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Thread: NewDark T2 1.27/System Shock 2.48

  1. #1
    Dóttirin klæðist oft móður möttli
    Registered: Apr 2015

    NewDark T2 1.27/System Shock 2.48

    NewDark update by Le Corbeau on the French forums

    T2 ND 1.27
    http://www.mediafire.com/file/yrbopr..._v127.zip/file
    https://gofile.io/?c=APiYa1
    SS2 ND 2.48
    https://gofile.io/?c=APiYa1

    Multiplayer support
    //Edit: For multiplayer, I suggest to copy a installation for this. There's a bug in multiplayer gen.osm (switches/stdbutton won't work in singleplayer).
    Code:
    Changes and fixes for v1.27---------------------------
    
    
    General:
     - fixed an issue with wrong texture palette being used on world textures, from families without a full.pcx,
       after loading savegames
     - fixed original bug where under some circumstances random objects started playing voices from a recently
       destroyed AI
     - fixed an original bug in some loading code that could on occasion cause trouble when loading savegames or
       during level transitions in SS2
     - updated "doc\T1.7z" package with a motiondb patch to fix a small issue in T1 mode (see the contained readme)
     - added "hide_maxed_hpbar" config var that will hide the health bar when player has full health
    
    
    DromEd:
     - fixed room(/EAX) type not being copied when cloning room brush
     - added incremental save support (see "incremental_save_dir" in "doc\new_config_vars.txt" and the supplied
       sample "dromed.cfg")
     - added "load_world_gam" command that tries to load a cow (or mis) file, but will prompt user to load a
       gamesys file, might be useful for rescue or debugging (the loaded result must be carefully inspected
       as gamesys data will likely differ from what was in the cow)
     - added "load_terrain" command that tries to load only terrain, no objects, from a mis/cow, might be useful
       for rescue or debugging
     - added "reload_motion_info" command, to reload data from a mi-file without having to rebuild entire motiondb
     - added "dump_motions_schemas" command (see "doc\motion_schema_syntax.txt")
     - added CTRL and ALT modifiers when clicking in solid view while the texture palette is open
       (CTRL allows changing selected surface without assigning a texture, ALT picks the texture from the clicked
       surface and sets it as the current selection in the texture palette)
     - added positional info to some portalization merge errors
    
    
    Other:
     - fixed a bug in SQUIRREL.OSM with SendMessage function and the data3 param
     - fixed incorrectly documented game/API version for a couple of functions in the DarkGame script service
     - updated a parameter for the ObjRaycast function in the Engine script service (should be backward compatible
       with existing code that uses it)
     - Notepad++ files for Squirrel updated to reflect latest fixes
     - added PossessedSimple function to the Property script service
     - added stun an freeze functions to the AI script service
     - added Create and CreateArch commands to DMLs
     - added multiplayer beta (separate executable)
    Last edited by Unna Oertdottir; 23rd Jun 2019 at 13:27.

  2. #2
    Zombified
    Registered: Sep 2004
    ohh, more dml stuff. not going to say no to that.

  3. #3
    Member
    Registered: Mar 2017
    What these changes can mean to a regular player?

  4. #4
    Zombified
    Registered: Sep 2004
    pretty much just more stability.

  5. #5
    Member
    Registered: Mar 2015
    Thank you very much for the notification!

    Quote Originally Posted by Unna Oertdottir View Post
    - fixed an issue with wrong texture palette being used on world textures, from families without a full.pcx,
    after loading savegames
    This fix, in particular, is very nice to have, considering there was some talk about it quite recently.

  6. #6
    Zombified
    Registered: Sep 2004
    no SS2 multiplayer exe though, it seems - too bad, as modern SS2 MP is pretty much the most requested feature out there. but if it can be done for T2, I'm guessing there is hope for SS2 as well..

  7. #7
    Dóttirin klæðist oft móður möttli
    Registered: Apr 2015
    We can create archetypes via dml. This will be useful.

    Code:
    DML1//
    
    CreateArch -1 "Le Corbeau"
    {
      +ObjProp "DesignNote" 
     {
        "" Thank you very much for this feature, what took you so long?
     }
    }

  8. #8
    Zombified
    Registered: Sep 2004
    yeah, very complex dml mods are now going to be possible.

  9. #9
    Member
    Registered: Jul 2011
    AWESOME!!! Thanks.

  10. #10
    Member
    Registered: Dec 2018
    Location: Germany
    The T2 MP works rly good, even with FM's!
    Thx

  11. #11
    Member
    Registered: Apr 2011
    Next year’s FM contest: missions designed for multiplayer??

  12. #12
    Member
    Registered: Dec 2018
    Location: Germany
    Quote Originally Posted by vfig View Post
    Next year’s FM contest: missions designed for multiplayer??
    Good Idea! I would be for it

  13. #13
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    Also included is a slightly patched "motiondb.bin", one for the original T1 release (in "TDP") and one
    for Thief Gold (in "TG"). If you put "interface.crf" in a mod dir, then you can copy the correct "motiondb.bin"
    in the same dir, otherwise you can replace "motiondb.bin" in the game's root dir.

  14. #14
    Nice! Time to add MP support to AngelLoader.

  15. #15
    Member
    Registered: Jul 2015
    So, this is just a beta version of New Dark version 1.27 for Thief 2?

  16. #16

  17. #17
    Member
    Registered: Apr 2000
    Location: The Docks
    Quote Originally Posted by mcmike1489 View Post
    So, this is just a beta version of New Dark version 1.27 for Thief 2?
    It's as final as version 1.27 will ever get.

  18. #18
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    Hold on... did I just read multiplayer support!?

    I must check this out

  19. #19
    Zombified
    Registered: Sep 2004
    only for T2 though. anyway, SS2 2.48 is now available via GOG/steam, opt into their respective beta channels.

    GOG TG/T2 will have to wait a week or so.

  20. #20
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    So, tested the multiplayer part briefly to see how it all works out and here's some notes:

    Key differences from Tos' T2MP patch:

    - Players have permanent tags above their avatars but you can turn this off, or tell it to hide it based on line of sight.
    - Can't see any option to change appearance, unlike Tos' patch. Both players look like Garrett.
    - Unlike Tos' patch, when you die, you do not auto respawn. You can click the mouse to spectate remaining living players.
    - Further to the above, you can now revive a dead player by frobbing his corpse. Of course, if everyone dies, you have to start over.
    - Unlike Tos' patch, you cannot text chat in-game. Readme says you need to use third party apps to communicate.

    Additional observations:

    - There's a config file you can use to change default server settings such as avatar name. You can also enable the global server.
    - Global server is a separate .zip file that comes with this new patch. I can't figure out how to use it though and yes I read the files that come with it.
    - There's a special .bnd file for multiplayer that was included with the zip. I've copied it to my thief directory but I can't locate the keybindings in the keybinding load screen. I see my existing keybindings but the new one does not show up. Any ideas?
    - I used Hamachi to connect between two PCs in my house. One computer can host but the other cannot.
    - Much like Tos' patch, the readme mentions that:
    Code:
    Issues can range from smaller glitches to certain
    mission(s) having special case completion conditions that are not fully multiplayer compatible, resulting
    in only the host player having the ability to perform the completing objective.
    This makes me wonder if it's possible to use third party scripts but I see no indication that is possible.

  21. #21
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by sNeaksieGarrett View Post
    This makes me wonder if it's possible to use third party scripts but I see no indication that is possible.
    What difference do you believe there is between third-party scripts and OM scripts?

  22. #22
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    You have heard of custom scripts like NVScript before, right? Tos' patch did not allow for third party scripts and made it to where my FM I was building required a different method to do what I needed it to.

  23. #23
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by sNeaksieGarrett View Post
    You have heard of custom scripts like NVScript before, right?
    Hmm, no, can't say it rings a bell.

    Anyway, since multiplayer SS2 supports custom scripts, and since it seems logical that NewDark Thief's multiplayer code would be based on SS2's multiplayer code, instead of being a monstrous hack like Tos's version, then it follows that NewDark Thief multiplayer would also support custom scripts.

  24. #24
    Member
    Registered: Jul 2015
    Quote Originally Posted by Brethren View Post
    It's as final as version 1.27 will ever get.
    Oh ok, cool. Because T2Fix has been updated to version 1.26b and I wasn't sure if I should update my game again after such another quick release.

  25. #25
    Member
    Registered: Oct 2004
    Location: Slava Ukraini!
    Thank you Corbeau.
    Amazing to see that NewDark is still alive!

    Now, if we could just ask for the new model BIN format version reader, that supports more than +/- 1024 polygons...

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