New Horizon on 27/3/2009 at 01:55
Quote Posted by sNeaksieGarrett
I'm not sure I quite understand, but I'm sure that is ya'lls intention. Which is fine, I'll find out once the beta is out.
Well, it looks like T1/2 lockpicking. No hud required, just the use of both sound and visual cues from the handle. The rest of the details will have to wait. ;)
Neb on 27/3/2009 at 02:56
That sounds fantastic. Can't wait to try it out.
Kin on 28/3/2009 at 16:42
I imagine that lockpicking will work by mooving the mouse back and forth - up and down like hoding a pick in a real lock trying to push the pins of the lock. Maybe with a sound aid. Am i right:cheeky:
BrokenArts on 28/3/2009 at 17:34
Nope! ;) You're sorta kinda close, then again, no.
New Horizon on 28/3/2009 at 19:54
Quote Posted by Kin
I imagine that lockpicking will work by mooving the mouse back and forth - up and down like hoding a pick in a real lock trying to push the pins of the lock. Maybe with a sound aid. Am i right:cheeky:
Nope, it's nothing like T3, as we said....it looks like T2, but the player is a participant and not just an observer. I will say this much. You select your lockpick, hold down the frob button with the door hilighted to start the picking sequence. You will release the frob button at a specific moment to advance to the next stage of the lock. It's challenging, requires some attention, but it's not frustrating. Like T2, the door handle moves and provides you with visual feeback.
That's all I can say until we have finalized the system. It's almost there, but you never know...things can change.
PsymH on 29/3/2009 at 08:18
After I see a few threads about fog problems in Thief 2...
Maybe this is a silly question and I don't know how many ask about it, but: Is it possible to create fog in TDM with the Doom3 engine?
And if yes, has it a effect on scene complexity and rendering?
Fidcal on 29/3/2009 at 08:59
Yes, I have it in one of my missions under development. I'll see if I can dig out a screenshot. To the best of my knowledge it has little or no effect on performance. That is, as with Thief, distant objects hidden by fog still have to be processed. However, there are means to 'switch off' distant objects so no doubt someone in the future will use this to improve performance.
Fog in TDM is normally a special kind of light but it might also be achieved using particles or an overlay or some combo. There are all sorts of possibilities that people might explore in the future.
At the moment, fog (the normal fog lights) is not ideal unless it completely fills a mission like a misty cave mission or something. In normal missions you naturally have to break it up into blocks and it is the joins that are difficult to mask. But as I say, I am trying this in a current mission. If I had planned for fog I could have made this a lot easier for myself but I thought of adding fog later. I'll try and add a screenie.
clearing on 29/3/2009 at 09:51
Interesting! Thanks for info, Fidcal :thumb: