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Thread: TFix: unofficial patch for Thief1/Gold

  1. #651
    Zombified
    Registered: Sep 2004
    this is intentional. the unfinished original models are replaced by their completed versions LGS released later, and the original marshmallow puke sky is being replaced for the sake of not contracting eye cancer.

    when installed, TFix applies a set of fixes that are considered basic, are not selectable, and will always be used. if a user does not like this, he should use just pure NewDark (as basically, that's what TFix is when you remove both the patches and mods folders).
    Last edited by voodoo47; 9th Jun 2013 at 14:18.

  2. #652
    Member
    Registered: Nov 2004
    Location: Twinsburg OH
    Does this work for Thief 2? I don't think I really want to mess with a whole install but is there any way I can have that gorgeous water and objects mod for my thief 2 game? Will this override custom objects in thief 2 FMs?

  3. #653

  4. #654

    vanilla_dml with newest fixed

    Quote Originally Posted by voodoo47 View Post
    fixed. with this dml, the mission should be free of serious bugs (almost two hundred lines of fixes/code). so, if you have another 3 hours..

    also, pinpoint those disappearing doors for me (video time), if you can.
    I finally got off my lazy butt and just ran through with the newest fix you posted above, 0 issues. All the doors were there, no npcs with 1 exception got stuck, everyone was moving as they should. The Air mages still break apart but it wasn't impossible to get past them, so I don't think that's a big deal. The only NPC in the entire mission who got stuck is the archer on the second floor that has a conversation with the guard near the purse (which I tried and discovered you can get through the front with a lot of patience (thanks klatremus). He patrolled around, came through the door, did his little pivot (which I quick saved after) and when I reloaded, he froze in place. Don't know why it happened, and I had to revert to an earlier save (only lost a few minutes). Could not repeat him getting stuck again, so I'll say that's another oddity like the doors that randomly disappeared previously (Maybe the Mage Towers are Haunted).

    I didn't complete the mission (mostly because I'm getting sick of seeing the Mage Towers at this point and I have to do it again for real anyway ) but I ran it like I would if I were supreming and just hit the key points there were issues. I went to the exit before looting the 3rd floor (but I checked the doors up there, all accounted for) and skipped some wine on the first, but other than that if I wasn't so lazy it would have been a perfect supreme ghost run. Now all I have to do is figure out what is going on in the TG mission with that window guard by the purse and see if I can't pull off some fast finger work to get it without an alert (I did manage to swipe it with only one first alert, but I really want to see if you can grab it without any alerts). Still find it odd the grab range is shorter with Tfix than it is in vanilla, but it just makes things more interesting.
    Last edited by wafflepotatopancake; 10th Jun 2013 at 19:07.

  5. #655
    Member
    Registered: Nov 2004
    Location: Twinsburg OH
    I'm satisfied with the Current T2 1.19 patch save for having the option of getting that beautiful water and nicely redone objects. Does Tafferpatch do this? If so then I have another question. When playing FMs that have thier own custom objects and such, does Taffer patch's custom objects override these or do the FM's custom objects have priority?

  6. #656
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    If you're using darkloader regardless of what version of thief it should overwrite stuff from your install with stuff from an FM.

  7. #657
    Member
    Registered: Nov 2004
    Location: Twinsburg OH
    Ok I am downloading the 186MB Taffer Patch and I'm going to give it a shot! I do like the newer objects so here goes nothing!

  8. #658
    Zombified
    Registered: Sep 2004
    1.16 is up, the Mage Towers dml fix is included, plus some more small tweaks, also added a USERMODS folder - if you have any texture packs you want to add on top of everything from TFix, that's the place. also, all that need to use the T1 to TG resource patch should be able to get it working by placing it there. 1.16 should be the last cleanup release before the big overhaul.
    Last edited by voodoo47; 19th Jun 2013 at 03:01.

  9. #659
    Member
    Registered: May 2009
    Location: Germany
    Thanks for the update, voodoo47 !
    I just saw the 'preview' for T2X on the first page... and I would like to contribute some text fixes to your patch.
    As far as I can spot right away, at least 8 are in need of a fix, due to formal reasons.
    Last edited by gnartsch; 18th Jun 2013 at 20:16.

  10. #660
    Zombified
    Registered: Sep 2004
    sure, just drop the files somewhere and send me the link.

  11. #661
    Member
    Registered: May 2009
    Location: Germany
    I guess you found it already in your PM box.
    Anyway, here it is: T2X-text-patches-2013-06-19.zip

  12. #662
    Zombified
    Registered: Sep 2004
    yes, I did. will integrate, repack, and reupload, maybe include a basic installer as well

    thanks.

  13. #663
    Member
    Registered: Mar 2003
    Location: Singapore
    Would just like to add, if anyone's having trouble with installing Tfix with the GOG version, rename THIEF_ND to THIEF.

  14. #664
    Zombified
    Registered: Sep 2004
    yeah, they did something unexpected with the last release, sent them a request to fix this.

  15. #665
    Zombified
    Registered: Sep 2004
    added the fixed strings to the T2x package, also sausages are not apples anymore in the the Brothel mission. note to the FM authors - don't be lazy with your resources. please?

  16. #666
    New Member
    Registered: Jul 2013
    I found two bugs in the Haunted Cathedral level today. I have the Steam version and am using TFix 1.16.

    The two doors to the Keeper's Chapel won't open when I step on the statue pedestal:
    http://cloud-3.steampowered.com/ugc/...BAF20882F0819/

    I stuck around for a few minutes, not knowing what to do, when the doors seemed to open by themselves even though I was no longer on the pedestal! Once inside, I discovered that the wall trap behind the locked door simply didn't function. When I activated the pressure plate, the wall made the expected rumbling sound but didn't move. It also looks quite odd, not like a real wall:
    http://cloud-2.steampowered.com/ugc/...1FE90FD55F53F/

    I've uploaded my savegame if that helps:
    https://www.dropbox.com/s/g29yzcg0wul6lc0/game0001.sav

  17. #667
    Zombified
    Registered: Sep 2004
    worked fine for me, using your save (but that wall shape is indeed strange, will check that out). running the game from program files? if you do, I suggest you move the datafiles to some other place.

    just a note - I officially do not support the steam version unless it has been patched and is being executed outside the steam environment (see the first post).


    //yeah, that wall shape is something that needs to be fixed. good bugreport, thanks.

    //dml hotfix (mission restart required): https://docs.google.com/file/d/0B7qu...it?usp=sharing
    Last edited by voodoo47; 24th Dec 2013 at 13:32.

  18. #668
    New Member
    Registered: Jul 2013
    The game is installed in C:\games\Thief. It is not run through Steam. By patched, do you mean patched with TFix 1.16? The Steam version already starts off with the latest official patch from Looking Glass Studios (1.37).

  19. #669
    Zombified
    Registered: Sep 2004
    yeah, I meant patched with TFix with steam disabled and running outside steam environment. guess you are already running it like that. can you be more specific with the door issue? as I've said, it worked for me - maybe you can capture the issue on video and upload to youtube?

  20. #670
    Member
    Registered: May 2002
    Location: Washington
    Just yesterday I took the opportunity to finally getting TDP installed again after a very long hiatus. I used your TFix and everything went very smoothly. TDP is running and playing FM's. OK, I'm only on my first one, but so far so good. I just wanted to provide some additional feedback on the installation and to say Thanks!

  21. #671
    New Member
    Registered: Jul 2013
    Quote Originally Posted by voodoo47 View Post
    yeah, I meant patched with TFix with steam disabled and running outside steam environment. guess you are already running it like that. can you be more specific with the door issue? as I've said, it worked for me - maybe you can capture the issue on video and upload to youtube?
    Ok, I'll see what I can do. I've also searched old posts in this thread and found this: http://www.ttlg.com/forums/showthrea...=1#post2172098

    Quote Originally Posted by Ingy View Post
    I'm not sure if this is the appropriate thread, but I encountered some strange behaviour in the Haunted Cathedral mission (using TFix 1.13 without the texture/model replacement parts):
    spoiler:
    The mechanism by which you open the door and gate to the Keepers' library seemed to be on a very long delay, I'd put the statue pieces on one pedestal, stand on the other and the doors would finally open several minutes later. It's my first time playing Thief, and after finding the door (but not the gate) mysteriously open upon returning to the library entrance I spent an hour or so labouring under the assumption that it had something to do with switching the lights on in the rest of the level!

    Here's a save in the area, if that's any help.
    It looks like someone has encountered the same bug as me.

  22. #672
    Member
    Registered: Apr 2006
    Location: France, Paris
    Hi, about pedestal, i'm having problem with all FMs including pedestal since NewDark patch, the mechanism is always very slow. I have to quicksave repetitively to accelerate the mechanism.

  23. #673
    New Member
    Registered: Jul 2013
    Ok, I've uploaded a video: http://www.youtube.com/watch?v=N9UOdfT-2vU

    It may be redundant, however, because I think I know what causes the bug. There's nothing wrong with my savegame or my installation. It's the framerate that causes it. I play with VSync off and get a steady 100 FPS (though my PC is capable of far more, the FPS seems to be capped at 100). As soon as I turn VSync back on, the framerate drops to 60 and the pedestals will move at normal rather than glacial speed. I think that certain moving object mechanisms, such as the pedestals, can't handle excessive framerates for some reason.

    Still, finding the cause of the bug is little consolation to me because I don't like the input lag that VSync introduces. Is there a way to limit the game's framerate without VSync?

  24. #674
    Zombified
    Registered: Sep 2004
    and now you know why I always recommend to leave the vsync settings alone. there are some settings in cam_cfg that you might try to tweak (phys_freq, framerate_cap, d3d_disp_limit_gpu_frames), but the general rule is, you mess with those, screwy things may start to happen, as most of the physics stuff is closely tied to the framerate.

    note to self: always ask about any changes made to cam_ext.cfg before starting to troubleshoot.

  25. #675
    New Member
    Registered: Jul 2013
    Oh, sorry, I did not know about your VSync recommendation. I didn't know about cam_ext.cfg either. I turned off VSync with the NVIDIA settings program that was installed with my graphics drivers. But thanks for telling me about cam_ext.cfg. Changing framerate_cap from 100 to 60 basically fixed everything. Uncommenting phys_freq fixed the pedestals but made the rest of the game stutter. Changing it from 60 to 100 removed the stutter but again slowed down the pedestals.

    So, if anyone else wants to play without VSync, it's best to limit the FPS to 60 rather than change anything else.

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