bukary on 21/7/2005 at 15:34
I also had no problems with Dromed. I build several demos and one mission with the use of this editor. I loved working in DromEd. It was very... hmmm... "logical". ;)
T3Ed is fancy, but I often have problems with figuring out how to do the simplest things... Fortunately, Komag's tutorial is g-r-e-a-t!
Bumbleson on 23/7/2005 at 01:50
Interesting interpretations. New Horizon was closest ;)
What I had in mind:
In Dromed you can do almost anything, no matter how complex it is. I have a folder full of complex things I made with only a few traps, triggers and receptrons. These things may be confusing and hard to learn, but they ARE POSSIBLE and that is what counts in the end.
In T3Ed, everything is locked away, not only scripting. Many useful variables, properties and other things are inaccessible or too inflexible. I dare to predict that the bounds of possibilitiy will be encountered much earlier in T3Ed than in Dromed.
OrbWeaver on 23/7/2005 at 11:18
Quote Posted by New Horizon
If you could have both...complexity and ease of use...we would be in Happy Taffers Land.
Or in D3Radiant, perhaps. Not that it's perfect (a little more stability would be nice) but it seems to combine flexibility and ease-of-use quite well in my opinion.
New Horizon on 23/7/2005 at 16:28
Quote Posted by OrbWeaver
Or in D3Radiant, perhaps. Not that it's perfect (a little more stability would be nice) but it seems to combine flexibility and ease-of-use quite well in my opinion.
Very true. I've spent some time using it and I must say it does do just that. While using D3Radiant, I couldn't help think that this is what later revisions of Dromed might have become had LGS not closed down.
Bumbleson on 24/7/2005 at 18:17
It may not be exactly what everyone would call easy to use (funny cartoon btw Zaccheus :laff: ), but to provide a high degree of flexibility, an editor should generalize its tools.
Let's take scripting as an example. Instead of conditions like
"When I see the player killing another AI"
it should rather provide something like
"When [object class] receives input of type [type], caused by [object class] while performing an action of type [action] on [object class]"
This is of course only a rough draft and could be refined and generalized even more, but you get the idea.
That way it would offer the designer the greatest possible freedom of choice, and he could put together the above mentioned condition, but also a great number of completely different ones.
It would be more like using a programming language. The editor could still provide a number of pre-defined conditions to be used by beginners, while the advanced designer could explore all the possibilities.
T3Eds scripting system shows beginnings of that kind of generalization, but it looks as if they abandoned the attempt at some point and included very specific conditions from that time on.
bukary on 6/2/2006 at 21:07
New Horizon has figured out how to fix wall hugging bug (in Minimalist and T3EnhancEd).
Was the solution posted somewhere? Is it simply some .INI tweak? Is special knowledge required to fix this?
New Horizon on 6/2/2006 at 22:15
Quote Posted by bukary
New Horizon has figured out how to fix wall hugging bug (in Minimalist and T3EnhancEd).
Was the solution posted somewhere? Is it simply some .INI tweak? Is special knowledge required to fix this?
You have to edit the player actor in the Gamesys and set the wall bonus to .05. I'm not looking at the editor right now, but it's pretty easy to find. I think you have to change it in two places.
bukary on 7/2/2006 at 14:34
Quote Posted by New Horizon
You have to edit the player actor in the Gamesys and set the wall bonus to .05. I'm not looking at the editor right now, but it's pretty easy to find. I think you have to change it in two places.
Thank you! I'll try to find this property. :thumb:
New Horizon on 7/2/2006 at 15:24
Quote Posted by bukary
Thank you! I'll try to find this property. :thumb:
Just looking at it now. It's called the wallflattenedlightmodifier. Change it under Garrett and PlayerGarret, in the Lighting section. Make sure the number is negative. It should be -0.05 This will prevent the modifier from miscalculating the bonus for hugging the wall.