no need for a level generator, ppl will just keep going to battlefields. But there's only so many quests that will be available. The main point with modable games of this style is that you can create your own stories, not just hack-and-slash maps. One particular idea that Larians may consider is to allow us to define some simple quests and perhaps even enemies. As the battlefields are random, the random map creator can look through the custom monsters list and pick a few which are suitable for the level of the map. This has some advantages over modding the whole game. First, there is no need to support the monsters in the whole game - Larians can be sure that the core game works. Second, Larians can always introduce new content to keep the battlefields refreshing and fun. Some maybe once per month the Larians release some monster which we can add to the battlefield. As for quests, I doubt the quests in the battlefield will be very plot intensive - at best they will be 'fetch the axe for the woodcutter' type of variety, but please, Larians, prove me wrong! Anyway, the developers could give us certain quest templates to customise. So instead of fetching wood for woodcutter, we can be fetching chicken for the colonel, sheep to the slaughter and what-not.
Oh Lorvidale, never shall the sun shines on thee again...
|
|
|
|
veteran
|
veteran
Joined: Mar 2003
|
Personally, I believe that a game that is intended to be "moddable" should have the correct interfaces for that. D2 for example - simple text files you say ? Well, was the game made that way for purpose or why ? I mean - almost anyone can find out if there are "simple textfiles".
The makers of NWN made it *completely* the other way round : They didn't make it "moddable", but instead the editor is made "gameable" ! I mean that NWN is basically one big editor with modules, at least that's how I understood it.
These interfaces for enabling a game to be "moddable" must be invented early, that's why I believe that <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> 2 could be a good canidate (or candidate ?) for that, rather than already existing games where the devs didn't have this in mind.
When you find a big kettle of crazy, it's best not to stir it. --Dilbert cartoon
"Interplay.some zombiefied unlife thing going on there" - skavenhorde at RPGWatch
|
|
|
|
|