ascottk on 5/11/2009 at 19:23
Quote Posted by Beleg Cúthalion
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.
I'm not sure I'll have time now since the opportunity I posted a while back is working out. It's a part time job for a new indie company essentially getting content into the game with a fairly new engine.
Strangely enough I got this job with this thread :laff: It involves scripting which is still new fairly to me but I am managing quite well. I probably learned more about this engine in 5 days than I did in a month with T3Ed or the Dark Mod. The project lead consults me about different types of tech that could be integrated into the toolset. We're going to go as far as we can with scripting and if we hit a wall then hard coded support will be needed.
Quote Posted by str8g8
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.
I think you hit the nail on the head, str8g8.
Quote Posted by New Horizon
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/)
I'm going to check it out!
Judith on 5/11/2009 at 20:27
Wow, I'm definitely trying out this one. While I wasn't keen on making another UT3 map, now I can make my own levels without being restricted to DM, TDM and other match types from UT3. Neat!
Tony Ayalew on 5/11/2009 at 21:18
And they say I'm mad...
Beleg Cúthalion on 5/11/2009 at 22:22
Quote Posted by ascottk
Quote Posted by str8g8
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 you hit the nail on the head, str8g8.
Well, I wouldn't say that so easily because we all try to "fix" T3Ed/TDS; we've all done more than just creating levels with the vanilla tools.
Plus, I've said this before at some point: I strongly vote for keeping track of all the things we've found out (better movement, stronger AI senses, gimmicks like frobbable weapons which I recently included, separate keys etc. etc.) to consequently put them into FMs so that people can actually see them. I don't mean forcing authors to do so but to make all those things accessible so they aren't left out because of mere nescience (does this sound more politely than ignorance?) or inaccessibility of information. And at the moment we don't even have a properly-working Wiki. :erg: