JediKorenchkin on 27/6/2005 at 03:55
Fucking awesome dude.
I ran into a few problems by accidently combining batteries with one of the patches.
Oh, and unloading the patches creates bullets. Everything else works great though. :thumb:
The lantern seems pretty useless. Maybe instead of Dynamic Light you could something more like an invisible projectile that only goes so far in front of you and has dynamic light. The infa-green seems to have some kind of lantern thing on it too, maybe that could be used?
ZylonBane on 27/6/2005 at 04:19
Yeah, the lantern even at the highest level has far too small a radius. That thing should light up a room.
Neat trick with the strip 'o lights on the nightvision mode. It's way too obvious what's going on though. Could the engine deal with, maybe, double the number of lights? Or larger lights? Something to merge each light together enough that you don't get the pulsing effect when walking toward a wall.
Zygoptera on 27/6/2005 at 11:35
You don't need scripts to get patches to do psi powers (scripts would probably be more robust though), S&R works fine.
I'd imagine the script uses dynamic lights, which have a set radius no matter what the intensity is set to. Lots of dynamic lights also do really nasty things to frame rates on older computers.
G'len on 27/6/2005 at 17:58
I've just tried it out... AMAZING! DOWNRIGHT AMAZING! Things that I thought as impossible for years were done and done well. Nameless_Voice, you are my hero!
The energy system was flawless; the security system seemed so as well, but will it unlock doors when a certain security sheaf is reached? i.e. when you destroy enough camera?; The Night Vision system looks very good, but doesn't cover all of my screen (I was running it on 1024x768, so maybe that's the issue), but it isn't that bad so far; the shield seems fine, but I am yet to have a mutant claw at it; The motion booster works ALMOST EXACTLY HOW IT DID IN SS1; the lantern gives a cery small radius, but that's probably an engine limitation.
My time is very limited this month due to RL concerns (exams and term papers), but after the 7th of August I'll have ALL THE TIME IN THE WORLD TO PUT INTO THIS PROJECT until October 29th. Forget my Thief 2 attempts, aside from the small contest mission - the conversion is coming to life and I'll be damned if I won't be a part of it.
ZylonBane on 27/6/2005 at 18:01
Quote Posted by Zygoptera
Lots of dynamic lights also do really nasty things to frame rates on older computers.
As much as it pains me to say this, sometimes you just have to say "screw older computers". Rebirth made my old 450Mhz system chug sometimes, and yeah that bothered me a little, but now I have a faster system and it runs like a dream and I'm glad CyberBlutch set the bar as high as he did.
So I would urge the CCP team to chew as many CPU cycles as it takes to get the best possible results. People with older computers may whine, but hey, you can't please everyone (and they can always play the original SS1 anyway).
For the flashlight beam effect, how about adding another strip of lights with lights that fall inbetween the first strip's lights, then alternate between the two every clock tick? The resultant flicker should be barely noticeable, and possibly even a desireable effect (I've seen a few other games that intentionally add a little flicker to their flashlights).
RocketMan on 27/6/2005 at 20:45
I agree.....computers will always get better and ppl will eventually buy new ones when their current models simply can't put out or when they get more money....being conservative for the sake of performance just necessitates more iterations or a lower quality improvement that will be resented by everyone once they are finally able to play the mod and get sick of its limitations. I've heard that Cyberblutch used way too many polygons in his models....may be true enough but who cares if it adds a bit more detail and a relatively fast machine will play it then its no biggie (although efficiency is of course A priority to consider as well).
JediKorenchkin on 27/6/2005 at 21:09
Quote Posted by G'len
My time is very limited this month due to RL concerns (exams and term papers), but after the 7th of August I'll have ALL THE TIME IN THE WORLD TO PUT INTO THIS PROJECT until October 29th. Forget my Thief 2 attempts, aside from the small contest mission - the conversion is coming to life and I'll be damned if I won't be a part of it.
I have a few weeks vacation in August, between leaving my current job, moving, and finding a new one. Lots of work will need to be done, but there should still be more time for me to work on CCP.
What we really need is someone to do world textures. :(
Nameless_Voice on 28/6/2005 at 00:53
Quote Posted by G'len
The Night Vision system looks very good, but doesn't cover all of my screen (I was running it on 1024x768, so maybe that's the issue), but it isn't that bad so far.
Um, I did that on purpose. It's meant to look like the night vision in Deus Ex.
Yes, I'm thinking of using a similar 'attaching lots of dynamic lights' method for the lantern. To get around limitations with the number of dynamic lights, I'll make lantern and night sight mutually exclusive.
I'll see how many lights I can get away with using for Night Sight without getting the 'out of dynamic lights' error.
...activating PSI powers. I really don't know how much of the psi powers are built into the engine and how much is done by more normal means.
Certainly invibility is built in. I think that the stat-boosting powers just set up the Player->Psi Stats property though, which is a bonus to the stats listed.
I'm going to steal some of the Psi functionality to get icons for the hardware, if I can.
...unloading the patches (I assume you mean the hardware) creates bullets?
There shouldn't be an 'unload' button on them! How'd you get that?
RocketMan on 28/6/2005 at 02:26
you say you are using dynamic lights for both lantern and night sight? Does that imply that the night sight looks closely akin to the lantern? In the game it wasn't really a light so much as it was a monochromatic high contrast filter. But maybe you tried to do this already without complete success I imagine.
JediKorenchkin on 28/6/2005 at 07:04
Quote Posted by Nameless_Voice
...unloading the patches (I assume you mean the hardware) creates bullets?
There shouldn't be an 'unload' button on them! How'd you get that?
Right click just turns them on or off, left click pops up a little window, and it does have the unload button. (Also, dunno if this is an issue, but if you turn it on by way of right click, the deactivate/activate button doesn't change)
(
http://mike.musicexplosion.net/site/temp/dump025.jpg) Screenshot, for great justice.