Yeah, I'll hopefully have time to have a closer look soon.
Yeah, I'll hopefully have time to have a closer look soon.
Working on some basic objects for the first location of my FM
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Also, having fun with some tests so I'd be able to create a T1/2-inspired briefing
http://youtu.be/9_lp7QfZACw?hd=1
Both looking great. I'll tackle my own briefing video soon hopefully (especially if the coming beta test looks good...by the way, interested in testing?), so maybe I'll come back to you asking for the appropriate filters.
By the way, there should be a Thief-1-style firewall video file for the background around here somewhere, at least I have it on my hard drive. Not sure if you consider (or can tweak) it high-res enough, though.
Not sure what the black metal is supposed to represent; powder-coating would be a bit out of place and painted metal (like here) looks a bit different IMHO. I think with more patina (and twisted planks? usually they're on top of the metal bars, too, instead of underneath) it could become more organic, even tough I don't think patina is a good idea in general. Maybe that's what buggers you, otherwise I think it looks fine in the appropriate setting.![]()
Model was based on this photo and it's not the kind of metal you're aiming for. Still it's heavily post-processed photo, so I can't be sure about how it really looks like.
Hey, Judith! Any news about snow demo mission?
Hi Clearing, I still got all the assets but the whole concept was too overwhelming, the story involving mountain pagans, hammerite archaeologists, abuse of power and alien tech were too over my head... It will stay in my archive for a while, since I got something more simple in mind: get in, take stuff and get out, mansion style, in the 20th century industrial revolution setting. It will involve some weather effects for sure, but not snow.
finally someone with a bit of life to this thread
anyone remember how to do a simple teleport
in another area of the same map.
I can't remember well the "action" I do a door with a script.
and a new "playerstart" if I remember well. I never served
I tried using those "the fence" or store " of the OM. but when I teleport, I get a screen to" sell everything "
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this good
the link you have suggested, points to teleport between the maps. I know that
I need to teleport in the same map. from one zone to another
thanks anyway
Last edited by IronEagle; 31st May 2012 at 18:59.
ok in the end, I managed, I modified a script.
TeleportPlayerToBread
ok ,work
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You know there is actually a whole forum to post in guysI suppose activity is a little light, but it wouldn't hurt to start new threads on specific missions in progress.
I just re-wrote large parts of the T3Ed entry on the Dark Wiki. Which seemed necessary after a statement that T3Ed was buggy and difficult to use. Anyone interested in going into detail with respect to technical features?
Lootlist. My betatesters were right, when I didn't manage to get more than 89% loot on my last playthrough, I decided to check every single piece of it. Turns out the value in the scripts was set too high.
Anyway, I just ran through it, made some of the meanest loot places more friendly and adjusted the values. Now it's possible to finish on Expert even without the hardest spots and without robbing AIs. Yay.
This bloody mission is finished. Mirror providers are informed, hopefully tomorrow I can post it on the forums. A big thanks to everyone here who helped me over the years.![]()
Congrats! Wow!![]()
Great news!![]()
Thanks guys, here we go: http://www.ttlg.com/forums/showthread.php?t=141701
Is there an efficient way to turn off AI awareness across a map without using the command console? Or a way to enable a cheat without all the flashing floating texts all over the screen?
Thanks.
Stick some or all of these in user.ini as needed:
What are those?Code:[Difficulty] ; AI visual acuity multiplier - how well AIs can see Difficulty_AIVisual_Mult_Easy=0 Difficulty_AIVisual_Mult_Normal=0 Difficulty_AIVisual_Mult_Hard=0 Difficulty_AIVisual_Mult_Expert=0 ; AI auditory acuity multiplier - how well AIs can hear Difficulty_AIAudio_Mult_Easy=0 Difficulty_AIAudio_Mult_Normal=0 Difficulty_AIAudio_Mult_Hard=0 Difficulty_AIAudio_Mult_Expert=0 ; AI tactile acuity multiplier - how well AIs can feel Difficulty_AITactile_Mult_Easy=0 Difficulty_AITactile_Mult_Normal=0 Difficulty_AITactile_Mult_Hard=0 Difficulty_AITactile_Mult_Expert=0 ; AI hitpoints multiplier - all AI starting hitpoints will be scaled by this Difficulty_AIHitPoints_Mult_Easy=0 Difficulty_AIHitPoints_Mult_Normal=0 Difficulty_AIHitPoints_Mult_Hard=0 Difficulty_AIHitPoints_Mult_Expert=0 ; AI combat speed multiplier - all AI combat animations are scaled by this Difficulty_AICombatSpeed_Mult_Easy=0 Difficulty_AICombatSpeed_Mult_Normal=0 Difficulty_AICombatSpeed_Mult_Hard=0 Difficulty_AICombatSpeed_Mult_Expert=0 ; AI-to-player damage multiplier - all damage applied to the player by the AI is scaled by this Difficulty_AIToPlayerDamage_Mult_Easy=0 Difficulty_AIToPlayerDamage_Mult_Normal=0 Difficulty_AIToPlayerDamage_Mult_Hard=0 Difficulty_AIToPlayerDamage_Mult_Expert=0
The Sneaky Upgrade - widescreen and tweaks patch for Thief 3
I'd leave out the hit points and combat speed multipliers. There's probably no use in giving the AIs zero health and a freezing spell when entering combat. Plus, pressing G enables the fly mode, maybe that already solves issues as long as Garrett's is hidden in some corner. Note though that AIs won't move when not in sight during the flying mode.