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Thread: What are you working on RIGHT NOW - T1/2 Dromed Edition

  1. #8226
    Member
    Registered: Apr 2016







  2. #8227
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Beautiful Marbleman ! looking forward to play this one!

  3. #8228
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    Stunning Marbleman! Your placement of lighting is away so well done.

  4. #8229
    Member
    Registered: Apr 2011
    Location: Montpellier, France





  5. #8230
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Ooo! That looks amazing skacky!

  6. #8231
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Amazing screens, skacky! Although I must say seeing screens from you that are T2 and Mechanist in nature is very odd.

  7. #8232
    Member
    Registered: Mar 2017
    Fantastic work, skacky! I'm already buying some moss arrows for your mission.

  8. #8233
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    God mode brush work there Skacky

  9. #8234
    Member
    Registered: Jan 2014
    Damn Skacky, you mapping god!

  10. #8235
    Member
    Registered: May 2002
    Location: Texas
    I'm at that point where I'm bored with my mission already, and it could be finished by just adding readables and verbose objectives, but I'm not ready to release it as is.

  11. #8236
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Nice design there SKacky!

  12. #8237
    Member
    Registered: Oct 2019
    Location: Poland
    I'm also in love with what Skacky is doing here, even more so since i'm very much a fan of Mechanists' Art-Deco style

  13. #8238
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    I've been working hard on my no-longer-T2-anniversary-contest mission. I'm using numerous random elements to vary the mission each time it's played. So far, there are (technically) 11,038,896,000 possible combinations of how the mission plays out.

  14. #8239
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    Quote Originally Posted by nicked View Post
    I've been working hard on my no-longer-T2-anniversary-contest mission. I'm using numerous random elements to vary the mission each time it's played. So far, there are (technically) 11,038,896,000 possible combinations of how the mission plays out.
    Holy moly!

  15. #8240
    Member
    Registered: Oct 2014
    Location: Land of two pubs
    This is somewhat related to my previous post, as I used the same tutorial as guide. However, one gameboard in the video has two drawers that open in opposite directions. Some tweaking of objects and axles was needed. I hope to post my final object in the Thief Object Repository, but I'm not certain it's fully optimized. For example, one parent object cube (Aa) for a second drawer was relocated, and is situated within one of the knobs. I had to do that in order to get the other drawer moving in the opposite direction, but perhaps it should be situated outside other objects? Anyway, here's my first video that includes moving drawers within an object, enjoy. Credits are included in the video description:

    Last edited by Derspegn; 3rd Jan 2020 at 10:02. Reason: changed doors to drawers, doorknobs to knobs

  16. #8241
    Member
    Registered: May 2002
    Location: Texas
    Quote Originally Posted by nicked View Post
    I've been working hard on my no-longer-T2-anniversary-contest mission. I'm using numerous random elements to vary the mission each time it's played. So far, there are (technically) 11,038,896,000 possible combinations of how the mission plays out.
    So the walkthrough will take an entire server's worth of disk space?

  17. #8242
    Member
    Registered: Oct 2019
    Location: Poland
    ...You're not supposed to write a walkthrough to parts that are randomised, because it's impossible to predetermine their state of course

  18. #8243
    Member
    Registered: Oct 2004
    Location: Ireland/Poland
    So far, there are (technically) 11,038,896,000 possible combinations of how the mission plays out.
    Out of curiosity - what elements do you actually randomize? Is it just loot placement? (e.g. golden bottle vs stack of coins?) Or does it affect a path you have to take - e.g. randomly locked door, missing ladder, added climbable vines on the wall etc...?

  19. #8244
    Member
    Registered: May 2002
    Location: Texas
    Quote Originally Posted by Meowdori View Post
    ...You're not supposed to write a walkthrough to parts that are randomised, because it's impossible to predetermine their state of course
    You took me too seriously.

  20. #8245
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Quote Originally Posted by PinkDot View Post
    Out of curiosity - what elements do you actually randomize? Is it just loot placement? (e.g. golden bottle vs stack of coins?) Or does it affect a path you have to take - e.g. randomly locked door, missing ladder, added climbable vines on the wall etc...?
    A big part of that number is 9999 possible odometer codes. Stripping that from the equation leaves 1,104,000 possible combinations of everything else.

    Then there are also some story and puzzle elements with randomised locations, some of which control which objectives are visible.
    I've not done much in the way of small, granular changes; for example, at least at this point, the loot is always in the same place.

    Then there are also a lot of variations on how the mission plays out based on player choice - the player has the ability to choose where to start, players can choose which of multiple solutions to objectives they use, etc.

  21. #8246
    DromEd Archmage
    Registered: Nov 2010
    Location: Returned to the eternal labor
    Nicked, if you plan to build a randomized mission, I can do nothing but advice you to check my mission "Wooden Box". You can use the custom scripts I made for the randomization!

  22. #8247
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Thanks, I'll take a look. I'm mostly just using NVRelayTrap's randomisation feature.

  23. #8248
    Member
    Registered: Oct 2004
    Location: Ireland/Poland
    Quote Originally Posted by nicked
    Then there are also some story and puzzle elements with randomised locations, some of which control which objectives are visible.
    I've not done much in the way of small, granular changes; for example, at least at this point, the loot is always in the same place.

    Then there are also a lot of variations on how the mission plays out based on player choice - the player has the ability to choose where to start, players can choose which of multiple solutions to objectives they use, etc.
    Interesting! I'll be curious to see the results - I like the idea of randomized gameplay.

  24. #8249
    Member
    Registered: Oct 2014
    Location: Land of two pubs
    Here's another video with moving doors and drawers. Special thanks to LarryG for the tutorial, FireMage and R Soul for technical assistance, and also to the makers of custom objects . So, the desk is in an air brush surrounded by a room. I built the room, pathfinded the database, optimized and saved the new .cow. However, only the central drawer makes sound and not the left and right doors. Why is that?

    EDIT: The left and right drawers made sound until I set Engine Features-Locked-True and Engine Features-LockDst, the key having Engine Features-LockSrc.

    Last edited by Derspegn; 17th Jan 2020 at 11:45. Reason: Changed URL to Video, added details

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