Regarding EAX: we know it's dead technology, but back then i loved how the sounds changed characteristics when being in the woods (toned down footsteps) or a cave (echoing footsteps) or a dungeon etc (speaking of bg1 now, but it applies in all the games). I somewhat hoped openAL could do that too, but either i have something wrong in my config, my ears, or the effects are far less present today ...
Sweet this was what I was waiting for all along. PST is my all-time favorite game but thanks Beamdog I probably won't go outside all spring and summer now.
Very informative information from @AlexT published on rpgcodex.net (and which I have not seen on this forum yet):
I see a lot of people asking the question: "So if Beamdog didn't alter the story or the gameplay of Planescape: Torment, what did they work on for the EE?". A couple of notes in that regard.
First, PST used a very unique version of the Infinity Engine. Its codebase branched off even before BG1 was released, meaning that a lot of underlying systems were radically different from those present in BG2, IWD and by extension, our EE version of the engine. In particular, the PST spell system is nothing like the systems seen in the other IE games. It took us literally months of day and night effort just to get the spells to work properly in our version of the engine, especially given the fact that they were programmed solely for the 640x480 resolution. On top of all that, the PST spell system had a number of hardcoded features such as making specific spells function differently on certain planes (try casting Heal on Carceri or Baator and see how that turns out) so we had to painstakingly reconstruct them using the original source code and design documents.
Next, we had to rebuild the UI from scratch since it too was very different from what the other IE games used. Reconstructing all aspects of the UI for a native 4K resolution while retaining the original look and feel was a big challenge. We consulted Tim Donley (the original Lead Artist) and Eric Campanella (the original 3D modeler) to ensure that the style and tone of our UI remained faithful to the original game. In addition, we had Chris Avellone review and approve every single UI screen before it became final. The code for the PST UI was also very different from what the other IE games used (i.e. animated portraits that change as party members get hurt) so making that work required quite a bit of effort as well.
Lastly, the scripting language that PST used is fairly different from that of the other IE games. Meaning that we had to implement all of the PST-specific engine functionality related to NPC AI behavior into our engine and then test it thoroughly to ensure that nothing unintentionally broke due to the vast differences in the codebase. To make sure that everything went right, we had QA repeatedly test and re-test every single quest, item, spell and area in the game. In the end, I instructed QA to do side-by-side playthroughs comparing the original PST to PST:EE to ensure that no unintentional changes were made. There's a lot more that we did beyond what was mentioned here, but this should give you a rough idea of the PST:EE development process.
TL;DR The codebase of the original PST was vastly different compared to the other IE games. We couldn't just take the story of PST and slap it into the SoD engine, it took us months and months of hard work to get everything working properly.
To make sure that everything went right, we had QA repeatedly test and re-test every single quest, item, spell and area in the game. In the end, I instructed QA to do side-by-side playthroughs comparing the original PST to PST:EE to ensure that no unintentional changes were made.
...It took us literally months of day and night effort just to get the spells to work properly in our version of the engine...
To me, the comment by @AlexT implies, that Beamdog now has an engine which essentially integrates the functionality from BG2, IWD and PST into a single piece of code...
If this is correct, this could have huge implications regarding modding possibilities using this engine...
Here's what Alex Tomovic also says on rpgcodex.net:
"There are a couple of reasons why PST:EE should be easier to mod than the original game. First off, it's built on top of the engine that was used for the other EE games (though PST:EE uses a more advanced version) which means that modders can access the game's mechanics a bit more easily. In addition, they will automatically benefit from all of the inherent engine improvements like the advanced scripting language (which enables more complex AI behavior) and the improved pathfinding code that you mentioned.
Second, unlike the original game, PST:EE comes with a fully functional debug console. This makes it much easier for modders to test their content in-game prior to releasing it to the public."
Is the plan to eventually have all EEs run on the same version of the engine with all functionalities enabled for all games? That would be pretty massive for the modding community.
More about spells cutscenes (from Alex Tomovic, on rpgcodex.net):
"Whenever cinematic spells are cast, the engine zooms in to the original viewport while the cinematic runs and returns to the normal zoom level after the it ends.
That way, the fullscreen visual effects look as they are supposed to and no background elements are removed."
More about spells cutscenes (from Alex Tomovic, on rpgcodex.net):
"Whenever cinematic spells are cast, the engine zooms in to the original viewport while the cinematic runs and returns to the normal zoom level after the it ends.
That way, the fullscreen visual effects look as they are supposed to and no background elements are removed."
Hey could we have a link to this article, so that I can post it on some other forums where there would be considerable interest.
Planescape Torrent for IOS is 9.99 $ while the PC version is 19.99 $ Why? If I remember correctly in BGEE and BG2EE you could buy sone DLC like NPC and portraits so you reach something similar to the same price of the PC version, but in PSTEE there are no new NPC and you can't change portrait to TNO. What's the trick?
Quick question. If preordered when does the game show up in the Beamdog client? Would it be release day? I preordered a few days ago but can't see the game in the client and just wanted to make sure something didn't go wrong.
Quick question. If preordered when does the game show up in the Beamdog client? Would it be release day? I preordered a few days ago but can't see the game in the client and just wanted to make sure something didn't go wrong.
Good 2D art is always timeless, but 3D rendering from the late 1990's is...an interesting historical artifact to put it charitably.
I totally agree. Good 2D art always rule supreme! (just like Drow)
In the book Annah is described as having beige skin, six functional fingers on each hand, thin black lips that barely frame her wide mouth (which is filled with a chaotic jumble of squared-off teeth and pointed fangs), white hair that covers her head like lamb's fleece in inch-thick curls, and slits of skin instead of ears.
Has the book been merciless with Annah like God with the Smurfs or has the game been generous with her?
Comments
It's probably too late now anyway since the game is going to get released, but well i would have put money for some awesome 2D art....
I somewhat hoped openAL could do that too, but either i have something wrong in my config, my ears, or the effects are far less present today ...
If this is correct, this could have huge implications regarding modding possibilities using this engine...
"There are a couple of reasons why PST:EE should be easier to mod than the original game. First off, it's built on top of the engine that was used for the other EE games (though PST:EE uses a more advanced version) which means that modders can access the game's mechanics a bit more easily. In addition, they will automatically benefit from all of the inherent engine improvements like the advanced scripting language (which enables more complex AI behavior) and the improved pathfinding code that you mentioned.
Second, unlike the original game, PST:EE comes with a fully functional debug console. This makes it much easier for modders to test their content in-game prior to releasing it to the public."
"Whenever cinematic spells are cast, the engine zooms in to the original viewport while the cinematic runs and returns to the normal zoom level after the it ends.
That way, the fullscreen visual effects look as they are supposed to and no background elements are removed."
Why?
If I remember correctly in BGEE and BG2EE you could buy sone DLC like NPC and portraits so you reach something similar to the same price of the PC version, but in PSTEE there are no new NPC and you can't change portrait to TNO.
What's the trick?
If you want to DIY your own CD, the FLAC tracks are "CD Quality" and there are plenty of utilities out there to create a physical copy.
Has the book been merciless with Annah like God with the Smurfs or has the game been generous with her?