Dragon Age Central

This is a convenient way to view and search through all developer posts in the official Dragon Age: Origins forum, created for the release of the game. The old version of Dragon Age Central lets you search the original pre-release forums.

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Forum posts were made by game developers. Please do not take posts out of context. While these individuals will have special insight into certain game-related questions, they are by no means the final authority. Please read the full topic and all its replies before forming an opinion. Remember, all things are subject to change.


-{ Friday, 12 March 2010 }-
Toolset General | Craig Graff | Fri Mar 12 03:38:36 2010
[Help!?] Rewards & Plots - Rewards aren't being given

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.
General Discussion | Stanley Woo | Fri Mar 12 02:07:25 2010
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.
-{ Thursday, 11 March 2010 }-
Toolset Scripting | Craig Graff | Thu Mar 11 09:20:05 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.
-{ Wednesday, 10 March 2010 }-
Toolset General | Craig Graff | Wed Mar 10 20:30:32 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?
General Discussion | Stanley Woo | Wed Mar 10 17:30:27 2010
Oh my god! They killed Pacman!

I ain't sayin' nuthin', so nyah! :p
General Discussion | Stanley Woo | Wed Mar 10 16:00:27 2010
Oh my god! They killed Pacman!

I've always enjoyed the Pac-Man cheese wheel.
General Discussion | Stanley Woo | Wed Mar 10 16:24:25 2010
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.
General Discussion | Stanley Woo | Wed Mar 10 00:45:25 2010
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?
-{ Tuesday, 09 March 2010 }-
OC Quests and Storylines (Spoilers) | Victor Wachter | Tue Mar 9 23:30:23 2010
Dev Question: Standout Moments (SPOILERS)

[
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.
]
OC Quests and Storylines (Spoilers) | Victor Wachter | Tue Mar 9 21:30:23 2010
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!
]
Toolset Scripting | Craig Graff | Tue Mar 9 18:45:05 2010
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.)
Toolset Scripting | Craig Graff | Tue Mar 9 15:45:05 2010
Setting Default World Map

So, is the game not reading it because the image is too large?


Most likely.
Toolset Scripting | Craig Graff | Tue Mar 9 07:45:05 2010
Custom headmorph for player character

It appears in packages/core/override.

You will want to move it from there to your module/override directory. Instead of opening a local copy, you can also try editing the original file directly, so long as you restore the original once you have exported. That way you will at least have your custom version in the resource history.
News and Announcements | Chris Priestly | Tue Mar 9 01:00:24 2010
Dragon Age: Origins Patch 1.03 released for PC and Xbox 360

I had to check with the Dev team to make sure, hence the delay.

Yes, if you play Dragon Age: Origins Awakenings out of the box, you will get the patch automatically.

If you get patch 1.03 you automatically get all previous patch material included, so you do not need to get Patch 1.01, then 1.01a, then 1.02, etc. Getting Patch 1.03 will update you fully. /images/forum/emoticons/smile.png




/images/forum/emoticons/devil.png
Toolset Scripting | Craig Graff | Tue Mar 9 07:45:05 2010
Custom headmorph for player character

You are probably better off making a custom version of default_player.utc and placing the exported version in the \\module\\override\\ folder of your module.