bukary on 30/10/2009 at 21:01
If you are tired of T3Ed (the same happened to me few years ago)... you really should take advantage of all the possibilities TDM has to offer. Or wait for T4Ed. ;)
No need to worry about other forum members. Thief is always alone. And does his job in the shadow, right? The most impressive projects (Midnight in Murkbell, A Night in Rocksbourg, Ominous Bequest etc.) were those quiet ones. :)
massimilianogoi on 30/10/2009 at 21:39
Quote Posted by ascottk
It's not to say this guild has not produced some amazing work. The most outstanding works include Flux's pagan map, Judith's material work (awesome snow effects BTW), Tiens' NPC skins just to name a few, and the work on the Cabal. It's just a disjointed community that's quite different from a couple of years ago. Then when had some brilliant technical minds tackling some of the major problems that came with the editor. We had common goals and we experimented and explored and
we shared. That sense of exploration has been lost along the way and it hurt the community.
We still share everything, but you don't count the real life problems, and the time that real life takes away. I can't agree with you this time.
Ziemanskye on 31/10/2009 at 13:18
Quote Posted by ascottk
It's not to say this guild has not produced some amazing work. The most outstanding works include Flux's pagan map, Judith's material work (awesome snow effects BTW), Tiens' NPC skins just to name a few, and the work on the Cabal. It's just a disjointed community that's quite different from a couple of years ago. Then when had some brilliant technical minds tackling some of the major problems that came with the editor. We had common goals and we experimented and explored and
we shared. That sense of exploration has been lost along the way and it hurt the community.
Actually I agree with most of that. There was quite a lot of more technical (and, programmerish) people around, and I honestly think DarkMod has hurt T3ed on that front - not with any malice, just because there is a code base and open (enough) formats to work with and otherwise not having to do everything the long/hard/awkward way.
I mean, I can't comment about the sharing of stuff simply because I don't have much to share: I was never really here just because it was Thief, so I don't have any particular loyalty to the game/universe/brand, nor was I here to find ways around the problems and restrictions you guys have been playing with. I didn't agree they were problems, and mostly I'm interested in keeping the engine performance acceptable and making things that look pretty. I think I've done quite a good job on those fronts, but it means I'm not the type of guy you'd go to when you want advice about new textures, or how you can script events into a level. I'm certainly not someone to ask about how to make rope arrows or swimming, or how to change Garrett's animations, tweak the HUD, or write the story.
As for commenting on the things like getting unrealscript working... my experience with UScript is entirely confined to a short-lived Deus-Ex mod. I do know a little bit about programming, so I can kind of think in those directions, but I don't have any use for it in T3ed.
To me, I didn't need to comment on your discoveries: it's like the entirity of the DarkMod in my mind (bear with me). I have no personal interest in, or inclination to use these things. Such things are academic to me - I can respect the work that's been done, the effort that has been put in, but I can't pass judgement or really make comments because I don't know enough and am not interested enough to investigate.
Judith's texture work falls into the same category to me - if nothing else our Cabal maps kind of prove that we think in different directions: I like polygons and physical greebles, but don't care so much about textures. He likes high-quality textures and complex materials, but doesn't care as much about the (polygon) shape of things.
Spock on 31/10/2009 at 14:58
Just remember, "While there is life, there is hope." I learned that a long time ago and I'm still around to bug people. ;)
I haven't been around in quite a while because I got the information I was after when I first visited. I came across the URL for this forum while browsing through all the links I've squirreled away. Many have gone dead but I was pleasantly surprised to find some old standbys, like ttlg, still around.
Hopefully, the website will be around as long as there are members who need the interaction. Best of luck!
[Added]
It would appear that a new challenge might help. There is a new game out called (
http://www.torchlightgame.com/) Torchlight. A group of fans are getting together to create a massive Mod for the game. If anyone here is interested in helping with the graphics they have started their own forum called (
http://torchlight.discoveryhub.net/) Torchlight Mod.
I post the above links, not to try to steal members from this forum, but to offer a new possible challenge that might help to revitalize this forum. I am useless with graphics, so have no idea if the project is even feasible but it's something to think about.
New Horizon on 31/10/2009 at 16:35
Quote Posted by ascottk
At least they kept the arrow models I put into the game . . . (see the cool water arrowhead? I'm responsible for that :) )
Just want to be fair to oDDity, but didn't he design most of the arrow models? I know you added the water effect to the water arrow pouch, and that you designed the vine arrow...and I think the moss arrow too. Credit where it is due and all that. :)
ascottk on 31/10/2009 at 18:29
Quote Posted by New Horizon
Just want to be fair to oDDity, but didn't he design most of the arrow models? I know you added the water effect to the water arrow pouch, and that you designed the vine arrow...and I think the moss arrow too. Credit where it is due and all that. :)
I didn't claim to design most of them, just got them into the game (although I did take some liberties while recreating the low poly versions). oDD's models were extremely high poly & the arrows that made it to the mod were based on most of those.
I did try to make the moss arrow better but I still think it still sucks :p There are limitations to D3's use of alpha channels which would have made the moss arrows better.
I don't remember if the vine arrow was based on art work or not, but I'm damn proud of that one :cool:
The noise maker arrow was based on some of the art work. oDD's version was a bit complicated by using small pellets that spilled out on impact. I liked the wind-up idea since it was simpler & it seemed more practical. It could've been more interesting being animated (along with the rope arrow) but that's not practical & I doubt anyone could see the animation anyway.
All the of the rest, i believe, were based on oDD's designs. I would've kept the fanned feathers for the rope arrow (to keep the arrow spinning while it flew) but they never looked right.
________
In other news a great opportunity came my way. I can't give details so don't ask or pm me about. You'll know eventually :)
Beleg Cúthalion on 31/10/2009 at 20:42
Just to get a bit back to topic: It might be a good idea to pull your GameSys project/results down to a practical level (I know it already is, I mean on a everyday-T3Edder-level). You said it would be possible to insert a new sections into any GameSys for adding e.g. rope or holy water arrows. Since your rope arrows from Krellek's Labyrinth are AFAIK the most authentic ones, why not put it to the test and provide a package so that everyone can try it out..? This way you're still the one with most of the work for now, but eventually it forces people (like me for instance) to actually use it. I could mess around with the actor class browser but I fear I would screw my whole setup before getting it to work.
str8g8 on 2/11/2009 at 12:50
Having just read through this thread I think a lot of ascottk's frustrations come down to the different types of people involved in T3Ed.
The first type (which is ascottk) want to use the editor to remake DS as it should have been, and fix it.
The second type (which is me, and I think I can count beleg, Ziemanskye, Jusith as well) just want to make some Thiefy missions.
I think over time, type 1 individuals have drifted away from T3Ed because of the insurmountable obstacles, probably to TDM etc. The people left in the T3Ed community are now mostly type 2 and just want to make some stuff with the tools we have, even if they are flawed.
New Horizon on 5/11/2009 at 15:39
Essentially, the main motivation behind any project like this has to be 'self'. Unless the subject matter really catches the interest of the target audience, there won't be a lot of people coming to help out. On TDM, we were truly lucky that we found as many talented and dedicated folks as we did.
New Horizon on 5/11/2009 at 17:44
What version of unreal was TDS based on? I forget. Anyway, looks like Epic has released an unreal development kit for free. Maybe there is some stuff in here that could help?
(
http://www.udk.com/)