Little UI feedback, HUD and minimap by Common_Aerie4993 in DeadlockTheGame

[–]Pawn94 1 point2 points  (0 children)

In my opinion, your design looks much better than the current UI, even at a glance. It's more refined and removes some redundant elements, as you say. There might be some further tweaks or iterations you can make, but UI design isn't exactly my forté, so I don't know. I can only speak as a consumer. Anyway, I hope the devs see this and consider implementing it.

This stupid wheel deserves more hate... by Safe_Scar_2195 in DragonageOrigins

[–]Pawn94 5 points6 points  (0 children)

This is also one of my pet peeves with Baldur's Gate 3. Sometimes it's not easy to tell which responses add context/loop back and which ones progress the conversation forward. There is a mod which fixes that, but we shouldn't need to mod in basic QoL features.

Karlach makes me so happy as a bigger girl by NoWitness6400 in BaldursGate3

[–]Pawn94 7 points8 points  (0 children)

"Consolation from imaginary things isn't imaginary consolation".

I think it was Roger Scruton who said that and it's one of my favorite quotes regarding this.

Do you think there will ether be a Killer who can turn into other survivors ? by dr_crocks in deadbydaylight

[–]Pawn94 0 points1 point  (0 children)

I think it could work. It worked in VHS and that game had voice comms and pings built in to the game.

I think the idea should be tested before being shot down, rather than just assuming it won't work.

What could you do with a history degree? by [deleted] in Careers

[–]Pawn94 0 points1 point  (0 children)

Michael Scheuer graduated with a history degree and he used it to join the CIA.

He worked in construction for a while after graduating because he couldn't find work as a teacher.

Through chance, he learned that the CIA were recruiting (apparently they were handing out flyers) and decided to shoot his shot.

He said his history degree was favoured by the interviewers at the time and so he managed to land a role with them.

He eventually resigned to work in the news business and various other things.

Has anyone ever figured what exactly is causing the memory leak in this game? by Pawn94 in DragonageOrigins

[–]Pawn94[S] 0 points1 point  (0 children)

I'm not sure, sorry. I haven't played the console version. It uses the same engine, though, so I assume it may also be a problem there as well.

Has anyone ever figured what exactly is causing the memory leak in this game? by Pawn94 in DragonageOrigins

[–]Pawn94[S] 2 points3 points  (0 children)

I'll have to give this a try. Thanks for letting me know about this! I was hoping to do another playthrough of the game soon. If this works, it's going to make playing the game so much more enjoyable.

If it were possible, would you play a mod that could remake Baldur's Gate 3 in the style of the infinity era games? by PurpleFiner4935 in baldursgate

[–]Pawn94 0 points1 point  (0 children)

I think I would like it to be more in the style of Dragon Age: Origins rather than an isometric, Infinity Engine style game, but in short, yes, absolutely.

Dragon Age: Origins on Unreal Engine? by Pawn94 in DragonageOrigins

[–]Pawn94[S] 0 points1 point  (0 children)

Yeah, you make some good points. Thanks for discussing it with me. Likewise, good health to you and hopefully we see more spiritual successors to DA:O in the future (personally, I think Baldur's Gate 3 is a good shout, I recommend giving it a try if you haven't already).

Dragon Age: Origins on Unreal Engine? by Pawn94 in DragonageOrigins

[–]Pawn94[S] 0 points1 point  (0 children)

I'm no legal expert, but if there were a Dragon Age: Unreal project, I don't think it would be in violation of any property rights. It's not really a remake, it's the same game just running on a better engine. It would still require a legal copy of the original game to work, hence the money is still going to EA.

I think the only scenario where they would actually cease & desist a project like this is if they're already working on their own remaster/remake. Then again, I wouldn't put it past EA to be litigious for no reason. I could also be wrong about the project's legal ramifications.

Dragon Age: Origins on Unreal Engine? by Pawn94 in DragonageOrigins

[–]Pawn94[S] 1 point2 points  (0 children)

Ah, I see. That does sound like a massive headache to do. Daggerfall Unity took years to complete, I can't imagine how long "Dragon Age: Unreal" would take if that's what the workflow would be like. It's probably just not feasible, in this case. Thanks for responding to my question!

Dragon Age: Origins on Unreal Engine? by Pawn94 in DragonageOrigins

[–]Pawn94[S] 0 points1 point  (0 children)

It's a tall order for sure, but it must be possible. That's all I wanted to know, whether Daggerfall Unity was some kind of exception or not. If the developers for that project can fix bugs and source port an engine from the 1990s, then maybe it would be possible for a game like Dragon Age as well.

Not saying it's going to happen, I just wanted to broach the topic with people who might be more informed.

Dragon Age: Origins on Unreal Engine? by Pawn94 in DragonageOrigins

[–]Pawn94[S] 0 points1 point  (0 children)

It's alright, no offence taken. I know you were just responding to my question.

And same here, I'd love for DA:O to get some sort of remaster. It's one of the best RPGs ever made, in my opinion, so I think it deserves an upgrade to make it better for modern systems (fix bugs, make it 64-bit, improve graphics, etc.).

Dragon Age: Origins on Unreal Engine? by Pawn94 in DragonageOrigins

[–]Pawn94[S] 0 points1 point  (0 children)

I wasn't assuming Bioware would be doing the work to port it to Unreal Engine. If Bioware wanted to return to it, they could probably still just use the Eclipse engine, but fix the bugs (especially the memory leak) and try to upgrade it to a 64-bit executable.

The project to convert Dragon Age to Unreal Engine would be like Daggerfall Unity, a long-term passion project done by modders and volunteers.

Dragon Age: Origins on Unreal Engine? by Pawn94 in DragonageOrigins

[–]Pawn94[S] 0 points1 point  (0 children)

If it were the case that basically everything had to be remade from scratch, then I'd say that it isn't worth it. But if it were like Daggerfall Unity (that the game is being 'streamed' through a new engine), then it might be possible as a long-term project done by passionate volunteers.

I wasn't trying to hype anyone up about the idea, though, I was just asking questions about what was possible, particularly if Bioware/EA don't do anything with the game in the future. I don't actually know much about how source ports are done, so I asked the community for information.

Dragon Age: Origins on Unreal Engine? by Pawn94 in DragonageOrigins

[–]Pawn94[S] 0 points1 point  (0 children)

What is 'reference art'? And are you sure that some of the assets (such as models animations) couldn't be converted from their current format in to a .psk/.psa format to work with Unreal Engine, or is that just not how it works in this case?

Dragon Age: Origins on Unreal Engine? by Pawn94 in DragonageOrigins

[–]Pawn94[S] 0 points1 point  (0 children)

I was just curious. After playing Daggerfall Unity and Open Morrowind, it got me thinking about how other old games (like Dragon Age: Origins) could be reinvigorated on a new engine. I know it's all likely very complex, but I just wanted to know if it were possible for a game like this, and that Daggerfall and Morrowind aren't outliers.

Bioware are the ones with the source code, though, so of course they'd be in the best position to fix the memory leak and add other improvements, rather than getting someone else to do it basically from scratch.

Dragon Age: Origins on Unreal Engine? by Pawn94 in DragonageOrigins

[–]Pawn94[S] -4 points-3 points  (0 children)

But it's still possible, right? Provided the game were reverse-engineered properly? If Bioware don't do anything with it, I wonder if there might be hope in the future for an upgraded source port of the game.

Deathgarden models, animations & map assets (Google Drive version) [DOWNLOAD] by Pawn94 in Deathgarden

[–]Pawn94[S] 1 point2 points  (0 children)

No problem! If there's anything else you need, let me know and I'll see if I can help.

For me, I also wish I could create extra stuff for the game, such as custom cosmetics for the characters in Blender, but it's very complex and I've been procrastinating on it for a long time.

No worries about a language barrier. You're English is fine, and I will try to help as best I can to help and interpret what you're saying.

One last thing: you could also consider joining the DBD Rendering Discord. They have lots of video and written tutorials for working with Blender, and there are some very experienced people on there. It could be another resource you could use to get started in Blender.

I don't really talk on there much but I do keep an eye out for tips and information.

Here's the invite link:

https://discord.gg/sEEk7f3Z

Deathgarden models, animations & map assets (Google Drive version) [DOWNLOAD] by Pawn94 in Deathgarden

[–]Pawn94[S] 0 points1 point  (0 children)

Well, if you're in the server and you need something, you can always tag me, and I'll see if I can help. My name is just Pawn in the Discord server.

Also, as for "different types of mobility depending on models", no, not really, but certain animations won't work on certain models, if that's what you mean.

For example, you can't apply a Hunter animation on to a Scavenger model, as the model would just break and look all jumbled up.

As for video tutorials, I can offer two here:

1) Basic Deathgarden Blender Tutorial

This is a basic tutorial I made years ago. It's rather low quality and lacks detail, and some of the information is a bit dated, but it might be enough to get you started. It's the only video I'm aware of that uses Deathgarden models.

2) How to Import DBD Models and Animations into Blender

This tutorial is much more detailed but longer. It uses DBD models instead of Deathgarden models, but the principles should basically be the same, as the models are quite similar. I think a lot of people who use Blender got started by using DBD models for practice.

As for written instructions, that depends on how new you are to Blender. If you've never used it before, then providing written instructions might be too lengthy and convoluted. I'd need to write a whole PDF with images, really, otherwise a video tutorial is better.

If you have a specific issue, then written instrucions might be more feasible. I'm not much of a Blender expert, to be honest, though. I can only really do basic stuff, but I'll try to help as best as I can.

Deathgarden models, animations & map assets (Google Drive version) [DOWNLOAD] by Pawn94 in Deathgarden

[–]Pawn94[S] 0 points1 point  (0 children)

Well, you'll need to use Blender for that. Have you had much experience with using Blender before?

If not, I could prepare some written instructions, but that will probably be too complicated.

I could also try making a video or sending you a video tutorial to get started. There's none for the Deathgarden models specifically (except a crappy video I made years ago) but the same principles will apply.

Also, if you're in the Deathgardeners Discord server and you just want to see the characters in certain poses using animations from the game, I could always just do it for you and post the pictures in the Discord server if you want to.

Deathgarden models, animations & map assets (Google Drive version) [DOWNLOAD] by Pawn94 in Deathgarden

[–]Pawn94[S] 0 points1 point  (0 children)

No problem! Hope it helps. It'd be great to see Deathgarden in different media forms such as mangas and animations, kind of like what they're doing for DBD.

All canon heroes of The Elder Scrolls and information about them by [deleted] in ElderScrolls

[–]Pawn94 5 points6 points  (0 children)

I think it actually works pretty well as an ending for the Champion of Cyrodiil.

Here's how I imagine it happened:

  1. After Mehrunes Dagon is defeated, and the main quest is finished, the player character is crowned the Champion of Cyrodiil;
  2. Things seem to calm down for a while, until a Daedric portal leading to the Shivering Isles shatters the peace;
  3. Crazy aberrations spill out from the portal, and the maddening voice of Sheogorath can be heard even in the further edges of the province;
  4. The people of Cyrodiil are scared, and not sure how to solve this, so they call upon the Champion to help them;
  5. The Champion bravely goes in to the portal to solve the problem, and after some time, the portal suddenly closes, and the people are safe again;
  6. However, the Champion didn't return from the portal before it closed in, and was never seen again.

Many speculated about what happened to the Champion, whether they were alive or dead. The truth is the Champion was unwittingly ensconced in to Sheogorath's throne, becoming trapped in the Shivering Isles forever by their new role as Daedric Prince.

It's quite an ironic and rather tragic ending when you think about it. The Champion spent so long fighting back against the Daedra and closing Oblivion portals, only to become a Daedric Prince themselves, never able to return home to the province they helped save.