A somewhat stalled project

Discuss the development of other free/open-source games, as well as other games in general.

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Ave
Posts: 221
Joined: February 28th, 2004, 4:42 pm
Location: Hungary

A somewhat stalled project

Post by Ave »

I work with a small team to re-implement the infinity engine on Linux/Windows. Games like Baldur's Gate, Icewind Dale and Planescape: Torment are all based on that engine, and our engine is able to run them (since it isn't completed, it can't run too much of them).
Unfortunately, the project is a bit too big for us, we need help.
Here is the link.


There are also modding groups which work on new games or additions to the old ones, thus it is theoretically possible to create a whole new game. One such 'new game' is here.
Integral
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Post by Integral »

Are you planning to support multiplayer games? I've been trying multiplayer games of Baldur's Gate II recently, and I think it would be a lot of fun if a few minor annoyances (mostly related to party control) could be fixed up. Unfortunately, I don't have the source for BG2, so I can't fix it :( :(. More unfortunately, I probably don't have time to do much with your project, although I could test it once it's far enough along.

Daniel
Ave
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Location: Hungary

Post by Ave »

Yes, but it isn't a priority. I guess we could add that later.
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Polaris
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Re: A somewhat stalled project

Post by Polaris »

Ave wrote:Unfortunately, the project is a bit too big for us, we need help.
But exactly, what kind of help you need?
Standing With So Cold A Heart... Watching The Death Of The Sun...
Ave
Posts: 221
Joined: February 28th, 2004, 4:42 pm
Location: Hungary

Re: A somewhat stalled project

Post by Ave »

Polaris wrote:
Ave wrote:Unfortunately, the project is a bit too big for us, we need help.
But exactly, what kind of help you need?
1. we need someone who organizes the project, sets up schedules and such. None of us are a manager type.
2. probably we need someone who knows how to work with SDL (what i don't know).
3. we also need people who test the existing stuff, and help with improving the configure/make process and make the source compile on all possible configurations.

We already have a lot of stuff done, area rendering and such, but it isn't optimized. I also know most of the original engine fileformats so that isn't a problem either.
freim
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Post by freim »

What's the current status of the different parts of you project?

Is there some documentation for the scripting that's somewhat more comprehensible than the "GemRB GUI Script Manual" forum posts.

Some info on this might help to attract more devs.
Ave
Posts: 221
Joined: February 28th, 2004, 4:42 pm
Location: Hungary

Post by Ave »

GUI engine: done, bugfixing phase
Movies: done (except bink media)
Music/sound: done, bugfixing phase
Dialogues: mostly done, bugfixing phase
Game scripts: mostly done, combat related features are missing
Area rendering: the biggest missing part is wall rendering (parts of the area cover actors and other dynamic content).
Actor rendering: mostly done, but there are visible bugs
Pathfinder: dynamic blockers like other actors, doors are not implemented
Items/inventory: mostly done, needs more work
Animation effects: not done
Combat: not done
Spells: not done
Network/multiplay: not done

I'll come up with an update for the guiscript manual.
Ave
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Joined: February 28th, 2004, 4:42 pm
Location: Hungary

Post by Ave »

Now you can access the Gui script docs from the Documents section of the site.
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