Thief 2 source code leaked
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Paintface




Posts: 6877

PostPosted: Mon, 13th Dec 2010 12:39    Post subject:
at least you didnt have cobol at uni
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The_Leaf




Posts: 1542
Location: Italy
PostPosted: Mon, 13th Dec 2010 13:51    Post subject:
I use C# / VB.net at work, and from a practical point of view they make my work much easyer, but I studied C++ at uni and I can say knowledge of C/C++ is very important for every programmer, no matter what language he uses. It gives you an understanding of the underlying mechanics of memory management, allocation/deallocation, pointers, etc. that you'll never have if you only know managed languages.

As for the topic at hand... it's fucking awesome news! I wanted to replay T2 recently, but I think I'll wait what will come out of this...
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LMLM




Posts: 825
Location: Meta Cortechs
PostPosted: Mon, 13th Dec 2010 20:20    Post subject:
[quote="BearishSun"]
garus wrote:
Don't get me started on that Very Happy A couple of years ago me and my friends set out to create a fully fledged MMO. Me being the only programmer. Now that was a blast lol.

One year, and 30 000 lines of code later:

Suffice to say, we got nowhere. Barely got the basic stuff implemented. I'm still pretty proud if it though.


Whoa that looks GREAT. You sure you made the right decision to drop that project? Look at all the money Minecraft is raking in. I like the look of the world - not a cartoon. I'd bet some people would help you with the promise of money down the road. I don't know much about programming though.
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LeoNatan
☢ NFOHump Despot ☢



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PostPosted: Mon, 13th Dec 2010 20:32    Post subject:
Paintface wrote:
at least you didnt have cobol at uni

At least you didn't have Prolog.

And still, I loved it, it's fantastic once you get the hang of it. Football AI in Prolog = greatness. Very Happy
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consolitis
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Posts: 27317

PostPosted: Mon, 13th Dec 2010 20:56    Post subject:
iNatan wrote:
Paintface wrote:
at least you didnt have cobol at uni

At least you didn't have Prolog.

And still, I loved it, it's fantastic once you get the hang of it. Football AI in Prolog = greatness. Very Happy


I had Prolog and Haskell Crying or Very sad


TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"

~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~

http://www.youtube.com/watch?v=CHTUOgYNRzY
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Spazmotic
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Posts: 3107

PostPosted: Mon, 13th Dec 2010 21:07    Post subject:
What core engine you base that off, Garus? Looks like a nice engine..Bigworld?
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ixigia
[Moderator] Consigliere



Posts: 65123
Location: Italy
PostPosted: Mon, 13th Dec 2010 21:46    Post subject:
consolitis wrote:
iNatan wrote:
Paintface wrote:
at least you didnt have cobol at uni

At least you didn't have Prolog.

And still, I loved it, it's fantastic once you get the hang of it. Football AI in Prolog = greatness. Very Happy


I had Prolog and Haskell Crying or Very sad


I've never met these two suspicious-looking languages during my career, just the old good C and some Assembler (which I hated btw Razz ).

Hopefully I don't remember anything about programming Laughing
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garus
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Posts: 34197

PostPosted: Mon, 13th Dec 2010 22:10    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:38; edited 1 time in total
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Dunge




Posts: 1201
Location: Québec
PostPosted: Mon, 13th Dec 2010 23:39    Post subject:
I'm quite advanced in 3d/game programming and looked a bit at the source. It's possible to do something, everything is well done but it use old tech and it's not fun to work with.
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atrox6661
Banned



Posts: 347

PostPosted: Tue, 14th Dec 2010 00:26    Post subject:
Who gives a shit, game engine is old as fucking fuck and worthless nowadays, you guys act like they just leaked cryengine 2 source codes.


Facts & figures on obesity: Obesity is one the major health challenges worldwide and has become an epidemic over the last decades. Europe has the highest number of overweight and obese people in the world. The number of obese people has in fact tripled over the last 20 years in the Europe, according to the WHO. Today, over 130 million people are obese in Europe; approximately 10%-20% of men and 15%-25% of women. In addition, 400 million people are overweight in Europe.
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vurt




Posts: 13903
Location: Sweden
PostPosted: Tue, 14th Dec 2010 00:40    Post subject:
Who the hell would care about cryengine getting leaked, its not like anyone could improve that much with it anyways, its not like it has polygon limitations and such (like this engine).

I find old tech far more interesting to work with than new, making the old classics a bit more beautiful for example, so people just don't just forget about them..
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atrox6661
Banned



Posts: 347

PostPosted: Tue, 14th Dec 2010 01:03    Post subject:
Ya well I remember when these games were coming out they looked great to me because I didn't know any better and in my mind they still look great and were great, but than every once in a while I get my interest peaked and go back to these classics games only to be horribly disappointed, I rather just keep my memories and stop trying to revive old pieces of shit.


Facts & figures on obesity: Obesity is one the major health challenges worldwide and has become an epidemic over the last decades. Europe has the highest number of overweight and obese people in the world. The number of obese people has in fact tripled over the last 20 years in the Europe, according to the WHO. Today, over 130 million people are obese in Europe; approximately 10%-20% of men and 15%-25% of women. In addition, 400 million people are overweight in Europe.
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ixigia
[Moderator] Consigliere



Posts: 65123
Location: Italy
PostPosted: Tue, 14th Dec 2010 01:12    Post subject:
garus wrote:
ixigia wrote:
Hopefully I don't remember anything about programming Laughing


Burn the heretic! I love programming Very Happy


I know! that's why you'll work for me when we'll both finish our studies Cool Face
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vurt




Posts: 13903
Location: Sweden
PostPosted: Tue, 14th Dec 2010 01:21    Post subject:
atrox6661 wrote:
Ya well I remember when these games were coming out they looked great to me because I didn't know any better and in my mind they still look great and were great, but than every once in a while I get my interest peaked and go back to these classics games only to be horribly disappointed, I rather just keep my memories and stop trying to revive old pieces of shit.


It aint shit + its not all about the graphics as long as it's not game breaking bad graphics and you're stuck with 800x600, that i just can't handle... I still play System Shock 2 from time to time, really enjoy it a bit more with the small graphical updates and fixes that exists too. They don't do games like they used to.. System Shock turned to Bioshock.. Thief series turned into Assasins Creed etc. They might look good, but doesnt come close gameplay wise.
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Mchart




Posts: 7314

PostPosted: Tue, 14th Dec 2010 03:45    Post subject:
Only game i'd love to see the source code get release for is Freelancer.

Give that game more modern graphics. Update the textures. Make a larger galaxy with randomly generated stuff.

IMO, would be awesome.

I had heard they lost the source code for Freelancer though, which is a shame.
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Epsilon
Dr. Strangelove



Posts: 9240
Location: War Room
PostPosted: Tue, 14th Dec 2010 06:07    Post subject:
Paintface wrote:
at least you didnt have cobol at uni

Every variable is a string or number, all variables are shared throughout the program, move goto. Crying or Very sad
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djaoni




Posts: 8061

PostPosted: Fri, 28th Sep 2012 15:49    Post subject:
http://games.on.net/file/50934/
http://www.southquarter.com/downloads/2012/t2_v119.zip
http://anodal.org/thief/t2_v119.zip
http://www.saleck.net/downloads/thief2/t2_v119.zip

Quote:
This is an unofficial patch for Thief II: The Metal Age (T2) which updates the game from v1.18 to
v1.19, providing improved support for modern hardware and correcting many known bugs. T2 can be
purchased digitally from GOG (www.gog.com) and Steam (store.steampowered.com). If you prefer a
boxed copy, it can usually be found on Mastertronic and Amazon (or similar).

...

A small sample of changes and fixes
-----------------------------------

Renderer:
- Added windowed mode
- Added single display mode option - no resolution change between menus and game
- Added ingame support for all common resolutions, including widescreen
- Added support for 32-bit color
- Textures can now be automatically promoted to 32-bit, improving quality and effectively eliminating the palette limit
- Added UI framerate cap option to avoid GPU fan spinning up in UI
- Added DDS/PNG image support
- Added full 24/32-bit TGA/BMP image support
- Increased the maximum number of frames allowed in animated textures from 20 to 99, and increased the allowable filename length for animated textures (before the underscore) to support more than 7
- Animated texture rate can now be specified via a material file for that texture
- Fixed a bug where Transparency property didn't (correctly) apply on objects that contain transparent polys

General:
- Replaced video player lib with an FFMpeg based one to play cutscenes. LGVid.ax or other codecs are no longer required
- Option to use OpenAL (if available) instead of DirectSound. Includes support for audio effects in Windows 7 without an EAX-enabled driver (e.g. ALchemy)
- Added "head_bob" config var to control amount of head bob
- Added mousewheel support to options menu
- Fixed player ground contact tracking when walking off an object (caused footstep sounds to get "stuck" on previous material)
- Fixed sound cap per schema type bug and upped max sound channels to 48
- Changed screenshot output format to BMP and also added support for PNG screenshots
- Changed mouselook sensitivity to be resolution independent
- Added check to avoid trying to open files with reserved system name like com ports
- AIs now breathe from their head instead of their stomachs. They will no longer drown when up to their waist in water.
- Lowered player crouch height by a tiny fraction so he's less likely to get stuck on 4 unit tall spaces
- Added better support for binding actions to the mouse wheel (can bind wheel up and wheel down as separate actions, with modifier key support)
- Fixed star rendering
- Added "log_player_pos" command that dumps current player pos to log file (when enabled)
- Added the ability to detach from ladders by crouching
- Improved mantling a bit and added optional new mantling algorithm with lower failure rate
- Fixed a bug which limited number of sound channels to 16 even if more were selected
- Fixed a bug that sometimes caused doors to float away into infinity
- Fixed (or at least greatly improved) a bug with edge triggered OBBs sometimes failing to detect collision (in particular for slow moving objects)
- Fixed framerate dependent speed issue for camvators/moving terrain (with collision type: none)
- Added "fixed_star_size" option for resolution independent star size
- Fixed some bugs when attaching to a ladder from water.
- AIs who are facing very close to a wall will no longer turn to face south when the game begins
- Health bar drawing adjusted in widescreen
- Added option to fix arm rendering
- Added AA to rendering of loadout screen items
- Fixed pickpocket count bug that would always show 1 more maximum pickpocket than there actually was.
- Added "Blocks frobs" property, allowing objects to block frobs of objects behind them (e.g. to stop frobbing items through safe doors)
- Added option to left-align map notes text
- Made navigation of map/objectives screen a little bit more in-game friendly (screen can also be closed with space, arrow key navigation and return to switch map/obj)

DromEd:
- Lightmaps are now properly displayed in the editor 3D view
- Added support for HW rendering in editor viewports
- Increased the maximum number of visible on-screen terrain polies from 1024 to 20480
- Increased the maximum number of visible on-screen objects from 128 to 1280
- Added some safety checks to object scaling operations to prevent objects with 1.#INF scale
- Fixed a crash when computing pathfinding with an improperly linked moving terrain object in the mission. An ignorable assert is thrown and the object is skipped gracefully instead of crashing.
- Prevented a crash if you apply a model of one creature type to an object assigned a different creature type
- Fixed "Attempt to mark from invalid room id 0" assertion to actually show the room id that is invalid, instead of always showing 0.
- Integrated csgmerge tool into editor exe
- Added support for 32-bit lightmaps
- Fixed the bug where cloning a multibrush with particles would duplicate every object in the mission
- Fixed a bug where the game would crash when deleting a large multibrush
- Added fallback check to find Motiondb.bin in resource paths
- Fixed resource lock errors when loading TGA images (for object textures and distance art)
- Fixed solo view editor issues when going back to edit mode from game mode
- Added ability to change the brush colors in DromEd via values in DromEd.cfg.
- Added light-based transparency property
- Added ability to enable/disable eye zoom in Thief 2
- Vast improvements to editor dialogs, including crash fixes and improved functionality
- Increased brush limit from 7068 to 16384
- Increased rooms limit from 1024 to 4096
- Increased ambient sound limit from 256 to 1024
- Increased cell limit from 28672 to 32760
- Increased the maximum number of sides in a cylinder from 10 to 26.
- Increased automap location limit from 64 to 256 locations per page
- The texture rotation control can now interpret negative values
- Fixed a crash while generating reports
- Added a warning dialog when attempting to save one filetype (mis/gam/cow) as another
- Added new Windows-style texture palette (which also supports more than 256 textures)
- Added support for all editor window sizes
- Added Pendulum (/sinusoidal) curve type to tweqs
- Added DetailAttachement link type
- Added Distance Alpha property
- Added Bitmap Color property for custom modulation color on bitmap objects
- Added "Face camera (axial)" setting to Bitmap Worldspace
- Added color param, additive blending and spotlight cone falloff support to coronas
- Added "Editor Comments" property
- Added "show_vhots" command for debug visuals of vhot placement and numbering on objects
- Manually deleting links in the link view dialog no longer deletes attached object for ParticleAttachement/DetailAttachement links
- Added the ability to place graphical decals on book pages
- Corpses with Contains links no longer count as pickpockets
- The Auto-Multibrush property no longer crashes DromEd if the .vbr file was not found.
- The stimulus on existing receptrons can now be changed
- The intensity for sources is no longer reset when changing the propagator
- The receptrons list now correctly shows the max intensity value for existing receptrons
- Meshes can now be scaled with the Scale property
- Scaled objects now cast properly scaled shadows
- Objects can now obscure coronas
- Bitmap Worldspace objects can now be locally lit
- Precipitation will now collide with OBB objects as well as terrain
- The brush_to_room command can now be given a negative number, to be interpreted as an absolute size instead of a percentage (e.g. brush_to_room -0.1 would create a room brush 0.1 units larger than the selected brush.)
- It is no longer necessary to explicitly add the Hidden property to a secret object for the secret to be properly counted
- Added numeric keypad input support
- DromEd will no longer stop working after 03:14:07 on Tuesday, 19 January 2038
- Added "scroll here" option to the right-click menu for solo views, similar to the "teleport camera" option for non-solo views
- Fixed some issues with calculating which room cells are in (which might have caused problems with precipitation and fogging)
- Increased the time range of Tweqs to 0-65535
- The same property can no longer be added to an object multiple times
- Fixed a crash when adding the Texture Anim Data property to a concrete object

- See the included modders_notes.txt for more details on editor changes
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Areius




Posts: 14857

PostPosted: Fri, 28th Sep 2012 16:29    Post subject: *****
*****


Last edited by Areius on Fri, 19th Sep 2025 16:10; edited 1 time in total
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AKofC




Posts: 4359

PostPosted: Fri, 28th Sep 2012 16:29    Post subject:
I am a traitor.

Started with Basic when I was 7, jumped to C around high school, moved to VB6 and C++, got bored and moved to web development with C# and now PHP. I wish we used C# at work. I miss the Entity Framework.

Made a game with my friend back in college. It was an RPG with C++ and we only got a simple attack defend thing going and a single room before we gave up. lol

Also web development is also boring mostly because it's pretty much just copypasta. Except JS which is fun. And SQL which is double fun because it makes me feel like I am a god. Except for when you're really sleepy and forget the where on a delete. Then you stop being sleepy.


Gustave the Steel
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Areius




Posts: 14857

PostPosted: Fri, 28th Sep 2012 16:31    Post subject: *****
*****


Last edited by Areius on Fri, 19th Sep 2025 16:10; edited 1 time in total
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me7




Posts: 3942

PostPosted: Fri, 28th Sep 2012 16:47    Post subject:
AKofC wrote:
...And SQL which is double fun because it makes me feel like I am a god. Except for when you're really sleepy and forget the where on a delete. Then you stop being sleepy.


Not sure if or
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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Thu, 26th Oct 2017 19:50    Post subject:
Death’s Cold Embrace: Thief 2’s new fan-made campaign
https://www.rockpapershotgun.com/2017/10/26/deaths-cold-embrace-thief-2s-new-fan-made-campaign/




Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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tonizito
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Posts: 51489
Location: Portugal, the shithole of Europe.
PostPosted: Sun, 28th Feb 2021 01:00    Post subject:


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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