Dario on 11/3/2005 at 07:51
Now that we have access to the Actor classes, can't alot of things be fixed BEFORE missions start coming out?
For example, can we scrap the "player movement bound to animation" and re-enable the smooooooth movement of T2?
And enable water, by way of a sound zone and a physics volume?
And enable a rope arrow by way of a triggered low-grav zone along the path of a dangling rope ragdoll?
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It can be done, right?
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If so, here are some things that need fixing:
Free up player movement - unbind it from Garrett's animations.
Bind Garrett's model to the *Player's Movement*, so your shadow doesn't lag when you start to move.
Make a rope-arrow actor class that somehow allows you to move along the path of a rope's ragdoll. It could be a spawned ladder, minus the climbing ladder animations, and without fixing your view direction. Jump or move to the side to dismount. Use T2-style smooth player movement while dismounting (just giving you an idea).
Figure out a way to do water. Perhaps just make a physics volume where you float and move slowly, and can't use weapons (via trigger? In TDS, when you're in a shop, you can't use weapons. Perhaps use portions of that script to disable weapons while in water). Mappers also have to make a sound volume around the water with different DSP effects and underwater sounds.
Anyway, figure out and document how to make water.
Figure out how to make larger levels. Perhaps put a zone around the player that kills non-encompassed lights, stops all physics simulation outside the zone, AND nullifies distant normal/bump maps (I dunno if that can be done by scipting Actors, or if you need source code for that part).
And a long shot, but worth a try; Try getting static lighing back, UT2004-style. It MIGHT still be buried in the code somewhere, and if we're really, really lucky, there might be a map flag that builds static, baked lighting instead of per-pixel lighting.
...and a lot more needs to be done, that I can't think of right now.
Oh yeah - Remedy the blue Frob color.
If possible, redo the guard skins (especially soften the normal maps), and make the AI look more reasonable for the sake of all future FM's.
Oh yeah, and finally...
SOMEONE MAKE A GRAVITY GUN!@!!!!!!!!1111111111 :thumb:
Gingerbread Man on 11/3/2005 at 07:57
An SDK would enable all that, sure. Thing is, we haven't got an SDK... we've got an editing suite.
I'm not saying none of what you've listed can't be done (remedying the Atomic Frob has long been taken care of for those who prefer), but those things which aren't impossible will be extremely difficult to do.
But then I'm sure there are people willing to try... and I know for a fact those people know more about this stuff than I do, so I won't second-guess what's possible and what's not.
Dario on 11/3/2005 at 08:53
Well I guess it all depends.
Does anyone here know how to use unreal script? :erm:
Using Unreal Script, you can do anything the core engine lets you do. In other words, anything imaginable, except where enabling static lighting is concerned.
...if the game is setup to work like UT2004.
David on 11/3/2005 at 09:02
Thief III does not use UnrealScript.
Dario on 11/3/2005 at 09:25
:wot: :wot: :wot:
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Then what does it use?
scumble on 11/3/2005 at 09:28
It's been stripped out, Dario. What's there is the compiled C++ code I presume. If UnrealScript was used at all, it's certainly not possible to do anything with it now.
Dario on 11/3/2005 at 09:31
Scumbags. :grr:
scumble on 11/3/2005 at 09:48
Hey, no need to insult me ;)
Seriously, I'd give everyone some time to explore what we actually can do, rather than mourning the assumed "total moddability" of Unreal Engine games.
Dario on 11/3/2005 at 10:53
Quote Posted by scumble
Hey, no need to insult me ;)
Seriously, I'd give everyone some time to explore what we actually
can do, rather than mourning the assumed "total moddability" of Unreal Engine games.
Sorry, I wasn't calling you a scumbag. I was just throwing a taunt in the general direction of... I dunno... whoever denied us Unreal Script? :erm:
The Trigger Script tool translates the Unreal Script into a friendly, easy to manipulate editor, but every line of "trigger script" has some Unreal Script behind it, which is probably saved in a .uc file somewhere.