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Thread: Minimalist 1.4.1 and T3EnhancED Thread

  1. #176
    Member
    Registered: Mar 2005
    Location: Corvallis, Oregon

    I've been playing with the technical side of the Realist mod & using EnhancED as a base. I think the inventory lockpicks can work with OMs, except I haven't been able to get them working on a t3 game install, but they do work with the editor. In the game install when you first acquire the lockpicks, the lockpicks show in the hud but they do not effect the lock itself. Everything's recompiled & the scripts are copied to the game install just in case.

    I've been altering the Inn & recompiling so the ibts contain the speculars. Once shadowspawn has a working ibt stripper it may be easier to mod t3 (fingers are crossed). I had to undelete the OM key archetypes & rename the EnhancED inventory keys in order to get an enhanced version working with a vanilla game install (& alter the unpickable lock archetype).

    Just in case I cannot get the inventory lockpicks working, how do I get the OM lockpicks back? BTW, I added some of the necessary inventory lockpick scripts to the locks.

  2. #177
    Member
    Registered: Jan 2005
    Location: Los Angeles, CA, USA
    Topic: Remove white splash.

    Perhaps someone could help me or find a way to remove the white splash that jumps five feet into the air when Garrett or an AI move through water. I am trying to add this as a minimalist feature because it is impossible for water to jump so high and no need to see it a mile away. There are two animations we see ingame: one is the white puff of water rising and evaporating; the other is a white ring expanding like waves on the water from the foot step. I am trying to get rid of the rising white puff. The ring of waves are okay.

    I thought it might be a DDS in pctextures but does not seem like it. Maybe it is in the IBT map files. Maybe it is an animation because it changes, but I could not find it.

  3. #178
    Member
    Registered: Apr 2005
    Location: He's behiiiind yoooou!
    I think it's a particle effect. I also think that it's a strange thing to get worked up about, but okay.

  4. #179
    Member
    Registered: Jan 2005
    Location: Los Angeles, CA, USA
    Thanks. I will check it out.

  5. #180
    Member
    Registered: Oct 2005
    Location: Dortmund, Germany
    The biggest problem with those particles is that they are not affected by any lightning, so they will be visible from everywhere. If you want to stop that, you'll have to edit the archetypes of those watersplashes and reduce the particle amount to 0. That's the only way I think...

    So when will the next version of minimalist be out with the proper leaning animation and that compass and so on? I am still waiting New Horizon...

  6. #181
    Member
    Registered: Apr 2006
    Hello all, Im new to the forums. After downloading and trying out this mod I think this is the best place to comment on it.

    First of course (and all), thanks a lot for your efforts, New Horizon!

    I play 'ghost' style with visual/audio/tactile factors set to 3/20/20. Actually not being allowed to kill nor to be discovered along with the reduced number of allowed equipment was what made me interested in this mod in first place. The Pagan mission proved to be really challenging for me (no reloads). Now on Day 3 there are several things bothering me.

    - The 'no more than 3 bodies' rule. When in the Pagan Tunnels the thugs go on whack-and-hack venture into Pagan territory chances are I soon get a 'mission failed' just because the game doesnt care it wasnt me causing all those corpses lying around. This has even happened with me sitting tight in my starting position doing nothing. Maybe there is a way to fix this or maybe this is to be considered as part of the challenge? Quite frustrating though to get a hold of the Paw and being kicked back to menu just as the Ent spots my sacrifice of blood when I am halfway to the exit. Thanks to the thugs lack of discretion. After all you never know for sure how many bodies have been discovered yet, do you? As of now Im not quite looking forward to the Sunken Citadel.

    - When in the city I realize that my 'Thiefbot' settings in the ini-file (as recommended) dont effect any of those blind (and deaf) guardians at all. Is there an easy way to fix this? Since unfortunately Thiefbot itself has no effect no longer.

    - Can the 'no killing' rule be expanded to the city somehow? Its so much more rewarding to stick to this friendly behaviour if you know theres a reason why.

    Sorry if I ask questions already been answered somewhere else around here.
    Last edited by Gvozdika; 17th Apr 2006 at 10:10.

  7. #182
    Member
    Registered: Mar 2002
    Location: House of Sand and Fog
    Background: I started having "issues" with Thief 3 after trying to play The Bridge. I thought I'd just uninstall and reinstall it, but the registry keys got screwed up as the uninstaller wouldn't even work. As I'd also been having some other issues, I decided to do a clean install of Windows.

    Even after this, Thief 3 refused to run. I'd click the executable several times, end up restarting the computer because of high CPU usage, and find ntdll.dll had some conflicts with it. I started running all them in compatibility mode with Windows XP (I'm running on Server 2003), yet still had a few crashes.

    My question: Is T3EnhancED supposed to read every conceivable schema sound file before loading the game with the "Play in fullscreen with sound" feature? I installed filemon just to see if anything conspicuous popped up. Before my reinstall, the game loaded much quicker, yet it seems this, among other things, could certainly be causing the wait to grow as much as it has (about 10 minutes after I click the play button and it comes up).

    Honestly, I have no idea what gives. Only thing I've done to the main game install is patch it to 1.1, and yet it's caused reboots randomly (like telling it to quit to desktop), while also taking insane time to load the intro. Thought I'd find out about T3EnhancED first, though.

  8. #183
    Member
    Registered: Aug 2005
    From the readme.rtf in your Thief DS directory...

    1.3 Known Issues

    Thief: Deadly Shadows is not supported on Windows NT 4.0, Windows 98, Windows Millennium Edition, and Windows Server 2003.


    When using an unsupported O/S it becomes very dificult to pinpoint a problem with any program you may be having dificulty with. The Registry keys aren't all that complex, I doubt they had anything to do with your problem running Thief3. I have never experienced any performance or loading problems before or after playing "The Bridge" and other than Garretloader, I have never had any software I have downloaded mess up my Install.

    I have experienced similar ntdll.dll conflicts and random rebooting but those problems were not limited to Thief3. Using Windows XP Pro I would experience this with several memory intensive apps. Turned out to be a bad HDD causing my problems. This was the Hard Disk that contained my swap file, after a long Ghost session I had all of my data cloned to a new hard disk and all was well without having to reinstall anything.

  9. #184
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by deadman

    My question: Is T3EnhancED supposed to read every conceivable schema sound file before loading the game with the "Play in fullscreen with sound" feature?
    To my knowledge, it shouldn't be doing that. It should only load the files needed for your level.

    The schemas are only used when loading the schema browser, not the game itself.

    I designed both Minimalist and T3EnhancED on Server 2003 and tested on Windows 2000/ XP. Never ran into any problems like the one you're describing.

  10. #185
    New Member
    Registered: Dec 2003

    Can't pick lock?

    I'm sorry if this has been asked before, but why is it I can't pick lock after installing this mod? Like the one in the tutorial mission, which I got pass by uninstalling the mod & deleting my save game/config files. But now I'm in Rutherford castle and still can't do it?

    It's truly a pity since I really like the other feature of this mod.

  11. #186
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by Nightblade
    I'm sorry if this has been asked before, but why is it I can't pick lock after installing this mod? Like the one in the tutorial mission, which I got pass by uninstalling the mod & deleting my save game/config files. But now I'm in Rutherford castle and still can't do it?

    It's truly a pity since I really like the other feature of this mod.
    Don't give up...picking locks without the on screen display is a piece of cake once you learn what to look for.

    The on screen display took any real skill out of picking locks. You have to 'watch' the players hands...and 'listen' to the sound of the locks VERY carefully. All the information you need to pick a lock is given to you by the players hands and the sounds the lock makes. Take your time and don't rush...Thief is a game about patience. I find that people who learned how to pick with the onscreen display have the hardest time getting used to this when it is really so simple. I'm not sure what you're doing exactly....but just try moving your mouse in circular 'clockwise' or 'counter-clockwise' motions. The motions don't have to be big...so just keep working at it until you get the hang of it.

  12. #187
    New Member
    Registered: Dec 2003
    Thanks to New Horizon I've fixed that problem, previously I was picking the lock with the keyboard, not the mouse, this doesn't work with Minimalist for some reasons (probably due to the lockpicking system being redone or something).

    Everything is ok now, thanks again.

  13. #188
    Member
    Registered: Aug 2004
    Oh. Well mine works with keyboard. I recommend using keyboard if you can, it's a lot easier.

    I loaded up my first TDS FM today to see how it was going, seeing as I am bored of vanilla TDS so returned to TII Fms.

    My first FM: The Bridge. Wow. Amazing stuff. Brickwork! Yay!

    I played it of course with the Minimalist Project. The only problem is the AI is demanding. Really demanding. And probably not taken into account when the map was created.

    E.g. area with the 2 guards with the big bonfire on the other side of the bridge. I can't get behind them, they catch me out the corner of their eyes. Although thinking about it I could shoot arrows into the barrels and get them to move to distract them.

    But having guards check out every tiny tiny noise is quite hard on a map not designed for it. Also on the waterside there is a guard impossible to ghost: he sits in his recess and watches ahead. The light gem is never below halfway lit there, electric lights. Had to use knockout gas.

    So basically you see where I'm going: the AI values need to be reduced slightly. Is there a tweak program these days that works still for AI values? An easy way of doing it?

    Especially with TDS lacking the ability to distract with broadheads: They disappear silently into stone...

  14. #189
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by bobarctor
    Just go into the Default.ini and adjust the values in the AI section. You'll see settings for easy, normal, hard, expert. Just drop the visual and audio abilities down a notch or two....1.6 to 1.3 for example.

  15. #190
    Member
    Registered: Oct 2001
    Location: Inside at last...
    Hi NH,

    I've installed John's Collective Texture Pack and then your Minimalist Mod 1.4 (not 1.4.1). The problem is that when I reached the section of the City, the AI reverted to the originals (or at least didn't force me to sneak like in the missions). Any clue? I didn't do anything else to the game, except for patching it to 1.1.

    Thank you.
    IF YOU DO IT, DO IT WITH STYLE

  16. #191
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by Fallen+Keeper
    Hi NH,

    I've installed John's Collective Texture Pack and then your Minimalist Mod 1.4 (not 1.4.1). The problem is that when I reached the section of the City, the AI reverted to the originals (or at least didn't force me to sneak like in the missions). Any clue? I didn't do anything else to the game, except for patching it to 1.1.

    Thank you.
    Yeah, the AI in the city sections behave differently. I couldn't seem to do much with them.

  17. #192
    Member
    Registered: Oct 2001
    Location: Inside at last...
    Didn't you state that your minimalist mod affects also the AI in the street??


    Quote Originally Posted by New Horizon
    Hi there.

    The reason Minimalist 1.4.1 doesn't work with Thiefbot isn't due to the customized .exe file, it's because of the custom .t3u files. Mainly the gamesys.

    Minimalist 1.4.1 already customizes the city section AI so that they remain the same as the in mission AI (all are set to Expert).

    Hope that helps clear up any confusion.

  18. #193
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by Fallen+Keeper
    Didn't you state that your minimalist mod affects also the AI in the street??
    They 'should' but I've still noticed some things messing up with it. It's a buggery engine to work with...you weren't playing from a save game though were you? If the difference is that noticable, that's the only thing I can think of.

  19. #194
    Member
    Registered: Oct 2001
    Location: Inside at last...
    Quote Originally Posted by New Horizon
    you weren't playing from a save game though were you? If the difference is that noticable, that's the only thing I can think of.
    I started a new game...

    I do not care for the guards... being forced to sneak among crowd just becuase the city watch has the ability to home on MY footsteps among hundred of others is quite stupid. BUT... having to face the Keeper assassins with that low AI ruins the game.
    IF YOU DO IT, DO IT WITH STYLE

  20. #195
    Member
    Registered: Sep 2006
    I'm sorry, I'm new to this. What exactly does this mod add/change? I expected a description in the first post, but found none. I also searched the thread a bit. Could someone lay it out for me?

  21. #196
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada

  22. #197
    Member
    Registered: Sep 2006
    Quote Originally Posted by New Horizon View Post
    Thanks for that.

  23. #198
    New Member
    Registered: Sep 2006
    Location: Budapest, Hungary
    Hi There!

    I suggest some modification about size of fonts in Minimalist. I think the smaller fonts looks cooler and usable on PCs than the bigger originals, as well as few texts with original sized older Thief fonts of minimalist can overrun out of screen - chiefly the longer named texts of loots, items and keys)

    So i modified some things in DEFAULT.INI - [FontMappings] section:
    Code:
    Papyrus20__tp=oldthief_font,0.26,0.80
    Papyrus14__tp=oldthief_font,0.26,0.80 ; inventory screens,  everything papyrus14 is now papyrus22
    Papyrus12__tp=oldthief_font,0.18,0.80
    Papyrus10__tp=oldthief_font,0.18,0.80 ; gear menu, inventory items, pickup loot, weapon numbers
    Papyrus08__tp=oldthief_font,0.26,0.80
    Papyrus06__tp=oldthief_font,0.26,0.80
    Papyrus04__tp=oldthief_font,0.26,0.80
    Papyrus02__tp=oldthief_font,0.26,0.80
    Papyrus22__tp=oldthief_font,0.20,0.80  ;anything not a weapon number - custom mapping
    Papyrus23__tp=oldthief_font,0.18,0.80  ;weapon numbers
    And look at some pics with resized fonts: (SPOILER WARNING!)


    What do you think about it?
    Last edited by hykao; 28th Sep 2006 at 23:33. Reason: Resized Fonts in Minimalist

  24. #199
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Looks good, I'll include it in the next revision when I remake the current fonts. They were never meant to be the finished product. Just have to find the time and inspiration to finish them.

  25. #200
    New Member
    Registered: Sep 2006
    Location: Budapest, Hungary
    Hi again!

    A question. How can i eat? I tried everyhow, but i can't...

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