veledan on 9/1/2006 at 20:22
NH wrote:
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I will really have to step through everything and properly document what I have done for you all.
Thanks for the description so far! It sounds like you've done a fantastic job and I'm looking forward to seeing it.
I too can spare you 500G or so of download bandwidth on veledan.com (hopefully enough!) on a fast maintained server... I'll create newhorizon.veledan.com and PM you the ftp login details. No need to consult me before using it as you see fit. I only use the site for distributing stuff between friends and I have that much bandwidth going to waste every month.
New Horizon on 9/1/2006 at 20:26
Quote Posted by STiFU
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)
You can install multiple versions of the editor on your PC, just make sure not to install over top of the existing one. :)
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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.
I think this version of the compass is better, it's the same concept as T3 (integrated lightgem/ compass combo) really nothing different there...it just takes up less screen space and looks better with the classic light gem. I wasn't able to get it looking right the first time but that was because I didn't have time to edit the original compass model. Looks clean now.
Loot glimmer can be added back, but if the realist mod can add speculars to the loot, you won't even need the shimmer effect I added. I hope once you see the shimmer effect you'll agree that it's a better gameplay balance than the glimmer. It shimmers less frequently and is harder to spot from accross the room...unless it's something like a painting but that's a rarity in most cases.
New Horizon on 9/1/2006 at 20:27
Quote Posted by veledan
NH wrote:
Thanks for the description so far! It sounds like you've done a fantastic job and I'm looking forward to seeing it.
I too can spare you 500G or so of download bandwidth on veledan.com (hopefully enough!) on a fast maintained server... I'll create newhorizon.veledan.com and PM you the ftp login details. No need to consult me before using it as you see fit. I only use the site for distributing stuff between friends and I have that much bandwidth going to waste every month.
That is a very generous offer. :) Thank you so much. Once I get the installer finished, I'll post it and the installer source files up there.
veledan on 9/1/2006 at 22:55
Quote Posted by New Horizon
That is a very generous offer. :) Thank you so much. Once I get the installer finished, I'll post it and the installer source files up there.
Welcome! When NH does publish the files, everyone please remember to use a download manager! I'm sure neither you nor I'd like to see a download break after 750Mb :eek:
ascottk on 9/1/2006 at 23:51
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.
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.
We could use T3EnhancEd for the final project. Besides it's an improvement to the editor (as well as content *WAY TO GO, NH :thumb: *) so if we're used to the default it won't be a big jump to NH's version.
Regarding the custom content: there's a lot done already (mainly relating to the Realist Mod) & I can churn out stuff fairly quick. Also there's the Dark Mod content when it's ready. Custom content could be incorporated for the final project as well.
Quote Posted by Rantako
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.
Those of us not in C7 could get a start on things. In a previous post of mine I said I have three maps started for C7 but not happy with them. I'm sorry to say I'm out of C7 because entering contests are not my style. I'm more happy with tweaking, texturing, etc. but coming up with a story (or adding a beginning/expanding to Krellek's Labyrinth) is not making me happy:erg:
Crispy on 10/1/2006 at 00:25
Quote Posted by STiFU
Rantako wrote the background and i wrote the 5 mission campaign. And my name
was behind it!! :p
Ah, okay, sorry about the mixup. :)
Quote Posted by STiFU
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.
Oh, don't get me wrong, I didn't mean to imply that mystical was bad, because it's not, it's great - I just wanted to reconcile the persona of the little girl as street pickpocket (as in the end of T3) and the mysticism of her appearing in dreams. There needs to be a reason behind it even if that reason is never explained, otherwise inconsistencies develop that can't easily be explained away.
Of course you're free to disagree, I'm willing to debate...
About T3EnhancEd - the only change I'm really wary of is the inventory keys and lockpicking. I really don't like how you have to use them as potions, it's just counter-intuitive. It doesn't feel like I'm unlocking a door with a key; it feels like I'm rubbing a magic crystal so that portals will magically open when I approach, or drinking a magical brew of you-can-now-unlock-this-door-potion.
New Horizon on 10/1/2006 at 01:30
Quote Posted by Crispy
About T3EnhancEd - the only change I'm really wary of is the inventory keys and lockpicking. I really don't like how you have to use them as potions, it's just counter-intuitive. It doesn't feel like I'm unlocking a door with a key; it feels like I'm rubbing a magic crystal so that portals will magically open when I approach, or drinking a magical brew of you-can-now-unlock-this-door-potion.
I'm not sure I understand what you mean. It's the same as using keys in the original games, the only exception is that it had to be mapped to the 'use' key since T3 was set up that way.
I have my 'use' key bound to my mouse scroll wheel, which I can press like any other button. Unfortunately, those whose mouse wheels aren't pressable, will have to use whatever key they have mapped 'use' to in their settings.
Perhaps you're misunderstanding how it actually works. It's interactive, like the originals, you select a key from inventory and press 'use' to try it on the door. Same with the lock picks.
It's going to make playing the game more challenging. You can relock doors and I'm sure you can even give an AI a master key so they can get themselves out. Also, the player isn't automatically sucked into lock picking position.
You'll be able to try it out soon enough. :) I'll have a little test map included.
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We could use T3EnhancEd for the final project. Besides it's an improvement to the editor (as well as content *WAY TO GO, NH *) so if we're used to the default it won't be a big jump to NH's version.
If you choose to start building, you'll definately want to build the entire thing in T3EnhancEd. It's not that I changed everything, it's just that what has been changed will likely break your maps in some way. Nothing serious, just orphaned archetypes. At any rate, take a look at it. I'm giving it to the community. It's something I believed in and worked towards since T3 came out. Consider it my gift to the community and an effort to make T3 stand closer to the previous games in quality, challenge and gameplay. :)
jay pettitt on 10/1/2006 at 01:38
Isn't the intention of the Realist Mod to replace the stock materials and isn't it therefore non-critical for this project? Original textures can be replaced or left intact before/during/after the event at the individual user's discression.
You won't get 5+ high quality missions of custom content out for June. One (or more) of those variables will have to give. (clue - If you extend the deadline, you'll continue extending the deadline as you grow the project scope with ever increasing quantities of feature creep and risk never releasing anything.)
There will be other projects. There's no reason to make this the fan made campaign to end all fan made campaigns. Let's concentrate on getting something out the door. We can try something a with little more dash and daring-do for Community Project II.
ascottk on 10/1/2006 at 02:03
Quote Posted by jay pettitt
Isn't the intention of the Realist Mod to replace the stock materials and isn't it therefore non-critical for this project? Original textures can be replaced or left intact before/during/after the event at the individual user's discression.
It's basically a replacement so it is non-critical. The only exceptions are the smeshes (T1/2 style streetlights).
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You won't get 5+ high quality missions of custom content out for June. One (or more) of those variables will have to give. (clue - If you extend the deadline, you'll continue extending the deadline as you grow the project scope with ever increasing quantities of feature creep and risk never releasing anything.)
I'm pretty sure we don't need a lot of custom content & I'm leaving for Alaska for a couple of weeks in June.
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There will be other projects. There's no reason to make this the fan made campaign to end all fan made campaigns. Let's concentrate on getting something out the door. We can try something a with little more dash and daring-do for Community Project II.
I wasn't intending to have this the greatest of all FMC's. IMO I want this project to be better than the OMs (which wouldn't be that hard ;) )
GlasWolf on 10/1/2006 at 03:26
How about aiming to get the first mission out the door by June, then a rolling release a la CoSaS (umm, theoretically)?