Rob Hicks on 21/7/2005 at 09:06
Hi NV,
Well, as I've maintained for a while, Dark Metal is a re-imagining of the Thief world, not an 'enhancement' as DEDX was. I expect most of my new models won't be useful for the enhancement project because they differ so much from the originals.
For the benefit of anybody who doesn't know what I mean by 're-imagining' - Dark Metal kind of exists in a 'parallel' Thief world. In Dark Metal, mechanists look different, their technology looks more HG wells rather than art deco and industrial...
Rob
Vigil on 21/7/2005 at 10:56
Rob - that sounds like a fine goal and I'm looking forward to seeing the new look you've created.
However, the conceptual differences do mean it's a little irrelevant to keep saying "Dark Metal already has an upgraded version of X" about things that are brought up in this thread, since as you say your versions aren't drop-in replacements.
Nameless_Voice on 21/7/2005 at 19:20
But you also say that Dark Metal 'can run Thief 1, Thief Gold, and Thief 2 fan missions'.
Now, I didn't release a mission with that three-openable-drawer CabinetTable, but someone else might have done something similar...
You almost have to play through all existing FMs with Dark Metal to see what (if anything) is adversely affected... :eek:
Spitter on 21/7/2005 at 19:24
I do recall Rob saying that any FM with its own .gam file doesn't work, obviously.
Rob Hicks on 21/7/2005 at 22:57
Spitter's right on this. Obviously, I cannot account for custom stuff in DM, simply because there's so much of it and it often conflicts. When a T1, TG or T2 unstripped mission (or a FM if it contains minimal custom stuff) is opened in the DM environment it will work almost immediately. There will need to be some cosmetic tweaking here and there (e.g. the famous backwards torches, but also things like particles, which will need to be updated).
Vigil - I'm only mentioning the things that are conceptually the same as (or very similar to) the originals.
EDIT_______________________________________________________
A night's sleep and a new idea. Dark Metal is bound to annoy just as many people as it pleases, simply because of the re-imaginings ("Boo" to quote ZB amongst others who have PM'd me). And I do see what they mean - I can hardly claim that DM allows play of T1, TG and T2 missions all in one gamesys when things will change to match my own concept. At the moment, as DM stands, changes to the original concept are inherent (if, for example, you decide to load 'Soulforge' into DM then the mechanists, cameras, robots, etc, all change to my vision by default. Naturally some people will not like this, but will still want access to DM's game improvements (e.g. guards who draw weapons from belts, improved SFX, the T1G object heirarchy implemented in the T2 gamesys, etc). Anyway, here's what I'm thinking...
Release THREE parts to DM.
PART ONE 'CORE' : Stands alone. It's simply the T2 gamesys with the T1G object hierarchy implemented. Additionally, the sound files, models, textures from T1G which are required to do this. Using the core, people can load in T1G2 OM's and custom-lite FMs with almost total compatability (maybe 100% when Telliamed's conversion scripts check out). And, the Enhancement project can slip nicely on top of the core.
PART TWO 'CUSTOM PACK' : This is the above gamesys, expanded to include all the nice new AI's, textures, models (pretty much like DEDX).
PART THREE 'REIMAGINED PACK' : Contains the 'altered' versions of T1G2 models and AIs for people who like a new look.
Now, if I do this, it will set DM back a month or so, and build a new gamesys for the 'core' (because my current DM gamesys contains everything), but I do believe this is a solution that will keep everybody happy. Building the core gamesys shouldn't be too hard - I've already sorted all the schemas, textures, missing models in the process of building what I have.
Thoughts?
Rob
R Soul on 22/7/2005 at 18:44
Quote Posted by Nameless_Voice
I thought I included the flinders for the basic crate; might have forgotten those objects.
However, by default all Thief crates/barrels use the same crate flinders.
I actually have some explosive barrel flinders that I made for my own mission, but since they need to be set up in the gamesys I didn't include them.
I think flinders for all replacement objects should be made available separately for those who are prepared to set them up :thumb:
Nameless_Voice on 23/7/2005 at 00:28
A pity if it will take you longer, but I think that's probably the best idea.
I'm not sure if the core / custom objects need to be separate, though. Also, you could include 'enhanced' models (eg. those that look almost identical to the originals, and are texturemapped the same. For example, my old tables, but not my apples).
Making those custom flinders is very easy, as I have some custom flinders already and just need to reskin 'em.
Which reminds me of another point I wanted to make: most of my Enhancement Pack models are not directly based on the originals - I only used them as size / appearance guides. So, there would be no problems with using the models in other games (the Dark Mod, for example), if anyone wants to do so...?
Nameless_Voice on 30/7/2005 at 21:47
I've been working on the metal doors lately, using the 'use a render of a high-poly version of the object as a texture for the low poly version' method - with the help of some textures from Lemog textures.
Still a lot of doors in need of work, though.
demagogue on 31/7/2005 at 04:32
Rob, at the risk of sounding totally clueless, what exactly does your idea entail from the not-very-technical p.o.v. of the casual user or casual dromeder (if there is such a thing :p )?
Is this like, a player just d/l's & installs DM ... and then when loading an OM or *any* FM, everything will take care of itself ... so that an T1G2 OM & FM will retain original features? And a DM FM will use the DM features without any trouble? (or is this whole issue beside the point, b/c the download will contain all the DM features & DM gamesys as part of the d/l package, so the maker does not have to be concerned that player's have not d/l'd DM)?
What if a player *wants* to play an FM or OM with the DM *vision*, will that take some amount of work on his/her part?
I'm still a little unclear what's going to happen with custom-heavy FMs here. You have permission to explain it to me like I'm a 6 year old.
Are DedX1 FMs in any way affected by, compatible with DM? What about them?
How much extra work are we talking about for dromeder's that have to choose between this 3 tiered system, e.g., if s/he wants to adopt your vision vs. just adding a few drop-in features, etc... Will it be more or less like it was for adding custom DedX material?
Again, sorry if I'm just asking clueless questions ... You're idea sounds worthwhile, but I'd like to know what the basic issues are in very simple, not-so-technical terms and how your plan plans to makes things better all around, and what sorts of demands it will make on your run-of-the-mill dromeder. Thanks. :)
Nameless_Voice on 3/8/2005 at 23:48
I just tried to run Christine's FM 'The Curse of the Falcon' using my Enhancement Pack, and ran across the first 'too many palettes' error/crash.
I had always been a bit skeptical as to the existence of that error, as I had never encountered it before now (which just proves the proverb "Tell a man that there are 300 billion stars in the universe, and he'll believe you.... Tell him that a bench has wet paint upon it and he'll have to touch it to be sure.").
I'm not really sure what I can do about this. That FM uses 232 palettes by itself, leaving only 23 palettes free for use, and no matter what I do the Enhancement Pack will always need more than that. I've already changed most of the textures to share a palette with at least one other, but that still leaves me with a lot more than 23.
Now, I could easily make a 'patch' for 'The Curse of the Falcon' by changing some of its textures to share palettes, as practically none of them do at the moment (I'll have to put my hand up here and point out that I'm certainly guilty as far as my models are concerned.), but I'm not sure if that's a good idea, or particularly viable for that matter.
There are probably quite a few other FMs that suffer from this same problem, so if I did decide to make 'patches' I'd have to make them for all of these, too. Which would entail people manually modifying the archives of various FMs, since I'm fairly sure that neither DarkLoader or GL will fail to extract over more recent files (eg., those included in the EP just to fix these problems.)
Any suggestions?
Also, does anyone know any other FMs that use an ultra-high number of texture palettes?
- NV
On a side note, I just installed Rebirth for SS2 for the first time, and realised how bad all the Thief AIs look. But I think that's a goal for another time...