bikerdude on 25/9/2012 at 22:05
Quote Posted by Brethren
Stan_The_Thief was only responding to Biker's question (2 posts above his), so I don't think anyone was really attempting to start a pissing match. And yes, of course, both projects can co-exist, it's ridiculous to think they can't. The more thieving, the better. :cool:
That wasn't my intention either, I was just hoping that this new patch will allow the darkengine get some of the graphical goodness that we have had in TDM :-)
Indeed.
skacky on 25/9/2012 at 22:08
The lighting in The Watcher's pictures looks a lot smoother and all. This is really great. As soon as I'm done with my Halloween mission and my TG mission, I'm gonna try to create a huge cityscape using this. :p
bikerdude on 25/9/2012 at 22:11
Quote Posted by skacky
The lighting in The Watcher's pictures looks a lot smoother and all. This is really great. As soon as I'm done with my Halloween mission and my TG mission, I'm gonna try to create a huge cityscape using this. :p
Now this coming from you is indeed truly awesome news!
jaxa on 25/9/2012 at 23:08
Posting in a historic thread.
(
http://forums.thedarkmod.com/topic/14129-thief-2-fan-patch-v119/) Cross post from TDM:
So is there a performance increase for say... King's Story / Mission X / Lord Alan's Factory?
Quote:
- Added mousewheel support to options menu
- Fixed sound cap per schema type bug and upped max sound channels to 48
- Added the ability to detach from ladders by crouching
- Improved mantling a bit and added optional new mantling algorithm with lower failure rate
- Added "Blocks frobs" property, allowing objects to block frobs of objects behind them (e.g. to stop frobbing items through safe doors)
- Added option to left-align map notes text
- Increased limit X from Y to Z.
- DromEd will no longer stop working after 03:14:07 on Tuesday, 19 January 2038
- I was sure the mousewheel worked before. Maybe it's for System Shock
- How many sound channels was it before (looks like 16)? Sounds sick. inb4 4096 guard army
- Nice.
- I'm thinking this isn't going to be as good as TDM's crouching, just a little more wiggle room for positioning.
- Nice for mappers.
- What was it before? Center align?
- T2 1.19, beyond limits.
- Y2K38 problem averted.
Anyway, I can find the time to play both TDM and some T2.
ToxicFrog on 25/9/2012 at 23:46
Quote Posted by jaxa
- I was sure the mousewheel worked before. Maybe it's for System Shock
It's been a while since I Thiefed, but I remember not being able to rebind the mousewheel at all. You definitely couldn't in SS2.
Quote Posted by Albert
2'nd UPDATE: EAX doesn't want to work still though. Unless this is merely a Thief 1 bug? I have no idea... (Might just be a Wine thing, because Wine does support openal, but it probably requires configuration that I was unaware of).
Whether EAX is available at all depends on having the right soundcard and drivers, and even if you do I've never successfully gotten stuff running in Wine to realize that. It may just be a Wine issue.
I'd test it myself, but the soundcard in my windows machine doesn't support EAX anyways.
Shadowhide on 25/9/2012 at 23:57
Awesome !
too bad collison models for models remain in the form of cubes though
Vae on 25/9/2012 at 23:58
Quote Posted by ToxicFrog
It's been a while since I Thiefed, but I remember not being able to rebind the mousewheel at all.
Yep, you couldn't do it before...yet, now you can (confirmed by testing)...:D
Quote:
Whether EAX is available at all depends on having the right soundcard and drivers, and even if you do I've never successfully gotten stuff running in Wine to realize that. It may just be a Wine issue.
I'd test it myself, but the soundcard in my windows machine doesn't support EAX anyways.
I can confirm by testing that EAX works on Win7, also with the expanded use of 48 audio channels, as well...:D
Zaratul on 26/9/2012 at 00:05
Awesome patch! I like it! But i have two questions:
1. This patch works for Thief Gold? If yes how i enable that?
2. My movies in game do not work? What do i do?
redleaf on 26/9/2012 at 00:16
Quote Posted by DrK
Redleaf reported that once a mission is converted to 1.19 with dromed, it cannot switch back to 1.18. This means you have to patch your game to 1.19 to play the mission. Or maybe it was a mistake, to be confirmed.
(
http://www.ttlg.com/forums/showthread.php?t=140086) (9th post)
I have not been able to make ANY fan mission map open again with DromEd 118 after being saved in DromEd 119.
Judging from the number of posts and the excitement this release seems to be generating, I doubt any fm builders who want to make missions with 119 will have to worry for long about the lack of a fan base using the new engine. And whoever posted the idea of including links to downloads for 119 in with any missions built using 119 had a good idea.
A 119 contest is also a great idea, but a small one as suggested might not allow for testing the limits of 119. Maybe a very long build time should be allowed - like until the end of summer 2013? That will give contestants a better chance to figure out how to use all these goodies and incorporate them, and also let contestants build bigger maps to see how far this envelope can be pushed.
It's not the time yet, but at some point a new DromEd Tutorial will have to be written incorporating all these changes, if this v119 turns out to be the one we'll all be using from now on. Otherwise new DromEd authors will have two learning curves to deal with at once - one when making their first mission using an old out-dated tutorial, and a second one trying to figure out the V119 changes/updated features on their own (or by wading in up to their necks through the posts about it to find useful information).
Just throwing out some thoughts.