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