Tos on 30/1/2009 at 23:49
The next update should be released within the next few days, if not sooner.
I decided to add a few more features than I'd originally planned during the down time. In addition to a host of other fixes, I've (mostly) fixed the problems with picking up projectiles. I say mostly because the fix does not yet apply to rope or vine arrows that players fire into surfaces in the world and those still can't be picked back up, but every other type of arrow (and rope and vine arrows that were pre-placed in the mission) can now be picked up.
Additionally, I've finally begun to make some progress with figuring out the Dark's engine's UI code. I doubt any of this will be in the next build, but I've been able to create a new (though somewhat rudimentary) menu screen, and draw System Shock 2-style overlays on the screen. This means that there is some hope for eventually abandoning the Windows GUI for T2 MP and moving it all in-game, and *possibly* drawing books and the automap on-screen in the game world rather than switching back to the menu to display them (and pausing the game for everyone in the process). At the very least, an overlay will be used to display toggleable statistics for all of the players in the game such as names and ping.
Here's a few very early screenshots:
(
http://s149432842.onlinehome.us/thief/interface1.jpg) The first page of System Shock 2's multiplayer menu in Thief, modified a bit
(
http://s149432842.onlinehome.us/thief/interface2.jpg) Drawing SS2's on-screen map overlay
(
http://s149432842.onlinehome.us/thief/interface3.jpg) The quite incomplete player statistics overlay
jtr7 on 30/1/2009 at 23:53
Fantastic as always, Tos.:cool:
demagogue on 31/1/2009 at 01:27
An obvious point probably not worth noting, since you know it anyway, but I hope if you put in those overlays that you make them suitably Thiefy and medieval in their aesthetic.
Getting everything in-game would be a terrific improvement!
I'm actually pleasantly surprised how quickly and substantially this has been improving since you released the first beta version. I was really under the impression that that first version was already pushing the boundaries, and that it was really a bug-fixing sort of beta and further improvements would be slow and small. But it's just been getting better and better every new version, and your ambitions just don't slow down, and you released it more for our sakes to start playing with it right away.
A little humbling to think how lucky we are.
Consider me a card-carrying member of the chorus of appreciation. :thumb:
RavynousHunter on 31/1/2009 at 02:11
I have no idea why, but the SS2 menu just looks... Right. I know, I'm weird.
Exceptional work as always, mein freund. :thumb:
Tos on 31/1/2009 at 02:30
My goal is to integrate this as smoothly as possible with the original game, so the SS2 resources are definitely just temporary. I'm thinking I may reuse Thief 2's options menu artwork for the multiplayer menu, since that will give me plenty of room to display information and settings. I still have a ways to go with this before I can get a menu that complex working though, I think.
I'll be removing the black background on the player statistics (which is currently only there so I can tell where the borders are) and I hope that I'll be able to darken the game world in the background so the text stands out a bit better while the overlay is being displayed. I'm not completely sure that the engine can do this yet, but it's worth a try.
RavynousHunter on 31/1/2009 at 08:23
Perhaps a (modifiable) gamma override?
sNeaksieGarrett on 31/1/2009 at 20:51
I dunno though, I actually have grown to like the windows multiplayer screen as it is now. The only thing about it I don't care for is the alt tabbing. But I guess when it's in-game there will be no more alt tabbing and will be easier to use?
Carrot on 31/1/2009 at 21:35
Hm... I've tried my own FM with the MP mod and now I have a strange problem with it. I created a winrar archive and installed it as a general fan mission with Darkloader. But in the game I didn't see the other player and he didn't see me either, only e.g. the arrows.
I chose a different way afterwards: I copied the single folders and mission files into my Thief 2 directory and started the MP mod...and Windows sent me this error message:
(
http://s8b.directupload.net/file/d/1691/7yo4alnr_png.htm)
Inline Image:
http://s8b.directupload.net/images/090131/temp/7yo4alnr.pngI have no idea what it wants to tell me.
I think that my own gamesys could be the reason for this crash but on the other hand I really doubt it. Any help appreciated.
sNeaksieGarrett on 31/1/2009 at 21:46
Ah, I've seen that message before. have you tried Ignore? (or whatever it is in german that is) If it pops up again, hit ignore again. Should still load.
The invisible person thing has been discussed, please look in this thread.
Tos on 31/1/2009 at 23:41
Quote Posted by Carrot
Hm... I've tried my own FM with the MP mod and now I have a strange problem with it...
Sorry for the lack of explanation in that error message. That means that Thief MP failed to create the player avatar archetypes during the mission load, which probably explains why you're unable to see each other. It may very well be related to your custom gamesys somehow (did you remove or rename the "Garrett" archetype?). You should definitely try it with the default gamesys, just to see what happens. If this happens every time you load the mission and you're still unable to figure out what's causing it, upload your FM somewhere and I'll check it out.
Quote Posted by RavynousHunter
Perhaps a (modifiable) gamma override?
I think that would affect the entire screen (including the overlay), which isn't really what I wanted. I was able to get the engine to apply a transparent black layer to the game world when the overlay is active though, and it looks much better now with that and the old black background removed.