clearing on 17/1/2008 at 08:10
GREAT :thumb:
The Magpie on 17/1/2008 at 14:30
Theftmatch! :ebil:
sNeaksieGarrett on 17/1/2008 at 18:16
Quote:
I've come up with a somewhat limited way of copying functions from SS2's executable into Thief.
Tos, does this require editing the thief executable, or is all this stuff being added into some sort of seperate app?
Tos on 17/1/2008 at 21:40
Nope, the new functions are compiled directly into the .dll. The only changes that need to be made to the Thief .exe are the ones that allow it to load my .dll at startup. Everything else is patched into the game's memory at runtime, and the changes are non-permanent.
Thief13x on 17/1/2008 at 22:24
NICE! congrats guys, I am really psyched
the_thiefster on 19/1/2008 at 05:37
Hi Tos, just dropped by to give you a (cyber) pat on the back. I appreciate what you're doing here, and so does the majority of the community! Hope to see a great final product!
Haegan on 20/1/2008 at 16:12
*Blink*
*Reads thread again*
... no ... just... wow. Genius.
*Repeat*
sNeaksieGarrett on 28/1/2008 at 04:37
any news?:D
Tos on 30/1/2008 at 10:35
Yes, some. Sorry about not getting to the video, I've been a bit busy lately. We made a couple attempts at creating another one, but they all ended up looking a bit silly due to some of the AI and ranged weapon problems that are still an issue.
I did find out what was causing a couple of the maps to not work though -- turns out that Thief just wasn't allocating enough space for the receive buffer, and this was a problem for a couple of the larger maps like Bank and Precious Cargo. I've fixed it, and they now (mostly) work. Bank is usually playable for about 20-30 minutes before some sort of show stopping bug is encountered, but it's definitely better than nothing.
I've also finally managed to stop a problem that was causing enormous amounts of packets to be sent. Certain object properties were being sent over and over from the host to the clients when the object was in view of the host, and it resulted in tremendous bandwidth usage and occasional instability or other strange problems (MeshAttach on some swordguards and the Models property for tweqs were the two worst offenders). I've just suppressed the sending of these packets for the moment since I'm not entirely sure what's causing the issue, but I've seen no ill effects yet and a number of problems have disappeared.
At the moment I'd say the biggest issues remaining are the lagging guards, (very infrequent now) crashes, and some odd behavior with AI and player projectiles. These are proving to be quite difficult to track down though, and I've mostly been focusing my efforts on other areas for the past week.
jtr7 on 30/1/2008 at 10:46
Still significant and impressive!