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Thread: TFix: unofficial patch for Thief1/Gold

  1. #651
    Zombified
    Registered: Sep 2004
    mantling does work differently, and it should be much easier than before, if anything.

  2. #652
    Quote Originally Posted by voodoo47 View Post
    mantling does work differently, and it should be much easier than before, if anything.
    I had no problems before mantling certain objects which is why I suspected somehow I messed up the install (I did a reinstall at some point I forget to fix a sound problem), and did a clean reinstall last night. Interestingly though, I find that the Thieves Guild is a crapshoot now. The first time I tested it after the install, I didn't have overly sensitive guards just testing in the casino, but this morning I went to play it through for real and all of a sudden they got super touchy again. I'm glad mantling worked in both cases, but its really weird to me that how alert they are varies. I happen to have the really touchy version on video (or both if you count the "I refuse to mantle version") if you want to take a look. I'm really curious what is going on now to cause this. I had to resort to using a rope arrow to get in position by the window.

    Edit: This is really, really weird. I made a quick save in the patch of perfect darkness in the Thieves Guild mission casino area in the guard post window farthest from the secret door with the purse on the shelf. With just Tfix installed on a clean install, the AIs are incredibly touchy, and the purse it unreachable from the patch of darkness and impossible to reach without the AI seeing you and losing their minds.

    If I take the same fresh install and use TGTool on http://www.saleck.net/creations/gamefixguides/thief.php (just to get it running really) then load *the same exact quick save* then suddenly the purse is reachable from the patch of darkness (but there are no new textures added).

    I'm completely bewildered at this point. I don't think you've changed Tfix since I first downloaded it the first time in May right? I didn't have this problems the first go around.
    Last edited by wafflepotatopancake; 8th Jun 2013 at 23:52.

  3. #653
    Member
    Registered: Nov 2004
    Location: Twinsburg OH

    Mesh.crf and Interface.crf

    These two files seem to be culprits because when I reinstall Tfix and deselect all options in the install, the game still retains the new AI texture and models as well as the skybox. All other changes like Garret's arm, the few ground/wall textures, water and the objects all revert back to the originals for Thief 1

    When I want to go back to original T1 Textures, AI and Objects all I have to do is remove the MODS folder. However the AI and Sky remain patched. I've found that in the PATCHES folder the Mesh.crf (for AI Gaurds and stuff) and the Interface.crf (for the sky) once removed will now revert everything else back to original textures and models.

    Is this a bug or did I screw something up?

  4. #654
    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 13:18.

  5. #655
    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?

  6. #656

  7. #657

    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 18:07.

  8. #658
    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?

  9. #659
    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.

  10. #660
    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!

  11. #661
    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 02:01.

  12. #662
    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 19:16.

  13. #663
    Zombified
    Registered: Sep 2004
    sure, just drop the files somewhere and send me the link.

  14. #664
    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

  15. #665
    Zombified
    Registered: Sep 2004
    yes, I did. will integrate, repack, and reupload, maybe include a basic installer as well

    thanks.

  16. #666
    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.

  17. #667
    Zombified
    Registered: Sep 2004
    yeah, they did something unexpected with the last release, sent them a request to fix this.

  18. #668
    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?

  19. #669
    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

  20. #670
    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 12:32.

  21. #671
    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).

  22. #672
    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?

  23. #673
    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!

  24. #674
    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.

  25. #675
    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.

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