CiroConsentino on 23/2/2014 at 11:43
Wow, removing the loading zones is some cool stuff.:thumb:
I like the blue fog though. Never had a problem with it.
I always use John P. high res textures though... can't play the game without them :)
snobel on 23/2/2014 at 18:08
No worries - you'll be able to play Gold with or without John P (and hopefully with or without the Minimalist Project as well).
voodoo47 on 23/2/2014 at 18:59
I think I'm actually looking forward to play T3G more than T4.
Beleg Cúthalion on 25/2/2014 at 06:39
I sort of feared people might think this way. :erg: Anyway, Seaside Mansion works, as well as the Clocktower transition. Now let's stop time.
Beleg Cúthalion on 1/3/2014 at 21:32
After fixing a broken patrol in Rutherford Castle which could make ghosting impossible, I've decided to fix another patrol in the Clocktower which would otherwise cause a guard to remain standing in the middle of a narrow corridor. However, right now the problem of fans and gears not spinning anymore as soon as the ibt map is generated worries me a bit. After all, a Clocktower with silent gears isn't the point of a Clocktower. :erg:
On a related note, it seems like there was a larger "chaos" section planned with fleeing Hammerites, broken steam pipes and general havoc. I wonder if parts of it could be restored as soon as the player sabotages the clockwork. The game gives seven seconds before ending the mission, there should be time for some fireworks. :sly:
Edit: Chaos is already used, so I've given the player three more seconds to enjoy the mayhem which starts at the end. Speedrunners be hatin.
CiroConsentino on 2/3/2014 at 11:27
Awesome work. This project is getting better and better.
Beleg Cúthalion on 3/3/2014 at 07:09
Well, hopefully. The turning gears have been fixed but I wondered about a more gameplay-related issue. You can see right at the beginning of this clip that some Hammerite guards just stand there in troublesome spots without doing anything: (
http://www.youtube.com/watch?v=KhgzHNjkZBI)
This makes the section very hard to ghost. Would you think this requires a tiny fix? After all, we're planning to add better AI awareness options for SU versions yet to come.
Edit: Snobel, you can also see in the vid that in the original game the gears won't move again after a savgame load. :p
bikerdude on 3/3/2014 at 08:26
Quote Posted by Beleg Cúthalion
This makes the section very hard to ghost. Would you think this requires a tiny fix?
Yes and glad to see your still working on this mister!
snobel on 3/3/2014 at 08:27
Quote Posted by Beleg Cúthalion
Snobel, you can also see in the vid that in the original game the gears won't move again after a savgame load. :p
Ah,
those gears... :) I don't think I've ever seen them spinning. Nice improvement there!
I'm not much of a ghoster but I wouldn't object to a minimal change to allow ghosting that spot without 30 reloads.
Not terribly important but, while you're at it, can you fix the clipping errors - the oil flask and the chest?
Beleg Cúthalion on 3/3/2014 at 09:52
I think I've already tweaked something there but I'll have a second look. For instance I also turned a chest by 180 degrees which opened towards the corner in which it was standing. If I was to add further tweaks, I would attach scripts that increase the highlight bias of objects within each chest once the lid is open, so that you rather frob the content and not the lid again. But I don't really know if that is necessary. Then again, I got stuck in a chest yesterday because I couldn't frob an oil flask when standing in front of it. :erg: