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Divinity: Original Sin Beta Release Thread [GAME RELEASED, GO TO THE NEW THREAD]

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,373
Actually it isn't a problem they did that in earlier stream and it took seconds.

Imo real problem will be multilevel structures without using door --> next level mechanic. I didn't play much EA version but it seems that buildings in city loaded second floor as independant level.

This could be troublesome for gamedesign (like sneaking etc)

edit:

Steam ---> Tools ---> looking for Divinity ---> no Divinity ----> restart ..... INTENSIFIES !


Considering they said today and everything went ok we will have it in max 2h8minutes. If we don't get it it will be probably in morning after night.
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
14,020
now it's obvious why they scrapped the day/night cycle. manually triggering all this shit is a chore. why can't the engine automatically roll through all the created atmospheres? doesn't sound too difficult.
besides tri-planar texture mapping of the terrain, a three axis rotation gizmo for assets and a shader editor it doesn't look that different than nwn2's toolset. the wall creation is nice addition. and i am already missing speedtrees and their random seed values.

I'm going to try to be polite here: that theory is really dumb. The hard part is not implementing visual day/night cycles (as they mentioned, it's easy to do with scripting, there's nothing "superior" about using some hardcoded engine function to do this over a few lines of area script). The difficult part is making every NPC in the game behave believably in respect to those day/night cycles, and from there feeling obligated to design new quests around cycles. Some developers would have just done the visual day/night cycles and advertised it as a comprehensive feature, but Larian wanted to do them right, then ran out of time to do it right.

If you've ever seen a game where it's night time and the village square is filled with merchants hawking goods, you can imagine how retarded "just do it visually and forget the rest" comes off as. Believable but static scenes are preferable to that.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,373
Yeah it isn't small task to do if you don't have underlying mechanic from start. Probably if they would start creating Divinity OS with it as feature "cost" of it would be several times lower as they wouldn't need to rework previous work and more important design. If you add proper D/N cycle you need suddenly to take into account that each NPC need home/bed and personal items/stuff

Judging from size of first city most of NPCs would be homeless and developers would need to rework it a lot.
 

Zep Zepo

Titties and Beer
Dumbfuck Repressed Homosexual
Joined
Mar 23, 2013
Messages
5,233
Swear I clicked that before and nothing happened. Playing now though, thanks.

Zep--
 

Semper

Cipher
Joined
Jan 12, 2012
Messages
747
MCA Project: Eternity
The hard part is not implementing visual day/night cycles (as they mentioned, it's easy to do with scripting, there's nothing "superior" about using some hardcoded engine function to do this over a few lines of area script). The difficult part is making every NPC in the game behave believably in respect to those day/night cycles

i dunno what will be possible with the scripting language and if there even is a function right from the start to change atmosphere. right now they only showed a trigger which chages from one atmosphere to another. there was no entry field to change back to the previous atmosphere, nor mentioning if the trigger cycles through both of them - only the fading time was editable. as stated also i don't know if there's a function or an event to hook in to track the elapsed time to script proper behavior. perhaps there was no time left to implement it in a proper way - if so then it will be hard (that's why i called it a chor...) to be implemented by modders.
 

Perkel

Arcane
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Mar 28, 2014
Messages
16,373
As i said earlier they said on stream Day and Night cycle is possible via scripts. Even if for some reason Larian won't provide script it will be probably max 2-3 days before someone will share it with everyone to copy/paste it in their mod with few tips how to customize it.

Also it is not like you will be creating 4-5 levels constantly so you won't need to edit so much cycle.


edit:

Now i wonder how it will work between different levels.. I mean for example going into cave at night and coming out of it. I guess maybe there will be some global timer value we could plug into because without such thing time could be different between different levels.
 

garren

Arcane
Patron
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Nov 1, 2007
Messages
2,045
Location
Grue-Infested Darkness
Once the first decent day-night cycle mod with NPC's going to sleep and stuff comes out, Larian should integrate it in their game, kinda like, say, what running with scissors does with Postal 2.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,373
its not about day and night cycle. Its about proper day and night cycle including NPC routines, quest design and so on. I would love to see that in game but i doubt they will add it. Maybe they will add it when they will be releasing expansion.
 

Semper

Cipher
Joined
Jan 12, 2012
Messages
747
MCA Project: Eternity
actually the whole presentation was a bit wobbly right at this part. first he placed a trigger to change from the default map atmosphere to a second one. yeah, now i can change from day to night. he edited the fade time and some atmosphere settings and suddenly talked about two triggers(?!) guess he ment the two different atmospheres. so all we saw was how he changed the atmosphere setting from day to night (as an example). now comes the tricky part: how do i change them back if the trigger doesn't automatically cycle through the two atmospheres? do i place a trigger above a trigger? can i script dependencies between them? because if i place a trigger next to another trigger then half of the map controls the change from day to night and the other half from night to day, which isn't exactly a proper cycle.

guess we'll find out when the tools will be released.
 

Stabbey

Learned
Joined
Apr 14, 2013
Messages
155
I bet creating bridges with something beneath them will be pain in the ass. You can judge it by the stream alone.
But at the same time I have big hopes for assets importing.

It's impossible to create bridges (or anything) you can walk both under and over. It wouldn't work with the AI grid (or some other reason, I don't recall).
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,373
You are talking about trigger system not scripting.

Trigger system in twitch tutorial was used to create change in atmosphere as player reaches certain point in level. So as you aproach that moody house atmosphere changes and suddenly it is foggy night instead of dawn.

Now we saw only one trigger type, there could be other ones and each trigger probably has ton of different things you can edit. Probably triggers also can be combined with scripts.

As for how to change it back... Just leave trigger area (that was done in video)
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,373
I bet creating bridges with something beneath them will be pain in the ass. You can judge it by the stream alone.
But at the same time I have big hopes for assets importing.

It's impossible to create bridges (or anything) you can walk both under and over. It wouldn't work with the AI grid (or some other reason, I don't recall).

Huh ? Where they said about it ?
 

krist2

Augur
Patron
Joined
Oct 5, 2009
Messages
164
Codex 2013 Serpent in the Staglands Divinity: Original Sin Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2
Tried to find the toolset in the tools section. Not there for me, and no Cow Simulator yet.. ;)
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,373
yeah 2.3 GB

Toolset should be separate download.

I wonder what is this 2.3 GB update. Changelog ?
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
14,020
yeah 2.3 GB

Toolset should be separate download.

I wonder what is this 2.3 GB update. Changelog ?





UPDATE: We are waiting for Valve to hit a magic button that will make the editor public to everybody. We'll update this post once that button is pressed. Sorry about the delay.


Hi everybody,

To celebrate the latest victory of the Belgian football team, we just released the beta of the Divinity Engine toolkit.

This will be the last early access update before release, and we wanted to thank everybody who supported us via Early Access. You helped make Divinity:Original Sin into the game it is now & we hope you'll have tons of fun with this monday. Your words of encouragement, your criticism and your feedback have been incredibly motivating, and we feel honoured to have been able to develop this game together with you.

You will notice that the mod section in the main menu is now active & you can fool around with a small mod called Cow Simulator. Right now it doesn't do a lot but we'll be using it as a tutorial so expect it to be expanded.

To use the editor, read the following instructions.

http://steamcommunity.com/app/230230/discussions/0/522730701192038617/

There is a lot of polish and bug fixing in the update of the game, but there are also a few last features that have been activated. Expect to find henchman in the hall of echoes as well as a few other surprises.

No detailed changelist today as we're hard at work on finishing up the game, but we expect you'll see the things that have changed almost right away.

Have fun!
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,910
Dunno if it's worth messing around with the editor until you actually play/finish the game, unless you don't mind spoilers all over the place.

I do wish they would release the game before the weekend instead of at the start of the workweek. That next week is going to be brutal.
 

lurker3000

Arcane
Joined
Mar 1, 2012
Messages
1,714
So every hour or so I check on it. :rpgcodex:

Oh well maybe tomorrow.
 

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