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TFL Myth II plug in

Posted: Thu Jun 10, 2010 2:52 pm
by john402052000
HI,

I installed the TFL plugin, which allows me to play the original TFL levels via Myth II. I was under the assumption that the game play would be that of Myth II, but I find the character movement choppier and, how could I have forgotten, the Dwarven habit of tossing molotov cocktails into your own troops aggravating. Is there something I'm missing?

thanks in advance,

John

Re: TFL Myth II plug in

Posted: Thu Jun 10, 2010 3:09 pm
by Pyro
There is a "TFL gameplay" box that will enable vTFL mode. That will let the TFL plugin play like it would in TFL. If it is not checked, then it will play like Myth2.

Re: TFL Myth II plug in

Posted: Thu Jun 10, 2010 3:22 pm
by john402052000
Its not checked and the only plugin is the Magma fallen levels plugin. Maybe its just me, but there seem to be fewer frames of animation in the characters and the dwarves' aim, range and decision making are pretty lousy.

Thanks for your reply, though.

Re: TFL Myth II plug in

Posted: Thu Jun 10, 2010 3:35 pm
by Pyro
When you load Myth II, what version does it say at the top left corner of your screen? Some of the units in the fallen levels plugin use the images of the TFL units which have less frames in their animations.

Re: TFL Myth II plug in

Posted: Thu Jun 10, 2010 3:49 pm
by john402052000
v1.7.0 - Build 329

thanks,

John

Re: TFL Myth II plug in

Posted: Thu Jun 10, 2010 5:42 pm
by GodzFire
Well you're behind 1 version for starters. 1.7.1 is the current version. You can download it here: http://tain.totalcodex.net/search/?x=0& ... for=mythii

Re: TFL Myth II plug in

Posted: Thu Jun 10, 2010 6:54 pm
by Jon God
For The Fallen Levels, some of the units still use the TFL variants even when vTFL isn't clicked. Dwarfs, for example.

In terms of what you can do about that, is you can use Myth1Soulblighter from the tain, or find a copy of Ooga's TFL Coops Plus.

Re: TFL Myth II plug in

Posted: Sat Jun 12, 2010 12:21 am
by capital
john402052000 wrote: Maybe its just me, but there seem to be fewer frames of animation in the characters and the dwarves' aim, range and decision making are pretty lousy.

Thanks for your reply, though.
You are correct, the units are choppier but that is by design. And the dorfs, why you criticizing dorfs for, c'mon! They don't need no stinking firing orders! Fiarrrrrre!

Re: TFL Myth II plug in

Posted: Sat Jun 12, 2010 1:39 am
by oogaBooga
Well the choppiness wasnt actually an intentional design element - bungie ran out of time on their workstation and were unable to render 50% of (a) frames and (b) angles. They basically rendered everything except inbetween frames/angles so they could work on it, and thought they could just go back and render the rest at a later time.

Before they figured out it would never work on the computers available at the time, they wanted 16 angles and twice the frames - myth 2 was even a compromise, doubling the frames (mostly) but not doubling the angles - and even shrinking the resolution of the images. Imagine if TFL had been released with 16 angles and animations as smooth as myth 2's. Plus having the better unit definition of TFL.

Re: TFL Myth II plug in

Posted: Sat Jun 12, 2010 7:48 am
by john402052000
Thanks for the info. I had forgotten how much of a loose cannon a dwarf could be in TFL. I've been going through the single player levels and Out of the Barrier is pretty crazy. I've had molotov cocktails bounce up to 6 times before exploding and there's nothing like seeing one thrown straight up in the air.

I thought that the plugin made the TFL levels playable with the Myth II engine, character movements, etc...

Its still fun, there are just a lot more wtf moments.

Re: TFL Myth II plug in

Posted: Sat Jun 12, 2010 8:39 am
by Eddaweaver
3. More frames of animation.
One of the complaints most often voiced by players is that the sprite-based units' animations are not fluid enough. At the start of the project, when we planned for the number of frames of animation per unit, there was a good deal of uncertainty regarding how much RAM would be consumed by large texture maps, sounds, and other resources. As things were, it was not uncommon for our landscape textures to reach 5MB in size, and certain animations already consumed close to 1MB -- our uncertainties were not unfounded. We erred on the conservative side. Though we implemented caching schemes that greatly reduced our memory requirements, there wasn't enough time to rerender the units.
http://www.gamasutra.com/view/feature/3 ... php?page=2