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The Editors' Guild (Thief 1 & 2) | Forum profile
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Forum profile page for The Editors' Guild (Thief 1 & 2) on http://www.ttlg.com.
This report page is the aggregated overview from a single forum: The Editors' Guild (Thief 1 & 2), located on the Message Board at http://www.ttlg.com.
This forum profile page summarizes the general forum statistics such as: Users Activity, Forum Activity, and Top Authors, which are reported in either a table or graph below for a given reporting time period.
Additional forum profile information for "The Editors' Guild (Thief 1 & 2)" on the Message Board at http://www.ttlg.com is also shown in the following ways:
1) Latest Active Threads
2) Hot Threads for Last Week
Warning: These statistics are generated using 'best efforts' and can experience delays and reporting errors at times. Please note that such statistics do not constitute a forum's popularity and/or exact posting volumes at any given reporting period.
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Posting activity on The Editors' Guild (Thief 1 & 2):
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Week
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Month
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3 Months
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Threads:
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9
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107
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509
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Post:
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39
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313
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1,762
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The Editors' Guild (Thief 1 & 2) Posting activity graph:
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Top authors during last week:
user's latest post:
CreatureAttaching object to AI...
Published (2009-11-29 16:26:00)
In short, the same object can't be dropped. You need to provide any way of substitution. Teleportation... emitting... creating object...
user's latest post:
CreatureAttaching object to AI...
Published (2009-11-29 18:27:00)
How did you trigger the object once it became an emitter? I ask because the TrapTweqEmit script is only activated by the TurnOn message (e.g. from a button), not Frobbing or any other means.
user's latest post:
CreatureAttaching object to AI...
Published (2009-11-30 04:29:00)
@R Soul+john9818a: Thanks, that seems to work; my first attempt didn't work because I made a mistake. But then I used the combination of deleting the object and emitting a new one.
user's latest post:
CreatureAttaching object to AI...
Published (2009-11-29 21:09:00)
Quote: Originally Posted by Nameless Voice There will also an NVTweqEmit script in the next version of NVScript. Yay!
user's latest post:
CreatureAttaching object to AI...
Published (2009-11-30 05:16:00)
Why not make the attached object itself the emitter, rather than using a second object? And have its tweq settings destroy it upon firing?
user's latest post:
Problem using Loudspeaker Relay...
Published (2009-11-30 09:44:00)
That would be great except that there can only be one loudspeaker relay per level. Which means Garrett would end up broadcasting everything since I wouldn't be able to set up 2 discrete lists of speakers. Edit: Though I suppose I could attach it to him in key areas when necessary. Sounds like a plan!
user's latest post:
Mountians on the horizion
Published (2009-11-27 10:51:00)
Those are nice, but I already have a great sky. I'm looking for distant art like the buildings and trees in T2
user's latest post:
How to confuse DarkLoader
Published (2009-11-27 04:21:00)
Quote: Originally Posted by Zontik I don't know why - maybe we have different versions of DL? I use 4.2. Only one time I made an error putting FM into wrong folder - it was Invitation to castle Morgoth. I thought it is for T2 (it was on DVD with other T2 missions). It was surprize for me when DL installed it under Thief Gold. I agree, it is not enough for good statistic. And some people here had the problem with Flying Age. Me too. BTW,...
user's latest post:
Mountians on the horizion
Published (2009-11-27 10:59:00)
sorry, I thought they had distant art included, but if not, I don't know where to find.
user's latest post:
Problem using Loudspeaker Relay...
Published (2009-11-30 03:25:00)
It may have something to do with the sound system. The same thing occurs when the player is too far away from a speaking AI. I've seen this in the monolog file when AI_watch ing an AI.
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Latest active threads on The Editors' Guild (Thief 1 & 2)::
Started 1 week, 1 day ago (2009-11-30 03:25:00)
by john9818a
It may have something to do with the sound system. The same thing occurs when the player is too far away from a speaking AI. I've seen this in the monolog file when AI_watch ing an AI.
Started 2 years, 8 months ago (2007-04-06 15:37:00)
by Yandros
I think the way this is generally done is with two copies of the object. Have one object attached to the AI as you want it ( PhysAttach allows you to specify offsets, Mesh Attach would also work) and give it TrapPhantom and alpha of 0. Add TrapPhantom to the unattached as well but an alpha of 1. Then when the motion is played, trigger the two objects to revert their visibilities so the ...
Started 1 week, 5 days ago (2009-11-26 04:53:00)
by theBlackman
If you know what the FM is *1 or 2* just put it in the correct folder when you have it DLd.
The safe way is to put all the FMs into a BULK FM folder and just move, or copy them, into the FM1 or FM2 folder as you intend to play them.
It gives you 2 forms of insurance. First if the new FM you copied into the FM1 or FM2 folder crashes, you know it is corrupt.
Second, Dark ...
Started 1 year, 10 months ago (2008-01-28 10:31:00)
by Nameless Voice
No, there isn't.
Even my own custom menus and bindings for Thief 1 are very outdated, I haven't used D1 in a long time...
Started 1 week, 3 days ago (2009-11-27 07:36:00)
by Keeper_Miguel
http://www.jasonotto.net/resources.html
Look at the skyboxes by Sluggs, they seem to have mountains.
Started 1 week, 5 days ago (2009-11-25 09:11:00)
by Zontik
If your object has any particles properties (I don't know exactly, maybe being SFX is even enough), you should NEVER multibrush it. DromEd will punish you if you do.
Started 1 week, 5 days ago (2009-11-25 15:59:00)
by R Soul
They should all be in Thief2\movies, if you did a full installation. Otherwise the game will look for the ones on the CD, also in the movies folder.
A search for 'briefing' will show some useful threads, but you're unlikely to find an tutorials because making movies isn't really a step-by-step process.
This one mentions some useful programs:
http://www.ttlg.com/forums/...
Started 1 year, 4 months ago (2008-07-24 17:07:00)
by R Soul
That looks interesting, but that registration form looks incredibly intrusive, but I foiled them:
Started 2 weeks ago (2009-11-23 09:35:00)
by sterlino
actually i found this setting on an usual fence:
AI\Utility\BlockPathAvoid: BlockPathfind
that is checked...
should i make it:
AI\Utility\BlockPathAvoid:[none]
??
Started 1 week, 6 days ago (2009-11-24 15:43:00)
by Shadowspawn
The .bin files for the AI and objects are completely different. And there are different versions of each - so they get kind of hard to keep track of.
I never wrote down a "file specification" when I reverse engineered them. I have code which reads them, which you are welcome to. You'll have to figure out from my code (some of which is actually commented! ) what the fields ...
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Hot threads for last week on The Editors' Guild (Thief 1 & 2)::
Started 2 years, 8 months ago (2007-04-06 15:37:00)
by Yandros
I think the way this is generally done is with two copies of the object. Have one object attached to the AI as you want it ( PhysAttach allows you to specify offsets, Mesh Attach would also work) and give it TrapPhantom and alpha of 0. Add TrapPhantom to the unattached as well but an alpha of 1. Then when the motion is played, trigger the two objects to revert their visibilities so the ...
Started 1 week, 1 day ago (2009-11-30 03:25:00)
by john9818a
It may have something to do with the sound system. The same thing occurs when the player is too far away from a speaking AI. I've seen this in the monolog file when AI_watch ing an AI.
Started 1 year, 10 months ago (2008-01-28 10:31:00)
by Nameless Voice
No, there isn't.
Even my own custom menus and bindings for Thief 1 are very outdated, I haven't used D1 in a long time...
Started 1 week, 5 days ago (2009-11-26 04:53:00)
by theBlackman
If you know what the FM is *1 or 2* just put it in the correct folder when you have it DLd.
The safe way is to put all the FMs into a BULK FM folder and just move, or copy them, into the FM1 or FM2 folder as you intend to play them.
It gives you 2 forms of insurance. First if the new FM you copied into the FM1 or FM2 folder crashes, you know it is corrupt.
Second, Dark ...
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