LarryG on 2/8/2014 at 17:49
I just saw this:
[h=2](
http://www.ttlg.com/forums/showthread.php?t=144235) Update Thief 2 v1.22 - System Shock 2 v2.43 [/h]
For some reason it was hidden as a stickied thread over at the Thief Series General discussion. I don't know why it was hidden like that or why there is no mention over here either. Well, for those of us who rarely leave TEG, there is now. Woot Woot!
Thief 2 v1.22 : (
http://d-h.st/JlY) | md5 : 2aa2da438d258d351c344145f4063431
System Shock 2 v2.43 : (
http://d-h.st/1gV) | md5 : 90f1c03f2f5ef647f79dafd4ed4812c4
Mirror : (
http://thief.0815x.de/t2_v122.zip) t2_v122.zip (Thank you flying_hope)
nightshifter on 2/8/2014 at 19:01
Cool!!!!!
Text decals.. gonna try out right away:cool:
gamophyte on 2/8/2014 at 19:17
To those who understand the implications of the DromEd updates, can you comment on what we can expect? :thumb:
I don't know, for example, what the lines; "increased MAX_GLOBAL_RENDER, MAX_GLOBAL_PLANES and MAX_GLOBAL_POINTS" and lines mentioning "DMLs".
Do new builders have to rebuild? Or can we update and continue working on our mission after opening cow?
fibanocci on 2/8/2014 at 19:36
Quote Posted by gamophyte
Do new builders have to rebuild? Or can we update and continue working on our mission after opening cow?
Yes you can.
LarryG on 2/8/2014 at 20:25
Quote Posted by nightshifter
Cool!!!!!
Text decals.. gonna try out right away:cool:
Yeah. All the work I did to have an automated note taking system in Finals using map pages, I may now be able to redo the way I wanted it in the first place: as a journal that Garrett writes into. I'll be able to leave the map pages for maps.
Ricebug on 2/8/2014 at 22:53
(
http://www.bogadocious.com/thief/NewDark/t2_v122.zip)
HOSTEDI see under the Build dialog that the
5-/9-point Center Weight can now have an arbitrary value. (Would 100 be the max?)
Also looks like the custom texture menu needs to be added again.
The Watcher on 8/8/2014 at 20:50
So, I managed to play around with this update a bit this evening, and two things I've found:
Quote Posted by "release_notes.txt"
- added resize support for some dialogs
Holy resizable dialog windows, Batman!
Finally we can drag resize the object hierarchy dialog, the object editor, links editor, and S&R editor dialogs. No more need to manually edit the resources data in darkdlgs to get sane-size windows! There might be others; those are they only ones I have need to check so far.
There also seems to be changes to the way the "Add" menu works in the object editor - the metaprops menu has changed, and selecting an option in the links menu now opens the links dialog with the selected link type and source object pre-populated.
Quote Posted by "modders_notes.txt"
When calculating lightmaps for regular anim lights, the default intensity cutoff value is 15. That means that
surfaces where an anim light's intensity is lower than the cutoff value will be considered as the light not
reaching them at all. This is an optimization to reduce the amount of dynamic lightmap updates for surfaces
where the anim light contribution is negligible.
There can however be cases where this cutoff can be more noticeable, and if you're really pedantic about quality
it's possible to lower this cutoff value for the mission. The command to set the cutoff value is
"set_animlight_cutoff". It takes a value between 0 and 15.
Given that I am really pedantic about my lighting, I had to try this out. So, this version was lit with the default cutoff of 15, note the visible edges to the light cast by the lights in the corridor, and the gas lights (especially the one towards the middle of the image, next to the door):
(
http://gallery.starforge.co.uk/var/albums/thief/xavs/dump061.jpg)
Inline Image:
http://gallery.starforge.co.uk/var/resizes/thief/xavs/dump061.jpgClick to enlarge
And then, the result of relighting it with set_animlight_cutoff 4:
(
http://gallery.starforge.co.uk/var/albums/thief/xavs/dump063.jpg)
Inline Image:
http://gallery.starforge.co.uk/var/resizes/thief/xavs/dump063.jpgClick to enlarge
Farewell godsawful light boundaries! :D There was no noticeable performance difference there, either. I haven't tried it at lower levels, as that is more than enough to remove those obvious edges.
Yandros on 8/8/2014 at 22:38
It all depends on the mission, I suppose. In some cases, the greater contrast between light and shadow could be more desirable. But at any rate, it's great to have this flexibility now, thanks for the comparison shots.
AntiMatter_16 on 8/8/2014 at 22:50
Well, that's super useful. I'm adding that command to the "Extra" menu in the DromEd Basic Toolkit.
Ricebug on 9/8/2014 at 14:33
One thing I've always wished for is a revamped AI patrol placement. Do a click-click-click-click-click-click-click to make the route and, BAM! It's done.