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Thread: Useful changes to your Gamesys

  1. #1
    Member
    Registered: Jan 2001
    Location: Constantly losing tug o'war

    Useful changes to your Gamesys

    Some of the archetypes in dark.gam have properties that are not ideal, or they're missing properties that would improve them.
    Someone should make a thread about it

    Remove the Renderer > Transparecny (alpha) property from Physical > Decorative > Banner. It isn't needed and it only messes up objects with no transparency in their textures (look at DrapesRed for example)
    Instead, if applicable, add this property to Physical > Debris > ExBanner (and set it to 1).

    This property also exists on Physical > TerrainLike > Fence, but only some childeren of this archetype should actually have it.
    Remove the property, then Add it to the following: Railing, VineRail, and everything under catwalk except for the two 'support' archetypes (i.e all the ...rails and ...pieces).


    Post your own suggestions!
    Last edited by R Soul; 21st Jul 2005 at 12:40.

  2. #2
    Member
    Registered: Jul 2004
    Location: Vermont
    I think torches also light up as though they could be frobbed (at least they do in mine), maybe the frobinfo property should be changed.

  3. #3
    Hur, that's because you're using the DEDX gamesys. The torches are frobbable so you can use the torch douser on them.

  4. #4
    Member
    Registered: Jan 2001
    Location: Constantly losing tug o'war
    Another suggestion is to add the Schema > Attenuation Factor property to Sound > Schema > DEVICES > DEVICE_ALARM.
    Attenuation Factor affects how the sound gets quieter as you move away from the object. I think the alarms are too quiet. Increasing the value keeps the sound at full volume over a greater distance. 3 is a good value for this property.

  5. #5
    Member
    Registered: Feb 2004
    Location: Ottawa, Canada
    I give all my frobable obects a max pick distance of 3.
    I think it's more realistic.

  6. #6
    Member
    Registered: Jul 2003
    Location: Southquarter
    The original dark.gam is quite messy and many things could and should be changed. It would be great if someone put all those modifications and improvements into one .gam that could be used as a starting gamesys for dromeders. A gamesys that would have the light radius already set, with objects casting hideable shadows etc.

  7. #7
    Member
    Registered: Aug 1999
    Location: terrible canyons of static
    Quote Originally Posted by Seven_Stones
    I give all my frobable obects a max pick distance of 3.
    I think it's more realistic.
    Please don't. It's annoying.

  8. #8
    Member
    Registered: Nov 2003
    Location: NMONʞN∩

    Yah. That's good for some objects, but not for all objects.
    Think about it. It'll be like that Garrett's arms are very short.

  9. #9
    Member
    Registered: Jan 2003
    Location: New York, NY
    Quote Originally Posted by GORT
    It'll be like that Garrett's arms are very short.
    Yeah, Thief & DROMED screw with reality. 10 feet seems more like 5 or 6.

    Useful changes, make everyone actually notice when you lob projectiles at them (EVEN ARCHERS!!!! <-that took a lot of S&R fiddling...like, 10 hours worth...but what doesn't in DROMED? ).

    Spike14

  10. #10
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    i made water arrows and moss arrows do damage, stupid that they don't, added a custom stim to crates and a matching receptron to all ai so that they are hurt when i throw crates at them.

  11. #11
    Member
    Registered: Feb 2004
    Location: Ottawa, Canada
    A max pick of 3 relates to roughly 3 or 4 feet. Makes sense to me.
    Just don't like the normal 7.
    Try it out.

  12. #12
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by Ottoj55
    i made water arrows and moss arrows do damage, stupid that they don't
    No it isn't.

    It is stupid that they don't notice it though.

  13. #13
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    why do you bother posting zylon? you never add anything to the discussion, just tell everyone that they are stupid for whatever opinion they have, just knock it off.

  14. #14
    Quote Originally Posted by Seven_Stones
    I give all my frobable obects a max pick distance of 3.
    I think it's more realistic.
    I have to agree with Spitter there. "It's more realistic" is a trap I tend to fall into quite often, too. Think about why LGS made the frob distance that large. It's not because they found it realistic but because it is a service to the player. If the frob distance of everything is 3, you're just going to make the player overlook stuff because it doesn't hilight at the usual distance. I don't want to get so close to a bookshelf that Garrett's nose touches it just so I'm able to discover a secret book lever

  15. #15
    Member
    Registered: Mar 2001
    Location: Ireland
    Add 'Sim' to the JointsTweq of all containers!

    Add Renderer->LightColour (0.10, 0.75) to fire arrows ('firearr' archetype)
    Add Renderer->LightColour (0.10, 0.75) to explosion coronas ('expcorona')
    Might as well delete the Emit properties, too. Heatdisks are software only.

    Will O'Wisp (-5863) should have its Schema->Material Tags cleared.

    10'ironFence should have a Physics->Attributes: Pore Size of 0.25

    Also, a lot of archetypes should have Renderer->Runtime Object Shadow. I posted a list of these archetypes in the DromEd FAQ, so check them out there.

    I have some more somewhere (including an 'enhanced' gamesys I made for a project with a huge amount of improvements... not sure if that project will ever see the light of day. )

    As for moss & water arrows, I agree with ZB - they shouldn't damage AIs, but should alert them.

  16. #16
    DEDX has the perfect solution for that. Projectiles radially emitting a stimulus to which AIs react by being alerted.
    10 hours of S&R fiddling more like make a second AlertProjectileStim or something like that for the broadheads, make the archers immune to it, and all other critters receptive to it.

    There's really no reason for water/moss arrows to deal damage, since they instantly liquefy/mossify when they hit something. You don't hear a hard clang when you shoot a water arrow at a torch.

  17. #17
    Member
    Registered: Sep 2001
    Quote Originally Posted by Ottoj55
    why do you bother posting zylon? you never add anything to the discussion, just tell everyone that they are stupid for whatever opinion they have, just knock it off.
    He's right, though. Maybe they should do a tiny bit of damage due to the impact alone, but other than that, not really.

  18. #18
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    i'm not talking about a broadhead amount of damage, it takes about 10 moss arrows to kill a guard in a debt repaid, thats a huge waste of resources, the point is to piss the guard off more than to kill them.

  19. #19
    10 clumps of moss can kill a man? Hot damn...

  20. #20
    Member
    Registered: Mar 2002
    Location: Gloucester, UK
    All I can say here is wait for Dark Metal. Virtually all of these are already implemented. You may also consider...

    Adding "NoticesPlayerBumps" script to AIs so they notice if you bump into them (makes pickpocketing more realistic).

    Adding, I think, 'collides with terrain' to Garrett's weapons so they can interact noisily with textures.

    Rob

  21. #21
    Member
    Registered: Feb 2004
    Location: Ottawa, Canada
    ...frob distance of everything is 3, you're just going to make the player overlook stuff because it doesn't hilight at the usual distance. I don't want to get so close to a bookshelf that Garrett's nose touches it just so I'm able to discover a secret book lever
    I do see yer point.
    My frobs seem normal though, I mean, no nose to the door before you can open it. Maybe it's just my instal..I'll double check everything and make adjustments.

    *LG, although I praise them for this game, do have their shortcomings.

  22. #22
    Member
    Registered: Dec 2003
    Location: Making Larry Miserable
    So what damage do water arrows do? Slow drowning? Death by dampness?
    I suppose you could start a nasty bit of rust on a machine if you wait 6 months?

  23. #23
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    Although, if you look at them, they're water *crystals*.
    I always thought of them as water encased on glass or something like that.
    They are solid enough to survive being launched from a bow. So I'd think it'd sting a bit, not the water, but the encasing it's in.

    Same with moss arrows ... a bunched-up clump might not hurt much in most cases, but what if it hits you at 70-80 mph! It'd sting, too, I'd think.

  24. #24
    Ah, but then why don't we hear any shattering noises when a water arrow hits a surface?

  25. #25
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by demagogue
    I always thought of them as water encased on glass or something like that.
    That theory doesn't work well with the fact that they appear to manifest naturally in bodies of water. Just accept that the Thief universe has magical water that can crystallize at room temperature.

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