Nameless Voice on 20/12/2015 at 14:06
Back in 2004-2005, Schwaa had the idea to make a large, open city-based campaign, and recruited a number of the well-known DromEdders of the time, include me, Telliamed, Yandros, Shadowspawn, SlyFoxx, Tomi, EmperorSteele, hrothgar, The Watcher... and I think some more which I've forgotten in the last 10 years.
((
http://www.ttlg.com/forums/showthread.php?t=91973) Original thread)
Sadly, the project never really got out of the early stages, so apart from some nice ideas and concepts, there isn't much by way of levels to show.
However, Shadowspawn and me worked on a tech demo mission containing a lot of new technological gadgets, including:
* Guards who draw/sheathe their swords as required
* Guards who become increasingly suspicious as they discover suspicious things, eventually deciding to organise a room-to-room search for the player
* Creaky doors which are suspicious to open, and an oil flask which can be used to silence them
* A working well with winch and raisable/lowerable bucket with climbable rope
* Graves that can be dug up by the player
* Lamps inside buildings that turn off the lights outside
At the time, I didn't want to release this because the pirate AIs used in the mission and sword-drawing guards were Shadowspawn's inventions, and he wanted to use them in
To Uncurse a Thief before revealing them.
However, it's been ten years. I think most of the people who worked on this project have probably completely forgotten about it by now.
So I've decided to publicly release the tech demo test map and associated resources.
The test map is a .cow file, so it's DromEd-only.
Downloads:
(
https://drive.google.com/open?id=1m_X3lZ7WDwo-SJmXqdKUNrJds8z-6Zaj) Tech demo (32MB)
(
https://drive.google.com/open?id=1UzR869jVgkVYb63eauJOVu5p5uICDwzI) Plant demo: PlantDemo2.zip (8MB)
(
https://drive.google.com/open?id=129WCZoVraRFKQNAK7J5eFFIp3Mdkx9ZZ) SlyFoxx's pirate voice set (7MB) (Also included in the Tech demo zip)
<s>
(
http://thiefmissions.com/dark/files/SSFullGamesys.zip) Tech demo (32MB)
(
http://thiefmissions.com/dark/files/PlantDemo2.zip) Plant demo: PlantDemo2.zip (8MB)
(
http://thiefmissions.com/dark/files/Pirate1_PCM.zip) SlyFoxx's pirate voice set (7MB) (Also included in the Tech demo zip)
</s>
Yandros on 20/12/2015 at 15:07
Thank you for releasing this. I still have all the resources for the project which I ever got, but that is mostly just the fam folders and the twin mansion mission which I was working on; I don't have any objects or other missions. I don't remember ever seeing many of the things in this demo, so I'm glad you've released it finally. Does it include the pirates then? What about the mushroom men that somebody (Schwaa or Shadowspawn) created? I seem to recall they had some custom motions and behaviors.
R Soul on 20/12/2015 at 15:13
I was there too. I sorted out the textures of the city made by Tomi.
Nameless Voice on 20/12/2015 at 15:41
The mushroom men and other plant creatures that Yandros is talking about were for a planned mission set in a vine-covered portion of the city, which was to be populated by hostile plants and deadly vapours.
The mushroom men and other plant creatures were in the plant demo. I've added the link to the first post.
There's also a complete set of pirate voices by SlyFoxx. I think they were originally for To Uncurse a Thief? Added those, too.
LarryG on 20/12/2015 at 20:30
The mushroom men are perfect! I have just the spot for them. Thanks you.
LarryG on 20/12/2015 at 21:55
Don't we need the MSCHEMA files to make use of the motions and incorporate them into our motion DB? Have they been lost?
Vae on 20/12/2015 at 22:55
Nice voice work by Sly.
SlyFoxx on 20/12/2015 at 23:08
Had forgotten all about that. It was for some kind of "pirate mission" for Randy as I recall now.
Nameless Voice on 20/12/2015 at 23:24
Quote Posted by LarryG
Don't we need the MSCHEMA files to make use of the motions and incorporate them into our motion DB? Have they been lost?
Looks like there's a more recent version of all the files, which includes the pirate voice set, mschema, a more recent gamesys, and more files from Shadowspawn. I don't quite remember what else was included in that, maybe there was more tech?
Updated original post with the new link.
LarryG on 21/12/2015 at 00:37
Thanks. The mos file for the mush men seems to be broken. I get "Undefined tag used: Mushroom at Line No. 2, File MushMen.mos" Anyone else getting this? Any suggestions on where the Mushroom tag should be defined and how to define it?
Edit: Well, I blundered about a bit in tags.moc and have added in the tags that seem to have been missing, and the database compiled. Time will tell if it works ...