Archived from groups: alt.games.thief-dark-project (
More info?)
I can't speak for anyone else but I'm pretty sure my computer wouldn't be
able to handle the entire city as one big map. It's bad enough even with all
the loading zones.
"Mika Latokartano" <mika.latokartano@REMOVETHIS.kolumbus.fi.invalid> wrote
in message news:d356fc$b19$1@phys-news1.kolumbus.fi...
>
> "Objekt" <t37student@yahoo.com> kirjoitti
> viestissä:vjn5e.3551$ox3.2698@trnddc03...
> > Now that the Thief: Deadly Shadows editing tools are available, is
anyone
> > working on a special PC version of the original missions set? I have
no
> > idea whether such a thing is even possible, but it would be great to be
> > able to play the original missions without those silly loading zones.
>
> That has been discussed, but deemed very difficult, and probably not worth
> the effort.
>
> Simply joining the 'levels' (the geometry) can be done, although there
are
> alignment issues etc. The different sections don't necessarily neatly
> align, but some added geometry would have to be built, and things like
that.
> But that isn't a big problem. Handling the AIs, the mapload scripts etc.,
> is.
>
> For example, and as it was explained on the TTLG Thief III Editing Guild,
> each City section contains every AI you will meet there over the course of
> the game, and they appear when it is their time. This means that if you
> simply join the geometries, you end up having several instances of those
AIs
> in the City. You'd have to remove all but one of them and build some kind
> of an elaborate teleportation/scripting system to make sure that they
appear
> when and where they are supposed to etc. Like Krypt of TTLG (one of the
> developers of TDS) explained it:
>
> Krypt: "Essentially any time you do something in one map and then go back
to
> another map to find that something has changed, it was done through
> scripting triggered on the mapload. For example, you get a quest to kill
> some guy in one map then go to another map and get ambushed by his buddies
> trying to get revenge. His buddies are always in the other map, set to
> hidden, until you zone back in after this quest and trigger a script with
> conditions "When map loads" AND "flag PlayerKilledGuy=true". Missions have
> less of this in general, but city sections rely on it. Every city section
> map is a single file for all 9 gamedays, which means they always contain
> every single character/object that you ever see in them, including all the
> endgame stuff. All of these things are hidden until scripting triggered
from
> the mapload reveals them."
>
> So, in essence you'd not only have to combine and rebuild the geometry,
but
> you'd have to work out all the scripting and gameplay dynamics all over,
> which might turn out to be a monumental task. Also, people tend to feel
> that combining the levels wouldn't be worth it anyway; much better to
focus
> all that creative energy on brand new, and _better_, T3 Fan Missions.
>
> I agree with that.
>
> - Mika L
>
>
>