Nameless Voice on 9/1/2008 at 21:35
That would be (
http://www.ttlg.com/forums/showthread.php?t=113052) Thief Shock.
The problems are:
a) knockouts are not handled by the scripts in the .osm, they are some kind of game function that would have to be emulated and
b) the .osms are
NOT compatible with SS2, which means that every single script in Convict.osm, Gen.osm -
and the mission-specific script modules - would need to be re-written for SS2. That's the single biggest reason that I never got past a few half-working levels in Thief Shock - the time and effort it would take to rewrite all those scripts would not be small.
Tos on 10/1/2008 at 06:46
Quote Posted by sNeaksieGarrett
I don't know if you have a copy of thief gold Tos, but I checked the thief.exe with a hex editor, and it appears to have some net code in there...
The multiplayer code in Thief 1 is most likely unusable and incomplete, considering it predates the multiplayer patch for SS2. Sorry.
Quote Posted by Nameless Voice
b) the .osms are
NOT compatible with SS2, which means that every single script in Convict.osm, Gen.osm -
and the mission-specific script modules - would need to be re-written for SS2. That's the single biggest reason that I never got past a few half-working levels in Thief Shock - the time and effort it would take to rewrite all those scripts would not be small.
Would it be possible to go the other way and copy certain scripts from SS2 to Thief? The multiplayer respawning script would be particularly useful, but I'm sure I can come up with another solution for that if not. I've already prevented the mission from ending when you are killed in a multiplayer game, so I suppose it would just be a matter of reviving the player and transporting them back to the starting point.
Nameless Voice on 10/1/2008 at 08:25
Kind of.
Yandros did player respawning in his Hammerite Deathmatch, but it was a little buggy and unstable (though not unreliable).
sNeaksieGarrett on 10/1/2008 at 20:09
Quote Posted by Tos
The multiplayer code in Thief 1 is
most likely unusable and incomplete, considering it predates the multiplayer patch for SS2. Sorry.
Darn it... But notice the bold part? you'd have to check it out and see if it is inusable. Could you at least do that (if you have thief gold anyway) and tell me if it is not possible? [thought while typing]- I just realized though, you're right. The multiplayer patch for SS2 came out after thief gold (I think?) so that is probably where they got the idea for adding net code in thief 2, but never got to it or changed their minds. But it still has me wondering if the code used in SS2 is similar or the same as code used in thief gold and thief 2.
Oh, and NV.... I know that Thief Shock was an april fools joke, but you must have actually put a lot of work into having thief gold material into SS2, because it was obviously SS2 in that video. - I was wondering if you actually had any real plans on finishing this, or if you'd release the stuff you have (at the very least, it would be interesting to try Thief Shock as is - at least to me it would be. :) )
Yandros on 10/1/2008 at 20:27
Quote Posted by Nameless Voice
Kind of.
Yandros did player respawning in his
Hammerite Deathmatch, but it was a little buggy and unstable (though not unreliable).
Bringing the player back to life is easy. The big issues with not using
VictoryCheck (that's the script that ends the mission when the player dies) are the persistence of motion (the player keeps moving and rotating in the vectors present at moment of death) and the fact that you have to manually handle all your objectives via QVT's, meaning all automatic handling of standard objective types is gone (loot requirement, kill/nokills, etc.) That wasn't so bad for the few objectives I had in HDM but I wouldn't want to do it on a "real" mission that had a lot of objectives. The movement issue was tougher to deal with and I was unable to really prevent or reduce it.
I'd recommend writing a custom script that's a copy of
VictoryCheck without the end-the-game-on-death bit. Probably easier said than done.
Nameless Voice on 10/1/2008 at 21:02
Quote Posted by sNeaksieGarrett
Oh, and NV.... I know that Thief Shock was an april fools joke, but you must have actually put a lot of work into having thief gold material into SS2, because it was obviously SS2 in that video. - I was wondering if you actually had any real plans on finishing this, or if you'd release the stuff you have (at the very least, it would be interesting to try Thief Shock as is - at least to me it would be. :) )
Oh, it was an April Fools' joke all right, but not in the way that everyone though. Everything in that video is completely real, the only thing I added were the scene transitions, music, "Nah" clip and Thief Shock logo at the end, everything else was real ingame footage. The joke was on you for thinking that everything released on the 1st of April wasn't real. :ebil:
But, like I said before, the amount of work that it would take to reproduce every single Thief script just isn't worth the effort.
sNeaksieGarrett on 10/1/2008 at 23:44
No I knew it was real work, that is why I said "I know you put a lot of work into putting thief 1 stuff into ss2":cheeky: What tipped me off was the little green marks around doors, and the sounds as well as the inventory screen. But thanks for the information.
Quote Posted by NV
But, like I said before, the amount of work that it would take to reproduce every single Thief script just isn't worth the effort.
I understand.:) But as I said in my last post, it would be neat to try out Thief Shock in its current state (if you still have the stuff) - at least to me it would be cool.
What is funny though is how many people were fooled by that post thinking it was a real game coming out.
Tos on 17/1/2008 at 04:16
Quick progress update: player respawning has been implemented, and a few more bugs have been fixed.
I've come up with a somewhat limited way of copying functions from SS2's executable into Thief. Functions that are simply too complicated to replicate in C can now (mostly) be copied over directly, with a few changes. This has allowed me to fix several more problems caused by missing functions in the Thief executable, such as weapons not appearing in other player's hands and animations for actions such as weapon swings, dying, or using bows not working.
If I get a chance, I'll see if I can get another video together relatively soon.
jtr7 on 17/1/2008 at 04:38
\o/ Whoohoo!
New Horizon on 17/1/2008 at 05:33
:D Fascinating...