Voici quelques suggestions pour la prochaine version de New Dark, c'est ce que quelques Dromed auteurs aimeraient avoir:
En ce qui me concerne:
Citer :
Me, what i would like for the next newDark updated:
- Support more quantity of high-res textures
- Support 3d objects with more faces/polys
- Prevent the ambient musics from playing with highs and lows when moving around.
- Support longer music/sounds
- Possibility to render a large number of objects at the same time with being viewed
- Possibility to do more complex constructions (in a way to reduce chances of having errors/scene to complex)
- Add new Brushes shapes (if possible)
- Fix the problem with textures that have transparent parts(png textures) and that are not well rendered in game mode. (like trees, bushes, flowers...etc...)
- Increase the frame rate speed in scenes with lower performace
et d'autres auteurs:
Sluggs:
Citer :
Can you make mirrors/mirrored floors in the current one (without using that old trick)? If not, that would be cool!
Unna Oertdottir :
Citer :
I agree that the object poly limit and the bin format isn't up to date any more.
Thief 1/2 are limited to a single CPU core. Multicore support, that's it.
I wonder if this could be improved. Well, wishes
Tafferwocky :
Citer :
Some Dromed and general utility features would be nice.
The ability to resize and maximise the Dromed window as you can with modern desktop applications, rather than needing to mess with Window Size config options.
A 3D render/preview of objects in the object hierarchy, which would remove any need for the T2 Object List utility.
The ability to copy-paste to and from the command terminal, as well as being able to cycle through previously entered commands with the Up Arrow.
A save prompt when you close Dromed (or try to load another mission) after having made changes to the mission you had open. A nice safeguard for the forgetful
Fix for the skyhack flickering issue (visible in the void area of The Sword with NewDark).
Dynamic light shadows. We know it's possible and it looks fantastic:
https://www.youtube.com/watch?v=3jrEgdbRmGARemoving that frustrating issue where Garrett 'lands' loudly on an object after mantling on top.
Allowing use of the quickload keyboard shortcut in menus, plus preventing the player from quicksaving when Garrett is dead (I've seen people do this a lot, and done it myself a few times).
More save slots?
Support for high resolution, widescreen menus and cutscenes, not just upscaled 640x480. Not essential, but might be nice to have.
Qolelis:
Citer :
The main thing that comes to mind is more room brush shapes. Considering how important proper sound propagation is in Thief, it is a little surprising that we get only simple blocks (/cuboids) for the room brushes while at the same time being able to build pretty complex shapes using the terrain brushes, shapes that don't lend themselves very well to being covered by blocks (without leakage, improper overlaps, "near-infinite" subdivision, etc...). Adding just a wedge-shaped room brush would probably make a big difference.
Exposing more engine features to give script authors even more control would be nice. Being able to crouch under water could also be nice: I've always found it a little odd that Garrett cannot enter the same spaces under water that he can over water (few people swim vertically, but, apparently, Garrett does, so allowing underwater crouching would compensate for this).
Zylonbane:
Citer :
Make NewDark run my ridiculous vanity mission because I have no idea how to work within reasonable technical constraints.
Nemyax:
Citer :
OpenGL 3.3 (or later) core profile renderer with order-independent transparency.
vfig:
Citer :
It would be fun if the speech callback issues were to be fixed in NewDark, so that the T2 facial animations could be used. Even more fun if the function for setting different visages (angry/smiling etc) were exposed to scripts. Not a very important feature, because how often in Thief are you looking at an enemy's face while they're talking away? But fun.
PinkDot:
Citer :
I think for any speech effect we need a proper animated mesh. Having blend shapes (morph targets) would be nice.
Or at least simple bone setup for opening mouth - similar to what they do in Dark Mod.
1) Speaking of characters and animations - it would be good to soft-code (as opposed to hard-coding ) creatures types. Just about everything is data driven in Dark Engine, so could be the creature types.
If New Dark could support any arbitrary skeletons, we could add facial expressions. New tools for exporting skinned meshes would be needed, but that's a minor problem.
2) Oh, and please upgrade model's .bin format to support more polygons. It's really a bottleneck right now. (it's been mentioned by somebody else, I'm just up-voting it)
3) Please support transparency for shadow casting (think foliage etc...)
4) Please support pixel-shading (normal and specular maps). I disagree the community won't know what to do with it.
5) Please have brushes and models refer the materials - not the textures. Currently it's not possible (or extremely inefficient) to have one material referring to the same texture.
6) Please support more models in modelTweq. I'm thinking of hundreds, not of 5 or 6 more. This would allow us to cache some mesh animations in 3D apps and play them back in game with controlled rate.
7) custom actions triggered by keyboard or mouse.
8) and... or... if none of these are possible, please release the New Dark engine to the community, when you think You are not able to dedicate any more of your time to this project. (which would be pretty understandable).
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I really wish there was some dialogue going on here between the New Dark creator and the community. Not that I don't appreciate the effort and what we've got already, but the thought, that we might be stuck with the current version of the engine forever seems a bit disappointing.
Tannar:
Citer :
I'd like the ability to copy/cut and paste text into the command window instead of having to type it every time