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[FAQ] Welcome to GemRB


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#1 Avenger

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Posted 01 April 2005 - 07:23 AM

Frequently asked questions are now on the wiki.

Edited by lynx, 14 January 2013 - 04:11 PM.
moved


#2 igi

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Posted 01 April 2005 - 11:13 AM

Hurrah! Hurrah.

So, is it done yet? :)

Does this forum replace the source-forge one, or suppliment it?

#3 Avenger

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Posted 01 April 2005 - 11:37 AM

Hurrah! Hurrah.

So, is it done yet? :)

Does this forum replace the source-forge one, or suppliment it?

<{POST_SNAPBACK}>


We are in a transition.
This forum will replace the SF one.

#4 Polarbear

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Posted 03 April 2005 - 03:32 PM

Heyy, that's great! How far did you get in the development? I guess, I'll go check sf now :).

#5 jester

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Posted 04 April 2005 - 01:41 AM

Great stuff. I am sincerely hoping that my kids will enjoy the games just as I do minus all the flaws the game has now due to engine restrictions. Way to go!

#6 Yacomo

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Posted 04 April 2005 - 07:30 AM

Glad to hear that you are drawing more attention to this project by moving to a 'real' modding site :) I must admit, I only discovered GemRB by accident on sourceforge, so let's hope that increased awareness will also yield to increased activity. Maybe you might want to post a small announcement on other forums (FW, PPG) as well?

I guess, I am not the first one that asks this, but if you have it, a sticky here would be nice: Do you have a list of stuff that has already been implemented, is being worked on and especially a list of stuff, that needs to be done and for which you are searching volunteers?

#7 Immortality

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Posted 06 April 2005 - 02:39 AM

I LUV U!!!!!!!!!

Thaaanks! :)

#8 Guest_Nugrud_*

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Posted 15 April 2005 - 10:12 AM

And I guess 'old' sf.net forum accounts won't be here valid

#9 Guest_Aristothenes_*

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Posted 13 May 2005 - 10:33 AM

Interesting, many thanks for the hours you have put into this software.
Thanks once again.

#10 Borsook

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Posted 09 June 2005 - 02:18 PM

I do hope this is not the silliest question ever but what benefits will (eventually when the project is finished) will a Windows user get over running IE games on their original engine?

#11 NiGHTMARE

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Posted 09 June 2005 - 03:30 PM

From what I can tell, many of the benefits will be for mod makers rather than players. There are many things which are hard-coded into the engine which modders would like to be able to play around with, not to mention certain features that we'd love to have added to the game.

#12 Grim Squeaker

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Posted 10 June 2005 - 01:09 AM

Pretty much like NiGHT said. However, once we are free of some of the hardcoded issues, we should be able to mod a little more... freely. For example, I am imagine Cleric Remix will be free of a recurring bug and easier to expand.
"Leave me be, I don't want to argue.
I just get confused and I come all undone.
If I agree, well it's just to appease you,
'Cause I don't remember what we're fighting for."

#13 Guest_avenger_at_work_*

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Posted 10 June 2005 - 04:53 AM

Well, first, what is good for a modder, is good for the players (if they want to play new content).
Some of the features we already implemented: custom animations, custom character generation process, scripting actions (and generally any features) from engines could be mixed, this enables bgtutu/icewind gate 2 projects without problem.
It is even possible to create one single major world from all the engines and play them, actually in any style: 2nd ed (bg, iwd), 3rd ed (iwd2) or with a PST character.

#14 Borsook

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Posted 10 June 2005 - 06:17 AM

that sounds really promising, I hope you'll pull it through, 'twould be a pity should you share IcewindGate demise...

#15 kapkao

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Posted 28 January 2006 - 09:40 PM

I guess, I am not the first one that asks this, but if you have it, a sticky here would be nice: Do you have a list of stuff that has already been implemented, is being worked on and especially a list of stuff, that needs to be done and for which you are searching volunteers?

<{POST_SNAPBACK}>

what he said :)




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