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Thread: TFix: unofficial patch for Thief1/Gold

  1. #226
    New Member
    Registered: Oct 2012
    Quote Originally Posted by Wizd3m View Post
    I will wait (right here in this chair) as long as I have to.
    Me too Thanks a lot Vodoo!

  2. #227
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    Quote Originally Posted by voodoo47 View Post
    dark.gam IS the gamesys, and yeah, TFix changes that, and as a result, a TFixed install of Thief is not compatible with any other gamesys mods. the custom gamesys fixes a lot of things, but no readme is available. there is a way how to make this work, but for that, I would need a dif (or what exactly has been modified) of the difficulty mod. then the changes could be moved into a dml, that would in return, add those changes into the custom TFix gamesys. I'll look around and see what I can do, but don't expect the results tomorrow.
    I posted the ultimate difficulty mod (thief gold, but I also had one for thief 2) on moddb many years ago. There was a readme that came with it. Here are the contents of that readme:

    Code:
    ====================================
    Ultimate Difficulty Mod for Thief1/Gold
    ====================================
    
    If you are like me, the original missions (as great as they are) and many FMs are lacking in the suspense and immersion they once had.  You know all of the tricks of the game.  You know just how much you can push your luck with a guard and still avoid being noticed.  You find it too simple to run around a mission, black-jacking every guard in sight and casually chucking their body into some dim corner.  Sure, there are self-imposed styles of play that can add challenge back into the game, but to me at least, they detract from the immersion.  And they don’t change the fundamentals of the gameplay all that much.  
    
    In January I got a spiffy new computer with EAX capability et al, and I felt the desire to replay my two favorite games.  But I wanted more of a challenge.  I have ghosted before and while that was good fun, it wasn’t exactly what I was looking for.  What I wanted was the same feeling I had when I originally played my first mission of Thief two years ago.  That nervous hesitation, that uncertainty about just how much I could get away with without being detected and that feeling of fear and panic after being spotted.  So I set out to create a custom gamesys for Thief that would change certain aspects of the gameplay in fundamental ways, in the direction of increased realism and difficulty.
    
    After months spent toiling with Dromed, I have produced a new gamesys for Thief1/Gold with the following improvements and modifications in gameplay:
    
    
    * A lone guard who is alerted and makes a confirmed sighting of Garret or a body, searches for him, and gives up, will run to alert others instead of returning to his regular patrol.  After that however, he will resume his patrol.
    * The AI vision cones have been completely redesigned to given them better distance vision, a more accurate loss of acuity over distance, and to eliminate Garrets ability to use leaning tricks to blackjack guards while alerted.
    * I have heavily modified the dynamics of noise creation as a result of Garrets footsteps.  Running on wood and cobblestone now has the potential to alert guards within a few meters.  This means you will have to *walk* up behind them for a successful blackjack.  Also, creeping on marble, metal, or gravel is actually *quieter* and no longer alerts guards thus eliminating the need to tap the forward key and creep-crouch.
    * Garret is now more visible to AIs as the visgem will indicate.  To offset this new disadvantage, I have increased the bonus Garret receives for crouching and sticking close to walls.
    * Bodies are now MUCH harder to hide.  Forget about tossing your victim in a shadowy spot on a well patrolled hall.  Only two things may effectively hide a body now: a physical barrier, or an area of nearly absolute darkness.
    * The AI have been made faster, especially zombies (who are now a real threat to an experienced player!)
    * Residual alertness on guards who have been raised to level 3 now increases their perceptiveness by a considerable margin.
    * Yelling made by guards during combat or searching travels further and is heard more easily by other guards. 
    * Blackjacking someone makes a minor sound disturbance. 
    * A collapsing body makes a minor sound disturbance. (both of these are not loud enough to alert anyone but simply attract their attention if already alerted or perhaps illicit a "Who's their?"..."Musta been rats" response )
    
    Usage instructions:
    To play with the custom gamesys, your simplest option is to backup your old dark.gam and replace it with the new one.  Load up Thief and be prepared to find a whole new challenge awaiting you in the missions you have grown to love.  Any fan mission that doesn’t use its own custom gamesys will experience the changes as well.
    To restore your original Thief version, simply copy the DARK.GAM file you backed up (or off your CD) back into the Thief directory.
    
    ==============================
    Tips for playing with the new difficulty:
    ==============================
    
    -Never try to run up behind a guard to blackjack them (unless they are the dimwitted ones that work for Bafford) Your default mode of travel should probably be walking from now on.
    -Be much more prudent when hiding bodies.
    -Take more time to consider your course of action and plan from the shadows.
    -Blackjacking is now a more risky tactic and should be used sparingly.
    -Plan your escape tactics ahead of time as the AIs won’t be quite so easy to evade anymore.
    -Be prepared to resort to less-conventional tactics to overcome a situation.  Spots that were possible to sneak through on expert will be much harder if not impossible with this gamesys.
    -If guards are nearby, you may be forced to creep while walking upstairs to remain unheard.  This is because the noise Garret makes is a measure of his total speed, not what movement mode you are using.
    
    Changes for version 1.1:
    
    -Fixed a bug that sometimes made moving up stairs unrealistically loud
    -The "alerting others behavior" will now also occur in situations where a guard finds a dead body
    
    
    Changes for version 1.2:
    
    -The fleeing behavior will now occur regardless of an AI's custom flee properties.
    -Fixed a bug with the fleeing behavior that caused the AI's to sometimes get messed up after the second occurance.
    
    Changes for version 1.3:
    
    -Body fleeing behavior will now work more often
    -Bugs fixed
    -Minor tweaks to sound values
    
    
    ====================================
    If your have any bugs to report, feel free to email me at jmartens@student.cs.uwaterloo.ca.  I am 'Northon' on TTLG. Distribute these files to your heart’s content.  A fan-mission author who wants to use my gamesys as a base for their own is free to do so.

  3. #228
    Zombified
    Registered: Sep 2004
    sounds rather.. complicated.

  4. #229
    Member
    Registered: Nov 2005
    Is anyone else hearing Garrett say new things in the Bafford mission after installing this patch?

  5. #230
    New Member
    Registered: Oct 2012
    Quote Originally Posted by voodoo47 View Post
    sounds rather.. complicated.
    But hopefully not impossible? This mod is fantastic, it would be a shame to decide between 1.19 or Ultimate Difficulty.

    I already played to the Thiefguild mission with TFix 1.19 + UD mod and as I said, Iam not sure if it was working as intended or not. For the most part the AI seemed to do quite fine tho

  6. #231
    Zombified
    Registered: Sep 2004
    it's simple - you will either have the TFix gamesys fixes, OR the ultimate difficulty fixes. so by using the ultimate difficulty, you lose all TFix tweaks. but it shouldn't crash the game, at least. so if you didn't encounter anything game breaking, well, good for you.

  7. #232
    New Member
    Registered: Oct 2012
    Well I feel bad for being so annoying, but could you name at least a few fixes for the dark.gam file from TFix? Iam not very deep into the Thief community so I might have missed obvious informations, but I would love to now what TFix is all about Still hope you can merge Ultimate Difficulty with TFix and thank you for the response!

    EDIT: Just incase you dont have the mod: http://thief-thecircle.com/download.asp?fid=592
    Last edited by Horst; 15th Oct 2012 at 08:37.

  8. #233
    Member
    Registered: Nov 2003
    Location: Poland
    Quote Originally Posted by Somnus View Post
    Is anyone else hearing Garrett say new things in the Bafford mission after installing this patch?
    What difficulty are you playing at? Garrett says more stuff on easy, intended as clues for the player. Same thing with Thief II. I've been playing on expert so long that when I started the game on easy to do some quick testing with 1.19, it took me by surprise as well.

  9. #234
    Member
    Registered: Nov 2005
    Quote Originally Posted by van HellSing View Post
    What difficulty are you playing at? Garrett says more stuff on easy, intended as clues for the player. Same thing with Thief II. I've been playing on expert so long that when I started the game on easy to do some quick testing with 1.19, it took me by surprise as well.
    Hmm, that must be what it is. I could've sworn I've played normal in the last couple of years, but maybe not. I usually play on expert.

  10. #235
    Member
    Registered: Sep 2002
    Location: Texas
    I'm hearing new comments and conversations too since upgrading to tfix and 1.19. I have played TG many times and have heard 2 so far, and yes I played normal and now I'm playing on the hard level. One may be a bug that was fixed as I knew it was there but it never worked until now.

    I noticed both at Baffords! One was the comment after the bear speech when Garrett says there are to many to pass by.

    The other is right after your in the basement and in that room with the 2 servants where the third joins them and the convo starts. It never worked in TG for me until after this patch. The third would get there and nothing would happen. Now I get there and they are all there and finishing the convo saying something about Stone Market!

    I hope to find more as I play!

  11. #236
    New Member
    Registered: Jan 2008
    Location: Hungary

    Bug with Tfix's Dark.gam

    I installed Tfix 1.12 to Thief Gold and i noticed the dark.gam also fixed in some aspects (the food heals now).
    But i found a new bug with the new dark.gam.
    When i got Constantine's sword the sword model dissappeared. I mean when i select the sword i see the little spinning sword at lower left corner ,but nothing appears on the screen (no sword,no hand), when i attack i hear the swing sounds but i cant do damage, no collision.

    Then i put back the original dark.gam and the sword worked again like it should.

  12. #237
    Zombified
    Registered: Sep 2004
    I can imagine only one way how this could happen - any chance you have deleted the "PATCHES" folder? try reinstalling TFix (make sure the game is not installed in some propected folder, like program files).

  13. #238
    New Member
    Registered: Jan 2008
    Location: Hungary
    Quote Originally Posted by voodoo47 View Post
    I can imagine only one way how this could happen - any chance you have deleted the "PATCHES" folder? try reinstalling TFix (make sure the game is not installed in some propected folder, like program files).
    I did a manual install of the TFIX to my modded installation and yes i left the "patches" folder contents out. The patches fixed the problem,but with this version of gamesys i lost the EP's sword model after i got Constantine's sword. It replaced some ugly old version of the model textured it black identical to Constantine's sword

    original gamesys



    Tfix's gamesys


  14. #239
    Zombified
    Registered: Sep 2004
    if you mess with the resources manually, things will become screwed up, no surprise there. the only supported way of installing TFix is by using the integrated installer - if you do it otherwise, you are on your own.

    but to explain what is wrong - the "patches" folder is an integral part of TFix, unless the game is set up to load resources properly from there, things will go atomic in a spectacular way. if you want to load custom resources, just do a basic (no mods) TFix install (on a freshly installed, unmodded Thief install), and continue (adding your resources) from there (should be quite easy - just create a "mods" folder and drop everything there, it should load with the highest priority). trying to "be smart" and yank parts of TFix out of the installer and trying to integrate them into your game manually will likely have bad consequences - unless you know EXACTLY what you are doing, and that does not seem to be the case.

    alternatively, you can tell me what are you trying to accomplish, I might be able to provide some assistance.
    Last edited by voodoo47; 23rd Oct 2012 at 10:24.

  15. #240
    New Member
    Registered: Jan 2008
    Location: Hungary
    Quote Originally Posted by bugya View Post
    I did a manual install of the TFIX to my modded installation and yes i left the "patches" folder contents out. The patches fixed the problem,but with this version of gamesys i lost the EP's sword model after i got Constantine's sword. It replaced some ugly old version of the model textured it black identical to Constantine's sword

    original gamesys



    Tfix's gamesys

    I found the cause of the issue. The Tfix's gamesys using different model for constantine's sword ,its called "armcn2.bin" and .cal and the EP doesnt contain replacement model for it. (i can fixed the issue with copying "armsw2.bin" and .cal from EP and renamed it to armcn2.bin and i got the result of the 1st picture. The time has come for somebody to make an EP version of armcn2.bin)

  16. #241
    Zombified
    Registered: Sep 2004
    there is no issue, everything works as intended. as I said, if you intentionally break it, well, it won't work.

  17. #242
    New Member
    Registered: Jan 2008
    Location: Hungary
    Quote Originally Posted by voodoo47 View Post
    there is no issue, everything works as intended. as I said, if you intentionally break it, well, it won't work.
    But those are the old ugly non EP models. Check my 1st picture!

    The issue is the EP not covering the new constantine sword,what TFIX brought to Thief. There is no model replacement in the EP for armcn2.bin as i said before.
    Last edited by bugya; 23rd Oct 2012 at 12:05.

  18. #243
    Zombified
    Registered: Sep 2004
    the fixed and improved sword models are installed together with the mesh pack. read the readmes and descriptions! as I said, everything is working as intended (and the EP model is not included, because it's broken).

  19. #244
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    Actually those aren't the old models shown in that other thread. I can tell. They may not be EP models, but they aren't originals either!

    Bugya, in your first picture that model is intended as a replacement for the regular sword and NOT constantine's. If you look at the rotating sword model at the bottom of the screen it doesn't match. Yes, you are right that EP does not cover the new constantine sword.

    Now in your second picture it is indeed the old ugly model but it is at least the proper model for constantine's sword. If you want a nicer looking constantine's sword replacement then I don't know about that. Looks like there is one though, judging by that picture in the other thread voodoo linked to.

  20. #245
    Zombified
    Registered: Sep 2004
    yeah. use the mesh pack, and you will get both swords, improved (T2 like) versions.

    and he missed the main point - TFix is for people who don't want to mess with stuff. so if you want to mess with stuff, don't install TFix.

  21. #246
    New Member
    Registered: Jan 2008
    Location: Hungary

    I thought the EP sword is included when i tick EP to install,thats why i mentioned. In my case tfix broke my setup like i mentioned above.

    Then I tested tfix with clean install.
    You guys were right,those are T2 like models and now really works as intended(the sword change in The Sword mission).

    I really appreciate your work ,Voodoo.

  22. #247
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    On closer inspection of the EP.crf, looks like I was wrong. There is a version of the constantine sword, but for some reason bugya's first picture it shows the regular sword texture on the constantine sword. I think I recall noticing that issue a few years ago, but since it's been a while since I've played through thief gold and messed with EP I assumed there was not a constantine sword texture.

    Looks like NV opted to not have the constantine sword have a new texture and instead just use the regular sword. I discovered the textures for constantine's sword, but they aren't in the Thief1 directory inside EP.crf, which explains why you would see the wrong texture for the new sword. Anyway, sorry for going off track here, I'll leave it at that.

  23. #248
    Zombified
    Registered: Sep 2004
    that is the original T1 behavior - consword having only the obj model, and not the mesh model. I suspect that this (and many other issues as well) is the legacy of the times when 640*480 was the standard resolution, and half of the graphics cards had really broken drivers - such "small" details like broken fingers or incorrect models were almost invisible back then (and therefore, easily overlooked). TFix corrects this by assigning a new model (armcn2.bin) to all missions where consword is used.

    most players probably did not notice, but that's kind of the entire point - that after applying the fix, the player will NOT notice anything buggy or broken.

  24. #249
    Member
    Registered: Oct 2002
    Location: Germany
    Hey guys, after the release of patch 1.19 I thought it would be a good idea to install Thief gold and Thief 2 again and guess what! The great atmosphere of those classic games caught me again. With TFix I am able to enjoy Thief gold in it's full glory, thank you for this patch! I even started DromEd again (last time I used it was around 2007 or something like that...).

    I encountered two bugs recently and I don't really know if they were caused by TFix or by other things.

    The first one is annoying because in some fan missions pages of the map are not displayed. Some examples would be "Shadow Politics" (no map in this mission for me) or "Returning a favor" (I can see the map of the sewers but not the maps I get from the priest in the cells). No gamebreaking bug however.

    The second bug I encountered is also in "Returning a favor". In thief gold there was a skin for hammerite guards called "exphamhz" which is just an old unused hammerite guard skin. However, with TFix (or orgy's texture pack I think) this skin is haunt. Nothing gamebreaking either but did any of you guys encounter these bugs, too?

    Ah, and one editing related question regarding TFix. The DromEd I installed with this patch loads the levels into the Thief 2 engine with fancy colored lights and all those things. Will everything still work under Thief Gold or is there a way to get rid of the colored lights (torches and stuff..) to see how my level looks in Thief Gold and not Thief 2? Sorry, but I am a bit confused.

    Thanks to you, guys.

  25. #250
    Zombified
    Registered: Sep 2004
    renaming or removing exphamhz.tga (MODS\mesh\txt) and exphamhz.bin (MODS\mesh\hipoly) should fix that haunt problem. tried to run shadowpol via the integrated fmsel, the map shows with no problem.



    and no, once you step into the world of NewDark, there is no going back, dromed included.
    Last edited by voodoo47; 24th Oct 2012 at 05:00.

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