blueDepths on 10/4/2008 at 10:37
Is there any way, through ini-editing or a mod, to remove the blue portal animations between areas in the game?
I find them quite annoying, why couldn't the developers just use doors or something?
inselaffe on 10/4/2008 at 11:42
Hah and people said at the start it was not possible - well done Flux :)
blueDepths on 10/4/2008 at 11:48
That's pretty amazing.
But I am not that concerned with the concept of loading different areas, but rather that the portals are so out of place.
It would be better if they were just black walls with shadows around, doors or maybe like in Half-Life: visible areas but not any that corresponds to the real area, but are empty beyond the field of view.
Beleg Cúthalion on 10/4/2008 at 16:02
One can easily remove the fog emitters and make something different there, but that would require a huge download (consisting of all the changed maps ...or alternatively some Patchwise patch) which is the crux of the matter - and this would affect all the things that follow now. What one could do so far:
1. glue together all the split levels (with a short change in the default.ini which allows more objects, to make it short)*
2. glue together all maps of one City quarter or even all City maps into one file (with simple teleport traps)*
3. Remake the Keeper assassins with the latest changes (invisibility, making them all know where Garrett is once one of them has spotted the player etc.)
(4. if necessary, gameplay changes everyone can agree on, e.g. movement, objectives like in TDP/TMA (don't kill on expert etc.) or Idunno)
The problem is that this is a lot of work. When making one map out of two, one has to re-create all the links, scripts (?), patrols etc.; while in fact a second PC with the old map should be running to compare everything. And these maps are full of weird thin lines which make you nuts after a while. Not that I wasn't crazy enough to try anyway, but I have no real experience (yet) with scripts, complex patrols etc. which would be needed to avoid mistakes during the process. As for the things like Keeper assassins, one must be familiar with creating new classes and stuff (:weird:); for the rest of the things we would need the help of tweakers like New Horizon who is at the time busy with the DarkMod. Ah, busy, that's the keyword.
Most T3Ed authors are occupied with their own stuff now (except for Flux maybe, go bugger him! :p) and there are unfortunately only few left who haven't lost delight or moved to the DarkMod which is the future (at least until it's released); plus, the reception of TDS is far from motivating.
*This would result in slightly (?) longer loading times, but should - as far as we know - not affect the fps in the very game.
Flux on 10/4/2008 at 16:39
Quote:
Most T3Ed authors are occupied with their own stuff now (except for Flux maybe, go bugger him! )
I have more than one mission that I'm working on, experimenting crazy stuff that I enjoy more than packing a full mission:p
Anyway, like Beleg said, one has to re-do the whole scripting again. Besides being difficult, one city section loads several time during the game according to different days.
My intention was just to provide an environment for authors if they wish to re-use the city in their own missions.
Crackedgear did this with his latest mission, and I really enjoyed it.