Nameless_Voice on 28/6/2005 at 21:18
Quote Posted by RocketMan
As much as sensaround has been unanimously voted useless in ss2 (with some warrant) its a shame it can't be done.
Agreed. I must admit that I never actually used it in the game, but it was fun all the same.
Quote Posted by JediKorenchkin
Oh, and unloading the hardware creates bullets.
Ooops, forgot to set the
Gun->Weapon Type property to
Energy to disable the 'Unload' button. ;)
Quote Posted by JediKorenchkin
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.
Quote Posted by ZylonBane
Would it be possible to have the lantern continuously shoot an invisible light-casting projectile, to simulate a flashlight beam effect? Or would that just lag too much, in all senses of the word?
This is actually how the portable lantern in my Thief 2 demo mission 'NVGizmos' worked. It fired invisible projectiles at a miniscule interval. I think the method I used for the night vision looks better, though. A pity that property isn't availiable in Thief.
But; the head-mounted lantern in SS1 is not a beam, it's a round light aura around the player. This could be done by placing lights around the player like this:
*
>**
*
A flashlight might look better, though. Or even, this
combined with a flashlight.
Quote Posted by ZylonBane
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?
Well, I just tried increasing the number of lights from 9 at 8-unit intervals to 17 at 4-unit intervals. It looks better, and doesn't seem to have crashed anything.
Quote Posted by G'len
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 current security value is stored in the 'SecurityLevel' mission-scope quest variable, which means that a QBTrigger can be used to watch for certain security values. (Not sure if those work the same as in Thief2 in SS2?)
Note that the security level is stored as a value (using the camera=1; node=10 formula), not as a percentage.
Quote Posted by G'len
the shield seems fine, but I am yet to have a mutant claw at it;
All the shield does is add/remove certain metaproperties (namely, M-Shield1, M-Shield2, M-Shield3, and M-Shield4, depending on version and setting). What these metaproperties do is up to you, or whoever can be bothered to add Amplify receptrons for all the stims the shield should block. Have fun working out the multipliers, too. Something like 25%, 50%, 75%, I think. I'm not sure if v4 shield gives you increased protection, or just the lower cost.
Quote Posted by G'len
The motion booster works ALMOST EXACTLY HOW IT DID IN SS1
I actually had to temporarily reduce the player's physical
Mass to stop him from being turned into a red smear on the walls by the Dark Engine's vastly superior (to SS1, anyway) physics system. At one point, I had it reduced to 1.00 (default 180.00), but this would cause him to fly away whenever he was hit by a projectile.
Quote Posted by ZylonBane
Do we even WANT all these multiple settings?
Well, I always ran my Lantern at setting 1 most of the time - it was enough to se by (while sitting in a darkened room), so why use more power?
Quote Posted by Mathew
Nameless Voice, if you still need any energy readings etc I should be able to get them from ICE Breaker for you. Lots of lovely tables.
I think I have nearly all of 'em now, but that would still be useful. Thanks.
Quote Posted by d0om
Could you hijack the psi-power MFD so you can turn them on and off by clicking on their icons? Then have them just drain psi points while active? Use that as your battery.
I don't think I can access the 'currently selected psi power'.
The hardware does use the Psi points as an indidcator, but the current power levels are actually stored in the Creature->Time Warp property (for no particular reason other than that it' a floating-point property that doesn't affect the player). This is because Psi points are stored as an integer, not a floating-point number.