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Posts posted by lowenz
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Here's the video (better late than never) of the first 10 minutes!
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Updated videos
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Related news: http://www.phoronix....item&px=MTA1MTY
While id Software may have recently
lost its main Linux game developer (Timothee Bessett), they haven't abandoned their open-source ways. This afternoon John Carmack had an interesting tweet.John Carmack, the well-known co-founder of id Software and a fan of open-source and Linux, had to say on Twitter, "All of the Id open source releases are now on github: github.com/id-Software"
It doesn't look like id Software has dropped (or otherwise revised) any new major code, but rather they have consolidated all of their open-source efforts on GitHub. Hosted from
this GitHub area is now the source-code for Wolfenstein 3D for Apple iOS, DOOM Classic for iOS, the original Quake GPL, the original DOOM, Quake-Tools, idsetup, Quake-2-Tools, GtkRadient,
the Doom 3 GPL release , Enemy Territory, Return to Castle Wolfenstein Multiplayer GPL, Return to Castle Wolfenstein Single-player GPL, Quake 3, and Quake III Area. Each of these titles have their own Git repository on GitHub.
What made this somewhat interesting was to see who pushed the code now that Timothee Bessett is no longer with id Software. After all, it was Timothee Bessett who handled the Doom 3 source-code release (along with other games) while being their "Linux guy." The id Software developer that consolidated all of these code-bases onto GitHub was not John Carmack but Travis Bradshaw.
Travis Bradshaw appears to be an id Software employee since 2010 that's a programmer who mostly appears to be working on id Software's infrastructure. However, this does include "comprehensive package management with Ubuntu GNU/Linux" and "Administrated development, testing, and production environments with several dozen VServer based containers running Debian GNU/Linux."
Unfortunately it doesn't look like Bradshaw is the Linux game porting specialist to replace TTimo, but I've reached out to him for comments. The most pressing question now is the state of
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No one interested? :|
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Hub structure is a good source for a taffing exploration activity .....if there aren't "loading" pauses.
Loading pauses simply KILL TDS City exploration.
Think to a not-so-arcade version of Isenstadt in Wolf 2009.....
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Perhaps ShadowHide is uncomfortable being himself? (where's a pop-psychology pundit when you need one)
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Little update: the widescreen-hacked exe has a little issue, it doesn't show in game the text of objectives for custom FMs (in the original campaign there's no problem).
Obviously you can manually hack the Garrett Loader T3main.exe as reported in the readme file.
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Ooh - thanks! looks like it might be viable now!
Addendum: Default.ini and T3UI.ini tweaked for a better interface with 1680x1050 and 1920x1080/1200
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Important for who plays after long long time TDS (1.1) and FMs through GarrettLoader
*John P textures: http://www.john-p.co...tures/Thief-DS/
*Widescreen patched exe (for FMs too, so don't use the one provided by GarrettLoader if you want a widescreen resolution): http://www.ttlg.com/...ad.php?t=134185
*If you play TDS on a Win64 system change the savegame path (HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Ion Storm\Thief - Deadly Shadows) registry key to a correct path (C:\Users\Public\Documents\Thief - Deadly Shadows)
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The plot isn't a masterpiece, yes, but the storytelling is enjoyable. Maybe because I'm and old Garrettvoicefag since 1998
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Unless you use lots of bloom.
It kills me everytime
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TDS+JohnP textures (where's is that guy now? )+some HUD/engine tweak = very enjoyable game/narrative experience.
IMHO TDS has a real nice "implementation" of the Garrett's City, maybe too much "fairy" for Thief steampunk canon integralists.
Pity about the ineffective "city hub" system: frequent (long) level loading kills the gameplay experience.
So thanks for TDS missions!
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no,its pathetic
You gotta be seriously kidding.
KM is a state of art FM, and not only for visuals.
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The geometry is simple, not "bad". It's not a shame.
Same for some T2 maps (and original game maps too actually) looking to TDS ones (small but really well crafted).
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Knighton Manor is a beauty (->multiple entrances), you can't judge from a cellars/dungeons corridor, man! What do you expect from a cellars corridor? Maybe more moss on the walls, but it's correct.
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And I share the same opinion!
TDM must NOT overfitt "Thief model expectations", it would be lethal for mapper creativity! TDM can go further than cloning Thief! And the campaign can do the magic.
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Thief (1,2,DS) is a complete game made by a dedicated professional studio creating a story driven compaign with a near-perfect protagonist characterization, so there's no match with a single FM out of context. This is simply obvious but it's not about the gameplay (technically TDM has a better gameplay than Thief): it's about the whole Garrett-centric context!
But TDM is growing strong and the future campaign will be a milestone, rest assured.
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Best community has best resilient troll too? Theoretical question!
Maybe a future ModDB award for 2012?
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Yes it is.
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This was amazing. You just can't stop yourself from smiling when seeing this.
Why I was expecting some ghosts?
Dobra robota!
'Cause you like Dickens?
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Downloading now!
Have a taffy Christmas you all taffers! Oh oh oh
Fan Mission: Sneak & Destroy, by SeriousToni, Beginner's Contest 2012 - Update 11/2022
in Fan Missions
Posted
Downloading!