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Thread: Abandoned project: The City Project (~2005)

  1. #1
    Member
    Registered: Mar 2001
    Location: Ireland

    Abandoned project: The City Project (~2005)

    Back in 2004-2005, Schwaa had the idea to make a large, open city-based campaign, and recruited a number of the well-known DromEdders of the time, include me, Telliamed, Yandros, Shadowspawn, SlyFoxx, Tomi, EmperorSteele, hrothgar, The Watcher... and I think some more which I've forgotten in the last 10 years.
    (Original thread)

    Sadly, the project never really got out of the early stages, so apart from some nice ideas and concepts, there isn't much by way of levels to show.

    However, Shadowspawn and me worked on a tech demo mission containing a lot of new technological gadgets, including:

    • Guards who draw/sheathe their swords as required
    • Guards who become increasingly suspicious as they discover suspicious things, eventually deciding to organise a room-to-room search for the player
    • Creaky doors which are suspicious to open, and an oil flask which can be used to silence them
    • A working well with winch and raisable/lowerable bucket with climbable rope
    • Graves that can be dug up by the player
    • Lamps inside buildings that turn off the lights outside



    At the time, I didn't want to release this because the pirate AIs used in the mission and sword-drawing guards were Shadowspawn's inventions, and he wanted to use them in To Uncurse a Thief before revealing them.
    However, it's been ten years. I think most of the people who worked on this project have probably completely forgotten about it by now.

    So I've decided to publicly release the tech demo test map and associated resources.

    The test map is a .cow file, so it's DromEd-only.

    Downloads:
    Tech demo (32MB)
    Plant demo: PlantDemo2.zip (8MB)
    SlyFoxx's pirate voice set (7MB) (Also included in the Tech demo zip)


    Tech demo (32MB)
    Plant demo: PlantDemo2.zip (8MB)
    SlyFoxx's pirate voice set (7MB) (Also included in the Tech demo zip)
    Last edited by Nameless Voice; 5th Dec 2017 at 16:12.

  2. #2
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    Thank you for releasing this. I still have all the resources for the project which I ever got, but that is mostly just the fam folders and the twin mansion mission which I was working on; I don't have any objects or other missions. I don't remember ever seeing many of the things in this demo, so I'm glad you've released it finally. Does it include the pirates then? What about the mushroom men that somebody (Schwaa or Shadowspawn) created? I seem to recall they had some custom motions and behaviors.

  3. #3
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    I was there too. I sorted out the textures of the city made by Tomi.

  4. #4
    Member
    Registered: Mar 2001
    Location: Ireland
    The mushroom men and other plant creatures that Yandros is talking about were for a planned mission set in a vine-covered portion of the city, which was to be populated by hostile plants and deadly vapours.

    The mushroom men and other plant creatures were in the plant demo. I've added the link to the first post.
    There's also a complete set of pirate voices by SlyFoxx. I think they were originally for To Uncurse a Thief? Added those, too.
    Last edited by Nameless Voice; 20th Dec 2015 at 16:54.

  5. #5
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    The mushroom men are perfect! I have just the spot for them. Thanks you.

  6. #6
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Don't we need the MSCHEMA files to make use of the motions and incorporate them into our motion DB? Have they been lost?

  7. #7
    Member
    Registered: Jun 2009
    Location: The Spiraling Sea
    Nice voice work by Sly.

  8. #8
    Member
    Registered: Oct 2001
    Location: 210x200x64
    Had forgotten all about that. It was for some kind of "pirate mission" for Randy as I recall now.

  9. #9
    Member
    Registered: Mar 2001
    Location: Ireland
    Quote Originally Posted by LarryG View Post
    Don't we need the MSCHEMA files to make use of the motions and incorporate them into our motion DB? Have they been lost?
    Looks like there's a more recent version of all the files, which includes the pirate voice set, mschema, a more recent gamesys, and more files from Shadowspawn. I don't quite remember what else was included in that, maybe there was more tech?
    Updated original post with the new link.

  10. #10
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Thanks. The mos file for the mush men seems to be broken. I get "Undefined tag used: Mushroom at Line No. 2, File MushMen.mos" Anyone else getting this? Any suggestions on where the Mushroom tag should be defined and how to define it?

    Edit: Well, I blundered about a bit in tags.moc and have added in the tags that seem to have been missing, and the database compiled. Time will tell if it works ...
    Last edited by LarryG; 20th Dec 2015 at 20:51.

  11. #11
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    Thanks for releasing these. The mushroom men look awesome and will go very nicely in my swamp.

  12. #12
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    Larry, did it work? If so, can you release an updated motiondb with them included, and perhaps one also built on GMDB (or vanilla, whichever yours wasn't based on, so we have both, although these days I can't imagine anyone not using the GMDB).

  13. #13
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    As near as I can tell, everything is working that I need to work. Only a thorough beta test will give me full confidence, however.

    The issues were in the tags.moc file. Scroll down to the red highlights below for what I added to allow the mdb to compile. Your tags.moc might have other stuff depending on what you start with. My clues as to what to add were the missing tag error messages from attempting to compile and failing.
    Code:
    //  Tags. Any tag used in the motion hierarchy must be defined here
    //  I have no idea what the two numbers are. If you are adding a new
    //  tag, pick numbers which are similar to similar tags, or just experiment.
    //  Good luck. If you figure out what they are used for, email Shadowspawn.
    
    motionTag  Test                 1  0
    motionTag  PlaySpecMotion       1  0
    motionTag  Locomote             1  0
    motionTag  LocoUrgent           0  1
    motionTag  Stand                1  0
    motionTag  Halt                 0  0.5
    motionTag  Wheel                0  0.5
    motionTag  Pivot                0  1
    motionTag  ReadyItem            1  0
    motionTag  ItemSword            1  0
    motionTag  ItemBow              1  0
    motionTag  WorldFrob            1  0
    motionTag  AtWaist              0  0.8
    motionTag  Lever                0  0.5
    motionTag  Door                 0  0.5
    motionTag  BellPull             0  0.5
    motionTag  OnFloor              0  0.8
    motionTag  AtChest              0  0.8
    motionTag  Search               0  2
    motionTag  Peek                 0  0.5
    motionTag  Scan                 0  0.5
    motionTag  Discover             1  0
    motionTag  PointOut             0  0.5
    motionTag  Recoil               0  0.5
    motionTag  Challenge            0  0.5
    motionTag  Thwarted             0  0.5
    motionTag  Salute               0  0.5
    motionTag  IdleGesture          1  0
    motionTag  Stalled              1  0
    motionTag  Poisoned             0  0.5
    motionTag  Stunned              0  0.5
    motionTag  Blinded              0  0.5
    motionTag  Flail                0  0.5
    motionTag  InAir                0  0.5
    motionTag  InWater              0  0.5
    motionTag  Rebalance            0  0.5
    motionTag  Crumple              1  0
    motionTag  KnockOut             0  0.5
    motionTag  Die                  0  0.5
    motionTag  ReceiveWound         1  0
    motionTag  SevereWound          0  0.5
    motionTag  MeleeCombat          0  2
    motionTag  Block                0  1
    motionTag  Attack               0  1
    motionTag  SpecialAttack        1  0
    motionTag  RangedCombat         1  0
    motionTag  Directed             0  1
    motionTag  Direction            0  0.8
    motionTag  IsConfined           0  0.5
    motionTag  OnStairs             0  0.5
    motionTag  NearHazard           0  0.5
    motionTag  Long                 0  0.2
    motionTag  WithTurns            0  2
    motionTag  PlyrBow              1  0
    motionTag  PlyrSword            0  1
    motionTag  SwingLength          1  0
    motionTag  BlackJack            0  1
    motionTag  PlyrCorpseCarry      1  0
    motionTag  Lie2Sit              1  0
    motionTag  Sit2Stand            1  0
    motionTag  Stand2Sit            1  0
    motionTag  Sit2Lie              1  0
    motionTag  Lie2Stand            1  0
    motionTag  Resurrect            1  0
    motionTag  Sitting              1  0
    motionTag  Droid                1  0
    motionTag  Zombie               0  2
    motionTag  Apebeast             0  2
    motionTag  Hammer               0  0.5
    motionTag  BugDemon             0  2
    motionTag  CrayMan              0  2
    motionTag  WithSword            0  1
    motionTag  Unarmed              0  0.2
    motionTag  WithBow              0  0.5
    motionTag  WithCrossbow         0  1
    motionTag  WithBlowgun          0  1
    motionTag  Constantine          1  0
    motionTag  Victoria             0  2
    motionTag  Apparition           0  2
    motionTag  Frog                 0  2
    motionTag  Haunt                0  2
    motionTag  Cutty                1  0
    motionTag  TreeBeast            0  2
    motionTag  Treelike             1  0
    motionTag  Keeper               0  0.5
    motionTag  Cherub               0  0.5
    motionTag  MechSpid             0  0.5
    motionTag  Drunk                0  1
    motionTag  WithTray             0  1
    motionTag  Assassin             0  0.2
    motionTag  Ramirez              0  0.1
    motionTag  Drink                1  0
    motionTag  Conversation         1  0
    motionTag  Conv                 1  0
    motionTag  Unused               1  0
    motionTag  Misc                 1  0
    motionTag  Foo                  0  1
    motionTag  Bar                  0  1
    motionTag  Baz                  0  1
    motionTag  Quux                 0  1
    motionTag  Facing               0  0.3
    motionTag  LocoSpeed            0  0.3
    motionTag  Activity             0  0.3
    motionTag  Action               1  0
    motionTag  HurtLevel            0  0.3
    motionTag  MeleeAction          1  0
    motionTag  SwingType            0  0.3
    motionTag  PoseKind             1  0
    motionTag  PoseFrame            1  0
    motionTag  PlyrSwordSwing       1  0
    motionTag  Ballerina            0  5
    motionTag  NoFall               0  5
    motionTag  IsBox                0  5
    motionTag  DancerOne            0  5
    motionTag  DancerTwo            0  5
    motionTag  Player               0  1
    motionTag  Jumping              0  2
    motionTag  Crouching            0  1
    motionTag  Mantle               0  2
    motionTag  Climbing             0  2
    motionTag  LeaningLeft          0  0.8
    motionTag  LeaningRight         0  0.8
    motionTag  Security             0  1
    motionTag  Maintenance          0  1
    motionTag  Assault              0  1
    motionTag  Shiver               1  0
    motionTag  Bound                1  0
    motionTag  Archaeologist        0  0.5
    
    motionTag  Ruffian              0  2
    motionTag  Mushroom             0  2
    motionTag  Monkey               0  2
    motionTag  Ninja                0  2
    motionTag  GetUp                1  0
    motionTag  AboveHead            0  0.8
    motionTag  Landing              1  0
    motionTag  Throw                1  0
    motionTag  Kick                 1  0
    motionTag  Direct               1  0
    motionTag  Knock                1  0
    motionTag  AdvBow               1  0
    motionTag  Sway                 0  1
    motionTag  Doggy                0  1
    
    motionTag  Ghost                1  0
    motionTag  Read			1  0
    motionTag  SitAtScope		1  0
    motionTag  Sit			1  0
    motionTag  Write		1  0
    motionTag  Paint		1  0
    motionTag  Piano		1  0
    motionTag  Eat			1  0
    motionTag  Safe			1  0
    
    motionTag  takeitem             1  0
    motionTag  reachout             1  0
    motionTag  readletter           1  0
    motionTag  lowerarm             1  0
    
    motionTag  LedgeRight		1  0
    motionTag  LedgeLeft		1  0
    motionTag  Torch		1  0
    
    motionTag  Look			1  0
    I haven't incorporated john9818a's fix since I's still not certain exactly what motion was broken, how it was broken, and what the new motion looks like. A vid of before and after by john9818a would be of great assistance so I can know what to look for to see if the fix works.

    What I did to update my mdb to have the new motions:
    • I copied my MSCHEMA and MOTIONS directories and motiondb.bin my so that I had a backup of each to restore from in case things went south.
    • I took the Tech Demo zip above (SSFullGamesys.zip is what gets downloaded) and opened it up.
    • I then merged the MSCHEMA and MOTIONS directories from the SSFullGamesys.zip into thier counterparts, taking only the files that were missing from what I already had. Any duplicate files found I did not load, under the theory that the ones I had were working fine. (This is where my errors were introduced, I believe, as this would not update the tags.moc file, But I believe it was safer even so.)
    • I then attempted to execute Makmdb.exe from my Thief root directory, with the noted tag errors generated one at a time. I would fix one tag error and then get another.
    • To be sure that I had picked up all the differences in the tags.moc, I opened both up in Notepad++ and ran the file compare plugin.
    • I also was getting a torso error for the GHOST.MOS schema in my MSCHEMA directory, so I added a "torso Biped" line to that.
    • The next run of Makmdb.exe was without errors and seems to work fine. So I renamed my motiondb.bin to be omotiondb.bin and then renamed the new nmotiondb.bin to be motiondb.bin.


    I still plan to run similar file compares with the other .moc files (Groups and Torsos) to make sure that I have everything from both versions.

    When I have what I think is a correctly merged set of motion files for my use, I can send anyone who wants it all that in a zip, however I am reluctant to post it, as I really don't know what I'm doing and have no way to systematically regression test the motions to make sure that nothing got broken in the process. Instead, I recommend that whoever wants the new motions to follow a similar process to get a merge of their current MDB and the MDB in the SSFullGamesys.zip.

  14. #14
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    Understood, thank you. By the way the four motions near the bottom are I believe by R Soul, and were released separately from anything Shadowspawn did. I've got them in my motiondb by managing to build it with his help. They're invaluable in the cutscenes in DCE.

  15. #15
    Member
    Registered: May 2002
    Location: Texas
    Larry there is one motion that the bipeds can perform when dying that is not necessarily broken, but there is one frame where the AI's right leg bends forward. I simply took an average of the x, y, and z of the frames before and after, and entered the results into the bad frame. I can post a video in the thread I started if needed.

  16. #16
    Member
    Registered: Aug 2009
    Location: Montreal, Canada
    Those mushroom men look amazing, and how they dissolve bodies...brilliant
    Please someone, use these in your next FM
    Weren't these the same mushroom men that were in the unreleased Ruins of Originia mission?

  17. #17
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    They are already in my next mission, at a mushroom farm run by a sorceror, found inside a nutshell.

  18. #18
    Member
    Registered: Aug 2009
    Location: Montreal, Canada
    Quote Originally Posted by LarryG View Post
    They are already in my next mission, at a mushroom farm run by a sorceror, found inside a nutshell.

  19. #19
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    They'll also likely appear in my swamp. Finished the core gameplay first though, since I keep having to increase max obj refs!

  20. #20
    Member
    Registered: Jan 2000
    Location: Pepperell, MA
    NV,

    I missed this thread. I've been thinking about releasing the pirates and mushroom men recently. I'm glad you did it first! Thanks!

    Did the mushroom men launcher make it into the release? It worked like a robotic missile launcher, but fired a seed pod which sprouted into 4 (or 6) mushrooms, which rapidly grew into mushroom men. If that didn't make it, I'll dig out the implementation.

    Glad to see the work didn't go to waste!
    Shadowspawn's Thief Pages
    Darkness is always faster than light. No matter how fast light travels, it always finds the dark waiting for it.

  21. #21
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    The mushroom men are definitely going to make it into release in my True Dreams mission. So great big thanks for them! They are perfect. But I didn't need a mushroom men launcher so I don't have that. It was in the demo that NV released IIRC.
    Last edited by LarryG; 27th Oct 2016 at 12:15.

  22. #22
    Member
    Registered: Mar 2001
    Location: Ireland
    Yes, the mushroom-man spore-launcher plant was in the demo.
    I seem to recall that they had a great sound effect for when they were growing.

  23. #23
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    Quote Originally Posted by Random_Taffer View Post
    They'll also likely appear in my swamp.
    Rob will correct me if I'm wrong, but I don't think they are going to make the cut for the swamp campaign. He already has a large number of factions and there isn't room to add an area for them.

  24. #24
    Member
    Registered: May 2005
    Location: Full on Kevel's mom
    Quote Originally Posted by Yandros View Post
    Rob will correct me if I'm wrong, but I don't think they are going to make the cut for the swamp campaign. He already has a large number of factions and there isn't room to add an area for them.
    Yes, true. They do exist in the gamesys, but I simply have no more room for them. Cells are pretty much maxed out.

  25. #25
    New Member
    Registered: Nov 2017

    Links not working

    None of the links are working anymore.

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