The_Dude on 3/8/2007 at 22:56
Quote:
Or you could just follow the last link in the first post of this thread.
Always the smart ass. :tsktsk:
demagogue on 4/8/2007 at 20:30
Wow, these are big. All that work!
Anybody notice some levels where the PC moves considerably faster, and when he turns it banks sharply? It almost gives me the impression that he's on a motorcycle, like for a quick escape.
As for those very wide open spaces JewelThief was worried about working when fully developed ... in all the cases I saw, it wouldn't be hard to break up that space with some well placed walls and buildings so the lines of sight aren't so long. Just because they put a wide open space there doesn't mean we have to keep them as is, esp if they won't run, and esp when so much of the other stuff can, so it'd be ashame to dismiss 95% of the good for 5% of the bad but changeable.
Of the reasons why might not be finishable in dromed, that's not a very good one.
R Soul on 4/8/2007 at 20:41
If you save a mission after using the "scale_player_speed" command (in editor mode only), the speed will remain scaled even when the mission is reloaded.
I think the maximum is 5, but the stability problems begin at around 3. In a fully functioning mission (scripts loaded etc) high player speeds are bad for your health.
In fact, the speed change will even affect the player though Thief2.exe, so you could make an FM where you played a faster character than Garrett.
Sluggs on 4/8/2007 at 21:31
:idea:
Thanks for that, R Soul. :thumb:
Digital Nightfall on 4/8/2007 at 22:18
Quote Posted by R Soul
In fact, the speed change will even affect the player though Thief2.exe, so you could make an FM where you played a faster character than Garrett.
Which would be great if you could set it to ... maybe, 1.2 or .15 or something (can you? I've never tried) as 2 is rather inhumanly fast. Of course, Garrett is still the fastest thing in the entire Thief Universe, isn't he?
Sounds like the author just had player speed hyped up for testing purposes on the super-big maps ...
R Soul on 4/8/2007 at 23:30
Quote Posted by Digital Nightfall
Which would be great if you could set it to ... maybe, 1.2 or .15 or something (can you? I've never tried)
It seems so. Not tested through t2.exe but it's okay in Dromed.
I had it set at 2 for my Crap Contest FM (Thief 4: The Medal Age)
ZylonBane on 4/8/2007 at 23:31
Quote Posted by Digital Nightfall
Howabout that light gem, eh? :D
There are actually two different light gems included in this archive-- the "thermometer" style one, and other that's integrated into the Rolex HUD. You have to rename WATCH01.BIN through WATCH17.BIN to UICRY01.BIN, etc, then copy them and WATCH.TGA into the appropriate folders to see it.
In other news, I've typed up descriptions of all the object models and the textures that each use. Uploaded here:
(
http://clayh.net/ttlg/dc_model_list.zip)
The ZIP contains an Excel spreadsheet, and the same spreadsheet as HTML.
Sluggs on 4/8/2007 at 23:41
That's brilliant, thanks ZB. :thumb:
*Zaccheus* on 5/8/2007 at 10:12
Thanks for posting this Digital Nightfall. And thanks to whoever gave this stuff to you!
Quote Posted by New Horizon
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.
I would LOVE to get my hands on the T2/DromEd2 source code.
Oh, to dream indeed.
:D
Sweet.
Quote Posted by ZylonBane
In other news, I've typed up descriptions of all the object models and the textures that each use. Uploaded here:
(
http://home.att.net/~clay.h/ttlg/dc_model_list.zip)
The ZIP contains an Excel spreadsheet, and the same spreadsheet as HTML.
Cheers!