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Thread: Thief Gold HD Texture Mod

  1. #1301
    Awesome work, keep it up.
    I am glad you are taking the criticism well, not everything is perfect, but keep working on it and it will get there.

  2. #1302
    Member
    Registered: Feb 2008
    Location: http://thief-forum.pl/
    Quote Originally Posted by Mixthoor View Post
    I'm wainting for a new version with gas and water, Gecko. Meantime, I saw in the FM for TMA (Affairs of Wizards v1.1) new explosions of fire arrows and new lava. Can you check it? Can you add the new fire explosions into TG?
    I already saw your preview. It is better then the effects from FM, which I meant. Bravo Gecko, keep doing

  3. #1303
    Member
    Registered: Mar 2012
    Once again, thanks Gecko for your continuing work on one of the best mods for Thief Gold.
    If you have time, I would love to get an update to your Thief 2 HD mod.

    Discovered something today while recording Thief Gold gameplay videos for my youtube channel.
    I usually record videos in 2D, but I play Thief Gold and Thief 2 in 3D.
    The HD mod runs great on my GTX 750 Ti at 90-92 fps 1080p in 2D.
    But when I switch to 3D, fps is often 40-50, sometimes as low as 30.
    I play all my games at 1920x1080 because my monitor is 1920x1080. But I decided to test 720p (1280x720).
    To my great surprise, Thief Gold with HD mod, it looks very good at 720p. much better than I expected.
    There is a loss in quality. Maybe 10%, maybe 20%, maybe 30%. Hard to choose a number, but most of the quality is still there.
    Here's what I really like about 720p.
    Sometimes, there is a texture which is very sharp and that texture looks a little unusual next to a texture which is less sharp.
    At 720p, there is less difference between the sharpest textures and the least sharp texture.
    In my (controversial) opinion, Thief Gold, overall, looks a little better, at 720p with the HD mod.
    Textures still look very good, but there are no more super sharp textures.
    And best of all, I can run it at 720p in 3D at constant 60fps. Please try 720p (or other resolution) and let me know what you think.
    I was actually thinking about a graphics card upgrade, and when I saw 720p, my first thought was. "Oh my god, 720p looks good".

  4. #1304
    Member
    Registered: Nov 2004
    Location: Germany
    I'm searching again for two or three beta testers for TG HD mod v1.2 and for the HD mod non-Gold version Someone interested?

  5. #1305
    Zombified
    Registered: Sep 2004
    sure thing - who needs sleep, right?

  6. #1306
    Member
    Registered: Nov 2004
    Location: Germany
    I will send you a PM tomorrow


    But I need more beta testers. The new setup includes both versions (Gold + non-Gold)




    Changelog:

    v1.2

    - added new water arrow FX
    - added new gas arrow FX
    - added new smoke FX (torches, fireplaces and for a lava pool in "Into the Maw of Chaos")
    - added new waterfall / fountain FX
    - added new fire attack / explosion FX
    - added new moss arrow texture
    - added new flame FX for the "Fire Shadow" model
    - added new blood FX for all enemies
    - added new blood FX for Garrett
    - added new cobweb attack FX on red spiders
    - added new earth mage attack FX
    - added new electricity FX in Break from Cragscleft Prison
    - added new lava FX in "Into the Maw of Chaos"
    - added a lantern in Break from Cragscleft Prison
    - added improved water textures (because of lightmapped water the transparency was reduced a bit)
    - added new zombie models from T2X (you can cutting off their arms and head. If a zombie loses both arms he can´t fight with you. The new zombies can spit upon you.
    - added new Farkus model
    - added some improved object textures
    - added some improved object models
    - fixed some textures
    - fixed some in air flying objects
    - the Watchman's Grave lucky coins will actually be visible after placing them into the bowl (thx to voodoo!)
    - alarmlights in Break from Cragscleft Prison, Assassins and Undercover now light up when alarm is triggered!
    - fixed a install folder problem with the installer
    Last edited by Gecko; 9th May 2016 at 17:25.

  7. #1307
    Member
    Registered: Aug 2014
    Location: In Cragscleft
    I can beta test again for you if you want Gecko

  8. #1308
    Member
    Registered: Nov 2004
    Location: Germany
    Sure I've sent you a PM.

    Voodoo i can't send you a PM. You have to clear some space

  9. #1309
    Zombified
    Registered: Sep 2004
    so I had a quick look and reported a bunch of stuff, but one thing I'd like to see reconsidered is the resident evilesque blood splash onscreen player damage effect. it absolutely doesn't fit the game, and definitely shouldn't be enabled by default. maybe an option for those who want it, but nothing more.

    the Cragscleft lantern is a mixed bag, kind of feels like something smarter could be Dromeded in.

  10. #1310
    Member
    Registered: Nov 2004
    Location: Germany
    Thank you voodoo

    I agree. The screen overlay FX (vines, webs, blood) is disabled by default. You can activate it with the "NewDark Graphics Settings Tool". So it's optional.


  11. #1311
    Member
    Registered: Jul 2006
    Location: Tartu, Estonia
    This is how Thief should always have been, thank you so much, Gecko! Can I buy you a beer for all your hard work?

  12. #1312
    Member
    Registered: Jan 2012
    Location: Gèrmany
    can't really describe that in words: Me right know

  13. #1313
    Member
    Registered: Nov 2004
    Location: Germany


    Thief 1 HD Mod v1.2 is out!

    The HD Mod is now compatible with Thief: The Dark Project and Thief Gold!


    Because of to many changes there is no patch from version 1.0 to 1.2!

    Changelog:

    v1.2

    - added new water arrow FX
    - added new gas arrow FX
    - added new smoke FX (torches, fireplaces and for a lava pool in "Into the Maw of Chaos")
    - added new waterfall / fountain FX
    - added new fire attack / explosion FX
    - added new moss arrow texture
    - added new flame FX for the "Fire Shadow" model
    - added new blood FX for all enemies
    - added new blood FX for Garrett
    - added new cobweb attack FX on red spiders
    - added new earth mage attack FX
    - added new electricity FX in Break from Cragscleft Prison
    - added new lava FX in "Into the Maw of Chaos"
    - added a lantern in Break from Cragscleft Prison
    - added improved water textures (because of lightmapped water the transparency was reduced a bit)
    - added new zombie models from T2X (you can cutting off their arms and head. If a zombie loses both arms he can´t fight with you. The new zombies can spit upon you.)
    - added new Farkus model
    - added carry body mod (THX to R Soul)
    - added some improved object textures
    - added some improved object models
    - fixed some textures
    - fixed some in air flying objects
    - the Watchman's Grave lucky coins will actually be visible after placing them into the bowl (thx to voodoo!)
    - alarmlights in Break from Cragscleft Prison, Assassins and Undercover now light up when alarm is triggered!
    - fixed a install folder problem with the installer


    New Screen Overlay Blood FX:

    The new blood FX is disabled by default. You can activate it with the "NewDark Graphics Settings Tool".

    > How to install Thief 1 HD Mod <

















    Download:

    (Official Moddb Download)
    Thief1HDMod1.2.exe (1,2 GB)

    (Google Drive)
    Thief1HDMod1.2.exe (1,2 GB)

    (MediaFire)
    Thief1HDMod1.2.exe (1,2 GB)


    ---
    Last edited by Gecko; 23rd May 2016 at 12:17.

  14. #1314
    Member
    Registered: May 2004
    Location: Germany
    Haha congrats on the new release! Today I was just about to sign up for beta testing lol! xD

    So I need a fresh installation of Thief for this version? Will I be able to load my old savegames?

  15. #1315
    Zombified
    Registered: Sep 2004
    deleting the hdmod folder should be enough, but a new install + latest TFix + latest hdmod certainly isn't a bad idea either. old savegames will not work, you will need to restart the current level.

    forgot to grammar check the readme, but not too important I suppose.

  16. #1316
    Member
    Registered: Oct 2001
    Location: Inside at last...
    Thank you Gecko for all your hard work. The new smoke effects are very nice and add to the atmosphere.

    But what happened to the zombies? They never were a true threat unless you got surrounded somewhere you shouldn't be, but now they are simply a joke as now it's possible to literally chop them to pieces with the sword. What's fun in that? lol. Is there any way to get back to the old zombies and keep all the new smoke effects?

    2 other minor things I've noticed after a quick glance: 1) what's the point of the lantern? 2) The zombies' blood is supposed to be black, not red!

    I also liked Farkus 1.0 much better than Farkus 1.2, but that's a personal preference I suppose.
    Last edited by Fallen+Keeper; 22nd May 2016 at 15:40.

  17. #1317
    Member
    Registered: Nov 2004
    Location: Germany
    1.) It brings more variety. Zombies don't all look the same. And you can't chop all zombies to pieces with the sword. Just a few of them. You can't get back the old zombies.

    2.) It is a very dark mission. A lantern fits good i think. It is fun. You can light up into the dark cells.

    3.) Zombie blood is red now because i like it. I don't like the black blood...looks boring to me.

    Quote Originally Posted by Gecko View Post
    Extract all in the "HDMOD" folder and override the files!

    black_zombie_blood.zip


    I've updated the download mirrors! Fixed a small problem.
    Last edited by Gecko; 23rd May 2016 at 05:59.

  18. #1318
    Zombified
    Registered: Sep 2004
    considering their stage of decomposition, it would be rotting bodily fluids, not blood.

  19. #1319
    Member
    Registered: Oct 2001
    Location: Inside at last...
    Quote Originally Posted by voodoo47 View Post
    considering their stage of decomposition, it would be rotting bodily fluids, not blood.
    Lol. Red bodily fluids?

    Gecko, can I just overwrite the old 1.2 version? (pssst... there is nothing more boring than red blood. You're a strange guy )

    EDIT: Naah, I'm going back to 1.0. I don't like most of the changes in 1.2, way to subjective this time around.
    Last edited by Fallen+Keeper; 22nd May 2016 at 18:54.

  20. #1320
    Member
    Registered: May 2008
    Location: Southern,California
    the lava and ice crystals are my fav

  21. #1321
    Member
    Registered: May 2004
    Location: Germany
    Maybe in the next update, there can be an option for red / black blood under the "Blood FX" line. I liked the black blood of the undead more, too. Is there a file I can dit myself to make it change back to black maybe?

  22. #1322
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by SeriousToni View Post
    Maybe in the next update, there can be an option for red / black blood under the "Blood FX" line. I liked the black blood of the undead more, too. Is there a file I can dit myself to make it change back to black maybe?

    Extract all in the "HDMOD" folder and override the files!

    black_zombie_blood.zip

  23. #1323
    Member
    Registered: Oct 2001
    Location: Inside at last...
    The new zombies, the "thinner" one and the "goofy" one, look really silly

    Also the explosion produces inconsistent number of body parts: I decapitated a zombie and its explosion still produced a second flying head, lol. The worse part though is that these body parts are different than the parts of the zombie when it was still...."un-alive". If I recall correctly, the body parts in the 1.0 were consistent with the zombie, both in quantity and visually.

  24. #1324
    Member
    Registered: Nov 2004
    Location: Germany
    I will not waste my energy for a discussion like this. There are enough people who like it. And if not...it's ok for me. It's easy to scoff about something. Be happy with v1.0. Thank you

  25. #1325
    Member
    Registered: Oct 2001
    Location: Inside at last...
    I'm sorry, I didn't know you expected only positive feedback.

    The rest of your work is great, that's why those zombies simply stand out. But as you said in your previous post, before editing it, I will have to deal with it. Don't worry, I will. Which means going back to Vanilla or alternative, more conservative, texture packs.
    Last edited by Fallen+Keeper; 26th Sep 2016 at 07:53.

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