I just started my playthrough today - only did the opening docks level so far.
I have noticed my thief isn't able to pickpocket at all - did I miss the update that fixed that or is that still an ongoing issue? The icon changes but I'm not able to click on anybody.
Thanks!
It sounds like you aren't playing the latest update.
Hello everyone. I noticed a huge increase in the number of posts here and I've noticed a lot of people suddenly talking about playing. Does that mean you've released this amazing mod?? If you have, where can I download it!?! If not, please, please don't take this post as an attempt to rush you. I have a limited understanding of coding and completely understand the sheer amount of work you guys are putting into this project. I'm more than happy to wait until you're ready to release it and I'm not about to try to rush you. I am really excited for it and thank you so much for all the work you've already put into it!
I just started my playthrough today - only did the opening docks level so far.
I have noticed my thief isn't able to pickpocket at all - did I miss the update that fixed that or is that still an ongoing issue? The icon changes but I'm not able to click on anybody.
Thanks!
It sounds like you aren't playing the latest update.
Everything's working now. Turns out it helps to actually give your rogue points in pick pocket
Chalk that one up to user error. Sorry about that. When I'm done feeling dumb I'll be putting some hours in.
Can someone please tell if this amazing patch i.e. the game is out? :- )
Not quite but you could join the beta testing. The game is 100% playable from start to finish.
I DM'd @semiticgoddess to try and join and have not get a reply. Might be that my account is rather new on here despite my enjoyment of Infinity Engine gaming. I hope to get a chance to check out the beta. I was thinking of even recording some of my dungeons using OBS once I get a run going.
Can someone please tell if this amazing patch i.e. the game is out? :- )
Not quite but you could join the beta testing. The game is 100% playable from start to finish.
I DM'd @semiticgoddess to try and join and have not get a reply. Might be that my account is rather new on here despite my enjoyment of Infinity Engine gaming. I hope to get a chance to check out the beta. I was thinking of even recording some of my dungeons using OBS once I get a run going.
@OlvynChuru is the person you want to DM as I think semiticgodess is no longer a part of this.
I'm interested in the EE version for icewind dale 2 and would like to play it and help with testing , since I've played parts 1 and 2 since I was a child..... think it's great that there's finally an EE version of Icewind dale 2 and a super awesome project ^^
Is the Enhanced Edition fully playable from start to finish with the wide-screen mod enabled? I know the original Icewind Dale 2 wouldn't let you progress to certain areas, if the resolution was higher than 800x600 or so I was told.
I was able to play with the game through without issue in wide screen, with un enhanced version from GOG. So i dont thnk there were generic issues on the original version with any areas.. There have not been description of it in the new enhanced mod either from what I have read.
1. Can I be a playtester @semiticgoddess
2. When you say "fully customizable" is it possible to maintain un-enhanced questlines (basically, in that regard, "vanilla") while having all the rest of the IWD2:EE features like extra classes, better shop selection, etc?
Make a GitHub account, and send me or @semiticgoddess a PM with the name of your GitHub account. We'll invite you to the beta; you'll need to check your email to accept the invitation. Then, you should be able to access the GitHub repository for IWD2EE.
2. When you say "fully customizable" is it possible to maintain un-enhanced questlines (basically, in that regard, "vanilla") while having all the rest of the IWD2:EE features like extra classes, better shop selection, etc?
Very cool.
If I remember correctly, this is also something Beamdog did for their EEs, compared to the original BG/BG2/IWD.
Would you mind briefly explaining the technical issues that caused loading to be slow?
I have pretty good coding knowledge, but I cannot for the life of me understand how loading one 2D map with, at most, a few dozen creatures and items, can take as long as it does in some video games. (Pillars of Eternity comes to mind as one of the worst offenders, and that's after Obsidian devs claimed that they optimized it as much as was feasible within the constraints of the Unity Engine.)
Would you mind briefly explaining the technical issues that caused loading to be slow?
The two main issues were:
1) Script loading is horribly inefficient. They are glorified text files that require a lot of string manipulation to parse, and in creature-heavy areas script processing alone took ~65% of the loading time. The problem with the engine is that it would load/parse the same script over and over again each time it was encountered. So in an area with many enemies, (most having the same scripts assigned), the engine would needlessly repeat the same work. I modified the engine to cache scripts by resref and simply copy an already-parsed copy to prevent this. Beamdog did something similar.
2) The classic engines rely on 6 or so threads for different tasks, (rendering, pathfinding, resource management, networking, sounds, and ai). IWD2 is quite generous throwing around SleepEx calls when waiting for a resource to be unlocked, which compounds when trying to do many small tasks. I removed the worst offenders and just let the game spin. In other situations the game slept to wait for the loading bar to update, which is useless (it is rendering on another thread) and just kills time. Beamdog removed most multithreading from the EEs.
How close is the mod to completetion? Last time I played IWD 2 I had some faulty mods installed and it messed my whole game like 75% in, I want to go for another run but I want to know it won't die on me.
I to am looking for more information on this, is it only windows or is it available for Mac OS? How long until completion? I really want to play this game again some time.
Built-in widescreen mod replacement. This is integrated into the engine and many fixes have been made to account for playing at non-default resolutions:
And as a bonus, I also fixed a longstanding mouse-flicker bug.
Is there Spontaneous Casting (to Cure/Inflict) in this game or is it added by this mod?
If so how does one do it?
Spontaneous casting is in the base game (except for druids, although there is a small mod that adds summons). To use SC, just shift click the spell you want to use and it becomes the Cure/Inflict spell for that level.
Comments
It sounds like you aren't playing the latest update.
Everything's working now. Turns out it helps to actually give your rogue points in pick pocket
Chalk that one up to user error. Sorry about that. When I'm done feeling dumb I'll be putting some hours in.
Not quite but you could join the beta testing. The game is 100% playable from start to finish.
I DM'd @semiticgoddess to try and join and have not get a reply. Might be that my account is rather new on here despite my enjoyment of Infinity Engine gaming. I hope to get a chance to check out the beta. I was thinking of even recording some of my dungeons using OBS once I get a run going.
@OlvynChuru is the person you want to DM as I think semiticgodess is no longer a part of this.
Thank you! I'm PM'ing Olvyn now! :- D
I'm interested in the EE version for icewind dale 2 and would like to play it and help with testing , since I've played parts 1 and 2 since I was a child..... think it's great that there's finally an EE version of Icewind dale 2 and a super awesome project ^^
1. Can I be a playtester @semiticgoddess
2. When you say "fully customizable" is it possible to maintain un-enhanced questlines (basically, in that regard, "vanilla") while having all the rest of the IWD2:EE features like extra classes, better shop selection, etc?
If you would like to participate in the beta:
Make a GitHub account, and send me or @semiticgoddess a PM with the name of your GitHub account. We'll invite you to the beta; you'll need to check your email to accept the invitation. Then, you should be able to access the GitHub repository for IWD2EE.
Yes.
After (< 1 second):
Fantastic!
Very cool.
If I remember correctly, this is also something Beamdog did for their EEs, compared to the original BG/BG2/IWD.
Would you mind briefly explaining the technical issues that caused loading to be slow?
I have pretty good coding knowledge, but I cannot for the life of me understand how loading one 2D map with, at most, a few dozen creatures and items, can take as long as it does in some video games. (Pillars of Eternity comes to mind as one of the worst offenders, and that's after Obsidian devs claimed that they optimized it as much as was feasible within the constraints of the Unity Engine.)
The two main issues were:
1) Script loading is horribly inefficient. They are glorified text files that require a lot of string manipulation to parse, and in creature-heavy areas script processing alone took ~65% of the loading time. The problem with the engine is that it would load/parse the same script over and over again each time it was encountered. So in an area with many enemies, (most having the same scripts assigned), the engine would needlessly repeat the same work. I modified the engine to cache scripts by resref and simply copy an already-parsed copy to prevent this. Beamdog did something similar.
2) The classic engines rely on 6 or so threads for different tasks, (rendering, pathfinding, resource management, networking, sounds, and ai). IWD2 is quite generous throwing around SleepEx calls when waiting for a resource to be unlocked, which compounds when trying to do many small tasks. I removed the worst offenders and just let the game spin. In other situations the game slept to wait for the loading bar to update, which is useless (it is rendering on another thread) and just kills time. Beamdog removed most multithreading from the EEs.
It is. Bookmark it (at the top of the page). I receive a mail and in-page alert every time someone posts.
Or you can just set alerts to email you for messages you've posted in.
Worldscreen spell information popup:
Built-in widescreen mod replacement. This is integrated into the engine and many fixes have been made to account for playing at non-default resolutions:
And as a bonus, I also fixed a longstanding mouse-flicker bug.
If so how does one do it?
Spontaneous casting is in the base game (except for druids, although there is a small mod that adds summons). To use SC, just shift click the spell you want to use and it becomes the Cure/Inflict spell for that level.