New Horizon on 27/9/2012 at 18:10
Quote Posted by Myxale
Just tested...and mind-blown!
:confused:
How did something this big delivered so casually?
I'm not sure why this is confusing.
Clearly they didn't want to get into trouble with this so they did it anonymously.
ZylonBane on 27/9/2012 at 18:46
Something else cool I noticed while playing around with this last night-- those clunky square particles used on some effects, like fireplaces, are now rendered as round particles. It's a little thing, but all these little things really add up to make creaky old Dark look not nearly as dated anymore.
Bannlyst on 27/9/2012 at 19:13
I installed the Bafford demo for having a look at the new patch (whomever made it: this looks amazing---thank you!), as I don't have Thief 1 installed at the moment. It certainly looks fantastic, but I was confronted right away with a problem I had years ago, on a different rig: Garrett moves forward slowly when I hit the walk forward button. He walks sideways and backwards at normal speed and he runs forward at normal speed.
I tried remapping the move forward slowly or slide key, whatever the command is called, as well as the speed toggle key, to no avail. Anybody know what to do?
Albert on 27/9/2012 at 19:38
Quote Posted by ZylonBane
Something else cool I noticed while playing around with this last night-- those clunky square particles used on some effects, like fireplaces, are now rendered as round particles. It's a little thing, but all these little things really add up to make creaky old Dark look not nearly as dated anymore.
Yeah, and it's most apparent in Sliptip's FX demo. Stuff looks much cleaner now, thanks to that.
NamelessPlayer on 27/9/2012 at 20:47
When I first saw that Kotaku article, I wasn't that impressed.
Then I came here, read the changelog, and tried it out for myself.
THIS. IS. GLORIOUS!
OpenAL support is definitely something the first two games have needed for a while now, as I found out that ALchemy only works properly with the Dark Engine's DirectSound3D implementation if you have a hardware OpenAL device (read: a real X-Fi or Audigy card). Otherwise, you get muted sound in the cutscenes and other strange issues in-game that make it obvious that it doesn't sound right.
But now, even software OpenAL devices (like all those "X-Fi" USB devices, the X-Fi driver package, Sound Core3D devices, and probably Rapture3D and OpenAL Soft too) work just fine with the cutscenes and in-game. Hardware acceleration, EAX, 48 channels, it's all good. Turn on CMSS-3D Headphone (or other equivalent binaural HRTF mixing feature) and it's like gaming with Aureal A3D again!
Ryu Connor on 27/9/2012 at 21:00
Quote Posted by MoroseTroll
Interesting... I haven't seen any evidence of SIMD in the executables: AVX, SSE1-4, 3DNow!, MMX.
That makes sense to me.
3DNow! and MMX are both deprecated. The use of SSE or AVX would exclude certain older CPUs.
The author seemed to have taken a certain purist view of this.
Renault on 27/9/2012 at 21:01
One minor detail I noticed - when recording in-game footage with FRAPS, everything looks normal now in regards to brightness. I remember in the past, I had to jack up the gamma to get anything beyond pitch blackness on my recording, but it all works like it should now.
Or had this already changed with DDFix..?
Xuio on 27/9/2012 at 21:04
Yes, this is hm... unbelievable? The amount of work, testing, and thought putted into this patches strongly suggest that the author(s) was(were) no amateur(s) :sly:. And all these bonuses: internal fanmission loader, documentation? Brilliant.
Haplo on 27/9/2012 at 21:18
Quote Posted by LarryG
I have this in my
user.cfg:
Code:
;uncomment next line and add a valid mode to enlarge DromEd window. Valid modes: '800, 600', '1024, 768'
;edit_screen_size 800,600
;edit_screen_size 1024,768
;edit_screen_size 1280,960
;edit_screen_size 1400,1050
edit_screen_size 1440,1080
;edit_screen_size 1600,1200
;edit_screen_size 1920,1440
The commented out resolutions indicate the sizes I tried before settling on 1440,1080 as best with my monitor.
Also, in
dromed.cfg I have put the following at the very bottom (to make it easy to find and adjust):
Code:
; ***** START LarryG Customizations *****
; D3D9 render options
use_d3d_display
editor_disable_gdi
edit_screen_depth 32
d3d_disp_hw2d_msaa
;bigger font
gui_font intrface/textfont
; desired height (pixels) of GFH/bottom area in editor, value may also be a negative number to define a
; percentage based relative height (-50 would be half the window, 50%)
gfh_height 150
; max width of command terminal (if there is free space to make it wider)
gfh_max_cmd_width 410
; number of decimal places displayed in GFH coordinate entry boxes, a value 2 to 8 (default is 2)
gfh_coord_decimals 4
; alternative texture PnP layout (allows a taller texture thumbnail)
texture_pnp_layout 1
; status bar height, a value between 16 and 64 (default is 16), usually only needed when using custom font
status_height 24
; display XYZ info for the current mouse cursor position in a 2D viewport
show_mouse_xyz
; display current camera coordinates
show_camera_xyz
Your needs for these may vary based on your monitor & window size.
I'm still finding stuff to customize the DromEd window to my personal tastes. The amount of customization allowed by all the combinations of parameter possibilities is a bit overwhelming. (To say the least!)
Thanks Larry. Actually my DromEd looked great (edit_screen_Size 1600x900), but when I pressed ALT+E the game mode resolution was crap. I have already fixed it (had to adjust it through the game menus).
Muzman on 27/9/2012 at 23:47
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.
The Mystery Development Consortium can't actually help there can they. Is there source code for those tools to hunt down anymore? (I guess if there were someone would have done it already)