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Dragon Age Forum News (Nov. 18, 04)

Discussion in 'Game/SP News & Comments' started by chevalier, Nov 18, 2004.

  1. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    Here are today's Dragon Age forum highlights, collected by NWVault. Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.

    David Gaider, Designer

    Feature list
    So the answer would be no. In fact it's hell no! :cool:

    A Death thought that led to another death system
    Not a bad system.

    And, yes, you are quite correct about the whole resurrection thing.

    SetMovementRate(object oPC, int nRate);
    The idea is to have more of the internal stuff exposed for modification, so this is a definite possibility.

    Darcy Pajak, Assistant Producer

    Linux yet?

    Darcy that's just plain wrong, you CAN look into it before having a publisher for DA !

    By that I mean :
    - using cross-platform softwares, toolkits and API
    - not making a full Dx9 engine where a OGL render path would not easily be implemented
    - not using a crapppy borland toolkit without any certainty as for its portability (*wink*NWN*wink*)

    I'm not implying that Bioware and its astromonkeys is doing or not doing one of the above but I just wanted to point out (as we already did when this forum was launched, yes I'm stubborn :D ) that a linux/mac port is easier when the dev team is making good choices from the very start.

    So my question is : is actually the dev team making a potential cross-plateform port of DA technically possible ?
    You're right, we can look into it, So I guess I mean to say that we're not locking down anything until we have all information on a feature. There are some questions about platform compatibility we cannot answer until we have a signed on publisher.

    Brenon Holmes, Programmer

    SetMovementRate(object oPC, int nRate);
    If we added something like this, you'd probably only have control over the base movement rate of the creature (walk/run rate), as I'm not sure if we can reliably expose the raw final rate without potentially having the movement system mucked up.
     
    Last edited by a moderator: Jan 3, 2018
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