MoroseTroll on 27/9/2012 at 14:55
Interesting... I haven't seen any evidence of SIMD in the executables: AVX, SSE1-4, 3DNow!, MMX.
WorLord on 27/9/2012 at 15:32
Holy cow this is exciting.
In case anyone was wondering, I can confirm this works with TFix (for Thief Gold), Tafferpatcher, and System Shock Rebirth/Texture patches.
Question: does this mean higher polygon objects can be created now?
sNeaksieGarrett on 27/9/2012 at 15:37
Quote Posted by LarryG
I have no idea what that could be unless your key bindings are messed up . . . Did you start with a brand new working 1.18 install? What is it . . . user.bnd? Is that right? I'd start by looking there.
I grabbed a fresh install of thief 2 I had backed up, then extracted the contrib.zip and new_dark.zip to the root directory.
@Albert:
Yeah I was a bit vague but I already set it to OpenAL in-game, in fact that's the only way to turn on EAX for me. (Just setting HW Acceleration to On shows EAX forced to off.) To be more specific, EAX sounds like the guards are talking (I tested OpenAL + EAX On in Running Interference) in a big cavernous room or something.. It's all echoey and sounds way out of place to me.
Ricebug on 27/9/2012 at 15:46
Quote Posted by WorLord
Does this mean higher polygon objects can be created now?
Well, going from an 11-sided cylinder to a 26-sided one implies as much. Now we just need Jason Otto and Pinkdot to improve the AI meshes!
My question is, can we now do
1. Zip lines, player parachuting, hangliding, etc?
2. Believable pathing for vators so they actually turn and pitch?
3. Larger maps?
4. Meshed landscapes?
I'm stuck in RL so I can't really dig into it.
LarryG on 27/9/2012 at 15:55
Quote Posted by sNeaksieGarrett
I grabbed a fresh install of thief 2 I had backed up, then extracted the contrib.zip and new_dark.zip to the root directory.
@Albert:
Yeah I was a bit vague but I already set it to OpenAL in-game, in fact that's the only way to turn on EAX for me. (Just setting HW Acceleration to On shows EAX forced to off.) To be more specific, EAX sounds like the guards are talking (I tested OpenAL + EAX On in Running Interference) in a big cavernous room or something.. It's all echoey and sounds way out of place to me.
All I can think of is to start from the CD with a clean install. RSoul posted this at TEG. Just ignore the DromEd / editor stuff if that's not your bag (though it shouldn't hurt, and you never know, you might try it some day).
Quote Posted by R Soul
Before you installed Dromed 1.19, had you extracted the original Dromed from the zip file?
After trying out the patch I wanted it in a clean install so I wouldn't have old config files from older things like ddfix. Here's what I did:
Installed Thief 2 to a new folder (c:\games\Thief2_119)
Extracted all of the files from Dromed.zip (from one of the T2 CDs, allowing it to overwrite everything)
Installed the Thief 2 1.1
8 patch (remember this updates mis files and other resources too)
Installed Dromed v1.1
8 (which was unnecessary because the new patch overwrites it, but never mind)
That's the default installation - no mods or unofficial patches.
edit: Next step: Installed the Dromed Toolkit (menus.cfg and .cmd files)
Then I extracted the contents of the new package, in this order:
new_dark.zip
contrib.zip
editor.zip
Because you have zips within a zip, make sure you extracted the
contents of them, rather than the zip files themselves.
Nameless Voice on 27/9/2012 at 15:55
Quote Posted by WorLord
Question: does this mean higher polygon objects can be created now?
I don't see a new version of the conversion tools (3ds2e, bsp, meshbld) anywhere in the archives, so I'd suspect higher poly objects/meshes won't work. The bottleneck was always in the converters (and what did or didn't crash them), rather than the game itself.
sNeaksieGarrett on 27/9/2012 at 15:59
@LarryG:
Ok, I suspected as much. I'm just going to need to go grab the dromed.zip. I knew there were more files [for dromed 2] than in the editor.zip included with the package, but I assumed they weren't needed.
Edit:
Sorted, thanks.
kokobollo on 27/9/2012 at 16:11
i could display subtitle on original T2, TDP, TG by using VobSub with subtitles files(.ssa)
However, since 1.19 changed video playback way, subtitles doesn't display in-game anymore
how can i display subs on 1.19?
i considered re-encoding movies with subtitles...
but it is hard to modify text when i need to fix it. and there are more problems... anyway, re-encoding isn't handy way.
so i think re-compiling ffmpeg.dll with adding '--enable-libass' option would solve this problem...
but i don't have any knowledge of programming :(
(
http://ffmpeg.org/trac/ffmpeg/wiki/How%20to%20burn%20subtitles%20into%20the%20video)
i'm not sure about this
i'd appreciate some help :D
RocketMan on 27/9/2012 at 17:24
Quote Posted by Nameless Voice
I don't see a new version of the conversion tools (3ds2e, bsp, meshbld) anywhere in the archives, so I'd suspect higher poly objects/meshes won't work. The bottleneck was always in the converters (and what did or didn't crash them), rather than the game itself.
Just to add to this, that doesn't mean you can't make high poly models. With care you could always make high poly models. I've gotten 4000+ with no issues in the past.
Myxale on 27/9/2012 at 17:39
Just tested...and mind-blown!
:confused:
How did something this big delivered so casually?