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So, what are you working on right now?


Springheel

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Dromed allows you to do this because LGS wrote a script for one of their missions 'M-FrontGateGuard' or whatever. If someone writes the script then it would be the same with TDM.

 

The difference is anyone who can code a little can easily script for TDM, but only a few people have ever done custom scripts for Dromed. (3 people I know of).

Dark is the sway that mows like a harvest

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There is a workaround for areas only but not tested in a real game so there may be problems not thought about.

 

The workaround will not be of any use with lockpicking nor with raising a weapon (which caused an alert in Thief 2 with the frontgate guard metaproperty.) In other words, guards will still ignore those.

 

The workaround is this: S & R includes a response to change the team of AI. By careful placement of stims the AI could be on a neutral team when the player is in a street but on an enemy team if the player is in a restricted area such as entering a mansion. Likely after one alert this stim would be disabled just as it was in Thief 2.

 

I almost implemented the above way back in Den 1 to have the city watch in the alley to ignore the player until he climbed on a roof or over the wall.

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There is a workaround for areas only but not tested in a real game so there may be problems not thought about.

 

The workaround will not be of any use with lockpicking nor with raising a weapon (which caused an alert in Thief 2 with the frontgate guard metaproperty.) In other words, guards will still ignore those.

 

The workaround is this: S & R includes a response to change the team of AI. By careful placement of stims the AI could be on a neutral team when the player is in a street but on an enemy team if the player is in a restricted area such as entering a mansion. Likely after one alert this stim would be disabled just as it was in Thief 2.

 

I almost implemented the above way back in Den 1 to have the city watch in the alley to ignore the player until he climbed on a roof or over the wall.

 

Fieldmedic already PMed me this idea, using triggers. To which I responded "use the zone system". You remember it could be used to turn thunder on/off? Same with teams. Only tricky thing is that if an AI chases a player, the team should never become friendly again.

 

Lockpicking or weapon draw is something different.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Possibly bad news: For my FM to be the way it's intended, I'm gonna need "High/Low security areas". In short, the guards don't bother me as longas I'm in a low security area, but if they see me in a high security area OR see me lockpicking, they'll get pissed. According to Greebo, this requires some good coding that isn't done in the blink of an eye.

 

I've got a way around this, but it won't be as cool as the above...but as there is more to build on the map, I'll just hope that the implementation is inserted in time for the FM to be released rolleyes.gif

 

Does somebody have any idea for pulling this of with scripting?

 

hmm. you could have the guards only patrol the high security areas and then stick civilians in the low security, I believe the civs freak out and go get a guard when they see you picking a lock, but I'm not sure on that one.

Edited by swizzler
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Looks splendid - and I see a few ivy models that can be combined by the SEED :)

 

One small thing, tho, on the second screenshot it seems the patch has some rendering artefacts, and an endcap is missing, making it possible to look inside (and out at the backside).

 

 

post-144-129700295204_thumb.jpg

 

However, the roof-bulge is a very nice detail, can we have such a thing as prefab please?

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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@Tels

its just a patch dude and thanks for the heads up, fixed it(there was a caulk brush inside it). Its ironic though, had that SS been taken at a normal res you would have not seen that detail LOL...

 

@StiFu

weird screen-shot issue, it not an in-game issue.

Edited by Bikerdude
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@Tels

its just a patch dude and thanks for the heads up, fixed it(there was a caulk brush inside it). Its ironic though, had that SS been taken at a normal res you would have not seen that detail LOL...

 

Yeah, it's cool how fare technology has come :) As for the patch, well, I am crap at making such things, so a prefab could simplify it for me :)

 

@STFI: The first image has some additional pixels at the right :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Just a small note on gentle screenshot posting practice:

When people are posting fullsize screenshots instead of thumbnails, it would be cool if they used spoiler tags, so that the images aren't loaded each and every time. Biker's huge screenshots kinda slow my browser down apparently. :)

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It almost seems like it. I am not concerned about the amount of data at all, but when I scroll over the page, my browser (Opera) becomes horribly slow and laggy, while bigger images are visible. This is probably the case because the images are subsampled and filtered ("scaled down" in layman's terms) locally. When I scale them up, by clicking on them, scrolling etc. works a lot smoother, which proves my point. Best practice is always thumbnails in my opinion and if that's not too easily possible, spoiler tags.

 

But my comment was not directed specifically at you. It was more of a general remark.

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Ah Opera, yeahs its not that good and scaling images etc or flash based pages for that matter. FF is much better etc.

 

Opera actually is much better. FF doesn't scale the images at all, it just skips pixels so it has how many it needs. Opera scales the images down wich makes them look much better. It can't help that your PC is from the stone-age, tho :)

 

It almost seems like it. I am not concerned about the amount of data at all, but when I scroll over the page, my browser (Opera) becomes horribly slow and laggy, while bigger images are visible. This is probably the case because the images are subsampled and filtered ("scaled down" in layman's terms) locally. When I scale them up, by clicking on them, scrolling etc. works a lot smoother, which proves my point. Best practice is always thumbnails in my opinion and if that's not too easily possible, spoiler tags.

 

But my comment was not directed specifically at you. It was more of a general remark.

 

How exactly does one decide if it gets a thumbnail or not? I always attach my pictures and then "add to this post" and the picture turns into a little inline-thumbnail, don't even know how to change that?

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Opera actually is much better. FF doesn't scale the images at all, it just skips pixels so it has how many it needs. Opera scales the images down wich makes them look much better.

Hmn, I found this interesting, so I just took a quick comparison, since I have both browsers installed all the time anyway. There is no alias in the scaled images of FF, so there must be more to the scaling procedure of FF than just subsampling. The visual difference between the results of FF and Opera is really negligible. So it seems like FF simply has a more efficient implementation of the scaling-filters. If I had to bet, I'd say that the difference is that FF caches the scaled down images, whereas Opera scales them down each displaying-frame, hence the massive slow-down. But we can never know for sure, since Opera is closed source as we all know.

 

How exactly does one decide if it gets a thumbnail or not? I always attach my pictures and then "add to this post" and the picture turns into a little inline-thumbnail, don't even know how to change that?

If you attach images through the forums, they will automatically be added as thumbnails. If you host the image somewhere else and post it through the img bb-code tag, they will be scaled down to fit the forum layout.

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Hmn, I found this interesting, so I just took a quick comparison, since I have both browsers installed all the time anyway. There is no alias in the scaled images of FF, so there must be more to the scaling procedure of FF than just subsampling.

 

It depends on the OS, FF uses OS based decoding/image libs while Opera have their own lib which is quite a bit faster for the most part. I think FF will be faster will a static resize due to Win7 or whatever caching externally. imgshack also do some mangling to jpegs.

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