Digital Nightfall on 9/9/2008 at 14:47
Now imagine a Mission X where player 2 is Steel.
Good grief.
I'm not making it. :tsktsk:
Unless someone wants to pay me $30/hr to do it.
sNeaksieGarrett on 9/9/2008 at 15:26
l:laff:l DN
Wow, that's awesome. I had thought of split screen as well jtr7.:)
Two things I noticed in the video:
a.) There was a timer at the top of the screen counting down.:o
b.) There was some sort of text right above the inventory spot on the HUD.
What were those?
davidsung on 9/9/2008 at 15:55
b.) There was some sort of text right above the inventory spot on the HUD.
"Total loot"
Zillameth on 9/9/2008 at 16:36
Quote Posted by Digital Nightfall
Unless someone wants to pay me $30/hr to do it.
Actually, you could be earning that much doing practically the same thing, provided that:
1. You can find a few more people for doing things you don't need in a Thief FM. This includes, most importantly, an asset team (because we're living in a world of high-poly static meshes now), and a few good software engineers (as opposed to "programmers"; there are too many programmers who are just coders without any real software engineering knowledge).
2. You are willing to switch from working to appeal to Thief Fan Missions patrons to working to appeal to general audience (or a significal portion thereof).
3. You can do a mission like MX in six months instead of eight years. This would probably force you and your teammates to work in an office, rather than remotely. It would also force you to give up the "design by committee" paradigm in favour of either "design by cabal" or "design by hierarchy".
4. You can write a decent design doc.
Other than that, you're pretty much a semi-professional team with an interesting mindset. I mean, you did build that mission around a well established premise. It's something Thief2X didn't have, for example. Heck, it's something none of my bosses so far have been capable of.
Wille on 9/9/2008 at 18:03
Great video. This project looks better after every video :thumb:. Is the time counter optional btw?
Tos on 9/9/2008 at 19:23
Quote Posted by bob_doe_nz
Sweeeeeeeeeet :thumb:
Is it me, or did some of the watchers at the vault door not make any sound?
Yeah, watchers don't quite work yet for clients. They can detect you, but they are not synched properly with what the host sees on your end. Seeing as how the cameras in System Shock 2 work just fine in multiplayer however, I'm assuming this won't be too hard to fix once I get around to it.
Quote Posted by Nameless Voice
I notice that only one player has to escape to meet the final objective...
When one player completes an objective, it's completed for all of the other players. This is how it works in SS2 as well, and it was like this in Thief "out of the box" without me making any changes. I'm not sure if this behavior can be disabled for specific objectives -- I really know nothing about how they work right now. Maybe someone who's worked with them in DromEd can enlighten me here, are there any options to change their behavior in multiplayer?
Quote Posted by Random_Taffer
I noticed that too. I wonder what would happen if one player dies? Does the other fail the mission as well? I would assume so...
No, one player dying does not fail the mission even if the host has chosen to disable respawning. If one player fails a mission-critical objective though (like falling to the streets on Life of the Party and failing the "stay on the rooftops objective") the mission does end for everyone.
Quote Posted by sNeaksieGarrett
l:laff:l DN
Two things I noticed in the video:
b.) There was some sort of text right above the inventory spot on the HUD.
That was "Total loot". It's only displayed for clients right now if loot sharing is enabled, since any loot the clients pick up actually goes into the host's inventory and isn't viewable in your own.
Quote Posted by Wille
Great video. This project looks better after every video :thumb:. Is the time counter optional btw?
Yes, it's optional. We were playing with a 30 minute time limit there.
Nameless Voice on 9/9/2008 at 19:57
Quote Posted by Tos
When one player completes an objective, it's completed for all of the other players. This is how it works in SS2 as well, and it was like this in Thief "out of the box" without me making any changes. I'm not sure if this behavior can be disabled for specific objectives -- I really know nothing about how they work right now. Maybe someone who's worked with them in DromEd can enlighten me here, are there any options to change their behavior in multiplayer?
Objectives are controlled by scripts. In Thief 2, the file Convict.osm contains this "VictoryCheck" script (and only this script). I haven't looked into it in great detail, but you can read up on it in (
http://www.thiefmissions.com/telliamed/scripts.html#victorycheck) Telliamed's script descriptions.
vort on 9/9/2008 at 21:35
Quote Posted by potterr
Just a thought for this then, I don't know if the site is just static html or more dynamic like php, perl or asp, but if it is dynamic would it be possible to have some kind of query page for GarrettLoader.
So that when someone has installed an FM, GL will be able to query the site passing the zip name and or FM name and get a response of (as you mentioned above) further information or some kind of standard error page saying no details found.
GL can then display this info in the FMs readme display (when set to the enhanced HTML view), or disable/enable the Multi-player details tab in it.
It's php, but a friend of mine is doing the coding. It's probably not hard to do what you're suggesting but I'd have to ask him about it.
massimilianogoi on 10/9/2008 at 04:54
Tos: BUILDER BLESS YOU!! :angel: :angel:
Me too I want say something about this GREAT enhancment: it should be beautiful using Skype to talk with the other player while in gaming.
MANY THANKS TOS, YOU'RE WONDERFUL!!!
RavynousHunter on 10/9/2008 at 07:25
Hells yeah, me and mah buddies could taff around when we get bored with GW! Not to mention it'd give me and mah bro an extra form of entertainment during these trying times.