New Horizon on 9/1/2006 at 14:55
Quote Posted by Ziemanskye
Assuming you get the bigger editor box with all the custom stuff in it.
Which from last report was something like 740Mb with just the rearranged TDS stuff in it. No Realist, No DarkMod.
I should be able to get it smaller. Orbweaver created an extraction tool, so the only thing I need to include is the recompiled, T3EnhancEd Schemameta files. We'll see. I'll be handing it over to Scott once I have the installer finished up.
@ Orbweaver, did you get my email about not being able to compile the .py file?
ascottk on 9/1/2006 at 17:00
Quote Posted by Ziemanskye
Not sure if I should say this, but I think that whatever ends up being done uses as little new content as possible.
I disagree on this one. OM content is horrible & I'd like to show what the community
can do. Flex our muscles & show how the Thief world should have been done in the first place
An alternate route would be an OM content version (the placeholders--textures & smeshes) would stay where they are then have that as one release. Then we'd replace those with new content as a "show-off" release.
Quote:
If we're trying to help the community to grow by showing what's possible we ought to show them what they can do out the box. That and it'd take less time if there's fewer custom resources needed to be sorted out, which give how long we've had with what came with the game and how little has come out is something to think about.
On the other hand people would ask "Why did they use OM content? If they can't do any better then why should I get involved?"
Quote:
By the same token I'm a bit worried about the use of the alternate editor or "realist project", but I'd be pretty much only on the art side of things so that's less of an issue I'd hope. I'm also probably a rare voice of dissent on that.
No concrete decisions have been made yet so there's time to debate.
Rantako on 9/1/2006 at 17:13
Quote Posted by Ziemanskye
By the same token I'm a bit worried about the use of the alternate editor or "realist project", but I'd be pretty much only on the art side of things so that's less of an issue I'd hope. I'm also probably a rare voice of dissent on that.
I don't see much of a problem using the alternate editor - most of the stuff in it (as far as I know) has been made by the community, and we would probably end up imlementing all of it anyway. So if you look at it that way, it saves us some work :cheeky: .
Anyway, I've been thinking - maybe we should try to do something completely original for one of the missions, something other than the usual mansion/rooftop/cathedral/bank things (obviously we would still use those in the rest of the campaign). After all, this is a chance to show what we're capable of - and what Flesh is capable of. The only thing I could think of is a ship, with Garrett as a stowaway or something.
Anyone have any more ideas?
Edit: Although a ship would be similar to the T2X train and the T2 submarine...
OrbWeaver on 9/1/2006 at 17:23
Quote Posted by New Horizon
@ Orbweaver, did you get my email about not being able to compile the .py file?
Just seen it, I'll have a look into it when I get home.
STiFU on 9/1/2006 at 17:31
Ok so we will be able to produce our Missions on multiple PCs. That's good! Everybody will learn of this. And big thanks to NH, that you support us with your T3enhancED. :)
It seems like Ascottk will be our project leader, or are there still argues about having none?
Quote Posted by veledan
you do need someone prepared to take a firm hand in setting deadlines and even reallocating work where it proves necessary
I hate deadlines and do really think that this would be a bit too hard. If i have to work under pressure i work unconcentrated und unclean. And the other thing is that there can always be something that prevents you from doing your work, like learning or sudden death :P. We have our final deadline, june 2006, and that should really be enough. But I hope that we'll be able to welcome you in our team soon anyway veledan. À Propos *welcome*. Welcome in the team doctormidnight. :)
And what about Norbik? Never heard anything of him, but his FM was just great. It would be great to have him in the team wouldn't it?
Quote Posted by crispy
I really like the five-mission campaign on the backpack... that was Rantako, right? Or did Rantako write the background and STiFU wrote the five-mission outline? It's a bit hard to figure out who wrote what... I vote we all sign everything on the backpack with our names.
Rantako wrote the background and i wrote the 5 mission campaign. And my name
was behind it!! :p But sorry i don't like your ideas that much because i really loved the mystical stuff on the last Thief parts and would really like to have some in our campaign. I edited/added Ziemanskyes post and added some new idea about the girl the blackpack.
Quote Posted by OrbWeaver
If TDM resources are donated then they will become available to the whole community, not just the project (I assume).
In effect people will still be able to create stuff "out of the box", it's just that the box will be bigger.
Thats exactly the point. Lets do some cool stuff. Feel free to do everything. I don't mean that we should put as many new thing into our missions as possible though. It shall just be a cool campaign. At least thats my oppinion. We'll host all static meshes at FleshMeshes anyway(if i finally got it finished^^) and if we create a texture pack, we could host it somewhere too.
But Z, what do you say about the art direction? You would definitely be the right person for supervising our mappers and texture artists.
And if there is another position left, I'd like to do the sound direction, while HansCZ and me are the only soundguys anyway until now. :)Edit:
Quote Posted by Rantako
Anyway, I've been thinking - maybe we should try to do something completely original for one of the missions, something other than the usual mansion/rooftop/cathedral/bank things (obviously we would still use those in the rest of the campaign). After all, this is a chance to show what we're capable of - and what Flesh is capable of. The only thing I could think of is a ship, with Garrett as a stowaway or something.
There is still the caribean scenery idea. :) Or real nature. A forest or something with ruins in it. I just got vue 5, so new trees and plants wouldn't be a problem at all. We wouldn't even need to uvmap them, which is surely the greatest thing on it.
Sorry for my long post, but there was said soooo much and i had to answer it all :)
New Horizon on 9/1/2006 at 18:26
Quote Posted by STiFU
And big thanks to NH, that you support us with your T3enhancED. :)
My pleasure! :) I'm happy to help out. Once released, it will belong to the community. I think there is a really good 'classic thief' foundation within this version of the editor. I just hope it won't be too hard to let everyone enjoy the changes. :)
I haven't documented all the changes as well as I should have, but I'll do that as much as I can. Once people have it, they can PM me if they have any questions about it. I think I'm most proud of the inventory lock picks and classic Holy Water Arrows. :)
GlasWolf on 9/1/2006 at 19:15
I'm slightly worried about the use of the alternative editor, simply because we don't know exactly what changes have been made. I'll hold off on that until NH has finalised everything.
Regarding custom content, I'm not too precious about using the original textures etc. simply because, as Scott says, it can certainly be improved upon. What I am slightly worried about is overreaching ourselves in terms of the timescale, and generating new content is never a quick process.
Rantako on 9/1/2006 at 19:26
I'm actually a bit concerned about the timescale itself. Contest 7 finishes at the end of February, which would give us three months until June. Three months to plan and build a whole campaign! Is it just me or does that seem overly optimistic?
I've put some more ideas over on the backpack (expanding on what I wrote before). STiFU, I've put your first post there under it's own heading so we can see clearly what's all there.
New Horizon on 9/1/2006 at 19:53
Quote Posted by GlasWolf
I'm slightly worried about the use of the alternative editor, simply because we don't know exactly what changes have been made. I'll hold off on that until NH has finalised everything.
The changes made have been finalised, just trying to get the installer finished up for ease of use. :)
(
http://www.timgormley.ca/t3enhanced.jpg) Screen Shot
I sincerely hope that the community will be able to embrace this work. I did my best to merge the stronger points of the original game into T3. Basically, T3EnhancED is Minimalist Lite...my goal was to balance the game with classic elements to make it enjoyable for the entire community.
Changes:
Just off the top of my head...here goes.
- The HUD: Classic, but further tweaked since the minimalist version. The compass no longer has an iron ring attached to all the letters, they float around the light gem...so it actually looks clean now....not stuffed together. The screen shot doesn't do it justice.
- Loot Glimmer is replaced by a Loot Shimmer, though if the realist mod is able to make Loot look distinctive, it will be VERY easy to remove from the editor. :)
- Fit guards do not grow tired...as in Minimalist, but now only drunk/ overweight guards lose their breath. FM authors can use this strategically.
- Holy Water Arrows are handled intelligently. I couldn't reproduce how they were handled in the classic games, but I think I've found a good sollution all the same. Each bottle of Holy Water will bless 3 arrows, but if you only have 2...or 1...then only that number will be blessed. All handled by scripts.
- Inventory lockpicks and keys. Very sweet. :)
- Inventory books.
- Custom sounds...but they're all built into the rebuilt Schema Meta Files...so when you install T3EnhancEd, they will be extracted for you into the proper folders.
- Edible food of course. :) Though I didn't make it as effective as in Minimalist. Since food was so rare in T3, I made it give the player 1/4 of a health point. I think I have it set to 1/8th now...if not, I'll have to do that before I release it.
- I merged the xbox and pc texture folders to make the editor more PC'centric. No need for an xbox folder now. Helped to cut the size down by roughly 90 megs I think.
I will really have to step through everything and properly document what I have done for you all. I'll ask Komag if I can make a T3EnhancEd version of his tutorial.
STiFU on 9/1/2006 at 19:57
We have time enough to try T3enhancED till KC7 ends, so we can decide then whether we want to use it or not. I will definitely have a tiny look at it on my brothers pc... (I just don't want to waste my install of t3ed, while i'm not finished with my FM)
NH the changes you've done are nice in my oppinion, though i will really have to look at the new compass. The one from minimalist project actually wasn't that cool as you said. And that lootglimmer thing. We are still able to add the original one again, aren't we? I liked it, but thats only my oppinion. The greates thing would be to toggle it on and off from within an option menu. But i don't think that we could get something like that running.