Posted by: skellytz
« on: July 20, 2017, 11:04:31 AM »Hi!
Here's a couple of things I noticed that you might consider restoring:
1. In the original BG1, there's a Watcher (WATCH3.cre) in Candlekeep that's missing in BGT. He spawns, "opens" and "closes" the door to the barracks and then has an equal chance to do either of the following:
- stand guard next to the door for 30 seconds then open-close the door and "destroy" himself
- walk around the keep counter-clockwise then open-close the door and "destroy" himself
The script for that (WATCH3.bcs) is properly copied and referenced in the CRE file, but BGT Candlekeep area script (AR0015.bcs) doesn't spawn him at all.
2. This goes way back to the original BG1. All Green Slimes use Olive Slime animation. The palettes are different; I think they decided to swap them because the green variant could've been a little bit too washed-out and hard to see for some testers. Personally, I don't think that's the case and the original Green Slime animation looks all right.
There aren't any proper Olive Slimes in BG1, so their audio resources are wasted. I think it would be cool to restore the original Green Slime animation and add a new Olive Slime creature type. Some Olive Slimes could then be placed in appropriate areas to spice things up.
That's it! Thanks
Here's a couple of things I noticed that you might consider restoring:
1. In the original BG1, there's a Watcher (WATCH3.cre) in Candlekeep that's missing in BGT. He spawns, "opens" and "closes" the door to the barracks and then has an equal chance to do either of the following:
- stand guard next to the door for 30 seconds then open-close the door and "destroy" himself
- walk around the keep counter-clockwise then open-close the door and "destroy" himself
The script for that (WATCH3.bcs) is properly copied and referenced in the CRE file, but BGT Candlekeep area script (AR0015.bcs) doesn't spawn him at all.
2. This goes way back to the original BG1. All Green Slimes use Olive Slime animation. The palettes are different; I think they decided to swap them because the green variant could've been a little bit too washed-out and hard to see for some testers. Personally, I don't think that's the case and the original Green Slime animation looks all right.
There aren't any proper Olive Slimes in BG1, so their audio resources are wasted. I think it would be cool to restore the original Green Slime animation and add a new Olive Slime creature type. Some Olive Slimes could then be placed in appropriate areas to spice things up.
That's it! Thanks