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Thread: Thief Deadly Shadows Gold – Version 1.0 released!

  1. #1
    Member
    Registered: Aug 2006
    Location: Deutschland

    Thief Deadly Shadows Gold – Version 1.0 released!

    ..well, not really original TDS, but an overhaul version we call Thief 3 Gold. Have a look at the thread in the T3Ed's Guild and see if testing T3 with removed loading zones in all nine proper missions is something that might interest you!

    The first version of Thief 3 Gold is finally released, grab it here. (Thanks to Brethren for the mirror!) Darkfate Mirror (thanks to Glypher!) Taffer's Paradise Mirror (Thanks to Lord Soth!)

    Since its beta stage, only reported bugs have been tested. If you encounter anything else (e.g. that the game cannot be finished now... which hopefully won't be the case ), please report it in the old beta threads! Otherwise...have fun! But please cf. the ReadMe file!

    ReadMe file:
    Welcome to the Thief 3 Gold project. It aims to provide a couple of improvements and fixes for Thief 3 - Deadly Shadows. For the time being, this is an FMSel-ready release which acts just like a fan mission. In the future, it will be integrated into the Sneaky Upgrade by snobel. Please note that while the download is only about 22 MB it will take up about 700 MB of disk space after installation.

    NB: "FMSel-ready" means this acts like a normal TDS fan mission. The archive must be saved to a certain folder and FMSel, the FM manager shipped with the Sneaky Upgrade, must be pointed to said folder and used to install T3G as an FM.

    More detailed version:
    • Start FMSel through the cyan desktop icon
    • A dialog will ask for the FM archive path. Browse to the t3gold_1.0.7z file and select it
    • The FMSel window should now show T3 Gold in the list
    • To start the mission, select it in the list and click Play FM
    • On the first launch it will show "Preparing FM..." for a long time, that is normal


    ~~~~~~~~~~~~~~~~~~~~

    This version has the following "features":
    - No loading zones or blue fog in all nine proper missions (excl. the Inn tutorial)
    - Re-designed transition zones (as faithful to the game as possible)
    - Various fixes of broken/incomplete patrols, missing shadow-casting, un-ghostable AI positions
    - Fixed Keeper enforcers (slight health boost, bodies defined as monsters so NPC will react shocked to their corpses, for further tweaks please cf. the notes on manual tweaks below)
    - Reduced ambient fog to avoid the blue tint in many maps
    - Removed transition zone symbol from hand-drawn maps
    - From the Sneaky Upgrade side the game was tweaked to allow slightly larger maps (content-wise) which was necessary for the Cradle and Museum maps
    - Fix to allow finishing the Widow Moira mission (Seaside Mansion) on EXPERT without stealing her inheritance (Optional, please cf. the notes on manual tweaks below)

    Plans for the future:
    - Turning the tutorial mission into a proper mission on HARD/EXPERT (this is a lot of work)
    - Tweaking/balancing remaining bugs etc.
    - Including proper briefing videos like this: http://www.youtube.com/watch?v=Oorc2XpJ0gc (artists, volunteer!)
    - Including proper hand-drawn maps (artists, volunteer!)
    - Proper tweaking UI for the Sneaky Upgrade (AI awareness, equipment prices, HUD and font sizes etc.)
    - Tweaking the movement of Garrett, maybe altered mesh
    - Whatever comes up

    What probably won't happen:
    - Getting rid of City section loading zones (might work for small sections like Garrett's house or Fort Ironwood, but is a hassle in general because of the maps' complexity)
    - Rope arrows and swimmable water
    - Proper Pagan dialects

    For any questions, criticism etc. please reply in the corresponding threads on ttlg.com or write me a PM there.
    http://www.ttlg.com/forums/showthread.php?t=128793
    http://www.ttlg.com/forums/showthread.php?t=143658
    http://www.ttlg.com/forums/showthread.php?t=143659

    Cheers and I hope you enjoy it,
    Cúthalion

    A big thank you for snobel, my partner in crime, as well as the beta testers and people making suggestions: Yara (who gave the most and thorough bug reports), Platinumocixity, Darth Slaughter, bikerdude, Kerrle, AntiMatter_16, lowenz (for posting it on RPS) and DJ Riff.

    ~~~~~~~~~~~~~~~~~~~~~

    Notes on manual tweaks:
    A few fixes can be activated by changing values in the Ints.txt file. Eventually there will be GUI support for this, but for the time being the file must be edited manually.

    After installation through FMSel the Ints.txt file can be found by going through the Sneaky Upgrade start menu group: Click on Local Folders / Installed FMs, then browse to T3Gold_1_0\CONTENT\T3\Flags.
    The lines that can be changed are lines 3-5 (counting from 1), as described below. Do not change anything else in the file!

    The file lists all defined integer values used by the game. After their respective names, four numbers seperated by single spaces are given: The first number is the current value this integer has (this is the one you can change!), the second its maximum. The third number gives the minimum value, while the fourth gives the expiration game day.

    Widow Moira inheritance fix: Change the line
    SEA_T3G_LootFix 0 1 0 20
    to
    SEA_T3G_LootFix 1 1 0 20
    If the standard value is set to 1, the selling price of the inheritance for Captain Moira's widow will be adjusted to 400 (from 500), rendering it less than 10% of the total loot, which makes it possible to finish the mission on EXPERT difficulty without having to steal the inheritance (which can have in-game consequences the day after Garrett has retrieved both the Compendium and the glyph key).

    Keeper Enforcer Invisibility tweak: Change the line
    T3G_KeeperAssassinsInvis 0 1 0 -1
    to
    T3G_KeeperAssassinsInvis 1 1 0 -1
    If T3G_KeeperAssassinsInvis goes up to 1 and the difficulty level is HARD or EXPERT, the enforcers will turn invisible, won't have shadows, won't attack civilians and have a slight sensory awareness boost (1.3 instead of 1).

    Keeper Enforcer Telepathy tweak: Change the line
    T3G_KeeperAssassinsTelepathy 0 1 0 -1
    to
    T3G_KeeperAssassinsTelepathy 1 1 0 -1
    If T3G_KeeperAssassinsTelepathy goes up to 1 and the difficulty level is EXPERT, the enforcers will approach the player once any of them has spotted him. For logic reasons I think this tweak should only be allowed to be activated if the former already is.
    Last edited by Beleg Cúthalion; 8th Sep 2014 at 05:27. Reason: From beta to 1.0

  2. #2
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Been waiting a long time for this. I'll set aside some time to try it out. It's exciting to finally get to play the missions without load zones.

  3. #3
    Member
    Registered: Aug 2006
    Location: Deutschland
    I will be busy all April and maybe some time into May, so there should be enough time for accumulating bug reports. Looking forward to your input!

  4. #4
    Member
    Registered: Jan 2005
    Location: Omaha
    That would be an amazing honor to test it out! =O
    Drop me a line, yo~

  5. #5
    Sneaky Upgrader
    Registered: May 2007
    Congrats on the beta release!

    Here's a small teaser...


  6. #6
    Member
    Registered: Jul 2006
    Location: Troyes, France
    Quote Originally Posted by Beleg Cúthalion View Post
    ..well, not really original TDS, but an overhaul version we call Thief 3 Gold. Have a look at the thread in the T3Ed's Guild and see if testing T3 with removed loading zones in all nine proper missions is something that might interest you!
    Nice one!

  7. #7
    New Member
    Registered: Nov 2013
    This does interest me! So weird, only last night I was Googling for a patch to remove loading zones.

  8. #8
    Member
    Registered: May 2008
    Location: Los Angeles
    question i got is does removing loading zones add to the lagg of game?

  9. #9
    Member
    Registered: Aug 2006
    Location: Deutschland
    I haven't noticed any but then again my PC is powerful enough to run the Witcher 2 on medium settings (i.e. that is much more than required for TDS). In fact the ingame performance shouldn't be affected as much, rather the loading time of the maps.

  10. #10
    Zombified
    Registered: Sep 2004
    just remembered one bug - if I remember correctly, when playing on hard difficulty, it's impossible to not take the captain widow's money and achieve the loot goal at the same time. would be nice to have this fixed (if not fixed already).

  11. #11
    Member
    Registered: Sep 2002
    Location: College Place, WA
    Well, I might try and give Thief3 another playthrough. I've only ever gotten through it once, but I've started it like, 12 times. Always seem to lose interest after the first mission.

  12. #12
    Member
    Registered: Jan 2011
    What an awesome project! Looks like Gold fixes the most counter-immersive aspects of the game. I can't wait to check this out later tonight.

  13. #13
    Member
    Registered: Mar 2001
    Location: Vertigo, DragonSand, Xeen
    Yes, but is it also possible to fix the way movement is handled? That is the *only* thing stopping me from accepting this *almost* awesome game.

  14. #14
    Member
    Registered: Jan 2005
    Location: Los Angeles, CA, USA
    Fixing the movement would be a great dream come true. The OP mentioned something about Garrett that isn't finished yet.

    "Plans for the future:
    - Tweaking the movement of Garrett, maybe altered mesh"

  15. #15
    Member
    Registered: Aug 2006
    Location: Deutschland
    Bump, we're going 1.0 (see first post)! I hope this can make your summer a bit better!

  16. #16
    Member
    Registered: Dec 2010
    Location: Elsewhere
    Quote Originally Posted by Beleg Cúthalion View Post
    Bump, we're going 1.0 (see first post)! I hope this can make your summer a bit better!
    Sure it will ! Thank you for this hard work !

  17. #17
    Member
    Registered: May 2009
    Location: Germany
    Congratulations and thanks!
    I am pretty sure it was a looong way.

  18. #18
    Member
    Registered: Feb 2003
    Awesome.

  19. #19
    New Member
    Registered: Aug 2012
    Congrats on release!

    Mirror - Download.

  20. #20
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Mailed to Rock Paper Shotgun

  21. #21
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    First little bug found, I don't know if Gold-related or just there since 2004

    Game (sometimes?) crashes after quicksaving in Cat o'Nine Tails room.

  22. #22
    Member
    Registered: Aug 2006
    Location: Deutschland
    I'm afraid I'll need a better description or even a savegame to test that. And we better use the beta thread for discussing it. Thanks for the publicity, by the way!

  23. #23
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Last edited by lowenz; 1st Aug 2014 at 09:51.

  24. #24
    Member
    Registered: Aug 2006
    Location: Deutschland
    Thanks! I wonder if we should have another announcement in GenGaming but maybe these guys drop in here anyway from time to time. Can't wait to get feedback... although... maybe only positive for now, I try to relax.

  25. #25
    Member
    Registered: Jul 2010
    CONGRATS!

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