Melan on 25/11/2009 at 06:43
It also has to be mentioned that while these features are not too hard to implement, they also consume editor resources. After a while, it is always a question of "do I want light to stream through doorways or do I want to build that extra nobleman's apartment that actually looks nice?" It may be a good idea in some missions, not so good in others.
jtr7 on 25/11/2009 at 07:47
Dynamic shadows, or just lights that turn off or on?
Melan on 25/11/2009 at 08:00
Both. Essentially, here is how it works: a static light is one object in Dromed. An animated light - which includes all lights that can be turned on and off - is four objects. A pool of light that appears when you open a door (which essentially works as an on/off lever in this case) is an extra animated light, taking eight object slots altogether. Now, generally speaking, I believe Dromed gives you a limit of 735 lights maximum (this was established by Alexius in (
http://www.ttlg.com/forums/showthread.php?t=77910) this thread); however, lights also count against the object limit which I am currently forgetting,
and the total brush limit which is around 7000 (4000 of which can be terrain). These are comfortably large numbers for smaller missions, but when you want to build something big, you
will reach one or more of them. There are workarounds and there are various tricks to get a few dozen of these back which I won't go into, but you can only stretch the editor so far.
jtr7 on 25/11/2009 at 08:09
So doors and AIs and user-placed and moving objects will cast appropriate shadows?
Melan on 25/11/2009 at 08:37
No, that can't be achieved (well, that doesn't mean Team CoSaS couldn't do it if they worked hard enough :p). The best is what can be seen in Shadowspawn's missions.
Lytha on 25/11/2009 at 10:43
TDP > TDS > Tgold > TMA.
Because stacking objects was so much fun.
Because figuring out ways out of the map or onto the roofs, in ways that the devs hadn't intended to be, was great.
Because no mission in TMA had me whimper in fear, as did RTTC and RTC.
Because TDP was a completely new gaming experience for me. I had never played a fpp game before that actually encouraged the players to avoid combat (instead of being just yet another fpshooter clone.)
Because of RTC. Because of the haunts. Because of the Eye.
Because of the statues in Caduca's chamber (not the mobile NPC foes, I mean the statues) and because of the gargoyle statues all over the place. Once you got the hint about gargoyles in the 1st or 2nd cutscene, it was scary to see them just about everywhere. Lurking. Spying.
Because Tgold and TMA went off too much into the wrong direction of "the bigger the mission area, the better!" (no matter if there was enough content for all the new space.)
Because the plot twist of Garrett getting his eye plugged out was scary. And it was great.
Because the endboss was a scary demon thing, not a gay coward with a speech impediment.
I often get nostalgia for TDP, sometimes I get nostalgia for T3, but never nostalgia for the extra missions of Tgold and never nostalgia for TMA (with the exception of LotP, but that's because of the T2demo.)
theBlackman on 25/11/2009 at 10:49
Good syllabus, and welcome back. :thumb: :thumb:
Jah on 25/11/2009 at 11:49
Quote Posted by Lytha
TDP > TDS > Tgold > TMA.
Because Tgold and TMA went off too much into the wrong direction of "the bigger the mission area, the better!" (no matter if there was enough content for all the new space.)
I know there are a couple of big maps in TMA like Soulforge, Ambush and Life of The Party, but to me, Truart's mansion in Blackmail or Gervaisius' in Casing The Joint/Masks don't feel much bigger than Bafford's, and the Mechanist seminary in Eavesdropping is hardly bigger than the Hammerite temple in Undercover. Are the mission areas in TMA on the average really significantly bigger than the ones in TDP?
SlyFoxx on 25/11/2009 at 12:45
Quote Posted by Lytha
TDP > TDS > Tgold > TMA.
Because the endboss was a scary demon thing, not a gay coward with a speech impediment.
:laff::laff::laff:
nice to see you out of the shadows.:)
ravoll on 25/11/2009 at 15:59
TDP will always win out over TMA and DS.Originals or first runs are always better...but...
TDP has no slowfall or invisibility potions,and in TDP I have found no way to disarm mines.
On the other hand the guards in TDP seem to be a little tougher,faster, and draw more damage when they strike.