Volca on 18/5/2006 at 10:25
It is true that without an editor, no new content could be made if dromed stops working, and because dromed is even bigger project than the engine (for example only the CSG and BSP calculations are not a simple thing, not talking about AI walk paths, etc...).
This is why I consider this project to enable playing the old missions (e.g. only those in the original format).
My effort is not to create a parallel project to the TDM, this would not be usefull much. If I would like to do something like this, then doing a tool used to export the original missions to a TDM compatible format would be a better idea.
As I understand, an explanation of the purpose was needed.
Sure the obstructions are huge, but I take it as a hobby project, and I like the chellenge.
sparhawk on 12/9/2006 at 09:13
Looks good. Does this mean that loading level geometry works already?
Vigil on 12/9/2006 at 09:16
Why are the textures getting so washed-out?
Domarius on 12/9/2006 at 09:22
I don't visit this forum anymore, but lucky I get email notifications of threads I've replied to in the past.
I'm really glad to see these screen shots :)
What I'm really looking forward to is multiplayer co-op on Thief 1 and 2 fan missions.
But this could happen two ways; With DarkFate, or with DarkMod if someone writes a map converter (doubtful, it'd be a huge task, our conversation systems etc would work nothing like DarkEngine's), and then someone implements multiplayer in DarkMod after we release it.
Not sure which one.
Yeah I noticed the textures look pretty washed out too. Like in (
http://darkfate.ru/files/media/audio/clearing/temp/screenshot_2.jpg) the green pixels on the floor really stand out. Did it look that bad in the original game? Can't remember.
clearing on 12/9/2006 at 09:28
Quote:
Why are the textures getting so washed-out?
As I have understood from (
http://sourceforge.net/projects/opde) :
"The problem with textures is still not fixed, but i'm trying though".
Who works in С++?
BrendaEM on 21/9/2006 at 01:51
Tenebrae is a hot rodded Quake 1 engine that does per-pixel lighting.
(
http://tenebrae.sourceforge.net/)
I believe that Quake 3 has been open sourced. The curves would add a lot to levels. Radiant is open now too.
I found this too.
(
http://www.icculus.org/quake3/)
The Quake family games are very reliable, but there is a catch, quake compilers use constructive geometery only, not the air-brush situation found in Thief and Unreal family games.
I am interesting in this. Thanks for the effort.
nident on 25/9/2006 at 09:50
Volca, this is absolutely fantastic! If this reaches a point when the good old missions are playable we can have procedural textures and then the graphics will be much better than in TDS. Whilst the graphics in TDS are better than in T2 (and T1, of course) I was always bothered by how the shadows looked on the brick walls with deep cracks. A little bit O/T: To be honest I wish that TDS had never been released since the playability wasn't anywhere near that of T2 but having seen the graphics of TDS I could no longer enjoy T2 as much as before. But this indeed seems like something that will rescue Thief. I might be able to contribute something at some point - I have written two relatively simple 3D game engines as school exercises so I'll consider abandoning my dromed work in favour of this.
clearing on 25/9/2006 at 10:02
Quote:
I might be able to contribute something at some point
nident, if you would like to read what is happening on the developer side, please register your e-mail on opde-devel mailing list.
Here: (
https://lists.sourceforge.net/lists/listinfo/opde-devel)