New Horizon on 3/8/2007 at 17:23
Wow...every time I think something cool won't come along, I'm surprised yet again. Too bad the version of Dromed used for these isn't available. It's little presents like this that make me think the Dark Engine source code might turn up one day...oh, to dream.
Digital Nightfall on 3/8/2007 at 17:35
Quote Posted by john9818a
I hope I'm not supposed to say this, or if it even means anything, but I found people names in specific areas of the two mis files I looked at.
Well we already know who was involved in making this game, in fact we have semi-detailed credits for it, so that's not really spoiling anything. :thumb:
Sluggs on 3/8/2007 at 18:08
Gah, I'm having trouble loading sleuth.mis and it's previous files... M02A_0084.MIS - M02A_0088.MIS
I've got it loaded a couple of times, but the damn thing don't want to load anymore! :mad: (I'm going through all the .mis files and fixing them) It's a big Museum of sorts. (Well, that's what it looked like on the outside. I never got the chance to see the inside, due to it crashing on me)
Oh, shame all those nice textures are missing full.pcx I guess the lost engine didn't need it.
ZylonBane on 3/8/2007 at 18:16
I've just looked at the archive briefly so far, but noticed there's tons of TGA textures in there. At the very least we may end up with some sweet new tree models out of this!
"ptree.tga" seems to be intended as a fake shadow to be placed at the base of a palm tree model. Neat idea if true.
JewelThief on 3/8/2007 at 18:20
Create a regular obj and fam file and dump the .zip's contents into them, open the missions like sluggs said (or you could try the deep.gam) and you'll find a few of the objects look right in game, although the texture format doesn't seem to work with T2.
Inline Image:
http://img337.imageshack.us/img337/6163/newstuffum8.jpgOnce I finally get my blasted mission I'm on done right now, I plan on some heavy pilfering-there's some GREAT work in here!
JewelThief on 3/8/2007 at 18:26
I'm finding substantially larger outdoor areas than we're accustomed to in the Dark Engine, evidently Deep was coded far better for that kind of thing-if we could just code that kind of size tolerance into T2!
Digital Nightfall on 3/8/2007 at 18:34
Howabout that light gem, eh? :D
In some ways, I can see it almost being easier to finish some of these missions than it would be to finish the Thief 2 Gold ones.
Less pressure on those doing it to "get it right".
It looks like all of the missions are based on a collection of real-world events / locations rather than a continuous plotline...
... which means an author could just focus on one mission to their heart's content and use real-world fact-finding to base their details and information on.
Dozens of new props and objects would have to be created, but real-world based objects and textures are much easier to come by than fantasy/scifi ones.
I am just musing. /ignore
JewelThief on 3/8/2007 at 18:51
I think a lot of it can't really be used due to the size (especially the street missions), if you were to detail it to the level you see in most FM's nowadays it would be too many polys on the Dark Engine and the framerate would implode. Small sections and internal brushes could be lifted to be used in FM's however which is what I may do when my current project is done. Still if someone could pull it off, I'd love to play it,:thumb:
Sluggs on 3/8/2007 at 19:20
Thanks R Soul! :D