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

  1. #8226
    Member
    Registered: Mar 2017
    Fantastic work, skacky! I'm already buying some moss arrows for your mission.

  2. #8227
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    God mode brush work there Skacky

  3. #8228
    Member
    Registered: Jan 2014
    Damn Skacky, you mapping god!

  4. #8229
    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.

  5. #8230
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Nice design there SKacky!

  6. #8231
    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

  7. #8232
    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.

  8. #8233
    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!

  9. #8234
    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

  10. #8235
    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?

  11. #8236
    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

  12. #8237
    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...?

  13. #8238
    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.

  14. #8239
    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.

  15. #8240
    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!

  16. #8241
    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.

  17. #8242
    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.

  18. #8243
    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

  19. #8244
    Member
    Registered: Apr 2001
    Location: Lost in the BSP...
    Don't know where else to post this, but I am available for beta-testing if anyone needs an extra. I've been away so long, I have forgotten most of what I learned in Dromed. It still calls to me, but it's just a dark, barely-heard whisper these days. But, I just found out about the big T2Fix update from last March, and I've been playing through the original T2 missions again. Brings back a ton of memories. I had "forgotten" how great this game is. Now that I can play it in Windows 10 with no fuss, I'm super excited about the upcoming contest missions release.

    These all look fantastic, and I am always ready for new Thief experiences (allowing for breaks along the way, of course). If I had known about this Contest a year ago, the temptation to work in Dromed again might have been too much to ignore. RL is still a bitch though, and this past year was a doozy, but still... there's always that desire to build something lurking in the back of my mind.

  20. #8245
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Great to see you, Mike! I love it when folks from the older days of Dromed return. If you do get back into it, you will be blown away by how much better Dromed is now with newDark compared to the old days.

  21. #8246
    Member
    Registered: Apr 2001
    Location: Lost in the BSP...
    Is there a handy thread that lists some of those improvements? I don't want to hijack this thread. But this is getting more interesting by the minute...

  22. #8247
    Member
    Registered: Oct 2018
    Location: Melbourne, Australia
    You can read the first pages of this thread, from when NewDark was first released https://www.ttlg.com/forums/showthread.php?t=140085
    The patch comes with a modders-notes.txt file, which (among many other things) lists some important improvements over original engine limits. The original OldDark limits are in parentheses.

    Max concrete object IDs: 8192 (from 4096)
    Max visible objects: 1280 (from 128)
    Max texture dimension: 4096 (from 1024)
    Max texture animation frames: 99 (from 20)
    Max drawn terrain polys: 20480 (from 1024)
    Max ambient sound objects: 1024 (from 256)
    Max cells for bounding sphere spatial queries: 1024 (from 512)
    Max cells a dynamic light can reach: 1024 (from 512)
    Max portal clip regions: 20480 (from 2048)
    Max characters per cfg-file line: 8192 (from 80)
    Max display resolution: x4800 (actual limit depends on HW) DX9 / 2048x2048 DX6 (from 1024x768)

    Max brushes: 16384 (from 7068)
    Max regions (/ worldrep (WR) cells): 32760 (from 28672)
    Max active regions: 20480 (from 768)
    Max rooms: 4096 (from 1024)
    Max AI path cells: 131070 (from 65534)
    Max texture families: 32 (from 16)
    Max family textures: 1024-ish (from 256-ish)
    Max application data handles: 4096 (from 2048)
    Max model handles: 2048 (from 1024)
    Max static lights: 2016 (from 736)
    Max cells a static/anim light can reach: 32760 (from 512)
    Max anim light to cell pairings: 49152 (from 16384)
    Max brush faces/sides: 28 (from 12)
    Max decals per page on Thief maps: 256 (from 64)
    Max pages per mission on Thief maps: 32 (from 8) [where visited area functionality works correctly]
    Max world size: configurable up to +/-2000 (from +/-1000) [only increase if absolutely necessary]
    MAX_TJOINT_EDGES: 131072 (from 65536) [internal processing buffer]
    MAX_TJOINT_DIRS: 32768 (from 16384) [internal processing buffer]
    MAX_GLOBAL_RENDER: 32000 (from 8000) [internal processing buffer]
    MAX_GLOBAL_PLANES: 65536 (from 16384) [internal processing buffer]
    MAX_GLOBAL_POINTS: 256k (from 128k) [internal processing buffer]

    New image formats: PNG, DDS, PCX 32-bit, BMP 24/32-bit, BMP RLE, TGA RLE

    Full 32-bit rendering pipeline support, from 32-bit textures to 32-bit render surfaces.

  23. #8248
    Member
    Registered: Apr 2001
    Location: Lost in the BSP...
    Guess I should have checked that.. Thanks for not calling me a total DA!! :-P :-)

  24. #8249
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Besides the limits being blown wide open, the improvements to Dromed itself are remarkable as well.

  25. #8250
    Member
    Registered: Apr 2001
    Location: Lost in the BSP...
    I haven't delved too far in yet, but what I've seen so far is impressive. :-)

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