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Thread: What new features would you like for the next NewDark update (Suggestions)

  1. #151
    Member
    Registered: Nov 2019
    Location: Restaurant at end of universe
    I have it set up that way already but i mistakenly stuck a thief gold fm in the thief 2 folder. I took me a week to figure out why everything was black in the fm.

    I didn't know what "view info file" meant. Why doesn't it say "fm read me file" ? I really don't use most of those buttons in FMSel. The only ones i use are play, status, install, uninstall, & rating. The other stuff is worthless to me.

    One other problem i have is with DromEd. I installed DromEd with the patch but if click on DromEd.exe the FMSel box comes up and not DromEd. Why is that ?

    Edit: Thief Gold DromEd comes up. Thief 2 DromEd does not come up only FMSel.
    Last edited by howeird; 1st Jul 2020 at 20:14.

  2. #152
    Member
    Registered: Mar 2001
    Location: Ireland
    Because it's opening FMSel for DromEd, to let you edit FMs if you wish. Just hit "Skip FM" if you want to launch it for the original game.

    Most of the time, this is what you'd want in your FM-playing install.
    Actual mission development should be done in a separate install anyway.

  3. #153
    Member
    Registered: Nov 2019
    Location: Restaurant at end of universe
    Why does a terminal named "Mono" come up when DromEd comes up in Thief 2 ? This does not occur in the gold DromEd. And, if i close the terminal DromEd closes

  4. #154
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    It's the monolog. It spews messages about the mission. It's part of Dromed.

  5. #155
    Member
    Registered: Nov 2019
    Location: Restaurant at end of universe
    I made some missions for myself years ago with the original DromEd but don't remember the terminal included. The missions i made always imploded. For some reason if one save became corrupted it would corrupt all the saves with no way to repair the mission because it would no longer load into DromEd. 'Too many vertices' was a common complaint from DromEd.

  6. #156
    Member
    Registered: Aug 2004
    Location: netherlands
    monolog came with New dark. Builder be praised for that

  7. #157
    Member
    Registered: Aug 2004
    Location: netherlands
    Quote Originally Posted by Nameless Voice View Post
    .
    Actual mission development should be done in a separate install anyway.
    on the one hand I tend to disagree about that. I have my WIP's in seperate folders in the fm folder in my thief dir. works like a charm. all the custom goodies in the right folders. when done zipping up the entire content from that fm folder and done

    on the other hand, I would be the last one to say you are incorrect. what makes, it is better to have seperate installs for building?

  8. #158
    Member
    Registered: Oct 2017
    Location: France
    I may be a bit naive but I do think the monologue has always been there, just that before NewDark it was just a .txt (maybe?) file you had to view AFTER the fact once dromed crashed... Which it did... a lot.

    And still does

  9. #159
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by Psych0sis View Post
    I may be a bit naive but I do think the monologue has always been there, just that before NewDark it was just a .txt (maybe?) file
    MonoLOG. It was a log file. Hence the name. It's a pun.

    Maybe someone should move the "Howeird Uses DromEd" posts to a different thread.
    Last edited by ZylonBane; 2nd Jul 2020 at 16:32.

  10. #160
    Member
    Registered: Mar 2001
    Location: Ireland
    Quote Originally Posted by nightshifter View Post
    on the one hand I tend to disagree about that. I have my WIP's in seperate folders in the fm folder in my thief dir. works like a charm. all the custom goodies in the right folders. when done zipping up the entire content from that fm folder and done

    on the other hand, I would be the last one to say you are incorrect. what makes, it is better to have seperate installs for building?
    No, that's fine too. I was actually going to suggest it, but it seemed too complicated to explain to someone who doesn't know how FMSel works with DromEd.


    I still have different installs because I've had them since before NewDark.

  11. #161
    Keyla the Otter
    Registered: Mar 2009
    Location: USA
    A "Loot_Carryover" setting in USER.CFG that, when toggled, records the amount of loot taken from the last completed mission, be it original or fanmade, and adds that to the starting cash of a new level while in the shop menu.

  12. #162
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    That... is exactly how loot works. Unless you mean loot transfers entirely independently between unrelated missions, in which case... why? What possible benefit does that give anyone apart from ruining authors' design choices?

  13. #163
    Member
    Registered: Oct 2004
    Location: Ireland/Poland
    Not to mention, that if somebody wants to cheat on starting loot, this is already possible through config commands.

    BTW. I'd like to see a couple of fog improvements:
    - correct distance calculation, as opposed to this artificial plane in front of the camera, which causes things to get fogged or not based on the direction you're looking)
    - a material/rendering property called, let's say, "fog opacity", used typically in conjunction with self illuminated materials. The idea is that light sources should not be fogged as easily as normal surfaces. But they shouldn't be excluded from fogging completely, as that would make them stand out too much. So, what I'd like to see is a float value between 0.0 and 1.0, which would work as a fogging multiplier. This way self-lit windows or lanterns would still shine slightly in a thick fog far away.
    - Z-blur (DOF) as part of the fog effect, but I might be asking for too much... But if not, it should be adjustable on a per zone basis, so it could be stronger on fog used underwater, etc...

  14. #164
    Keyla the Otter
    Registered: Mar 2009
    Location: USA
    Quote Originally Posted by nicked View Post
    That... is exactly how loot works. Unless you mean loot transfers entirely independently between unrelated missions, in which case... why? What possible benefit does that give anyone apart from ruining authors' design choices?
    Because I thought it was a fun idea. That's why. And people can leave it turned off if they don't want it.

    Okay, I have another suggestion. This one's for a bug fix.

    Namely, there's a bug in NewDark that causes NPCs to spot bodies in deep shadow from a long distance. They get taken to Alert stage 1, which doesn't cause them to investigate, but if a body is hidden in total darkness, NPCs shouldn't be able to spot it from over 20 feet away. I find this in Thief Gold all the time.

  15. #165
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by Ryan Smith View Post
    Because I thought it was a fun idea.
    Replacing all AIs with kittens would also be a fun idea. It would be pretty dumb to suggest it as a feature though.

  16. #166
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    On thing I'd like to see is a DromEd improvement: visibility control over specific terrain brushes on the top/right/front views, either by selecting brushes and clicking a 'hide' button (and having a 'show all' button to reveal them again) or allowing multibrushes to be hidden or shown. But have it only be a view filter, the brushes would still be used during portalisation.

    I'm currently working on an area that sits inside a mess of dodecahedra, and can't hide them with area brushes. Aside from multibrushing them all and moving them out of the way while I work, and moving them back when I portalise, there's no way to remove the godsawful mess of additional brush lines all over the view.

  17. #167
    Zombified
    Registered: Sep 2004
    Quote Originally Posted by Ryan Smith View Post
    there's a bug in NewDark that causes NPCs to spot bodies in deep shadow from a long distance. They get taken to Alert stage 1, which doesn't cause them to investigate, but if a body is hidden in total darkness, NPCs shouldn't be able to spot it from over 20 feet away. I find this in Thief Gold all the time.
    I'm interested in this - any saves or step-by-step instructions of how to make the glitch manifest? also, "a bug in NewDark" would imply this didn't exist under oldDark, are you positive?


    //I think I've seen someone mentioning an AI in LotP doing something similar recently, but can't seem to find the post.
    Last edited by voodoo47; 7th Jul 2020 at 14:53.

  18. #168
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    Quote Originally Posted by voodoo47 View Post
    I'm interested in this - any saves or step-by-step instructions of how to make the glitch manifest? also, "a bug in NewDark" would imply this didn't exist under oldDark, are you positive?


    //I think I've seen someone mentioning an AI in LotP doing something similar recently, but can't seem to find the post.
    Are you going to update TFix anytime soon or are you waiting for a new version of NewDark?
    Who knows if weŽll ever have it.

  19. #169
    Zombified
    Registered: Sep 2004
    yeah, if that AI thing is something I can fix, I would definitely pop a new release out.

  20. #170
    Keyla the Otter
    Registered: Mar 2009
    Location: USA
    I don't think it's a save-based issue because I can replicate it in any mission, original or fanmade. To make things easy, knock out a guard in Lord Bafford's Manor and put him in the hallway just outside the library. Make sure that the body's actually hidden in deep shadow and not just barely visible. The guard(s) will wander down the hallway and turn about 10 feet away from the intended position for the body. Watch how far apart the body and the guard is when the guard starts saying "who's there? Is someone there?"

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