LarryG on 27/9/2012 at 05:18
Quote Posted by Albert
Say, stupid question coming from a amateur whose only touched Dromed a couple of times, but I'm all game for trying 1.19 out and learning it from trial-error -- And I wanna make a separate folder for Dromed T2 and just wanna know which T2 files I can safely delete?
It's the new resolution support that attracted me, first off. :cheeky:
Also, it rekindled my interest in making an FM.
NV could probably advise you best. I think he had a way of setting up the install.cfg (or is it darkinst.cfg?) anyway, he references the Thief2 stuff so that you don't have to duplicate the stuff which required heavy lifting, like the res sub-directory. I think that's the resname_base parameter. But wait a while, I'll bet NV or someone smart about that will be by soon. Or you could try a search of the forum, I'm sure the solution has been posted over the past 10 years. Me, I just buy more disk space. It's cheap enough these days.
Xorak on 27/9/2012 at 05:24
I counted 441 high-quality textures that I have. (Many more if I count the bad ones)
I wouldn't mind putting them up somewhere so other people can get them. It'd be a pretty big file I'm thinking, but it might make a good start for other people's newly enhanced missions. Though the majority of them are based upon textures from sites across the interwebs. So I don't know the exact legality of it...
I don't have any window or door textures made yet, or textures for railings and ledges and such. Maybe I'll spend a few weeks making a few more, to produce enough for a complete mission, top to bottom.
Albert on 27/9/2012 at 05:29
Quote Posted by LarryG
NV could probably advise you best. I think he had a way of setting up the install.cfg (or is it darkinst.cfg?) anyway, he references the Thief2 stuff so that you don't have to duplicate the stuff which required heavy lifting, like the res sub-directory.
Oh yes, of course. I knew of this earlier on, but nobody really ever gave me specifics when I first tried out Dromed so I just did the copy-paste stuff. This would be perfect, and I'll totally be excited if Dromed actually works in Wine, too. Is it less buggy now, do you guys think? It was always just the issue of going over the locked max brush settings, am I right?
Also, I've got my eyes set on this abandoned FM somewhere on Yandro's old site that'd be perfect beginner-fodder for pushing 1.19 to it's limits.
LarryG on 27/9/2012 at 05:34
Did you look at the list of fixed bugs? There was lots more wrong than just limits. There probably are still lots of things wrong. But it does look like whoever did this researched TTLG complaints pretty thoroughly and tried to address most of them. And as far as I can see so far, he/she/they more than met most of my personal complaints and then some. Power to the hacker(s) who did this! I'm now using this on my Prequel campaign to test it out, and so far it is as reliable and professionally thought out as any production software I have seen, and I've seen lots. No more unexplained crashes. In fact I can't make it crash by doing stupid things (like I always do); I'm still learning about Dromeding after, what, 4 years, and this is such a step forward that I have to relearn a whole bunch of stuff and learn all new stuff that this makes possible. I think it'll take me a couple of years to absorb most of what is now possible and how to use it to good effect.
LarryG on 27/9/2012 at 05:46
Quote Posted by Xorak
I counted 441 high-quality textures that I have. (Many more if I count the bad ones)
I wouldn't mind putting them up somewhere so other people can get them. It'd be a pretty big file I'm thinking, but it might make a good start for other people's newly enhanced missions. Though the majority of them are based upon textures from sites across the interwebs. So I don't know the exact legality of it...
I don't have any window or door textures made yet, or textures for railings and ledges and such. Maybe I'll spend a few weeks making a few more, to produce enough for a complete mission, top to bottom.
Here's my first 512x512 wood texture. I made it tonight to replace one that looks like crap in game with 1.19's ultra sharp renderer Anyone is welcome to it.
I made it only tile horizontally for use on a table top.
[ATTACH=CONFIG]1233[/ATTACH]
Oh, this is what I started with:
[ATTACH=CONFIG]1234[/ATTACH]
Albert on 27/9/2012 at 06:08
Quote Posted by LarryG
Did you look at the list of fixed bugs?
Yeh, you got me there. It has been awhile since I used dromed, so for me the bugs just flew over my head. :p
But I knew of how it crashed randomly before 1.19. That wasn't news to me.
Sensut on 27/9/2012 at 06:27
There is a "photorealistic" texture pack by BerneyBoy on (
http://www.thiefmissions.com/media/textures/)
THIEFMISSIONS . I think its usage is legal and looks like a RL movie in Dromed. Just I experimented some basic things yesterday, like a guard carrying a lantern with flickering animated light, or uvmapping 24 sided cylinders, and so on. I fear the new FMs made with 1.19 completely rewrite the system requirements for the game and a "good for Thief" system will be no longer sufficient for playing them. But it remains to be secret. In any case, the sky's the limit.
qolelis on 27/9/2012 at 07:41
Yesterday I set up all my old Thief 2 instances to work with 1.19. I also installed Thief 1 and Gold again, including DromEd of course, and what a joy it was to be able to play those again (they stopped working for me a while ago and I just couldn't get them to work again at the time). Since one of my missions in progress is slightly Maw-inspired, it's very useful to once again be able to easily check out the original Maw mission - and doing so in a much better DromEd. :thumb:
I have now actually used DromEd 1.19 a little, but I am still tweaking it and discovering new stuff, so I have probably only seen half of it, but what I've seen so far is more than promising: I am not one to excite easily (as you may have noticed), but this could very well be "the best thing since sliced bread"(!), so to speak. The next step is to finish my tweaking (for now) and continue building on my semi-city roof tops mission. My only fear is that I will never finish now that most limits have been lifted ;) I can just go on adding stuff forever without running out of brushes. :wot: The cell limit will save me, though, from total DromEd insanity. :sweat:
I also took the time to finally setup shared folders with common resources: I used darkinst.cfg for missions, scripts, movies and crfs and hard links for common config files (hard links are not optimal, but I cannot find any other way to do it (I wish darkinst.cfg had a path also for config files)). I also put all cmd files in a shared folder and updated menus.cfg etc to reflect that. This not only saves disk space, but also, and more importantly, makes it easier to tweak things and keep the same settings and scripts when having many instances and also makes it easier to update and makes it faster to create new instances. Thanks to NV for introducing the darkinst.cfg-method; that is what got me started.
I even changed the icons for the Thief 1/G executables: The nostalgia factor is now even higher. :) :thumb:
(Yes, the blatant over-use of smileys is called for at a time like this. :p )
@LarryG:
No crashes, you say? Are you sure you are using DromEd? ;)
Edit:
While at it, I am also experimenting with keeping my instances as "bare bones" as possible. That might come up and bite me later, but so far everything seems stable.
InfinituS on 27/9/2012 at 09:32
Quote Posted by The Watcher
Rose Cottage might also be worth trying (well, more than it is anyway!)
Tested it.Works perfectly :thumb:
Independent Thief on 27/9/2012 at 12:36
Just did a clean install of T2 and unzipped the patch and tried dromed, but it freezes up-any hints on what's going wrong?