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Thread: T3G: Mission Rework Progress

  1. #1
    Member
    Registered: Aug 2006
    Location: Deutschland

    T3G: Mission Rework Progress

    Here we go. I'll try to keep the first post updated so we can keep this as a little to-do list.

    Inn – footprints and floating arrows removed
    General notes: more rooms to explore...?

    Castlemerged, patrol paths reconstructed, torch switch scripts fixed
    General notes: Intersection area has crickets only on one side, despite the zone property actors being the same.

    PaganIntromerged
    General notes: don't know about fixing the dead body thing, otherwise we might consider ShadowSneaker's attempt to enlarge the map
    Change list for vanilla install:

    HammerIntromerged (Original filename! Please make sure to back up the original map 1!)
    General notes: tested until the return-to-courtyard objective, but I trust it works

    SeasideMansionmerged
    missing cave section designed, volumes fixed

    Dungeonmerged (Original filename! Please make sure to back up the original map 1!)
    General notes: problem with missing objectives after save & reload (probably true for all maps until now;

    Clocktowermerged (Original filename! Please make sure to back up the original map 1!)
    General notes: top room might deserve a half-transparent window with a nice view over the City; main goal (stop the machinery) didn't work the last time, but I don't know yet if this was due to the scripts, my fault as a player or something else
    Change list for vanilla install:
    Static Meshes:
    the two different staircase meshes in the new transition zone need STM steps texture and skin name

    Keeper Compoundmerged
    WIP

    HauntedHousemerged (Original filename! Please make sure to back up the original map 1!)
    General notes: should work basically; courtyards of both maps preserved due to their different look and the otherwise very small playground
    Property storage count exceeded when saving, but snobel might have a fix for that to squeeze out a few more property slots
    Change list for vanilla install:
    Scripts:
    HHSecretDoorFrobbable --> CONDITION changed to "When goal [obj_FindAndBurnClothes] changes from [kGS_Hidden] to [kGS_Pending] (before: When map starts, arriving... and Query if goal [] is [kGS_Pending])

    BloodstainFrobbable --> CONDITION changed to "When goal [obj_FindSerumAndCleanBlood] changes from [kGS_Hidden] to [kGS_Pending] (before: When map starts, arriving... and Query if goal [] is [kGS_Pending])

    Museummerged
    Genral Notes: Loading zones are in one case far away from each other. A longer new hallway is required and I think there were some property storage count issues. Problem solved, hallway and staircase copy-paste-built, AI added, no PSC issues until now, looks promising.

    Even more general notes: all EnterLevelInfo and also playerstart teleport entries are set to the first map (e.g. Castle1), so the string_tags *.sch files can be adjusted to that, saving names (LevelEnterText in Misc.sch) could be changed to the actual mission title or a shorter version (Bloodline, Cradle etc.)

    ~~~~~~~~~~~~~~~~~~~~~~~~

    The linked files are by now outdated. All unr files which form the basis of the T3G update included in snobel's SneakyUpgrade can be downloaded here. Drop me and/or snobel a line if you plan to use them in your own project, we would appreciate it.
    Last edited by Beleg Cúthalion; 6th Oct 2015 at 15:41.

  2. #2
    Member
    Registered: Feb 2005
    http://thief.bittersense.com/citycomb.unr

    This one is southquarter+docks and stonemarket, just the levels merged, no scripts.

  3. #3
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Inn – untouched yet
    General notes: blue footprints et alii I guess
    I had started a revamp of this mission a few years back, but sadly I no longer have the files.

    I was expanding it and turning it into a real mission, with some extra rooms, more patrols, goals and less of an 'on rails' feeling. I think this mission could really benefit from a revamp.

  4. #4
    Member
    Registered: Aug 2006
    Location: Deutschland
    Honestly I could need a simple design task instead of doing only the handicraft. We'll see. I believe the City sections with their dozens of objects (I don't even want to start to re-do all the patrol paths) could only be merged in a practical way, like SQ with Garrett's apartment and Pavelock.

    Ah, now I know what I have forgotten this afternoon. Level properties.

  5. #5
    Member
    Registered: Feb 2005
    http://thief.bittersense.com/CastleCombined.unr
    Here is castle combined. There is some problem with skyline meshes around towers, but can be fixed easily. Also the decorative actors from castle2 is missing, because they caused the crash problem. I copy-pasted brushes first, meshes second and lights lastly, without crash.

    Enjoy, I'll see what I can do with the museum

  6. #6
    Member
    Registered: Aug 2006
    Location: Deutschland
    Ah, thanks. I even wanted to ask a couple of days ago whether or not you were washed away during the flood.

    Have you checked scripts, links and objectives? I believe the torch lever script works with an on-load/query lever frobbed flag thing, so it must be changed. Plus, usually all the links are only preserved when both ends are copyed. This might work when links as usual consist bewteen actors only but I wouldn't be too sure about it. I'll have a closer look.

  7. #7
    Member
    Registered: Feb 2005
    No I haven't checked any scripts. Like I said, most objects from castle2 is missing too. Elevators, ai, books, any non-static mesh object. Some re-work is definitely necessary.

    Museum is acting weird, dunno, will check later.

  8. #8
    BANNED
    Registered: May 2006
    Location: Italia
    Oh, welcome to the first thread wrote by Beleg!

  9. #9
    Member
    Registered: Aug 2006
    Location: Deutschland
    I had already given up my oath to create no FM with loading zones so what the hell... after all this is about getting rid of loading zones.

  10. #10
    Member
    Registered: Aug 2006
    Location: Deutschland
    A little bump for the latest update: I've experimented with HammerIntro and while merging wasn't difficult (but re-creating the factory patrols was!), everytime I re-build the map I get a big BSP hole at the eastern outer gallery (the long balcony within the buttresses), probably caused by a subtract brush for the eastern side of the 1st floor foyer, which is nowhere near the upper area but the hole vanishes if I move the brush a bit. Apparently for that reason there is an added brush for the whole wall (yes, two surfaces above each other), but with everything I did I couldn't fix it. Maybe one of you guys has some free time to try it out (link above). Patrols, transition zone, triggerscript links for the difficulty actors etc. fixed, I just haven't checked anything else yet because of the BSP hole. And I really hope it's the only one.

  11. #11
    BANNED
    Registered: May 2006
    Location: Italia
    Quote Originally Posted by Beleg Cúthalion View Post
    A little bump for the latest update: I've experimented with HammerIntro and while merging wasn't difficult (but re-creating the factory patrols was!), everytime I re-build the map I get a big BSP hole at the eastern outer gallery (the long balcony within the buttresses), probably caused by a subtract brush for the eastern side of the 1st floor foyer, which is nowhere near the upper area but the hole vanishes if I move the brush a bit. Apparently for that reason there is an added brush for the whole wall (yes, two surfaces above each other), but with everything I did I couldn't fix it. Maybe one of you guys has some free time to try it out (link above). Patrols, transition zone, triggerscript links for the difficulty actors etc. fixed, I just haven't checked anything else yet because of the BSP hole. And I really hope it's the only one.
    Where is this link? And have you tried to use the groups? Maybe it's hidden because of this.

  12. #12
    Member
    Registered: Aug 2006
    Location: Deutschland
    There was no group issue, but after meddling with the room beneath now it works. New version uploaded, but I still have to check the objectives.

  13. #13
    Member
    Registered: Mar 2005
    Location: Corvallis, Oregon
    Someone recreated TDS city in T2. This looks sweet

    Forum discussion:
    http://www.ttlg.com/forums/showthread.php?p=1923013

    Screens:
    http://jayb.ath.cx/Eidos/Southquarter/

    Inspiration . . .

  14. #14
    BANNED
    Registered: May 2006
    Location: Italia
    You came late, ascottk

    It's near two months that we knows about.

  15. #15
    Member
    Registered: Aug 2006
    Location: Deutschland
    ...and everytime I try to persuade him to change to T3Ed. by the way, we have a couple of new textures on the server (there should be an adress in the older TDS Gold thread) with mostly stone walls of old train bridges. Nothing spectacular unfortunately, but maybe they're still ressources for the T3 realistic texture conversion.

  16. #16
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by ascottk View Post
    Someone recreated TDS city in T2. This looks sweet

    Forum discussion:
    http://www.ttlg.com/forums/showthread.php?p=1923013

    Screens:
    http://jayb.ath.cx/Eidos/Southquarter/

    Inspiration . . .
    I would really love to see the TDS missions recreated in Thief 2...just to see what T3 could have been.

  17. #17
    Member
    Registered: Mar 2005
    Location: Corvallis, Oregon
    Quote Originally Posted by New Horizon View Post
    I would really love to see the TDS missions recreated in Thief 2...just to see what T3 could have been.
    I played around with it & it just feels right. There are a few inaccuracies geometry-wise but TDS geometry in T2 is . . . well . . . can't really describe it.

  18. #18
    Member
    Registered: Aug 2006
    Location: Deutschland
    I hate to disturb your fantasy-nostalgia, but please tell me if/when there is no further need to mess with those maps. I'm all game for helping with this project but I have an FM here and like to finish it for myself and those handful of people who like to play TDS fan missions.

  19. #19
    Member
    Registered: Mar 2005
    Location: Corvallis, Oregon
    Quote Originally Posted by Beleg Cúthalion View Post
    I hate to disturb your fantasy-nostalgia, but please tell me if/when there is no further need to mess with those maps. I'm all game for helping with this project but I have an FM here and like to finish it for myself and those handful of people who like to play TDS fan missions.
    This project was never official so do as you may. Your work is appreciated and people will find it useful so thanks

  20. #20
    Member
    Registered: Aug 2006
    Location: Deutschland
    I just need some feedback to know that I'm not the only one.

  21. #21
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by Beleg Cúthalion View Post
    I hate to disturb your fantasy-nostalgia...
    It's good fantasy nostalgia. It's pretty neat being able to run around the T3 city in T2...although design wise, it still doesn't feel quite right. The T3 designers didn't quite get the whole steampunk aspect.

  22. #22
    Member
    Registered: Aug 2006
    Location: Deutschland
    I just tested the HammerIntroGold until short before the last objective and it worked... at least until one of the Hammers struck be down with two strong blows. I should adjust my difficulty values once more. Well, I think it works right now, conversations, patrols, scripts etc..

    Let's have a look at the Seaside Mansion.

    If anyone still as a vanilla setup and too much free time, you're welcome to correct the texture sizes back to normal because now the maps are messed-up due to my JohnP package.

  23. #23
    BANNED
    Registered: May 2006
    Location: Italia
    Quote Originally Posted by Beleg Cúthalion View Post
    If anyone still as a vanilla setup and too much free time, you're welcome to correct the texture sizes back to normal because now the maps are messed-up due to my JohnP package.
    ????

  24. #24
    Member
    Registered: Aug 2006
    Location: Deutschland
    It's been a while but honestly I had no simpler words to explain this. Well, since I have the JohnP textures on my T3Ed setup, all missions will have large-scaled BSP textures as soon as I rebuild them (but I have to if I glue them all together). So, to get real combined maps which still feature only vanilla-T3 content, I need someone who can re-work all those BSP surfaces with the original smaller textures. Plus, to save time this should already be the installment on which we fix the few scripts and SM skins that have to be adjusted (see the list) so we can publish a working set of new map files... even if this is the only part of the T3 Gold project, TDS missions without loading zones should be worth it.

    PS: Seaside Mansion merged, works well apparently, only the secret caves need a bit of tweaking since they are not linked yet... but that gives a little artistic freedom.

  25. #25
    BANNED
    Registered: May 2006
    Location: Italia
    Quote Originally Posted by Beleg Cúthalion View Post
    It's been a while but honestly I had no simpler words to explain this. Well, since I have the JohnP textures on my T3Ed setup, all missions will have large-scaled BSP textures as soon as I rebuild them (but I have to if I glue them all together). So, to get real combined maps which still feature only vanilla-T3 content, I need someone who can re-work all those BSP surfaces with the original smaller textures.
    And you could not just simply copy and paste the older brushes from the original maps? It seems a good idea, in my opinion...

    Quote Originally Posted by Beleg Cúthalion View Post
    PS: Seaside Mansion merged, works well apparently, only the secret caves need a bit of tweaking since they are not linked yet... but that gives a little artistic freedom.
    Secret cave?? I don't remember anyone...

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