New Horizon on 5/12/2006 at 03:38
A moss arrow hasn't been completed yet, but it's on the list.
ZylonBane on 5/12/2006 at 04:15
Please, not a vine arrow. That's copying Thief a little too closely. And pointlessly. Just have the standard rope arrow stick in vents.
Really should get rid of the little crank on the noise arrow too. That's just begging to snag on something.
New Horizon on 5/12/2006 at 04:27
Quote Posted by ZylonBane
Please, not a vine arrow. That's copying Thief a little
too closely. And pointlessly. Just have the standard rope arrow stick in vents.
Our vine arrows do not create a hanging vine, like classic Thief vine arrows. I'm pretty sure we covered this a few times in our forum. They spread over the surface of a wall so the player can climb on them. We wanted to give FM authors the option of wall climbing...without silly climbing gloves. We haven't worked out exactly what rules/limits to apply to them just yet...but we might also make it so you can shoot them with a single water arrow to gain a little extra climbing height.
Quote:
Really should get rid of the little crank on the noise arrow too. That's just begging to snag on something.
Well, it hasn't snagged on anything yet. ;) I think the collision model would have to be pretty detailed. lol It's there for visual effect, I think we'll survive without removing it.
242 on 5/12/2006 at 12:05
How about NEW type of arrows? T2X had some, you could invent something exclusive too. All the same arrows/items would be boring.
New Horizon on 5/12/2006 at 14:28
Quote Posted by 242
How about NEW type of arrows? T2X had some, you could invent something exclusive too. All the same arrows/items would be boring.
How about, no. We're not T2X, we're not building a campaign right now. Our mandate is to create a classic Thief style toolset. That means...Thief Basic weapons. It's also not really within our scope to start designing a bunch of new arrows 242, we have lots of work to do...and not enough people to do it. What we could use right now, more than new arrows, is two or three more experienced coders. Hell, just more community support in general.
Re-creating the classic Thief experience is a task in itself, we're getting there...but it's enough work without going overboard creating new items that would take time away from more important things. We reworked vine arrows because the ability to do it already exists. Creating a ladder in D3 is as easy as placing an invisible 'ladder texture' on a surface and climbing on it. For vine arrows, we need a vine decal that will appear to grow over the wall. Wherever it touches, you can climb.
As I have personally stressed so many times, the Dark Mod is a
toolset will be open source, the doom 3 source code will also become open source. If players desire extras, nothing can hold them back from doing so after we release the mod. If the community thinks that everything we have done sucks, they can also rewrite it if they wish, that's the beauty of it this engine.
I placed a message in the T3 editing forum for a programmer to come in and work on a side project for our custom editor. We would like to include a T3Ed style script GUI, but with one major difference in that you can add new scripting options to the list. I can't assign this task to either of our two Dark Radiant coders, nor can I assign it to our core mod coders. We'll see what my request for help yields.
Schattentänzer on 5/12/2006 at 14:32
Well, the T2X team already had a working Thief engine. We decided to focus on the core features before we move on to additional content - if you asked us about progress in a few months and we'd say "Well yes, our AIs can't find their own asses in the dark, but we have these cool 20 arrow types" that wouldn't sound too good either, aye? ;)
That said, we have discussed expanded uses for the existing arrow types - read what New Horizon said about the vine arrow, for example.
Hey NH, stop posting while I'm typing
ZylonBane on 5/12/2006 at 14:40
Quote Posted by New Horizon
Well, it hasn't snagged on anything yet. ;) I think the collision model would have to be pretty detailed. lol It's there for visual effect, I think we'll survive without removing it.
I'm speaking more toward verisimilitude than actual in-game behavior. Pulling that noisemaker arrow out of a quiver would send the other arrows flying out onto the ground.
The big hand crank doesn't even make sense, unless you have to wind them up before launching them. It would be more reasonable to assume that they're pre-wound.
New Horizon on 5/12/2006 at 15:06
Quote Posted by ZylonBane
I'm speaking more toward verisimilitude than actual in-game behavior. Pulling that noisemaker arrow out of a quiver would send the other arrows flying out onto the ground.
The big hand crank doesn't even make sense, unless you have to wind them up before launching them. It would be more reasonable to assume that they're pre-wound.
Well, to be fair...walking around with a quiver full of all these arrows would be next to impossible anyway. Worrying about the hand crank isn't on our high priority list at the moment. We'll deal with the finer details as we spit shine the toolset during the beta testing phase. There are simply more important things to worry about at this time. If we broke into a sweat about tiny details like this, we would get nowhere.
Volca on 5/12/2006 at 15:27
To shift the topic slightly...
How is the object system in TDM constructed compared with the Dark Engine's?
Do you work with the same properties+links+etc. or have a different approach?
Thanks for the great work you've done so far. I'm indeed looking forward to this.