Jump to content


A fresh start in GemRB


  • Please log in to reply
11 replies to this topic

#1 -Sisyphus192-

-Sisyphus192-
  • Guest

Posted 25 February 2011 - 06:19 PM

Salvete amici,

This is my first post on these forums though I have been following them for a few months now after discovering all the awesome mods that have cropped up since I stopped playing BG years ago.

I recently discovered GemRB, a open-source implementation of the Infinity Engine.
(Found here: http://gemrb.sourcef...?id=start#gemrb )

My question to the community is if any of you have previously considered or would like to migrate current and future BG modding projects to the GemRB engine. This has many pros and cons, and will be no small feat.

Pros:
  • Many mods should already work with GemRB
  • Changes can be made to the engine itself which makes mods like ToBEx obsolete (and many other fix-type mods)
  • Bug-fixing and feature implementation will be much easier as they can be handled from both sides of development (in the engine/in the mod)
  • Many Many features can be added now that we can directly change how the engine behaves
  • Mod support can be directly integrated into the engine potentially allowing for BWS and BWP to be handled in-game by the game,
    this could be extended further and be implemented as a full fledged mod manager.
  • Some mods could probably be condensed, merged, and/or streamlined.
  • Probably many more I haven't thought of.

Cons:
  • Many mods that are currently "bug free," may become buggy as GemRB is not a perfect recreation of the Infinity engine
  • Many modders may have to relearn and retool to continue to mod in this new environment
  • Strict version control and good coordination will be necessary to prevent GemRB from being forked into different projects supporting different mods.
  • Blood, sweat, toil, and tears.
  • Many more I probably haven't thought of.

I understand the scale of my suggestion but I believe it would benefit the modding and player community a lot more in the long run.
For the moment though I'm just looking for constructive feedback about this idea and what direction (if any) it might be able to take.

Sisyphus

#2 joshuar9476

joshuar9476
  • Member
  • 128 posts

Posted 26 February 2011 - 06:43 AM

Salvete amici,

This is my first post on these forums though I have been following them for a few months now after discovering all the awesome mods that have cropped up since I stopped playing BG years ago.

I recently discovered GemRB, a open-source implementation of the Infinity Engine.
(Found here: http://gemrb.sourcef...?id=start#gemrb )

My question to the community is if any of you have previously considered or would like to migrate current and future BG modding projects to the GemRB engine. This has many pros and cons, and will be no small feat.

Pros:

  • Many mods should already work with GemRB
  • Changes can be made to the engine itself which makes mods like ToBEx obsolete (and many other fix-type mods)
  • Bug-fixing and feature implementation will be much easier as they can be handled from both sides of development (in the engine/in the mod)
  • Many Many features can be added now that we can directly change how the engine behaves
  • Mod support can be directly integrated into the engine potentially allowing for BWS and BWP to be handled in-game by the game,
    this could be extended further and be implemented as a full fledged mod manager.
  • Some mods could probably be condensed, merged, and/or streamlined.
  • Probably many more I haven't thought of.

Cons:
  • Many mods that are currently "bug free," may become buggy as GemRB is not a perfect recreation of the Infinity engine
  • Many modders may have to relearn and retool to continue to mod in this new environment
  • Strict version control and good coordination will be necessary to prevent GemRB from being forked into different projects supporting different mods.
  • Blood, sweat, toil, and tears.
  • Many more I probably haven't thought of.

I understand the scale of my suggestion but I believe it would benefit the modding and player community a lot more in the long run.
For the moment though I'm just looking for constructive feedback about this idea and what direction (if any) it might be able to take.

Sisyphus


while i'm interrested to see what other say here, you might also want to ask at the official GemRb forum over at G3
i have a witty signature thought up, i just haven't posted it yet.

#3 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 28 February 2011 - 04:46 AM

What about me being out of business? :)
Just kidding, GemRB does supercede TobEx. I strive to develop TobEx in a way that maintains compatibility with GemRB so that new features won't clash. It does mean that GemRB will need to implement same for TobEx features for mods using TobEx to work in GemRB.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#4 salomonkane

salomonkane
  • Member
  • 166 posts

Posted 28 February 2011 - 08:58 AM

I strive to develop TobEx in a way that maintains compatibility with GemRB so that new features won't clash.


1)It's Good to know, and what are connexions with the Game Editor DLTCP ?
2)We shall see, one day, an Editor or Tools ?
3)Adapted to the emulator GemRB, and the program TOBEX ? ,
4)Intended for Modders ?
5)And / Or for Gamers ? (User Friendly and in WYSIWYG), to make our own Infinity Campaign ?

TY . :D

Edited by salomonkane, 28 February 2011 - 08:59 AM.

Quo Vadis ?

#5 the bigg

the bigg

    2083 is a prime number.

  • Modder
  • 3331 posts

Posted 28 February 2011 - 09:04 AM

USENET BONEHEAD REPLY FORM (version 78.7) 

 

 (check all boxes that apply)

 

 Dear:

 

   [ X ] Clueless Twit          [ X ] Lamer         [   ] Flamer

   [ X ] "Me too"-er            [   ] Pervert       [   ] Geek

   [ X ] Spammer                [   ] Racist        [   ] Fed

   [ X ] "Expert"               [   ] Freak         [   ] Troller

   [   ] Fundamentalist         [   ] Satanist      [   ] Net.cop

 

  You Are Being Flamed Because:

  

   [ X ] You obviously don't know anything about the topic at hand

   [   ] You are trying to make money on a non-commercial newsgroup

   [   ] You quoted an ENTIRE post in your reply

   [   ] You started a long, stupid thread

   [   ] You continued spreading a long stupid thread

   [ X ] Your post is absurdly off topic for where you posted it

   [ X ] Your lack of understanding of the fundamentals is disgusting

   [   ] You posted a followup to crossposted robot-generated spam

   [   ] You posted a "test" in a discussion group rather than in alt.test

   [   ] You posted a "YOU ALL SUCK" message

   [   ] You posted low-IQ flamebait

   [   ] You posted a blatently obvious troll

   [   ] You followed up to a blatently obvious troll

   [ X ] You said "X rules, Y sucks" and gave no support for your lame

         statement

   [ X ] You said "me too" to something

   [ X ] You make no sense

   [ X ] You made a post yet failed to say anything

   [   ] Your sig/alias is dreadful

   [   ] You posted a phone-sex ad

   [   ] You posted a stupid pyramid money making scheme

   [   ] You claimed a pyramid-scheme/chain letter for money was legal

   [   ] You are claiming that you know more than Newton, Ohm, Pavlov, 

         et al.

   [   ] Your margin settings (or lack of) make your post unreadable

   [ X ] You made a baseless assertion

   [   ] You posted SCREAMING in RANDOM CAPS (OR IN ALL CAPS) for NO

         APPARENT REASON

   [ X ] You didn't do anything specific, but appear to be so generally

         worthless that you are being flamed anyway

 

  To Repent, You Must:

 

   [ X ] Refrain from posting until you have a vague idea what you're doing

   [ X ] Stop masturbating for a week

   [ X ] Read every newsgroup you posted to for a week

   [ X ] Be the guest of honor in alt.flame for a month

   [ X ] Bust up your modem with a hammer and eat it

   [ X ] Tell your Mommy to up your medication

   [ X ] Jump into a bathtub while holding your monitor (monitor must 

         be plugged in)

   [ X ] Actually post something relevant

   [ X ] Read and memorize the FAQ

   [   ] Post to alt.test

   [ X ] Print your home phone number in your ads

 

  In Closing, I'd Like to Say:

 

   [ X ] Get a clue

   [ X ] Get a life

   [ X ] Go away

   [ X ] Grow up

   [ X ] Never post again

   [ X ] I pity your dog

   [ X ] You need to seek psychiatric help

   [ X ] Morons like you give ammo to pro-censorship geeks

   [ X ] Yer momma's so fat/stupid/ugly that etc...

   [ X ] Take your gibberish somewhere else

   [ X ] Go back to school and actually learn something

   [ X ] Learn how to post or get off the usenet

   [ X ] All of the above




Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#6 salomonkane

salomonkane
  • Member
  • 166 posts

Posted 28 February 2011 - 09:38 AM

@the B..:

2083

is a primate number...
Quo Vadis ?

#7 -Report To Admin .-

-Report To Admin .-
  • Guest

Posted 01 March 2011 - 03:21 AM

what administration thinks about this kind of assertion ?

[ X ] Yer momma's so fat/stupid/ugly that etc...



#8 Kaeloree

Kaeloree

    Head Molder

  • Administrator
  • 9202 posts

Posted 01 March 2011 - 03:59 AM

Come on guys, there's no need for that.

Sisyphus, it won't happen, because it's too complex and GemRB isn't nearly finished enough.

#9 Sisyphus

Sisyphus
  • Member
  • 1 posts

Posted 01 March 2011 - 06:04 AM

Hey I'm the OP but with a registered account this time.

I've started a concurrent thread over at G3 http://forums.gibber...showtopic=21974
The thread over there will look at this from the engine perspective and this thread will look at it from the modder's perspective.

Sisyphus, it won't happen, because it's too complex and GemRB isn't nearly finished enough.

Fortunately I'm a computer programmer and I can make it happen 8) . I've gathered that the general sense of the community is that GemRB can't support many mods just yet but I disagree with the statement about the task being too complex. My post was not about making all mods work with GemRB now, but about getting a sense of how accessible GemRB was to modders. The IE is driven by the mod community and if that community can be migrated over then the necessary development for the GemRB engine will happen (or at least get a lot more motivation).

To achieve this accessibility I'm going to pick up an idea that was mentioned on a G3 thread: A mod front end. I'll start playing around with code this weekend when I have some free time but my initial goal is to implement something akin to the BiG World Setup but contained within the the GemRB engine itself. I ask for any kind of feedback/advice you may have regarding this



P.S.

I strive to develop TobEx in a way that maintains compatibility with GemRB so that new features won't clash.

I have an idea to tackle this but I won't comment on it further until I've gotten a better grasp on how the GemRB engine works.

#10 Avenger_teambg

Avenger_teambg
  • Member
  • 604 posts

Posted 01 March 2011 - 07:51 AM


I strive to develop TobEx in a way that maintains compatibility with GemRB so that new features won't clash.


1)It's Good to know, and what are connexions with the Game Editor DLTCP ?
2)We shall see, one day, an Editor or Tools ?
3)Adapted to the emulator GemRB, and the program TOBEX ? ,
4)Intended for Modders ?
5)And / Or for Gamers ? (User Friendly and in WYSIWYG), to make our own Infinity Campaign ?

TY . :D

1. DLTCEP is the official editor of GemRB. ToBEx and GemRB both are technically forks of the original IE, but we make some efforts to keep them similar.
2. Refer to answer #1.
3. Refer to answer #1.
4. Yes
5. Gamers who mod the game are modders. The level of user friendliness will never reach BioWare's tools. Which is relative, I cannot use their WorldEditor which was supposed to be User Friendly and whatever). But I can do quite a lot in DLTCEP (including editing projectiles that simulate the hardcoded projectiles of PST, HoW, etc).
Avenger

#11 Kaeloree

Kaeloree

    Head Molder

  • Administrator
  • 9202 posts

Posted 01 March 2011 - 12:48 PM

Fortunately I'm a computer programmer and I can make it happen 8) . I've gathered that the general sense of the community is that GemRB can't support many mods just yet but I disagree with the statement about the task being too complex. My post was not about making all mods work with GemRB now, but about getting a sense of how accessible GemRB was to modders. The IE is driven by the mod community and if that community can be migrated over then the necessary development for the GemRB engine will happen (or at least get a lot more motivation).

Hey, if you think you can help get the engine to the point where it's a) playable and b) moddable, sure, I imagine some modders would be happy to make their mods compatible.

As a modder, though, while I don't mind making maintenance releases, I'm not sure I'd be willing to dedicate a whole amount of time to making my mods compatible with gemrb. I would do so if it was an easy process, but I don't really have a lot of time on my hands these days, and that's basically the bottom line. I think the idea is good, but I don't know how many modders would devote the necessary time.

#12 salomonkane

salomonkane
  • Member
  • 166 posts

Posted 01 March 2011 - 02:59 PM

@Avenger_teambg

5. Gamers who mod the game are modders.

1) I wanted to distinguish the Game Editors as Shadow Keeper (possibility of cheating), or as Infinity Campaign Maker (creation of campaign) (*), in my opinion more focused on the immediats needs of players VS developers tools like DLTCP, NI, BioWare Infinity Engine EDITOR(**); or the Software WeiDu, which need more skills ... .


2) Otherwise what are the limits of code (hardcoded) that can be crossed with GemRB and which are not ... ?

Thank You . :)

P.S. :
To better understand the current possibilities of GemRB, I send a wish list :
A GemRB Wish list


Source :
(*),(**) : TeamBG: Editing

Edited by salomonkane, 01 March 2011 - 03:11 PM.

Quo Vadis ?