SneaksieDave on 20/3/2005 at 17:58
Yes, there is. For most things you want to do in UnrealEd, there is usually a way.
Select an object in one of the views. Right click -> Obsolete -> Align Cameras. If they haven't already, then as soon as you move/refresh any of the windows, they'll all synchronize to the same spot, that entity.
Once you get used to the mouse movement, you'll be glad it's there, and so much faster.
Draconius on 20/3/2005 at 18:13
Both the editors have amazing capabilities, but in the end I believe the question is which plays in-game better.
Thief: DS lacks things like swordplay ( :tsktsk: ), sunlight, rope/vine arrows etc , swimming, swordplay, the smooth feel of not being attached to garrett's animations (making 1st person an annoyance at times), oh and did I mention swordplay? Thief III has it's definite upsides don't get me wrong, but in the end I can say that after weeks of work Id wanna play my created level on the thief I/II game engines that gave me such a more enjoyable experience!
Until we all figure out ways past these limitations, I'll always be old school-taffer at heart.
TF on 20/3/2005 at 18:54
I demand an editor just like Dromed, only with an absolutely INSANE amount of elements available to edit in the gamesys, and as little hardcoding as possible.
And with a large code window where you can modify the game AND the editor dynamically too through say C++, TO EACH HIS OWN.
Yeah, I know.
irR4tiOn4L on 22/3/2005 at 10:53
I want the Dark Mod
scumble on 22/3/2005 at 11:27
Swordplay, Draconius? That was usually a fairly good way to get killed. A dagger probably makes more sense, rather than lugging a heavy clangy sword around.
It's better to just appreciate what Deadly Shadows has rather than moaning about rope arrows. Seems that way to me. The beautiful lighting engine more than makes up for the "limitations". After all, the whole concept practically revolves around the shadows.
SneaksieDave on 22/3/2005 at 18:06
It's definitely a worthy Thief (with its share of problems), and is capable of some really really cool stuff. I personally can't wait for the Imperium and T2X teams to finish up and get on over here (assuming they aren't already). If more people would fire up the editor and just look through the actor browser, the schema browser, the script editor, the metaprops, the linking possibilities, the inheritance, the behavioral modelling and faction and the thousands-of-things-and-combinations-you-can-do... bah just do it! As a hand-holding session, I highly recommend Zillameth's incredibly well-written [wiki]CustomAIFireElemental[/wiki] - it covers a lot of functionality - and you'll see.
See? Hell, you'll crap your shorts.
Dark Arrow on 22/3/2005 at 19:54
Lets see:
Multilevel system - Allows the possibility to move between areas that could be considered to be missions by themselves.
Very powerful scripting - You can use it to set specific conditions and actions (More powerful than the scripts and S&R combined in dromed?)
Static meshes - Beautiful architecture in seconds (Only problem is that the amount or variety is currently really limited. Will probably change soon.)
Factions - Allows more modding value to the game. Imagine a campaign where you choose whether you start as a thief, pagan, hammerite or something else.
As for AI behavior and scripting of AIs, I have no clue. Dark Engine gave a lot of room to move in this department.
Draconius on 24/3/2005 at 05:11
Logically, yeah in TDS it makes more sense to equip Garrett with a dagger, but I thought perhaps a combat upgrade like a shortsword with the ability to block or something similiar would have added to the gameplay by opening up more options. A lone guard; you go for a backstab but he notices you and engages. You've now got the option to either run away while he alerts the whole neighborhood, or use quick reflexes to parry and trade blows. Sometimes you just need that quick adrenaline rush from hours of sneaking to live life on the dangerous side. Just my added input to an already amazing game. I'm sure over time the community is going to unlock a limitless amount of possibilities with this new editor. Who knows what we'll be seeing.