Tolknaz on 21/3/2013 at 22:25
Quote Posted by AluminumHaste
The Dark Mod was created very specifically to AVOID a C&D order, and we haven't had one specifically because we didn't infringe any copyrights. This is our code we created (well I didn't), on top of another game engine. Totally different animal.
Yes, my last comment wasn't a very good example about their treatment of fan projects. Still, i'm more than certain, that Eidos has been demonized too much in the matters related to this source code leak. I'm willing to bet, that their stance towards the leak and especially this very impressive patch is approval rather than paranoia. The reason why they haven't released the source code officially, is probably their unwillingness to devote their programmers time on this to make sure they don't release something, that they could get in trouble over themselves.
Bjossi on 22/3/2013 at 14:25
Quote Posted by Tolknaz
Anyone, who at this stage seriously thinks that Squeenix would send their lawers after the party responsible for this patch has a few screws loose to put it mildly.
Squeenix is notorious in the gaming industry for being particularly anal about copyrights and fan made stuff, they have thrown C&Ds left and right in the past at projects that were even larger than this. And some companies even have the balls to make that move
after a large project is completed, like when Sega waited until the Streets of Rage remake was finished and
then requested it to be taken down.
Of course there is no way Squeenix could do anything even if they wanted to, but don't think they wouldn't... If there is anything they don't worry about, it is popularity.
Rhiyo on 24/3/2013 at 08:47
The T1 readme.txt was changed slightly:
Quote:
Before running the game in a Thief 1/G install you must add the config var "dark1" (NOT "game dark1") to the
"cam.cfg" (or "cam_ext.cfg"). Failure to do so will lead to strange things happening and ultimately a crash.
In order for option menus to look right, the provided "interface.crf" has to be added. Either by putting
it in a mod dir and adding it to the "mod_path" in "cam_mod.ini" or by placing it in a "patch" dir.
Note that at heart you're still running Thief 2. Not everything will be exactly like it was in Thief 1/G, and
some things may not work entirely without some fixing. Take it for what it is, a nice bonus that all in all works
good, but it's not intended to be 100% authentic and it's not flawless.
Some occasional mission may have problems with pathfinding, like an AI stopping to patrol, this is usually caused
by differences in T1 and T2 pathfinding code and/or the pathfinding db. It should be fixable by reportalizing and
rebuilding the pathfinding db in the latest DromEd.
Bunnyhop enthusiasts may get problems with the head lagging. To counter that, it requires increasing a max velocity
for limit for the head. This is done with following two config vars:
springcap
max_spring_vel 70
The max velocity may have to be adjusted empirically if 70 isn't enough. For reference, the default value is 25.
So, does anyone know everything that would specifically need to be changed to make it as close to Thief 1 as possible? Has someone already made changes like this and am I able to download them?
Also, would rebuilding the pathfindingdb be easy for someone who has never touched dromed before? Would it fix the pathfinding issues properly?
Xorak on 26/3/2013 at 21:18
Reportalizing and redoing the pathfinding is as easy as clicking one menu option. But are there examples of nonworking AI which you can see either or not they are fixed after pathfinding?