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#21 Littiz

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Posted 02 May 2004 - 01:00 AM

Our beta testers never gave any negative feedback in this regard, in fact one said they found the standard BG2 dialogue a little empty after they got used to actions and description.

I'd say the same thing, having coded something like 40 pages of dialogs so far.

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#22 Galactygon

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Posted 02 May 2004 - 09:27 AM

40 pages of quality text, I mean. ^_^ I wish entire BG2 was like RtW. Perhaps it might become true one day... one day...

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#23 T.G.Maestro

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Posted 06 May 2004 - 12:22 AM

40 pages of quality text, I mean.  I wish entire BG2 was like RtW

Ah, don't tell me you find BG2 that bad - personally I had no problems with its texts. OK, they weren't of the highest quality, but were fitting, and many of them created a great atmosphere (Irenicus and Bodhi dialogues for example, or simply think on Firkraag).
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#24 -Notasophist-

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Posted 06 May 2004 - 02:37 PM

In regards to the dialogue style:

while I agree with the consensus, that PST style is superior, i believe that the consistancy between the mod and the original game should bear a higher weight. from my understanding, RtW is a add-in mod, thus it adds to the completeness of the atmosphere of the original game, rather than a total conversion. Ideally, shouldn't such a mod strive to blend with the game as much as possible?

To be honest, I am conflicted -- i'm petty enough to overlook a promising mod simply because of the dialogue style.

Then again, who am I to make any demands? i'm just some opinionate guy concerned with details and perfection...

#25 Schatten

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Posted 06 May 2004 - 11:34 PM

i dont have problems with the bg2 style and how rtw is written seems great. sure, its different but who cares? they put so much time into this and i think if you have played it one time you dont care anymore. just wait and see it yourself. 2-3 screenies arent enough to get the whole picture.


"RtW is a add-in mod, thus it adds to the completeness of the atmosphere of the original game, rather than a total conversion."

so you dont like the stat-based dialog options and the good/neutral/evil paths and wouldnt have done them??
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#26 Quitch

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Posted 07 May 2004 - 01:08 AM

In regards to the dialogue style:

while I agree with the consensus, that PST style is superior, i believe that the consistancy between the mod and the original game should bear a higher weight. from my understanding, RtW is a add-in mod, thus it adds to the completeness of the atmosphere of the original game, rather than a total conversion. Ideally, shouldn't such a mod strive to blend with the game as much as possible?

To be honest, I am conflicted -- i'm petty enough to overlook a promising mod simply because of the dialogue style.

Then again, who am I to make any demands? i'm just some opinionate guy concerned with details and perfection...

Blending is a fudge and has nothing to do with perfection. Trying to merge with the imperfect will always mar such efforts.

#27 -Notasophist-

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Posted 07 May 2004 - 04:36 AM

so you dont like the stat-based dialog options and the good/neutral/evil paths and wouldnt have done them??

perhaps i was not very clear in my previous post. my objection is the "description" writing style used by PST. Correct me if i'm wrong, typically descriptive actions are expressed through floating text.

now, the stat based options and multi alignment path dialogue choices are utilized by BG2 dialogue, so i exalt the superb job that i've seen so far.

Now, my greatest concern, as it was mentioned before, is the -blendablity- of the mod. I suppose it is a difference of philosophy in regards to the nature of an add-in mod. I do respect the project leaders' opinions, but please indulge my feeble attempt at persuasion:

since this is the matter of aesthetics.
It seems to me that aestheic perfection pertains to the consistancy and purity of the object displayed. I've noticed the "chapter narration" in the screenshot, and I am lead to believe that RTW is concerned with the feel of authenticity and compatibility. Now, some characters mods are subjected to analogous criticisms of "not fitting in" (i.e. Frost poems are great and all, but it has no place in a fantasy game). If we find inconsistency of characters and settings objectionable, should we not also find inconsistance of styles problematic as well? While I may hold RTW by itself with great with esteem, I find BG2 and the mod, presented as a whole, a sort of chimera.

of course, i havent' gotten the mod yet, so this is speaking purely on a very narrow perspective

(i reallly should register...)

#28 Quitch

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Posted 07 May 2004 - 05:06 AM

It was agreed very early on that we would use the PST style, this was back when it was only myself and Cuv on the project. One of the things I insisted on is that I would be able to work in this format.

Since the majority of the mod itself is standalone it is unlikely you will really feel any jarring effect. There are a couple of dialogues before the main quest which ease you in, and by the time you hit the dungeon it should seem perfectly natural. Yes, there is a potential for clashes, but I regard the benefits of description, which are impractical in floating text form, far outweigh any disadvantage... and I don't consider there to any disadvantages at all since I find the PST style superior in any way. It simply makes me view the BG2 method with more pity than before.

This mod will differ from BG2 in many ways besides the dialogue, our monsters for example may sometimes be those seen in the game already, but their abilities will match those in the Monsterous Manual, not those in BG2. Our objective was to offer as close to a genuine roleplaying experience as possible, not to try and match BG2 in terms of style and content.

#29 Echon

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Posted 07 May 2004 - 12:54 PM

This mod will differ from BG2 in many ways besides the dialogue, our monsters for example may sometimes be those seen in the game already, but their abilities will match those in the Monsterous Manual, not those in BG2.


You have just said it here but do you intend to mention this piece of information in the readme? I am sure people would appreciate knowing that they can expect differences, even if they do not know what those differences are.

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#30 Quitch

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Posted 07 May 2004 - 03:24 PM

The objectives of the mod will be quite clearly laid out.

#31 Cuv

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Posted 09 May 2004 - 09:47 AM

I take it you mean the picture?

Yes.

In the original artwork, the dragon was red, but I changed the color and edited the painting to suit our needs. Also deepened the shades of the eye colors.

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#32 T.G.Maestro

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Posted 12 May 2004 - 09:02 AM

In the original artwork, the dragon was red, but I changed the color and edited the painting to suit our needs. Also deepened the shades of the eye colors.

Anyway, it is very impressive. Nice piece of work ;) .
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#33 -Guest-

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Posted 12 June 2004 - 01:29 PM

Will the dialogue be in present or in past tense? It actually makes a fairly big difference to me...

#34 Quitch

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Posted 13 June 2004 - 03:38 AM

How did this make it into the screenshot thread? Make a dialogue tense thread if you want to discuss that.

Edited by Quitch, 13 June 2004 - 03:39 AM.


#35 -ME the MAGICAL-

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Posted 06 August 2004 - 08:59 AM

:^^: :turnip: :edwin: :^^: In the first screenshot, who is that girl with the red hair, not the top one, but several portraits down. Don't recognize her from the game. Is that a character you created, or a different portrait for one of the characters? Nalia maybe?

#36 Lord

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Posted 07 August 2004 - 10:52 AM

It's probably a portrait that was imported into the game.

#37 xaos_bob

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Posted 09 August 2004 - 01:12 PM

Per usual, I'm five minutes late, but better late than not at all, neh?

By the by, "she takes you to one side" is grammatically correct, Domi. ;)

True PS:T-style dialogue is something I have frequently seen promised, but never have I actually had such hope for it! The screenshots are great, and the dialogue looks like it will finally deliver where all others have failed. ;)

As to the quality of the writing...Quitch, if you write in-game like you do here, my final fear is laid to rest.

#38 Quitch

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Posted 10 August 2004 - 12:50 AM

Nothing gets into this mod without being swept by the proofreaders, and once all the dialogue is complete it will be swept again. With luck, we'll clean out most of the repeat phrases, missing commas, etc.

#39 dorotea

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Posted 12 August 2004 - 07:05 PM

By the by, "she takes you to one side" is grammatically correct, Domi.


It might be... but it sounds awkward and forced, and that is why she got confused I believe. :vbat:

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#40 Michel

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Posted 05 November 2004 - 01:26 PM

Due to a mishap from my part, the screenies aren't working anymore.

New links:

http://www.rpgtalk.c...e/rtw/rtw00.jpg
http://www.rpgtalk.c...e/rtw/rtw01.jpg
http://www.rpgtalk.c...e/rtw/rtw02.jpg
http://www.rpgtalk.c...e/rtw/rtw03.jpg
http://www.rpgtalk.c...e/rtw/rtw04.jpg
http://www.rpgtalk.c...e/rtw/rtw05.jpg
http://www.rpgtalk.c...e/rtw/rtw06.jpg
http://www.rpgtalk.c...e/rtw/rtw07.jpg