ZylonBane on 12/8/2007 at 15:38
Quote Posted by JewelThief
I think we could agree on some basics:
You forgot the most important one:
Compatibility with modern graphics cards.
JewelThief on 13/8/2007 at 01:26
True, that would cover no 3 automatically.
Yandros on 13/8/2007 at 02:24
Not necessarily, compatibility doesn't mean "works well with", it just mean "works with".
ZylonBane on 13/8/2007 at 02:38
No, I meant "works well with".
Dark Engine games are, sadly, only partially compatible with current video cards.
Telliamed on 23/8/2007 at 22:15
Y'know, this really has more right to be in the ShockEd forum.
Just looking at the gamesys right now. (I love Python.)
A Kalishnikov by any other name?
Oh my god! They killed
ScriptParams! You bastards!
Well, don't expect to see custom scripts for DC anytime soon.
ps. doesn't "deep cover" sound like the name of a porn game?
ZylonBane on 24/8/2007 at 03:22
Quote Posted by Telliamed
A Kalishnikov by any other name?
Well, from looking at the models we already knew that was going to be in there. Looks like the weapons were going to include the AK-47, Colt-45, Sten Mk IIS, rifle (type unknown), crossbow, knife, and pen.
Telliamed on 24/8/2007 at 21:20
Quote Posted by MH.TheFreak
Maybe Telliamed's "ObjTree" can open these gamesys files... :idea:
Yes. Load up the SS2 schema for it to get most of the properties. There's not that much new as far as data formats. Properties that are in both T2 and SS2 have been updated to the T2 version. New ones are AI_Dog_Combat, AIFrob, DPCAIRanged, QuickDecal, and "Decal Sentinel" (which continues the Dark Engine tradition of misspelling.) There's also a "Decal Sentinel" link flavor.
Stuff from T2 mostly has to do with rendering. Fog, weather, invisibility, runtime object shadow, and face animation. Suspicious is also there, but without the minimum light field. GunReliability gets an extra field. AI can path water, but can't fire through objects. There's no big AI.
For gameplay, it's pretty much the SS2 system. QuestBits, ecology, CharGen, logs. But the LandingPoint link isn't there. Elevator related properties are also only half-there. So I think it was just going to be a linear story, (Maybe they intended to add MissLoop later.)
Curiously, there's both TrapFlags
and TripFlags properties.
Biggest change is a version bump for receptrons. And this is why I think you can't load some of the files in Dromed. The size for receptron data was increased from 32 to 64 bytes. If you use ObjTree, stay away from the receptrons. I'll have to rebuild the program to accomodate it.
In the meantime, however, I made this python script to convert a file (MIS or GAM) back to the old receptron format. It just chops off the extended data bytes. If there's non-NULL data there, it will print the name of the receptron action with "!", otherwise it just shows the name.
Edit: see my next postNo idea if this will do any good, as a thunderstorm just rolled through and cut of main power.
Martin Karne on 25/8/2007 at 03:39
Great, now if this game could be realized by our fan mappers/coders it would be just great, too bad it will have to use either SS2 or T2 engine.