sparhawk on 3/7/2007 at 21:34
Actually, basically (almost) none of the code, that we have added so far, was written with multiplayer in mind and thus will most likely not work. We didn't intentionaly break existing network functioniality, where it already existed in Doom 3, but if it got broken, because of our changes, nobody did notice it, or gave a second thought about it, because it is not an issue for us.
I wouldn't mind seeing a good multiplayer option for co-op thief experience, or thief vs. guards, but I know that I'm not the one doing it. :)
Oneofthe8devilz on D3world, who voiced some interest in doing this, so maybe he can look into it later on. Since he already did his own mod completely alone and with a high quality he would be a good person for doing this. And since he already released one pretty big D3 mod, chances are good that he would complete it.
Schwaa2 on 4/7/2007 at 02:50
@ Melan,
Not an official count but I think we're at about 300 objects and counting.
There are at least 4 chests now, several full sets of lights, torches, dishes, pots, a few flowers, ladders, ... Quite a bit of stuff so far and more being worked on all the time. It all looks quite good to me, I'm happy with all the models everyone else has made, great stuff. PinkDot's stuff was good before but is absolutely amazing now.
We're working on getting animated objects to work properly (physics,ect...), and deciding which options are best for which object types. The way they are handled are much different than Thief.
Thief objects had joints, these joints could be manipluated in Dromed, this was good in some ways but could be hard to use without custom scripts.
In Doom they can be animated with a bone structure like an AI, which means the physics are more taxing on the renderer, but the physics are more exact, not a big square like dromed. They can also be animated to do anything.
Or they can be more like Dromed, seperate objects, each with its own rotations settings, ect... This can save on physics rendering, but takes more set-up. SO we're trying to find the best option for each object for the level designers benefit.
This is one of those things that doesn't get translated well in updates. We could say 5 more models added this month, or 20... But it's almost not worth the effort in my opinion. First someone would have to keep track of dates...
Just be aware that everything in the mod is being worked on/added to and improved continually.
Springheel on 5/7/2007 at 13:14
Quote:
Not an official count but I think we're at about 300 objects and counting.
Actually, we passed 300 objects in April, so we're probably more like 325 by now, with all the modelling going on lately. :)
Schwaa2 on 6/7/2007 at 02:33
@ Melan again,
sorry, I read your post and by the time my rant was done I totally forgot about your question pertaining to the light particles.
It's 100% possible to have them. Alot of the lamps (all of mine for sure) have 2 antenea up top. The particle system works much like T2's but you can actually watch the changes you make take place in an editor window.
As far as whether or not they will be in Darkmod to start:
I do plan on making a bunch of standard particles at some point, there aren't too many right now.
I have been meaning to bring up particles for streetlamps on the team forum but haven't yet. I'll try and do it soon. either way, a particle could be put in the gamesys and attached by author if wanted pretty easily.
Morphi on 7/7/2007 at 06:30
Are you going to have many paintings in the mod?
I always really loved looking at the paintings in Thief and was disappointed in the few, low res paintings in Thief 3 and T2X.
Also the subject of the paintings were less interesting, something like this would be better than the portraits of T3:
(
http://www.artchive.com/artchive/m/millais/millais_ophelia.jpg)
Looking' forward for your mod :thumb:
Springheel on 7/7/2007 at 11:49
We've already got 30 different paintings in the game, and it's trivial to add more. And don't worry, there are no developer portraits. :)
Springheel on 15/7/2007 at 18:04
July update is up.
SubJeff on 16/7/2007 at 16:36
You know what I'm going to say, don't you? :rolleyes:
van HellSing on 16/7/2007 at 17:21
Everything looks fake, cheap and plastic. TDS might not have the highest resolution textures, but damn, they were artful and atmospheric. I also can't stand the custom texture patches for TDS.
Springheel on 16/7/2007 at 17:52
Quote:
You know what I'm going to say, don't you?
Not really. Should I?