New Scripts: tnhScript 2.1 [final] Public Scripts 2.1 [second test] - by Telliamed
Yandros on 23/5/2009 at 21:45
The brush, light and ambient limits would be great to break free from as well. Ill send you a gift for every limit you manage to increase. Seriously.
LarryG on 23/5/2009 at 22:47
I'll chip in on those gifts. Just let me know, Yandros.
R Soul on 23/5/2009 at 23:07
Wouldn't such a thing involve getting the players to update their Thief2s? It's hard enough getting them to install custom scripts :sweat:
Nameless Voice on 23/5/2009 at 23:28
And we're forgetting that IIRC hacking DromEd is a lot easier than hacking Thief2.exe as well, since DromEd was compiled with the debug info in it.
Kanditter on 24/5/2009 at 12:11
Quote Posted by Nameless Voice
I think people would be very pleased if you could increase the hard-coded onscreen poly (1024) limit
I did some work on that a few weeks ago.
(
http://i136.photobucket.com/albums/q168/Kanditter/Limits/Dromed1.jpg) Before (
http://i136.photobucket.com/albums/q168/Kanditter/Limits/Dromed2.jpg) After
Unfortunately there is also a 768 cell-in-view limit, which appears in a lot more parts of the code.
Normally the game crashes at this limit, but it can be turned into a non-crashing limit (still doesn't render more polys though :().
(
http://i136.photobucket.com/albums/q168/Kanditter/Limits/screenshot1.jpg) Example
This works in both dromed.exe and thief2.exe
Quote Posted by R Soul
Wouldn't such a thing involve getting the players to update their Thief2s? It's hard enough getting them to install custom scripts :sweat:
I think you should be able to patch the thief2.exe at runtime from a custom script module.
Obviously that only works for missions that include that module. Or you could make a custom build of DDFix that includes the fix.
Quote Posted by Nameless Voice
And we're forgetting that IIRC hacking DromEd is a lot easier than hacking Thief2.exe as well, since DromEd was compiled with the debug info in it.
thief2.exe contains a subset of the dromed.exe code (I think).
Once you have a fix working in dromed, you can search for the same part in thief2 and fix it in a similar manner (obviously the addresses are different).
I also made a script for changing game speed (in thief2) and turning rain on/off.
I wouldn't consider it stable though (how many versions of the patched 1.18 exes are there?)
Yandros on 24/5/2009 at 12:19
Oh God, that brings tears to me eyes! I never thought I'd see that whole castle in one shot. Please keep working on this!
<img src="http://i128.photobucket.com/albums/p167/anthem2521/Shrek_2_Cat-eyes_L-01.jpg" width=240 height=342>
PsymH on 26/5/2009 at 15:45
Even this is just a beginning (or am I wrong ? :eek:), this is absolutely amazing. How did you this? :D
qolelis on 26/5/2009 at 16:06
Quote Posted by Kanditter
Unfortunately there is also a 768 cell-in-view limit, which appears in a lot more parts of the code.
Normally the game crashes at this limit, but it can be turned into a non-crashing limit (still doesn't render more polys though :().thief2.exe contains a subset of the dromed.exe code (I think).
Great work so far! I think both authors and players would praise you to no end
(or at least until we get used to it and demand more :sly: ) if you made this work.
Telliamed on 26/5/2009 at 23:31
The problem is missions created with a modified Dromed would be unplayable in an unmodded Thief. Some(many)one will inevitably try to play a no-limit mission which will result in Bad Thingsā¢ happening. There's no reliable way to prevent this.
And many of the limits are enforced because of fixed-size buffers. AnimLights, for instance. Nothing you can do about that.
Quote:
I think you should be able to patch the thief2.exe at runtime from a custom script module.
Obviously that only works for missions that include that module. Or you could make a custom build of DDFix that includes the fix.
OSMs load too late for that. And DDFix doesn't patch anything, it's just an emulation layer over DDraw.
(this zlib bug is mocking me... I can
ignore the error, I just can't
avoid the error.)
Nameless Voice on 27/5/2009 at 00:12
Quote Posted by Telliamed
The problem is missions created with a modified Dromed would be unplayable in an unmodded Thief. Some(many)one will inevitably try to play a no-limit mission which will result in Bad Things™ happening. There's no reliable way to prevent this.
Well, there is. Something similar to Version.osm?