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Thread: TFix: unofficial patch for Thief1/Gold

  1. #3126
    Member
    Registered: Feb 2023
    where i can to find old version TFix/T2Fix 1.26? Perhaps the previous version of the engine works better with the game

  2. #3127
    Zombified
    Registered: Sep 2004
    no.

  3. #3128
    Member
    Registered: Feb 2023
    do these patches( TFix, T2Fix) change the intelligence of enemies? It seems to me that enemies with these patches are more sensitive to sound.

  4. #3129
    New Member
    Registered: Nov 2021
    Quote Originally Posted by Gadavre View Post
    It seems to me that enemies with these patches are more sensitive to sound.
    That is likely from a change in movement speed. In cam_ext I enabled vsync and stopped using a framerate cap and this evened out the movement. This also made Stop and Go type of creeping more reliable.

  5. #3130
    Zombified
    Registered: Sep 2004
    as far as TFix/TG is concerned, yes, we are running everything under a (upgraded) T2 engine, and that would include the (new) AI routines, I'd imagine. so some small differences are to be expected (would be surprised if sound sensitivity were among them though).

    either way, it probably is what it is - the only other option here would be to set up a retro pc and play under oldDark, and that means no engine fixes, no gameplay fixes, no map fixes and no mods, as pretty much all require NewDark nowadays. not the most enjoyable endeavor, if you ask me.

    that said, the current TFix will actually allow you to do that - patch up on a modern pc, install the legacy executables component, move the resulting TG install to the target retro pc and the (legacy = not dml) gameplay and map fixes will still work. no mods though.
    Last edited by voodoo47; 19th Mar 2023 at 08:56.

  6. #3131
    Member
    Registered: Feb 2023
    Which file in the patch needs to be changed so that the minds of the enemies are the same as in the original game? I want to use the patch, but play without increased difficulty

  7. #3132
    Zombified
    Registered: Sep 2004
    not doable. it's either you use NewDark, or you do not.
    Last edited by voodoo47; 20th Mar 2023 at 09:33.

  8. #3133
    New Member
    Registered: Jun 2016
    Is there a visibility mod that would make Garrett completely unseen when passing through hostile AIs?

  9. #3134
    Zombified
    Registered: Sep 2004
    not quite sure what do you mean, but very sure it does not exist.

  10. #3135
    Member
    Registered: Dec 2004
    Location: Germany
    Maybe some kind of eternal invisibility potion would help. The thing that comes closest to that is an invisibility cloak or robe you get in "Better off dead" - it's like an invisibility potion which has the usual effect, but you can drink from it an infinite number of times.

    AFAIK, though, no one has published any mod which does the same for any FM that is out there.

  11. #3136
    Member
    Registered: Feb 2012
    Location: Where you live
    Quote Originally Posted by anlat View Post
    Is there a visibility mod that would make Garrett completely unseen when passing through hostile AIs?
    What good would that be? You could still be heard.

  12. #3137
    Member
    Registered: Feb 2023
    I want to edit the artificial intelligence of the enemies a bit . how to do it? Please give detailed information about modding

  13. #3138

  14. #3139
    Member
    Registered: Apr 2000
    Location: The Docks
    Got a question -



    Why does Tfix use this model for the Fireshadow? From doing a little research (and going on memory), the original Fireshadow used one of the prisoner models from Cragscleft (exppris3).

    Considering this was how it was in the original game, shouldn't Tfix reflect that? Guess I'm not sure why it would have been changed in the first place.

    (There's an old post on this topic, but it's 10 years old, so I thought it might be worth bringing up again).

  15. #3140
    Zombified
    Registered: Sep 2004
    iirc editor evidence. change done a very long time ago, even before I took over the gamesys and maps, but I agree wholeheartedly, the fireshadow should use its own model (especially if it's in the vanilla resources, all set and good to go), not a prison bum.

  16. #3141
    Member
    Registered: Feb 2012
    Location: Where you live
    Quote Originally Posted by voodoo47 View Post
    I agree wholeheartedly, the fireshadow should use its own model (especially if it's in the vanilla resources, all set and good to go), not a prison bum.
    That! No bum please.

  17. #3142
    Member
    Registered: Apr 2000
    Location: The Docks
    Quote Originally Posted by voodoo47 View Post
    iirc editor evidence. change done a very long time ago, even before I took over the gamesys and maps, but I agree wholeheartedly, the fireshadow should use its own model (especially if it's in the vanilla resources, all set and good to go), not a prison bum.
    This is what confused me, now and from the old post as well. What do you mean by "editor evidence?" Also, what's the reference about "taking over the gamesys?" You started Tfix, so who was working on this before you, besides LGS?

    I would think the last official word from LGS would be what's on the original Thief Gold disks, and on those, the gamesys uses the exppris3 model. Not trying to give you a hard time here, just wondering what these references and mentions are all about. I'm probably just unaware.

  18. #3143
    Zombified
    Registered: Sep 2004
    editor evidence means you take a look at the setups, and see what they (original devs) were trying to do, but didn't in the end for whatever reason (time constraints, mistakes, forgot to add/remove a few final bits etc). good examples would be the interactive candles (setups around the first five Thief levels strongly suggest they were trying to make the candles interactive, but didn't quite figure out a good way, and then just gave up), or SS2 bullet holes (about 80% done, setup now finished and alive in the SS2 Community Patch).

    the updated/community maintained gamesys and map package actually existed well before TFix, and was one of the main reasons TFix was created in the first place - to have one patcher that installs everything the community has made without having to dig around the forums for hours.

    now that I think about it, the fireshadow might have been restored for different reasons - TG promo material showing the correct model, followed by a simple check of the vanilla resources where the proper model was available and good to go (but don't quote me on that). either way, this one really is a no brainer - there literally is a model that is pure shadow and fire just sitting in the crf, yet ingame you get a bearded hobo with loose pants? come on.
    Last edited by voodoo47; 18th May 2023 at 06:12.

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