TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile
Page 113 of 113 FirstFirst ... 136368737883889398103108109110111112113
Results 2,801 to 2,810 of 2810

Thread: TFix: unofficial patch for Thief1/Gold

  1. #2801
    Member
    Registered: Oct 2013
    Also the bad sound propagation in the tail section of Assassins. And this happens in full Tfix. The assassins will often mute when you really need to be able to hear them.

    An example of this is towards the end where there is a wooden u-bend walkway around a pool, and if you wait in the shadow for them to go around the u-bendas soon as they disappear from view their footsteps mute until you go around it yourself and see them walking up the path.

    There were also at least two spots in Bedfellows where an apebeast will mute even though you can see it coming towards you, in that corridor between the locked door and the path leading to the raft.

  2. #2802
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Question: why not include now (2019) the Thief Sound Effect Enhancement Pack by Child of Karras ?

  3. #2803
    Zombified
    Registered: Sep 2004
    I try to avoid making the patcher too bloated.

    also, bad sound propagation is room brushing, I could be fixing that for the next decade and still not be done. but do drop the location into the bugtracker, if possible.

  4. #2804
    New Member
    Registered: Jun 2016
    Error opening file writing:

    C:\ .... common\thief_gold\ir50_32.dll

    Click Abort to stop installation,
    Retry or try again, or
    Ignore to skip the file.

    I skip the file and the game starts anyway, i thought perhaps its something important to post.

  5. #2805
    Zombified
    Registered: Sep 2004
    don't like the "C:\ .... common" part too much, as it indicates a filepath that is perhaps too long, but the dll itself shouldn't be too important (but if your videos won't play, you'll know why). antivirus sticking its fingers where it shouldn't is also a possibility.

  6. #2806
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    After six months with TFix 1.26a, when do you plan to launch a new release?
    Or at least a dml in Caverns with another (again?) door that vanishes when opened (uploaded yesterday to bugtracker)

  7. #2807
    Zombified
    Registered: Sep 2004
    too much on the plate right now, so no idea.

  8. #2808
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    Quote Originally Posted by voodoo47 View Post
    too much on the plate right now, so no idea.
    Well, at least that door in Caverns for now.

  9. #2809
    Zombified
    Registered: Sep 2004
    doesn't happen for me - are you using some personal hires object pack that changes the door object shape and size? anyway, this dml should fix that particular door for you:
    Code:
    ObjProp 671 "RotDoor"
    {
    	"Open Angle" 275
    }

  10. #2810
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    Quote Originally Posted by voodoo47 View Post
    doesn't happen for me - are you using some personal hires object pack that changes the door object shape and size? anyway, this dml should fix that particular door for you:
    Code:
    ObjProp 671 "RotDoor"
    {
    	"Open Angle" 275
    }
    Now its OK, thank you very much.
    Im using doors from Necroage and Geckos. Some of them have the brightness modified but object and shape are the same.

Page 113 of 113 FirstFirst ... 136368737883889398103108109110111112113

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •