I had only been paying attention to the other thread and neglecting this one. This is a bit long, but I've got a bit to catch up on.
If I may throw in my 2 cents here about Tutu v. BGT, there are currently the following mods for BGT, dark side of the sword coast, secret of bonehill and ntotsc. I don't believe any of these are compatible with Tutu (maybe dsotc is?).
DSotSC is
BGT not Tutu, SoBH is available for both, and
NTotSC has a BP-
BGT port and may work for Tutu. As it's a
BG mod, it should be convertable--but then again, so should
DSotSC, and I've not heard of anyone playing
NTotSC on a Tutu install.
[P.S. NOTE] If TuTu would be modified in a way suggested by Sim and got all the advantages of BGT then TuTu definitely rocks. However I really doubt that beside great ideas there are some real modders who would do this.
Well, two modders are trying. Whether they're what y'all would call real modders is subjective.
SimDing0, maybe you can clarify once and for all whether or not this has already been fixed for tutu?
FYI, BGT itself does not have this problem - even with 3D-acceleration enabled
That's exactly why
BGT is so huge--rather than finding a way to convert them to get around the green water problem, Bardez converted them manually (writing a small tool and tutorial to do so) and packaged them. This was one of my prime sticking points wuth Bardez when building the Mk3 package as I wanted to eliminate them entirely to cut down the package size. And yes, Tutu still has this issue, though if KD can put together a command-line app to do it automatically there's no reason it can not also be applied to Tutu.
And a certain Tutu teammember who shall remain nameless was the one who put together the MK3 installer.
Heh, 'tis me, no need to protect anonymity. The Mk3 package was the best I could do to implement a conversion algorithm with my limited skillset at the time--this was before I really learned how to use
WeiDU and prior to my knowledge of IcewindGate and the underlying WeiMorph code.
We could have co-operated then and there to make BGT work with Tutu, but for whatever reason it didn't happen (I think by this stage Bardez was gone, but I'm not certain). Now, we've got another chance.
Bardez was not gone at the time, I think, but soon after. He came back a few times after that spellholdstudios.netand had some discussions with Ken in #teambg about how to change
BGT to use a Tutu-style conversion process. Not necessarily using Tutu itself, but the idea of
BGT being a conversion rather than a static package.
There's only one disadvantage that exists in the present version of BGT - it's huge size. Without tilesets it will be about 20MB of downloading size. So, I'm making a tool that will allow this to happen. First, it'll be necessary to extract areas from bg1 install using WeiDU, then - convert/rename it using that utility to BGT-BP 'working space'. That's all. Everything in that process can be coded just by plane .bat file. Put there the biffing and - that's it!
You've just described Tutu.
Once Ascension64 finishes BGT-WeiDU and King Diamond has finished his conversion program we can look at all three and take the best parts of them all to make a new BGTutu version. Although there might be a few modders out there that are not happy if they have to make changes to their mods again.
Trust me, I'd be so much happier making one set of code changes than having to maintain two sets of mods, and I suspect other modders would be as well.
Maybe it's time we bury the BGT vs Tutu thread and start a new one where everyone discusses how to combine both and get to one platform. This would help the community the most I think. We could have a thread where everyone can post their ideas and a workroom where the modders discuss what idea they can implement and how they are going to implement them. As modders I would put forward the Tutu team and Ascension64 working together.
I think the only real solution to this whole debate, and the BGT vs Tutu discussion would be to combine them. They both have great features unique to each mod. Likewise, they have drawbacks unique to each mod. Now I know alot of you are saying "That is impossible MTS. They are fully diffrent and they could not be combined! I remember when people said that about SoS, TDD, and TS. Then a man named Horred came along and found a way to make it happen. Maybe instead of both sides wanting the other side to drop their project and work on their project, they should both work together on the BGTT (Baldur's Gate Tutu Trilogy).
I think combining their features would be the solution and NOT combining them entirely. If King Diamond really finishes his conversion tool, the size of BGT would be reduced to an acceptable rate. And then the main advantage of tutu over bgt (size) would be nullified (or at least reduced significantly).
Someone has advocated this... I suggest this as a good starting point:
Some random jerk's postThere were advocates for adapting
BGT as a conversion rather than a package on the old
BGT boards as soon as Tutu was released, and as I mentioned, Mk3 was the best I could do in making
BGT a pseudo-conversion. Granted, it was better than the 1GB+ packages (or the original 3GB) but still falls well short of the mark.
Unfortunately what's being lost here is that we do have an excellent opportunity to do this and blend the strengths of both
without loss of content. Building
BGT as a Tutu extension does not mean we need to lose
DSotSC or
NTotSC, though I'm not about to say they won't need some changes. As BP and its sundry are undergoing radical tehnology shifts and
WeiDU recodes, it would be ideal to also undergo a major shift for
BGT to save BP et al from another recode down the line. The sooner we get them on a unified platform, the sooner modders no longer need to deal with wasting efforts for two platforms instead of one.
Edited by CamDawg, 14 February 2005 - 06:38 AM.