Author Topic: Planescape: Torment  (Read 14609 times)

Offline MysterD

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Planescape: Torment
« on: Monday, July 30, 2007, 04:34:38 PM »
« Last Edit: Friday, March 08, 2013, 03:12:44 PM by MysterD »

Offline MysterD

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Re: Planescape: Torment REMEMBERED -- Interview w/ Chris Avellone (now at Obsidi
« Reply #1 on: Monday, July 30, 2007, 04:35:00 PM »
RPGWatch has a TWO-PART Interview w/ Chris Avellone (now of Obsidian) and Chris McComb -- both which worked for Black Isle Studios/Interplay on Planescape.

This link, is for Part 1.


I'll post Part 2, when it comes up...
...unless one of y'all beat me to posting Part 2. :P

EDIT:
[Long blocks of quotes removed]
« Last Edit: Sunday, June 06, 2010, 10:23:26 AM by MysterD »

Offline MysterD

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Re: Planescape: Torment REMEMBERED -- Interview w/ Chris Avellone (now at Obsidi
« Reply #2 on: Friday, September 21, 2007, 08:10:53 PM »
Part 2 is here.

Oh, Avellone sent the original "pitch" for the game from 1997 to RPGWatch. Linky right here!

Oh, there's some interesting stuff in the Part 2 of the Interview.

So yeah - check it out...
« Last Edit: Sunday, June 06, 2010, 10:22:13 AM by MysterD »

Offline MysterD

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« Last Edit: Sunday, June 06, 2010, 09:36:32 AM by MysterD »

Offline Pugnate

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Re: Planescape: Torment REMEMBERED -- Interview w/ Chris Avellone (now at Obsidi
« Reply #4 on: Tuesday, January 01, 2008, 11:41:23 PM »
You know what would rule? Another Plansescape game, inn that new Dragon Age engine. >:D

Offline MysterD

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Re: Planescape: Torment REMEMBERED -- Interview w/ Chris Avellone (now at Obsidi
« Reply #5 on: Wednesday, January 02, 2008, 05:07:48 PM »
You know what would rule? Another Plansescape game, inn that new Dragon Age engine. >:D

Oooooooooooooh!!!

That does sound good, if you ask me.

Offline Xessive

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Re: Planescape: Torment REMEMBERED -- Interview w/ Chris Avellone (now at Obsidi
« Reply #6 on: Wednesday, January 02, 2008, 10:55:30 PM »
I never played Torment. Last year I finally got my hands on a copy from a frind of mine and it just didn't run in XP.. Or rather it ran it just consistently crashed at the main menu.

Offline Pugnate

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Re: Planescape: Torment REMEMBERED -- Interview w/ Chris Avellone (now at Obsidi
« Reply #7 on: Wednesday, January 02, 2008, 11:12:09 PM »
That's weird. It ran fine on my XP as well as my sister's.

Offline Quemaqua

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Re: Planescape: Torment REMEMBERED -- Interview w/ Chris Avellone (now at Obsidi
« Reply #8 on: Wednesday, January 02, 2008, 11:18:24 PM »
Pretty sure I've run it on XP also.  Find a way to get it to work, mate, or you're missing one of the best CRPGs in the history of CRPGs.

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline Pugnate

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Re: Planescape: Torment REMEMBERED -- Interview w/ Chris Avellone (now at Obsidi
« Reply #9 on: Thursday, January 03, 2008, 12:39:57 AM »
I think these new 3D engines aren't a good thing for RPGs.

While the NWN engines may have been really good looking technically, you really couldn't show much detail as you could when using 2D art. While the video resolutions of Baldur's Gate, Baldur's Gate II and Planescape don't hold up today, they were just more jaw dropping visually in their hey day than NWN, NWN2, KOTOR, KOTOR 2, Jade Empire etc.

I feel that CRPGs of that nature are better served with 3d characters in 2d backgrounds that are meticulously drawn out by artists.

The problem is that you can get a 3D engine to be a great technical masterpiece, but it will still be restricted by the state of technology. The amount of 3D detail an engine can render, doesn't hold a candle to the detail in an old school 2D background. While you can take the best RPG engine today, it will still have its selection of generic looking tile sets etc.

I am just thinking back to how I was massively disappointed with The Underdark in NWN. Sure it was rendered in real time by the Aurora engine, but it just looked like generic cavern XYZ.

The Underdark in Baldur's Gate II was beautifully drawn, and extremely detailed. It didn't look anything like the backgrounds seen in any other game powered by that engine. The whole look was dark and brooding, and captured the dangerous nature of The Underdark perfectly.

While it was an entirely 2D background, the art was skillfully made to look three dimensional. The whole thing was the perfect rendition of an underground cavern. You had rock formations, dampness, plantations, puddles etc. All of which were in the background, and not rendered in real time. If the same level of detail had been granted to The Underdark in NWN, the game would have crashed.

Conversely, The Underdark in NWN was basically a bland generic grey looking tile set. After much anticipation the look was extremely anticlimactic.

Even the little things like tables, labratories, stools, food etc were hardly ever the same in BG2. While in the NWN games, it doesn't matter if it is a torture dungeon, or a Nobel's home, most of the furniture will look the exact same.

The same goes for Planescape: Torment. Just the level of detail in that opening sequence where The Nameless One awakens is something you can't see in any modern Bioware RPG. To me, that's a pity.

Who is with me?

Here is an example of The Underdark in BG2:





Now look at the one in NWN:







It is the same looking crate, tent etc you will see through out the game. The background is bland, and the whole thing looks far from the creepy Underdark in BG2.

Offline Quemaqua

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Re: Planescape: Torment REMEMBERED -- Interview w/ Chris Avellone (now at Obsidi
« Reply #10 on: Thursday, January 03, 2008, 12:46:25 AM »
Sure, but dude, NWN2 is hardly the graphical benchmark you should be using.  It doesn't even look good compared to 3D games using the same engine, let alone those using superior engines.  I hear what you're saying, but I don't think it's nearly as bad as you make it out to be, and 2D art has plenty of its own limitations, mostly in terms of scale.  Nothing ever truly feels huge or expansive, and with isometric games like PS:T and BG, a sense of depth is virtually never achieved.  Everything just looks flat.

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline idolminds

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Re: Planescape: Torment REMEMBERED -- Interview w/ Chris Avellone (now at Obsidi
« Reply #11 on: Thursday, January 03, 2008, 12:57:29 AM »
Yeah, Its a shame there isnt more 2D work done with games. 3D is good and getting better, but people overlook 2D as if the SNES was the peak.

The thing is with 2D, while you might be limited in your details since its a fixed resolution, inside that resolution you can put whatever the fuck you want. For example, in the screens above...the piles of rocks strewn about. In 2D putting all that in there costs nothing. Its 2D, throw those stone all over the damn place. In a 3D engine, though they need to be modeled and rendered and each one eats into your polygon budget of the scene.

Offline Pugnate

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Re: Planescape: Torment REMEMBERED -- Interview w/ Chris Avellone (now at Obsidi
« Reply #12 on: Thursday, January 03, 2008, 01:12:58 AM »
Idol, yes exactly, the cost is nothing for 2D goodness.

And Que, it isn't just NWN2. I can't think of a single 3D RPG with companion based gameplay, that has nearly the same level of detail something like Baldur's Gate or Fallout can offer.

Also those screenshots are from NWN1. NWN2 didn't explore The Underdark.

If you look at screenshots of KOTOR, KOTO2, Jade Empire or even Dungeon Siege, I think you will notice they are even worse than NWN. The same empty looking environments seem to plague all those titles.

How does The Witcher stand in your opinion?

Offline Xessive

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Re: Planescape: Torment REMEMBERED -- Interview w/ Chris Avellone (now at Obsidi
« Reply #13 on: Thursday, January 03, 2008, 01:34:28 AM »
The Witcher is definitely a step up as far as I've seen.

NWN2 has less "emptiness" than NWN1, KotOR, KotOR2, and Jade Empire. The closest comparison to the Underdark would be any caverns and dark underground scenery, which I think they did really well in Mask of the Betrayer.

I think Sacred had a good mix of 2D landscapes with 3D objects and characters.

Keep in mind that 3D development is still in its infancy compared to the high quality and details in 2D art. While 3D is always pegged to the level of technology, it will also grow with it. Either way 2D and 3D are two different mediums, it's like comparing painting to sculpture. I'm just glad when I see that there are still some 2D games! 2D is a medium of art.

When we move on to holographs we'll have the same discussion and look back on 3D as an underused classic art form :P

Offline MysterD

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Re: Planescape: Torment REMEMBERED -- Interview w/ Chris Avellone (now at Obsidi
« Reply #14 on: Sunday, June 08, 2008, 04:26:56 PM »
Spellhold Studio's PST: Triple Mod Release
Spellhold Studios has released THREE MODS for PS:T that you can get from their web site.

Quote
Thursday, June 5, 2008
Posted by K'aeloree in IE Modding News

First up, I’d like to welcome new modder Qwinn to SHS! I hope you have a great time here, Qwinn, and it’s great to see you here.

Secondly, after an extremely productive month and a half, Qwinn has finally completed his three mods for Planescape: Torment. The PS:T Ultimate WeiDU Fixpack, PS:T Unfinished Business and Qwinn’s PS:T Tweaks are all fantastic mods, and we here at SHS are very grateful to Qwinn for putting in the time and effort to make Planescape: Torment an even better game!

Hopefully the titles of those mods are fairly self-explanatory, but here are some brief introductions for those who are curious:

The Planescape: Torment Fixpack is a comprehensive WeiDU Fixpack for Black Isle’s classic Planescape: Torment CRPG. Fixing literally hundreds of bugs and thousands of typos, thereby restoring a lot of lost and inactive content, the PS:T Fixpack (along with PS:T Unfinished Business and Qwinn’s PS:T Tweak Pack) provides a completely new Planescape: Torment experience! Click here for a list of the most important fixes, as well as further information on the mod itself.

Planescape: Torment Unfinished Business takes the almost-but-not-quite-finished content that shipped with Black Isle’s classic Planescape: Torment CRPG and polishes, bugfixes and finishes it so you can see and enjoy the new content in your game! With 14 components in the first release, this mod is a must-have for anyone interested in seeing what the developers didn’t get time to do--or even if you’re just looking for some new content! Click here for information on each of the compenents and further information on the mod itself.

Qwinn’s Planescape: Torment Tweaks adds a few ease-of-use tweaks to your Planescape: Torment install, as well as one or two must-have components! Including a banter accelerator, ease-of-use tweaks and several content changes, this is an extremely useful mod for any player. Click here for information on each of the compenents and further information on the mod itself.

Infinity Engine - High Res Mod
And if you recently miss'd the thread on the Infinity Engine High Res Mod, check the thread -- that way you can use that mod right along w/ PS:T to throw it into much higher resolutions than what the game shipped with.

Offline Quemaqua

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Re: Planescape: Torment THREAD -- Update: THREE New Mods Released
« Reply #15 on: Sunday, June 08, 2008, 06:20:37 PM »
My god.  I've never been as tempted to reinstall that as I am right now.

 ... maybe after I get done with Guild Wars in 2 years.

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline MysterD

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Re: Planescape: Torment THREAD -- Update: THREE New Mods Released
« Reply #16 on: Sunday, June 08, 2008, 07:16:13 PM »
EDIT:
Issues with PS:T with Video Card's Hardware Acceleration ON
Oh, about PS:T -- it doesn't run well w/ modern video cards and Windows XP/Vista, unless you Turn OFF Video Hardware Acceleration in your Vid Card's settings. The game will freeze, crash, and do other nasty crap, if you don't do so -- especially when you cast SPELLS.

Just make sure you turn Hardware Acceleration back up full blast, when you want to run something modern, of course.

EDIT #2, 6/19/2008:
Actually, the above is true for not just PS:T, but also even other Infinity Engine games. Icewind Dale I and II also need their Hardware Accelration turned OFF in your vid card settings, to get the game to run worth a hell of a lot better and to avoid issues namely when spells are casted.


ORIGINAL POST:
My god.  I've never been as tempted to reinstall that as I am right now.
Make sure if you do the reinstall, you do the Manual Full Install so you don't have to swap discs.
I have the instructions saved on my PC in a Readme file (which I modified, b/c I think it makes more sense to put it RIGHT within the Torment folder), so let me give you that...

Torment -- Full Install
Quote
How to do a full install of Torment:

Doing a full install of the game will greatly reduce loading times, as long as you have
sufficient disk space.

After you have installed the game via the installer program, do the following:

1.) Create a folder on the hard drive that you wish to install the game data to.
For this example we'll create a folder on within the Torment folder called TData.
(That path would be C:\Program Files\Blackisle\Torment\TData)

2.) Insert Torment CD2 and copy the entire contents of the CD right into the TData folder
(for example, C:\Program Files\Blackisle\Torment\TData).
NOTE: On the CD there should be a folder called CD2.
Copy that CD2 folder right into the TData directory.

3.) Insert Torment CD3 and copy the entire contents of the CD right into the TData folder
(for example, C:\Program Files\Blackisle\Torment\TData).
NOTE: On the CD there should be a folder called CD3.
Copy that CD3 folder right into the TData directory.

3.) Insert Torment CD4 and copy the entire contents of the CD right into the TData folder
(for example, C:\Program Files\Blackisle\Torment\TData).
NOTE: On the CD there should be a folder called CD4.
Copy that CD4 folder right into the TData directory.

4.) Edit your Torment.ini file using Notepad or some similar text editor. This file can
normally be found in C:\Program Files\Blackisle\Torment. At the very top of the page
you'll want to edit the lines that start with CD2, CD3, CD4. Edit them as follows:

CD2:=C:\Program Files\Blackisle\Torment\TData\CD2
CD3:=C:\Program Files\Blackisle\Torment\TData\CD3
CD4:=C:\Program Files\Blackisle\Torment\TData\CD4

5.) From time to time the game will ask you for disk two to authenticate the game.
When playing the game keep this disk in your CD tray. You have now completed the full
install of Planescape: Torment.

Quote from: Que
... maybe after I get done with Guild Wars in 2 years.
LOL.
Might be longer...I think GW2 is due out in 2009 :-X
« Last Edit: Sunday, June 15, 2008, 06:39:09 AM by MysterD »

Offline MysterD

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Re: Planescape: Torment THREAD -- Update: THREE New Mods Released
« Reply #17 on: Friday, July 04, 2008, 01:13:33 PM »
Interviews w/ Chris Avellone on remembering PS:T and its glory days.
Part 1
Part 2

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Offline Quemaqua

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Re: Planescape: Torment THREAD -- Update: Jolt UK has a look back on Torment
« Reply #19 on: Friday, May 08, 2009, 10:22:23 PM »
So I just reinstalled the game.  With the new laptop, I can't run many games, and while my goal wasn't to have a bunch of games on here, I'm using it for a lot of D&D-related stuff in general, so figured I'd throw some old D&D games on.  This gave me a chance to try a bunch of stuff.

Basically, I installed the game, installed the 1.1 official patch, installed the rest of the CDs to the hard disk, used a no-cd crack, installed Bigg's Widescreen mod at 1280x1024, installed GhostDog's Widescreen UI mod at 1280x1024, installed Qwinn's all-inclusive fix patch, Qwinn's Unfinished Business mod (both were based on the previous work of others, the first being his super-buffed unofficial bugfix patch and the latter being a continuation of the Restoration mod which added in old and unused content), and some of Qwinn's tweaks.

Gotta' say... damn, does it look nice.  I can't wait to dig into it a bit now.

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline Pugnate

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Re: Planescape: Torment THREAD -- Update: Jolt UK has a look back on Torment
« Reply #20 on: Friday, May 08, 2009, 10:49:52 PM »
I have to bookmark this thread to remember to install all that.

Offline MysterD

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Re: Planescape: Torment THREAD -- Update: Jolt UK has a look back on Torment
« Reply #21 on: Saturday, May 09, 2009, 03:57:30 AM »
Awesome, Que.

We must see screenies! :)

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Offline MysterD

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Re: Planescape: Torment -- Update: Eurogamer has a look back on Torment (Reply 23)
« Reply #23 on: Monday, September 28, 2009, 03:16:16 PM »
Direct2Drive is wanting to re-release PST (Through D2D), if they could find out who has the rights and somehow get the rights to re-release it.

Quote
Who Owns Planescape: Torment?
   
[Sep 28, 2009, 11:01 am ET] - 10 Comments
This Direct2Drive Tweet may vex folks hoping that Planescape: Torment will be re-released in the current reissue-happy environment where older classics get new life via digital distributions. Word is: "@Daggity hah, would love to re-release Plancescape [sic]...if we could find someone who actually owns the rights! Sad."

This highly regarded role-playing game was released in 1999, and developer Black Isle Studios closed in 2003, but publisher Interplay is still in operation, albeit tenuously, fighting to maintain control of rights to a Fallout MMOG. Presumably Interplay would have control of these rights, or would know where they currently reside, but one would also assume that Interplay would have been the first place the D2D folks would have inquired about this.
Let's see...

Interplay originally released PS:T and they are still in business (at least for now), but if I recall correctly, I think Atari now owns the rights to use the entire AD&D from Hasbro...

Offline MysterD

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Re: Planescape: Torment -- Update: Eurogamer has a look back on Torment (Reply 23)
« Reply #24 on: Wednesday, October 07, 2009, 06:07:52 PM »
Chris Avellone - Framework 09: Keynote Address here on Planescape: Torment
PST talk begins around 2:45 into this - Part 1.
Part 2 - PST talk until 8:13 in there.



Offline MysterD

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« Last Edit: Sunday, June 06, 2010, 10:38:09 AM by MysterD »

Offline MysterD

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Re: Planescape: Torment
« Reply #26 on: Friday, January 01, 2010, 03:25:36 PM »
GhostDog's UI Mod 2.0 released for PST.
This UI mod is meant to support all resolutions up to 1920x1080 and even adds extra larger font options to the player.

Here's a vid of the UI Mod in action.

Offline Quemaqua

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Re: Planescape: Torment
« Reply #27 on: Friday, January 01, 2010, 04:43:06 PM »
Too bad they still can't make it perform well.

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline MysterD

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Re: Planescape: Torment
« Reply #28 on: Friday, January 01, 2010, 05:39:41 PM »
Too bad they still can't make it perform well.

I ain't tried PST at super-high res's, but at 1024x768 it was fine - as long as I turned Hardware Acceleration OFF in my DX settings for my Vid Card.

Offline MysterD

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Re: Planescape: Torment
« Reply #29 on: Friday, April 02, 2010, 02:58:09 PM »
Greg Kasavin (formerly of GameSpot reviewing fame; now working w/ 2K Games) looks at PST and talks about how it has influenced many of modern-day RPG's and how he think it's one of the best RPG's ever.

Quote
In a typical RPG, you might be asked by a character to retrieve an item, and tell that person "Yes, I'll do it" even if you as a player don't really know if you're going to do it or not -- probably you just want the quest logged in case you stumble upon it. You don't think about these types of interactions, and, as evidenced by the completely disposable text content for quests in games like World of Warcraft, they do little to build a meaningful connection between you, your character, or the gameworld. But in this same type of situation, Torment typically would give you at least two options: "Yes, I'll do it" (Truth) and "Yes, I'll do it" (Lie). And it would fully support these choices -- lying would affect your character's moral alignment, leading to other changes in gameplay. But even when it didn't really matter whether you told the truth or not, the game made you stop and think about what you were saying.

EDIT - June 6, 2010:
MattChat from Game-Central.Org
Video Interview w/ Chris Avellone on PST

Part 1 - Avellone's origins into Pen and Paper RPG's leading to PC RPG's for Interplay.
Part 2 - Planescape: Torment.
« Last Edit: Sunday, June 06, 2010, 09:17:49 AM by MysterD »

Offline MysterD

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Re: Planescape: Torment
« Reply #30 on: Sunday, June 06, 2010, 10:08:50 AM »
So, I'm mucking around here and trying to revamp this thread here. I took a thread that I didn't think would be too hard to revamp and I actually found some interesting new stuff on it today, so I did my thing w/ it and ran w/ it.

I don't know what y'all think of the new format and stuff that Pug proposed back in the Alpha Protocol thread: first few posts will contain all the links, info and stuff; then all posts following it will contain discussions...

But...yeah, please do me a favor - and comment....
I'm trying to see what I can do here and make those kind of (very) necessary changes to my posting style.

Criticisms, praising, opinion, bashing, and stuff are welcome.

Oh, please ignore LONG blocks of quoting and junk from REALLY OLD posts here. I think now I'm realizing what the hell y'all found truly annoying about that shit...
Don't be surprised if you see some of that over-quoting of lock blocks of shit go the way of the dodo in this thread...


Offline idolminds

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Re: Planescape: Torment - Update: Revamping This Thread (Post 1) & My Posting Ways
« Reply #31 on: Sunday, June 06, 2010, 10:38:16 AM »
I like the new style, man.

Offline MysterD

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Re: Planescape: Torment - Update: Revamped This Thread & My Posting Ways
« Reply #32 on: Sunday, June 06, 2010, 10:45:20 AM »
I think the other thing I'm going to do, is first post in the thread up the VERY top on Page 1 of a Thread - like I have now - will also have the newest link/update I add to it listed first and foremost. All the older stuff will be right beneath it on Post 1,2,or 3 (depending on how many blocks I reserve up-front).

I'm guessing people don't want to say dig to page 12, look for Reply 345 just to find my newest link.


Offline Pugnate

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Offline Cobra951

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Re: Planescape: Torment - Update: Revamped This Thread & My Posting Ways
« Reply #34 on: Sunday, June 06, 2010, 11:13:47 AM »
Good going, D.  Thanks!

Offline MysterD

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Re: Planescape: Torment - Update: Revamped This Thread & My Posting Ways
« Reply #35 on: Sunday, June 06, 2010, 11:32:06 AM »
Thanks for all the comments so far. Feels like I'm making a step in the right direction here w/ the formatting changes here.

Though, I dunno...a part of me is still looking for even more ways to improve posts...A part of me still feels like it could be better...

Offline Quemaqua

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Re: Planescape: Torment - Update: Revamped This Thread & My Posting Ways
« Reply #36 on: Sunday, June 06, 2010, 12:13:33 PM »
I'll chime in... I think it's great.  All very organized and neat.  Good stuff, dude.

天才的な閃きと平均以下のテクニックやな。 課長有野

Offline MysterD

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Re: Planescape: Torment - Update: Revamped This Thread & My Posting Ways
« Reply #37 on: Sunday, June 06, 2010, 01:05:02 PM »
I'll chime in... I think it's great.  All very organized and neat.  Good stuff, dude.

Thanks, man.
Much appreciated. :)

Offline MysterD

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Re: Planescape: Torment - Update: Revamped This Thread & My Posting Ways
« Reply #38 on: Tuesday, September 28, 2010, 01:45:32 PM »
PST joins GOG at $9.99.

I don't need to say much more than that.

First BG, now PST.
Amazing last two CRPG weeks for GOG...

Offline wizall

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Re: Planescape: Torment - Update: Joins GOG at $9.99 (9-28-2010)
« Reply #39 on: Tuesday, September 28, 2010, 08:08:38 PM »
Must have shit your pants, MyD. I nearly did.