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Incline Icewind Dale in TToEE Engine Total Conversion - Prologue Demo Released

Lonely Vazdru

Pimp my Title
Joined
Jan 10, 2007
Messages
6,707
Location
Agen
I thought they were GO !

Those screenshots are hot, I hope that project doesn't end like the BG2 Dragonlance total conversion mod, so I won't have to swallow back my drool this time.
 

Glop_dweller

Prophet
Joined
Sep 29, 2007
Messages
1,230
That is p good animation for a TV show.
One of many in the era. :cool:
Aside:
See Silverhawks and Galaxy Rangers, Wheeled Warriors, and M.A.S.K. as well:




Was there any fallout for the Fonline team, when they released an MMO engine that cannibalized a Fallout 2 install for graphics & sound?
 
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deuxhero

Arcane
Joined
Jul 30, 2007
Messages
12,035
Location
Flowery Land
When JA2 1.13 was made, first things that appeared were updates to existing products, not entirely new ones. Old stuff like Unfinished Business, Wildfire, Urban Chaos, etc.

1.13 was possible because the source code was released. Tim Cain can't release ToEE's because Atari and WotC are dicks.
 

Allyx

Savant
Joined
Mar 29, 2016
Messages
117
What difference does that make? Sitra Achara has made his own source code.
Not strictly true, Temple+ is still dependant on the original ToEE engine, it's not a complete engine rewrite. Though it does allow us to fix errors and make additions to that engine in ways we could only dream about 10 years ago.

This IWD: Total Conversion project is being written to be independent of Temple+ but with added Temple+ support - meaning Temple+ is not necessary to run it, but may be used as well if desired.
 

staceybarrs

Ellis Studios
Developer
Joined
Nov 9, 2016
Messages
19
I'd be inerested in playing IWD 1/2 in a well implemented 3.5 ruleset, but for that, ToEE plz. Hell, you could even use the same backgrounds!

Funny thing is, Icewind Dale is easily the best looking infinity engine game to date so I have completely no idea why anyone would want to port it to engine that is inferior to original in every aspect but graphics (and even that could be subject of a debate). God dammit modders, stop fucking around and start making ToEE modules.

Why no one makes that sort of conversions for ToEE?

ToEE's appeal is in the mechanics of gameplay (more specifically, phase-type turn-based combat), rather than the setting/story/etc.-- and the mechanics of gameplay won't transfer over to NWN2's engine, while the story/setting/non-mechanical content are relatively forgettable... not bad, persay... just forgettable-- non-memorable...

He's hopefully talking about converting other games to TOEEs engine, which is indeed a great idea.

Unfortunately the TOEE engine is a buggy, modder's nightmare mess.

Outside of 3E rules, I could get behind that.
Sorry for the threadomancy, but you guys talking about a ToEE total conversion for Icewind Dale, you are all in luck.

I should have a working Demo version (the Prologue Chapter) of IWD ready sometime around the start of 2017.

Check out this thread at Co8.org for details.

I heard someone was going to do it awhile back, I'll try to find the link.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
Here's an interesting thought - instead of endlessly converting the old games to different engines (BG to NWN2, BG to DA:O, IWD to TOEE, Fallout to I-forgot-which-one, KotOR1 to I-have-no-idea, countless other examples)

Because out of all those conversions IWD to ToEE actually makes sense. IWD has a great atmosphere and a solid story, but it lacks a good combat system; for a hack&slash game, it is simply too easy. Replacing it with ToEE's combat system (including the better AI) lets you keep the best assets and solve the biggest problem of the original. (by comparison, BG to NWN2 did the opposite; exchanging the lovely 2d art for the shitty NWN2 camera)

I should have a working Demo version (the Prologue Chapter) of IWD ready sometime around the start of 2017.

Check out this thread at Co8.org for details.
If you re-do Yxunomei's & Brother B's battles, this might be my goty 2017. :D
 

Sitra Achara

Arcane
Joined
Sep 1, 2003
Messages
1,860
Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
I'd be inerested in playing IWD 1/2 in a well implemented 3.5 ruleset, but for that, ToEE plz. Hell, you could even use the same backgrounds!

Funny thing is, Icewind Dale is easily the best looking infinity engine game to date so I have completely no idea why anyone would want to port it to engine that is inferior to original in every aspect but graphics (and even that could be subject of a debate). God dammit modders, stop fucking around and start making ToEE modules.

Why no one makes that sort of conversions for ToEE?

ToEE's appeal is in the mechanics of gameplay (more specifically, phase-type turn-based combat), rather than the setting/story/etc.-- and the mechanics of gameplay won't transfer over to NWN2's engine, while the story/setting/non-mechanical content are relatively forgettable... not bad, persay... just forgettable-- non-memorable...

He's hopefully talking about converting other games to TOEEs engine, which is indeed a great idea.

Unfortunately the TOEE engine is a buggy, modder's nightmare mess.

Outside of 3E rules, I could get behind that.
Sorry for the threadomancy, but you guys talking about a ToEE total conversion for Icewind Dale, you are all in luck.

I should have a working Demo version (the Prologue Chapter) of IWD ready sometime around the start of 2017.

Check out this thread at Co8.org for details.

I heard someone was going to do it awhile back, I'll try to find the link.

There was some talk about additional modules in the ToEE modding forums here:
http://www.rpgcodex.net/forums/index.php?threads/additional-toee-modules-planned.108516/

I posted a teaser for an IWD2 TC there, but like I said I'm too busy with Temple+ to handle it. I figured back then I might have time for that in the middle of next year, but there's a decent chance I'll be involved in something else by that time... cross your fingers ;)

But as fate would have it the thread was started about a week before Allyx started on the TC :)

Also props to LibertyRansom for putting forth the suggestion, and this innocuous inquiry a few years prior which set me on the path for ToEE's source code.
 

Allyx

Savant
Joined
Mar 29, 2016
Messages
117
I you re-do Yxunomei's & Brother B's battles, this might be my goty 2017. :D
I must confess, I don't know what that entails exactly, I only actually bought IWD:EE a few months ago and have yet to complete it... mostly due to my disliking of the combat system. I guess ToEE has spoilt me over the years, and my expectations were too high, but I had hoped to convert the IE games to ToEE's engine many years ago, however concerns over the camera angles for the maps (which seem to be totally unfounded) scuppered any modding effort before it got started.

My current build for the IWD Total Conversion has all enemies and most NPC's in place and equipped as they are in the original IWD game from Easthaven to the end of Kuldahar Pass. I am working on enemy AI routines to insure it will be a challenging experience.

Then a little tidying up in a few area's is in order - map limits, localised sound effects, and overlapping dialogue replies etc to take care of.
 
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Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,827
Pathfinder: Wrath
IE combat is a clusterfuck, so no surprise there. There are some memorable fights in IWD, like Yxunomei, but a lot of it feels like trash encounter after trash encounter.
 

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,769
Location
Bjørgvin
It's no more clusterfuck than Fallout. No, Fallout is actually more clusterfuck the way characters rush into melee even though they have ranged weapons.
 

Mustawd

Guest
It's no more clusterfuck than Fallout. No, Fallout is actually more clusterfuck the way characters rush into melee even though they have ranged weapons.

Both have awful combat. But RTwP is an abomination.
 

Allyx

Savant
Joined
Mar 29, 2016
Messages
117
From the limited play testing I have done so far, and even with less than optimal AI for enemies, I do consider the encounters I've tested so far to be quite challenging, The Orc Cave can be a handful, it will be more so once I add some waypoints for the Orcs to stroll between. Then the exact positions of enemy units will shift and alter to mix things up a bit, and make for more interesting encounters.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
I you re-do Yxunomei's & Brother B's battles, this might be my goty 2017. :D
I must confess, I don't know what that entails exactly, I only actually bought IWD:EE a few months ago and have yet to complete it... mostly due to my disliking of the combat system.
At this point I'd settle for fixing their AI. Yxunomei is not very careful with her spellcasting and can be "convinced" to kill her own posse (enemy critters in IWD seem incapable of moving out of the range of an aoe spell), and Brother B. has a teleport ability that screws with his attacking routine.
 

Allyx

Savant
Joined
Mar 29, 2016
Messages
117
At this point I'd settle for fixing their AI. Yxunomei is not very careful with her spellcasting and can be "convinced" to kill her own posse (enemy critters in IWD seem incapable of moving out of the range of an aoe spell), and Brother B. has a teleport ability that screws with his attacking routine.
Fixing AI routines shouldn't be too much of a headache, I've almost finished tinkering with the Orc Shaman's AI routines in the Caves just outside Easthaven, the first fight with an enemy spellcaster in IWD (not counting attempting to kill Everard and Accalia) and it is quite a daunting challenge.

That said, easily 95% of the content is in the demo build I have currently, I want to get those shaman to cast another spell that currently doesn't fire and a few NPC's need their inventories sorting out, then we have a few superficial bits to clean up, resting movies, and the Chapter One slide, soundtrack adjustments for Kuldahar Pass' maps, localised sounds for specific areas, and I want to alter how the doors in Easthaven and Kuldahar Pass operate.
 
Joined
Jan 7, 2012
Messages
15,378
Fighting Yxunomei's battle in the ToEE engine with proper AI sounds horrifying. I approve.

How are you handling all of the monsters that you don't have ToEE assets for?
 

Allyx

Savant
Joined
Mar 29, 2016
Messages
117
Using this bestiary as a guide, there aren't many beasts we don't have models for, or that cant be repainted versions of existing models. We have created a Yeti model, but the bladed skeletons are the biggest issue, we'll figure something out.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
Using this bestiary as a guide, there aren't many beasts we don't have models for, or that cant be repainted versions of existing models. We have created a Yeti model, but the bladed skeletons are the biggest issue, we'll figure something out.
Tbh, I don't mind if a monster isn't an exact replica of the IWD version. It's not about the looks, but about the challenge. ;)
 

Allyx

Savant
Joined
Mar 29, 2016
Messages
117
Are you guys going to use the Icewind Dale UI or the ToEE one?
We'll be using ToEE's UI, much the same as Keep on the Borderlands does, all that will change are the World map obviously, and the conversion has Infinity Engine style icons for doors, stairs, locks, map edge transitions, Magic Spell target selection Potion recipient selection, Melee and Ranged attack icons and Map note pins (for marking areas of interest if need be) in place of the original ToEE icons to add a little IE game flavour.
 
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Mustawd

Guest
So you have to do all the work of putting in all the dialogue/scripting? That's quite a bit of work.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
We have created a Yeti model, but the bladed skeletons are the biggest issue, we'll figure something out.

Do you have an easy way to import models and animations in the game?
I'm thinking I could help with models, possibly animations too, though no promises.
 

Allyx

Savant
Joined
Mar 29, 2016
Messages
117
So you have to do all the work of putting in all the dialogue/scripting? That's quite a bit of work.
@Shiningted - Author of the KotB module wrote a handy dialogue converter tool to convert IE game dialogue files into ToEE format which does the bulk if the donkey work, and providing scripting assistance as needed.

Do you have an easy way to import models and animations in the game?
I'm thinking I could help with models, possibly animations too, though no promises.
We have import/export tools for both 3ds max and anim8or, new animations have so far eluded us, but we have managed to new add single boned models (weapons like the rolling pin, rake, fan etc...) the Yeti model as I understand it is a repainted Hezrou demon that has had the corners of his mouth unpinned.

The idea I had regarding the bladed skeletons was an enlarged skeleton gnoll with bone coloured upside down scimitars in both hands, I'm unsure if they have two weapon fighting animations though.
 

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