demagogue on 16/3/2013 at 05:59
I'm very happy staying with Tdm mapping whatever comes of T4, but that doesn't mean I don't want to see a T4 editor. I would love for there to be one, and I would definitely play its FMs (if they were fun). I imagine T4 will have lots of lush func_statics, textures, ai models, sfx, etc., all the assets, on par with dx:hr, and building with that would be dreamy for any mapper. I wanted a dishonored editor for the same reason.
The issue this time around, though, (different from Tds) is that the maps can only be as good as the gameplay mechanics. It's just necessary to have good stealth mechanics (shadows & ai) and the ability to make open maps for FMs to work.
I think it's an academic issue though since I think there's almost no chance we'll see an editor, knowing the current state of things. But I'd be happy to be proven wrong.
Ungoliant on 16/3/2013 at 06:07
Quote Posted by demagogue
I think it's an academic issue though since I think there's almost no chance we'll see an editor, knowing the current state of things.
I'm tempted to disagree. I think the only bone they are going to throw to the Thief community is an editor. They'll massacre everything else, and tell the Thief community "shut up, we gave you an editor". Even this might be wishful thinking.... and yea, I'm not going to play with the editor for a thief game where any mission I create allows a player to use a rope-claw to do a full-frontal QTE takedown on a guard that is alert to Garrett's presence from 10m away. This may be an exaggeration, but somehow it rings truer than "there will be no cut-away QTE kills/ko's"
Renault on 16/3/2013 at 06:27
Quote Posted by Captain Spandex
That's a fallacy. And a very common one on these forums.
Not according to Krypt, an Ion storm level designer who used to post here. Check this link:
(
http://www.ttlg.com/forums/showthread.php?t=93994&p=1213532&viewfull=1#post1213532)
Quote Posted by Captain Spandex
Randy Smith and Warren Spector have both given interviews explaining the engine's limitations. The game required as much RAM as the PS3 has today.
Not trying to be a smart guy, but do you have a citation to back that up? Because it's pretty much the opposite of what Krypt is saying in the link above.
Briareos H on 16/3/2013 at 06:52
Quote Posted by Captain Spandex
Dynamic and transitory light sources/shadows weren't actually added in Thief 2.
That was Thief: Deadly Shadows.
Thief 2 did add a support for dynamic light sources as guards could have carry-on lanterns that affected visibility.
What T:DS did was add a fully-dynamic, per-pixel, unified lighting system with stencil shadowing.
june gloom on 16/3/2013 at 06:54
I vaguely remember a guard in a Thief Gold FM carrying a lantern that could light you up as well.
jtr7 on 16/3/2013 at 07:01
Quote Posted by Briareos H
Thief 2 did add a support for dynamic light sources as guards could have carry-on lanterns that affected visibility.
What T:DS did was add a fully-dynamic, per-pixel, unified lighting system with stencil shadowing.
Remember the Wisps in
Trail of Blood, Captain, the Flares, and the Fire Elementals, Fire Shadows, and the way firebolts and fire arrows lit the surroundings?
Briareos H on 16/3/2013 at 08:03
I updated the first post to add "that affect visibility" to those lights, since idTech2 did the colored, dynamic lights first.
Jason, do you remember anything about that lantern dethtoll is talking about? I seem to remember something similar, so that might have been a Thief 1 feature then, I have doubts now.
jtr7 on 16/3/2013 at 08:15
I remember lanterns carried in FMs, but I don't know which ones, let alone if it was TG or TMA. I can find out. Be right back...
Briareos H on 16/3/2013 at 08:21
According to Spike14's complete DromEd tutorial, attached, switchable lights are supported in T1/G, with a source/receptron workaround to make them affect visibility. (
http://southquarter.com/dromed/?p=32) Another link at Dromed Central.
Wow, that engine was a beast.
nickie on 16/3/2013 at 08:27
They're quite common in TMA FMs. A bit of a pain in the a as I seem to spend hours dropping bodies at just the right angle so the lantern is hidden in a wall. Some authors do set it up so the lantern is left behind though.