vfig on 1/11/2022 at 00:38
Update: long story short, i decided to resume work on this mission after all. not gonna withdraw the asset dump, but im going to hijack this thread to be a devblog for the mission from now on. (
https://www.ttlg.com/forums/showthread.php?t=151953&p=2495910&viewfull=1#post2495910) starting here.
(ugh, why does this not allow anchor links anymore? just trying to link to something further down the page, but no....)
Original post:its become clear to me that i will probably never have the opportunity to finish this mission, so i am dumping it all here. idk if much of the mission files themselves will be of value, but there are at least a bunch of technical innovations that may be of interest:
* the showpiece: dishonored2 "crack in the slab" style alternate world switching with inventory item to see through to the other world. uses a custom "periapt" osm that hooks the thief exe to do stencilling and a second render pass (as well as limiting draw distance to fog distance to improve render performance). status: works well, but a number of small issues mean its not production ready: (
https://www.youtube.com/watch?v=iH3fqStjOTI) video 1, (
https://www.youtube.com/watch?v=d08VFC4Dz80) video 2, (
https://www.youtube.com/watch?v=G2X0UH8qlrY) video 3
* textures: a bunch of dirtified and moss-grown variants of core textures. one or two custom rock textures.
* (edit: ) models: a bunch of new models: ruined versions of stock furniture; a deco chandelier; an exploded vault door; a rope bridge; a sailboat; burial jars.
* (edit: ) paintings: a bunch of creepy paintings in the library: (
https://www.youtube.com/watch?v=AuHVDw-YSzI) video
* swimming burricks: proof of concept of amphibious burricks. status: needs more work on swimming animations and preventing combat behaviours in water: (
https://www.youtube.com/watch?v=S2KeppviYww) video
* abusing the spider skeleton for lipsynced face animation for a giant stone head in the mission. too specific for this mission to be reusable, but a similar approach could have many other uses: (
https://www.youtube.com/watch?v=qQ3jsGbbGSQ) video 1, (
https://www.youtube.com/watch?v=GuA0mNTTlf0) video 2, (
https://www.youtube.com/watch?v=OueJi0yyvqE) video 3.
* (edit: second video) baby burricks: new skin for baby burricks with more fur and stripes, and new animations for hopping walks and rolling. behaviour scripting to follow mother, but divert for objects of curiosity; and startle reaction (toxic burp and run away) when surprised by player: (
https://www.youtube.com/watch?v=LGXXagNTxMs) video 1, (
https://www.youtube.com/watch?v=oF1ixk3crqg) video 2.
* rope and ladder experiments: moving ladders, not great. moving ropes, works well. antigravity ropes (attached to floor, floating up) also work great: (
https://www.youtube.com/watch?v=V4aVcTZrG4U) video 1, (
https://www.youtube.com/watch?v=NVjPVz4DrL4) video 2, (
https://www.youtube.com/watch?v=hdfIPPAt1l8) video 3
* (edit: video) spooky compass. using scripts and tweqs to make a spooky alternate compass that opens an eye and looks around: (
https://www.youtube.com/watch?v=j86eaaor55U) video.
* wisp-powered-generator. alternate generator with removable power source based on captive wisps: (
https://www.youtube.com/watch?v=lgqWPI-7bZs) video
* (edit: second video) using scripts to control post-process shader effects (toggling, adjusting strength): (
https://www.youtube.com/watch?v=DheWGoZteQg) video 1, (
https://www.youtube.com/watch?v=tn2QRVSsjiY) video 2.
the stuff:
* (
https://github.com/vfig/dual) "furis, o anima" (codename 'dual') mission files
* (
https://github.com/vfig/t2tests) most of the tech demo mission files
* (
https://github.com/vfig/periapt) sources for "periapt" osm
* (
https://www.dropbox.com/s/h18pxxebs06idac/dualnotes.zip?dl=0) sketches and notes for the mission, including notes relating to periapt osm development (dropbox)
* (
https://www.dropbox.com/s/78sil11vt57yo9v/thiefghidra.zip?dl=0) ghidra files for peripat osm development (dropbox)
the two items hosted on dropbox are probably less permanent links than the github ones. and the ghidra files will only be of interest if you wanted to take the periapt osm source code and do something more with it.
random extra: i had half-done an update to "making a profit" with a toggle-able commentary mode and behind the scenes stuff. but that will probably never see the light of day either. but theres a rough draft of some of the commentary: (
https://www.youtube.com/watch?v=ez7x-p_T52g) video
FenPhoenix on 1/11/2022 at 02:20
:eek:
Hats off to you, this stuff is insane!
nicked on 1/11/2022 at 13:03
I had a similar idea to this, but it didn't have the dynamic view thingy, that's really clever.
Azaran on 2/11/2022 at 21:19
This looks great, I like the library architecture, hope someone picks this up to finish it
R Soul on 3/11/2022 at 21:56
Thanks for your effort with these vfig. That big face animation is quite mind bending.
Komag on 6/11/2022 at 11:48
Very impressive stuff, sad to hear it won't get finished!
gamophyte on 11/11/2022 at 22:09
A lot of these fit into my mission story which has the player in very different environments moment to moment. You stuff will help here a lot. I will try to modify enough as to not conflict with anyone else's ideas.
Also, I've been watching your channel and have to say how impressed I've been on going from "interested" in making things for Thief to outright putting your mind to it, and trying it out. Bravo on this work.
vfig on 11/11/2022 at 23:28
addendum: although i cant justify putting more days into this myself anymore, if anyone does want to use any of this in your own missions, i am happy to explain any of the workings and maybe do some small tweaks here and there if needed. catch me on discord (vfig#2312) if needed.
PinkDot on 12/11/2022 at 10:47
Sorry to see this extraordinary work going unfinished. Hope folks will make some use of it and maybe even somebidy feels like finishing it at least close to your visison. Thanks for sharing this with us.
Are you done with just this project or Thief and Dromed in general?
If you tell me you find Dark Engine and Dromed somewhat limitting for your magic and trickstery, I won't blame you! ;) :D
vfig on 12/11/2022 at 15:44
Quote Posted by PinkDot
Are you done with just this project or Thief and Dromed in general?
ideally, neither! if i could afford a few months and a few grand, i would love to throw myself back into this and finish it. but thats not in the cards. and i cant work piecemeal, my brain only lets me go all in or all out. so, for the present it must be all out.
and its definitely not about disliking dark. it has limits, of course; and one aspect i enjoy of working with it is working around its technical limits (the visual arts limits are harder, but also not really my field). but honestly for creative expression through
level design, dark engine is far better than any other ive used—its an absolute joy. source engine is a close second; doom3 engine wasnt bad. everything else ive tried (especially generic engines like unity and unreal) fall far short of that ease of expression. i havent yet tried source 2, it sounds like a solid contender; but hey, i dont have the practical opportunity to dive into that either.