ascottk on 9/9/2005 at 04:16
Quote Posted by Crispy
I don't know if I'm going to get my mission finished... I keep getting distracted by other things. Which is very typical of me. :erg:
So Crispy, where's our T3Ed enhancements, eh? :cheeky:
str8g8 on 9/9/2005 at 08:15
scumble: :thumb: cheers
you should drop in on mapping the city sometime :)
ProjectX: I don't expect it will be fun ... I just hope I can emerge the other side with some sanity points left
Crispy on 9/9/2005 at 09:26
Quote Posted by ascottk
So Crispy, where's our T3Ed enhancements, eh? :cheeky:
Shutupshutupshutup. :joke:
It's currently stalled, as I ran into a rather nasty design flaw that I'd somehow managed to overlook beforehand. It can be fixed, but I'll have to completely rewrite a large chunk of code to do so. Not something I'm looking forward to.
The design flaw is in the (very complicated) events handling, which is used for things like automatically closing the Texture Browser on startup. The other half of the project, adding in new commands, is half-done; the implementation is there, I just need to add the capability to add the commands to existing toolbars and menus. (I was also going to add a customize toolbar dialog which could rearrange all existing menus and toolbars, but I think it would be better to just get the thing out the door in some form first. At the moment it's many hundreds of lines of vapourware (Edit: actually, I just counted and it's not hundreds, it's thousands of lines of source code - 3000 of my own code, plus at least 6000 lines of non-standard library code), and I hate having it hanging around like that. :erg: )
Anyway, I decided any time spent on Thief stuff would be better spent on my mission for Komag's contest. So blame him, not me. :ebil:
(Just kidding. It's my fault. :sweat: )
Edit: Working on it now. I've found a nice elegant solution to the design flaw, which prevents me having to rewrite half of the darn thing. Yippee! :thumb:
ascottk on 9/9/2005 at 15:43
Thanks for the update, Crispy :thumb:
ProjectX on 9/9/2005 at 16:18
Gah! I keep getting distracted from my contest FM!
I'll just say one thing: It has a big ass amount of scripts and links in order to do something quite complex that will probably end up being doable with only 1 trigger script or something like that.
Fun Fun Fun!
ascottk on 9/9/2005 at 16:28
Quote Posted by ProjectX
It has a big ass amount of scripts and links in order to do something quite complex that will probably end up being doable with only 1 trigger script or something like that.
I know the feeling :p
Caseus on 9/9/2005 at 18:49
Quote Posted by ascottk
I know the feeling :p
Is this the "My blood is boiling and my head is about to pop off if this next script dosen't work" feeling?
If so, then yep! I can relate :laff:
Well... on that note...
I am currently working on some Texture Conversions from .utx to .dds format. Will be a lesson in generating matlibs for sure, but there are quite a few "Thiefy" textures in the Old Ut series. So aside from fleshing out the last 1% of my 99% complete FM and currently dredding the scripting portion trying to get some form of swimmable water going (WARNING:run on sentence!) I normally just fend off family and friends when I am accused of "Spending too much time with my new friend T3ED".
Im not doing a whole lot!! :cheeky:
Crispy on 10/9/2005 at 01:21
Quote Posted by Caseus
Is this the "My blood is boiling and my head is about to pop off if this next script dosen't work" feeling?
If so, then yep! I can relate :laff:
Can't we all? :tsktsk:
Quote Posted by Caseus
currently dredding the scripting portion trying to get some form of swimmable water going
Been there, tried that. Good luck, you'll need it... :p
Most of my efforts were directed towards modifying gravity by adding in my own scripted gravity loop, but it seems that Garrett isn't affected by scripted physics impulses. Unless I've done something wrong. Which is likely.
Back to work, Crispy! :sweat:
ProjectX on 16/9/2005 at 06:54
looks great!
I'd add a bit more color contrast (blue -> yellow, and green -> red, etc) and a few more static meshes for some more detail, but other than that it's quite a good-looking level.