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-{ Saturday, 13 March 2010 }-
Head morphs for NPCs
Some (probably dumb) questions:
Is the character a human male?
Did you refresh the toolset after exporting (F5) or close and open the toolset?
What folder (the full path) are your headmorphs exporting to?
What is the name of your module?
Craig Graff | Sat Mar 13 11:45:31 2010
Some (probably dumb) questions:
Is the character a human male?
Did you refresh the toolset after exporting (F5) or close and open the toolset?
What folder (the full path) are your headmorphs exporting to?
What is the name of your module?
Reopening Scripts
If you want to preserve a history of your changes or keep separate versions that you switch between, I recommend checking out each resource before making a change and then checking it in once the change is complete. To access the history, right-click the resource (either in the palette window or the resource tab at the top of the toolset) and select resource history. There is a bug that the resource history won't immediately populate the first time it's opened during a toolset session, so you will have to click on the resource again to see the history. You can then right click on any version in the resource history to restore it.
In your case, you should be able to open up the .nss files in your override directory (they are plain text files), you can then copy the contents into the script after you have checked it out.
Craig Graff | Sat Mar 13 04:15:04 2010
If you want to preserve a history of your changes or keep separate versions that you switch between, I recommend checking out each resource before making a change and then checking it in once the change is complete. To access the history, right-click the resource (either in the palette window or the resource tab at the top of the toolset) and select resource history. There is a bug that the resource history won't immediately populate the first time it's opened during a toolset session, so you will have to click on the resource again to see the history. You can then right click on any version in the resource history to restore it.
In your case, you should be able to open up the .nss files in your override directory (they are plain text files), you can then copy the contents into the script after you have checked it out.
-{ Friday, 12 March 2010 }-
Is this Script ok?
Module scripts do need to be filtered by events. They are run quite often.
This would be fine as a PRCSCR script, provided you put a ";" after "180.0f)" . See my signature for links on adding resources to existing areas.
Craig Graff | Fri Mar 12 07:45:27 2010
Module scripts do need to be filtered by events. They are run quite often.
This would be fine as a PRCSCR script, provided you put a ";" after "180.0f)" . See my signature for links on adding resources to existing areas.
[Help!?] Rewards & Plots - Rewards aren't being given
I'm not sure this is relevant, but if you are setting the plot flag in a script you need to set set the plot state with WR_SetPlotFlag(PLT_MYPLOT, MY_REWARD_FLAG, TRUE, TRUE); Note the second true, which calls the associated plot script (even if it's just plot_core) and assigns the reward.
Craig Graff | Fri Mar 12 03:15:25 2010
I'm not sure this is relevant, but if you are setting the plot flag in a script you need to set set the plot state with WR_SetPlotFlag(PLT_MYPLOT, MY_REWARD_FLAG, TRUE, TRUE); Note the second true, which calls the associated plot script (even if it's just plot_core) and assigns the reward.
Let the IP milking begin. DA2 Feb 2011
This topic is already being discussed in this thread. Let the rumoring begin, apparently. ;)
End of line.
Stanley Woo | Fri Mar 12 02:07:25 2010
This topic is already being discussed in this thread. Let the rumoring begin, apparently. ;)
End of line.
-{ Thursday, 11 March 2010 }-
[help] waypoint scripting?
While there is no SetItemStealable function, there is an event sent to the area, EVENT_TYPE_STEALING_SUCCESS, which will let you add whatever items you want to the creature doing the stealing, based on whatever conditions you choose (including who is being stolen from, etc.)
If you are creating the creature in the toolset, you can just add the items and money (in the form of coppers) to the inventory and mark them as stealable.
Craig Graff | Thu Mar 11 09:20:05 2010
While there is no SetItemStealable function, there is an event sent to the area, EVENT_TYPE_STEALING_SUCCESS, which will let you add whatever items you want to the creature doing the stealing, based on whatever conditions you choose (including who is being stolen from, etc.)
If you are creating the creature in the toolset, you can just add the items and money (in the form of coppers) to the inventory and mark them as stealable.
-{ Wednesday, 10 March 2010 }-
World map in addin module
I haven't had a chance to read through this or follow the links, but has anyone tried making additions to the worldmaps worksheet of worldmaps.xls?
Craig Graff | Wed Mar 10 11:30:25 2010
I haven't had a chance to read through this or follow the links, but has anyone tried making additions to the worldmaps worksheet of worldmaps.xls?
Oh my god! They killed Pacman!
I ain't sayin' nuthin', so nyah! :p
Stanley Woo | Wed Mar 10 17:30:27 2010
I ain't sayin' nuthin', so nyah! :p
Oh my god! They killed Pacman!
I've always enjoyed the Pac-Man cheese wheel.
Stanley Woo | Wed Mar 10 16:00:27 2010
I've always enjoyed the Pac-Man cheese wheel.
The Future of the Codex, a View Toward Improving the Franchise
Voice work is usually done near the end of the project, once most or all of the writing has been finalized or near final. That way, you only have to bring in the actors for one sessions or set of sessions rather than hope they will be available later on when you need them.
Stanley Woo | Wed Mar 10 16:24:25 2010
Voice work is usually done near the end of the project, once most or all of the writing has been finalized or near final. That way, you only have to bring in the actors for one sessions or set of sessions rather than hope they will be available later on when you need them.
The Future of the Codex, a View Toward Improving the Franchise
I can see both sides of it. On the one hand, how awesome is it to hear Leonard Nimoy explaining things in Civilization IV or Star Trek: Online? On the other hand, however, you've got a voice talking at you while you're trying to read. I don't know about all y'all, but I tend to read faster than I talk, so a voice reading a Codex entry will never be as fast as me reading it.
Another thing that has to be taken into account is space. Voice files take up a bunch of space, and the more Codex entries you have, the more space you'll need.
And let's not forget testing. Now you have to make sure each Codex entry plays when it's supposed to. Sure, you can go through whatever tool is used to make the Codex entries and play the VO from there, but does it still work in-game, which all the players will be worried about?
How about cost? Voice acting costs a lot of money, not just for an actor to come in, but for studio time for all the recording and listening and editing and spiffying up.
There's a lot to think about when considering something like this. It's not a simple, cheap, or fast thing that we'd have to plan for.
And what kind of voice would be needed for the Codex? In ME, it's a computer file being read by a computer, but what would it be in DA? A journal from some ancient explorer who documented these things for the first time? The PC's voice? A companion's? A completely different narrator's voice?
Stanley Woo | Wed Mar 10 00:45:25 2010
I can see both sides of it. On the one hand, how awesome is it to hear Leonard Nimoy explaining things in Civilization IV or Star Trek: Online? On the other hand, however, you've got a voice talking at you while you're trying to read. I don't know about all y'all, but I tend to read faster than I talk, so a voice reading a Codex entry will never be as fast as me reading it.
Another thing that has to be taken into account is space. Voice files take up a bunch of space, and the more Codex entries you have, the more space you'll need.
And let's not forget testing. Now you have to make sure each Codex entry plays when it's supposed to. Sure, you can go through whatever tool is used to make the Codex entries and play the VO from there, but does it still work in-game, which all the players will be worried about?
How about cost? Voice acting costs a lot of money, not just for an actor to come in, but for studio time for all the recording and listening and editing and spiffying up.
There's a lot to think about when considering something like this. It's not a simple, cheap, or fast thing that we'd have to plan for.
And what kind of voice would be needed for the Codex? In ME, it's a computer file being read by a computer, but what would it be in DA? A journal from some ancient explorer who documented these things for the first time? The PC's voice? A companion's? A completely different narrator's voice?
-{ Tuesday, 09 March 2010 }-
Dev Question: Standout Moments (SPOILERS)
[
You fish where they'll bite :)
This post sat in the Official Campaign forum for an hour with no replies. As soon as I moved it over here, replies started coming. I even edited the opening paragraph to say this was an exception to the usual rule. Since previous Dev Questions have been in General Discussion, I figured it was more likely to be seen and get a good number of responses over here.
]
Victor Wachter | Tue Mar 9 23:30:23 2010
[
CybAnt1 wrote...
Just a quick question. Since this is the one & only subforum with the NO SPOILER warning, and yet this thread invites spoilers, shouldn't it be in one of the *all the other* subforums that *do* allow spoilers? Just wondering. Not that I mind. There's nothing that could be spoiled for me, but I could inadvertently spoil something for someone else.
You fish where they'll bite :)
This post sat in the Official Campaign forum for an hour with no replies. As soon as I moved it over here, replies started coming. I even edited the opening paragraph to say this was an exception to the usual rule. Since previous Dev Questions have been in General Discussion, I figured it was more likely to be seen and get a good number of responses over here.
]
Dev Question: Standout Moments (SPOILERS)
[Hello Dragon Age fans,
It's time for another dev question. This week, we want to invite a more freeform discussion, and so we will have no poll attached to this one.
SPOILERS WARNING: This will inevitably be a spoiler-heavy topic. If you have not yet finished Dragon Age: Origins and don't want the story spoiled for you, stop reading right now! It's posted here, since I suspect that people have become accustomed to the Dev Questions being in General Discussion, so this is an exception to the usual rule.
Future stories can stretch across the world and across time within the era known as the Dragon Age, but we'd like them to carry familiar themes and ideas. So we invite you to talk about the stand-out moments of the Dragon Age story. What discoveries about the world of Thedas etched themselves into your memory. What events or comments in the game would you like to see followed through or expanded on?
No example is too big or too small. For example, a standout moment for me is when in Redcliffe with Leliana, she tells you that she once rode the sails of a windmill. According to her, it did not end well. It's small, but I'd love to know why she found herself in that situation. On the larger scale, I would also love to learn more about the Orlesian occupation of Ferelden.
So, let's hear yours!]
Victor Wachter | Tue Mar 9 21:30:23 2010
[Hello Dragon Age fans,
It's time for another dev question. This week, we want to invite a more freeform discussion, and so we will have no poll attached to this one.
SPOILERS WARNING: This will inevitably be a spoiler-heavy topic. If you have not yet finished Dragon Age: Origins and don't want the story spoiled for you, stop reading right now! It's posted here, since I suspect that people have become accustomed to the Dev Questions being in General Discussion, so this is an exception to the usual rule.
Future stories can stretch across the world and across time within the era known as the Dragon Age, but we'd like them to carry familiar themes and ideas. So we invite you to talk about the stand-out moments of the Dragon Age story. What discoveries about the world of Thedas etched themselves into your memory. What events or comments in the game would you like to see followed through or expanded on?
No example is too big or too small. For example, a standout moment for me is when in Redcliffe with Leliana, she tells you that she once rode the sails of a windmill. According to her, it did not end well. It's small, but I'd love to know why she found herself in that situation. On the larger scale, I would also love to learn more about the Orlesian occupation of Ferelden.
So, let's hear yours!]
Custom headmorph for player character
I'm told that core/override is itself overridden by the module/override folder, not the other way around. The only exceptions are some core resources that are loaded before the game accesses the addins directory. That you got this to work at all (and that we've used it internally) indicates that isn't happening for default_player.
I suspect more rigorous testing would bear this out, but I may also be misunderstanding what you are saying, (Fever, take everything I say with a grain of salt.)
Craig Graff | Tue Mar 9 18:45:05 2010
I'm told that core/override is itself overridden by the module/override folder, not the other way around. The only exceptions are some core resources that are loaded before the game accesses the addins directory. That you got this to work at all (and that we've used it internally) indicates that isn't happening for default_player.
I suspect more rigorous testing would bear this out, but I may also be misunderstanding what you are saying, (Fever, take everything I say with a grain of salt.)
Setting Default World Map
Most likely.
Craig Graff | Tue Mar 9 15:45:05 2010
So, is the game not reading it because the image is too large?
Most likely.