NWN2 Online, rebuilt in Unreal 4 Engine? (thoughts)

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Should we have a new NWN2 game remade in Unreal 4?

Yes
30
54%
No
11
20%
Unsure
15
27%
 
Total votes: 56

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DM Lobo
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Re: NWN2 Online, rebuilt in Unreal 4 Engine? (thoughts)

Unread post by DM Lobo »

Aspect of Sorrow wrote:
DM Lobo wrote:Why do you believe it would only be a two year timeframe? Do you have any project examples from the others who have contributed on something tangible?
Pulling together everyone I can and splitting the work between us it should take about 1.5 working on the game for 5 - 6 hours a day. The assets (pre-brought models, code etc...) will be a huge help in development.

I got this figure by comparing two other huge games successfully built in unreal (one is on steam) they were much biger projects and only had small teams. I also know several of the developers on the Renegade X team who may be willing to help.

The end goal is to re-create NWN2's online section only with a few maps shipped with it, base classes and the DM system in place to get the ball rolling. A map editer and toolset will be releesed hopefully the following year for modder to customize assets, add new ones or to create new maps.

I have briefly spoken with a few people already who are willing to lend a hand on this project, I am also willing to pay upto £5000 towards it. However weather I decide to go through with this or not is down to you guys, having a smoother system for us to RP on has always been a dream of mine but starting a project like this will come with potential problems (as we touched up on already)
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Aspect of Sorrow
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Re: NWN2 Online, rebuilt in Unreal 4 Engine? (thoughts)

Unread post by Aspect of Sorrow »

What in NWN2 currently does not feel like a smooth RP system? It is a considerable step up already from PnP by automating most tasks, the rest of the world writ and narrated, a game engine doesn't really push that envelope much more than what it already is?
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DM Lobo
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Re: NWN2 Online, rebuilt in Unreal 4 Engine? (thoughts)

Unread post by DM Lobo »

Aspect of Sorrow wrote:What in NWN2 currently does not feel like a smooth RP system? It is a considerable step up already from PnP by automating most tasks, the rest of the world writ and narrated, a game engine doesn't really push that envelope much more than what it already is?
I understand where you are coming from AOS, but the Electron engine (NWN2) is basically the Aurora Engine (NWN1) with a paint job -- a solid engine but it is riddled with bugs and flaws. It is starting to show its age, with engines now that can load the entire map in one go instead of sections like in NWN2 where we have to jump into a loading screen for each new area.

The Electron engine also holds us back, in terms of mechanics that can be achived; aka, flying, swimming, physics, detail (graphics), horse riding, building mechanics (in game) etc... Unreal 4 allows us to do everything much better; lets not forget (this is by no fault of you guys) but the amount of glitches, bugs present seems to be endless -- every new update seems to bring up more; and although the major ones are stamped out we will never be able to get this game to run smoothly. New scrips for stealth, AL, weather etc... can be upgraded, yes this can be done in NWN2 but we are limited to the limitations of what Electron can do.
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I am not saying a Unreal 4 reboot would come with no glitches or flaws, but the engine is much more solid than Electron. Ofcause those with lower spec PCs will not be able to play this reboot, a concern I share as well -- as well as potential damage done here should such a game be made.

As I said, I am looking for feedback -- doesn't mean I am going to go through with this; but it is something I am willing to do if the community wants to see it, as it is BG that inspired me to come up with the idea. Like AOS said, the future for BG is looking very bright, and having a game like come along will cause damage (divide the community) assuming I can secure the rights to make it. This will be no easy thing, I admit that -- but I will be having a very solid go at it.
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Lockonnow
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Re: NWN2 Online, rebuilt in Unreal 4 Engine? (thoughts)

Unread post by Lockonnow »

well why call it Baldur's gate there many others thing you can call it
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Aspect of Sorrow
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Re: NWN2 Online, rebuilt in Unreal 4 Engine? (thoughts)

Unread post by Aspect of Sorrow »

DM Lobo wrote:I understand where you are coming from AOS, but the Electron engine (NWN2) is basically the Aurora Engine (NWN1) with a paint job -- a solid engine but it is riddled with bugs and flaws. It is starting to show its age, with engines now that can load the entire map in one go instead of sections like in NWN2 where we have to jump into a loading screen for each new area.
You're accounting for the Sword Coast in it's scale? With 60+ miles of road between Beregost and Nashkel, each rock, tree, stream, river, camp, will be accounted for, let alone the other locations where area transitions move players from spot to spot? With that much terrain data, you're expecting players to continuously pull down large chunks of data for these adjustments? To store multiple GBs spanning exponentially on disk as more ground is covered? What of the interiors and subterranean delving where you'll need cavernous designs in scope to mimic aesthetically? You'll have models of these, in high polycount to take advantage of an upgraded engine made available in this two year timeframe?
The Electron engine also holds us back, in terms of mechanics that can be achived; aka, flying, swimming, physics, detail (graphics), horse riding, building mechanics (in game) etc...
The server dictates the mechanics and positioning. The renderer dictates the graphics. That said, hooking via a system like reShader can mimic most DX10+ features, and each of these new trinkets also will need someone at the helm making adjustments to fine tune it to their project. You're expecting that a large sum of adventurers are going to be flying, is that canon to FR lore? Is rolling down a hill a large army of cheese wheels something deserved of server resources to update position information to each player who's walking by on a demanding physics system? Are each of these going to also need to be tweaked and fixed too? There's a fine line between sandbox tomfoolery and a value added prospect.
Unreal 4 allows us to do everything much better; lets not forget (this is by no fault of you guys) but the amount of glitches, bugs present seems to be endless -- every new update seems to bring up more; and although the major ones are stamped out we will never be able to get this game to run smoothly. New scrips for stealth, AL, weather etc... can be upgraded, yes this can be done in NWN2 but we are limited to the limitations of what Electron can do.
Bugs, glitches, errors, are not going to go away at the introduction of new software, even less so with software that is introducing more vectors of where bugs glitches and issues become applicable.
I am not saying a Unreal 4 reboot would come with no glitches or flaws, but the engine is much more solid than Electron. Ofcause those with lower spec PCs will not be able to play this reboot, a concern I share as well -- as well as potential damage done here should such a game be made.
There's no doubt that UE4 is a better engine than Electron. There's doubt that UE4 is the right solution, the square peg in the round hole, to solve the problem. That's why we started on Xoreos, replacing what NWN2 is with what NWN2 should have been, with full compatibility from top to bottom such that others using the base game client aren't going to end up with a scenario that they're completely left out of. On top of which by the time the UE4 project is polished, two years have elapsed, and would require writing tools or refactoring from the ground up the means of how the module is... and having helped co-found this, I can guarantee that is no small feat to pull off, and we've had a lot of developers come and go over the years to make this what it is and not a SecondLife knock-off.
As I said, I am looking for feedback -- doesn't mean I am going to go through with this; but it is something I am willing to do if the community wants to see it, as it is BG that inspired me to come up with the idea. Like AOS said, the future for BG is looking very bright, and having a game like come along will cause damage (divide the community) assuming I can secure the rights to make it. This will be no easy thing, I admit that -- but I will be having a very solid go at it.
I'd like to have a proper NWN3, honestly that would make my day, but until then it makes sense to keep the nose to the grindstone on the tools we have and are about to have at hand, preparing for what can be done under legal and purpose driven margins that makes sense to this project.
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Tsidkenu
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Re: NWN2 Online, rebuilt in Unreal 4 Engine? (thoughts)

Unread post by Tsidkenu »

Legality of such an ambitious project will always be the sticking point. You can have all the tools, volunteers, donations and everything else to kickstart an effective NWN3, but as long as Hasbro owns WOTC you can't label your product as "D&D", "Forgotten Realms" or any similar terms until they're convinced you're a suitable cash cow for them to leech off contracting their licencing permissions to you. And that is the great crime of D&D in the modern age.

Sigh.
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dedude
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Re: NWN2 Online, rebuilt in Unreal 4 Engine? (thoughts)

Unread post by dedude »

They also have an obligation to protect the integrity of the IP. I know another group of really good guys, good developers, who wanted to do the same with one of the big NWN1 servers. Their setting was a custom one, but they still decided to move away from DnD to avoid legal issues. Unfortunately they never finished the project, and I think the server suffered from their divided focus.
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metaquad4
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Re: NWN2 Online, rebuilt in Unreal 4 Engine? (thoughts)

Unread post by metaquad4 »

One can always create a game for hosting persistent worlds, which isn't stylized as D&D specifically. Then, they could create a persistent world within that game that is stylized as D&D. Would that not work? It'd be a lot more work, I gather, but it would be a way to get around the legalities of the matter.

This is a pretty big project, but I'll happily support it. This game is great and all, but we need a new generation of roleplaying and we should certainly have more enhanced roleplaying platforms to support them.

This game (this server, every server) is going to die at some point. I'd rather see it die to a more effective offspring that we (and future gamers) can enjoy, rather than merely dwindle away with age.
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7threalm
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Re: NWN2 Online, rebuilt in Unreal 4 Engine? (thoughts)

Unread post by 7threalm »

sadly developers are not long releasing toolsets, and I don't think we will ever see them again :(

I can't think of the last game that had a toolset released with it.

didn't sword coast legends release one? not sure what game engine that is
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Juramenta
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Re: NWN2 Online, rebuilt in Unreal 4 Engine? (thoughts)

Unread post by Juramenta »

7threalm wrote:sadly developers are not long releasing toolsets, and I don't think we will ever see them again :(

I can't think of the last game that had a toolset released with it.

didn't sword coast legends release one? not sure what game engine that is
They died because they never released it. People could have made something great out of it, but for some reason they where so reluctant to release it that it died before getting a chance to really achieve something great.
That and to many lies about development.
Which is a shame because I had a blast beta testing the game.
Was a fun D&D light game that allowed fast and easy dm set ups.
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DM Lobo
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Re: NWN2 Online, rebuilt in Unreal 4 Engine? (thoughts)

Unread post by DM Lobo »

After speaking with several people on Skype and weighing out the pros and the cons I have decided to withdraw this idea for now.

I have come to realize it is all to easy to abanden a healthy ship but harder to craft a brand new one from scratch. With all its flaws NWN2 still has a special place in my heart, maybe in the future when this game does eventually start to die out I will bring back the idea once more.

For now though I want to help make BG a better place for the players, instead of building a new game I would like to work with the QC team and submit my own code and patches (for review ofcause) assuming they are OK with me doing this? Though my focus will be as a DM primarily from time to time I'll be glad to send bits of code and suggestions.
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Aspect of Sorrow
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Re: NWN2 Online, rebuilt in Unreal 4 Engine? (thoughts)

Unread post by Aspect of Sorrow »

We're open to a lot of options on this front, one thing I thought of was an ingress submission section on the forum for community review.

For example...

Subject : "Make a object talk."
Body:

Code: Select all

/*
 All important documentation in the script NSS itself
*/
void main()
{
 ActionSpeakString(OBJECT_SELF, "I'm a teapot, short and stout.");
}
The subsequent posts in the same thread can be the community regarding the script for recommended changes, QC will have it's eyes on it for imbalance, and Devel on final considerations (redundancy, paradigm, performance).
NOTACOP
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Re: NWN2 Online, rebuilt in Unreal 4 Engine? (thoughts)

Unread post by NOTACOP »

Ha, I was actually doing research into doing just this when I stumbled on this thread. I'd much rather work with people I already play with. PM me, I'm very very interested as this has been an idea/dream of mine for over a year now.
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LuvHandles
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Re: NWN2 Online, rebuilt in Unreal 4 Engine? (thoughts)

Unread post by LuvHandles »

Have you considered Lumberyard instead of Unreal 4? It is free and it ties directly into Amazon Web Services so it might be easier to host distributed servers. You could also set up a stand-alone server using the engine as well.

Oh, and there is a tool being developed that converts NWN2 models and animations into FBX, which Lumberyard can import. Check it out.

https://forums.nexusmods.com/index.php? ... converter/
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Re: NWN2 Online, rebuilt in Unreal 4 Engine? (thoughts)

Unread post by Kagger911 »

Crowd fund it. Do it. Don't let anyone talk you down. People will love it.
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