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Thread: TFix: unofficial patch for Thief1/Gold

  1. #776
    Zombified
    Registered: Sep 2004
    I have checked those two arrows in Dromed, and they are missing the stack count 1 parameter. however, that shouldn't be an issue, as the TFix gamesys applies the parameter globally. any chance that you guys are NOT using the TFix gamesys? because if you are using a different gamesys, then you are on your own - the TFix gamesys is ABSOLUTELY required for everything to work properly. you remove the main gear, the clockworks will come to a screeching halt, as simple as that.

  2. #777
    New Member
    Registered: Nov 2013
    Quote Originally Posted by voodoo47 View Post
    I have checked those two arrows in Dromed, and they are missing the stack count 1 parameter. however, that shouldn't be an issue, as the TFix gamesys applies the parameter globally. any chance that you guys are NOT using the TFix gamesys? because if you are using a different gamesys, then you are on your own - the TFix gamesys is ABSOLUTELY required for everything to work properly. you remove the main gear, the clockworks will come to a screeching halt, as simple as that.
    I do not even know what this TFix gamesys is.

    I have installed the game (Thief Gold), then installed the patch (TFix_1.17b2.exe) and I have touched nothing after that, except for the settings which are presented in the game menus.

    I think that this is somewhat irrelevant, but I have installed the TFix_1.17b2 patch without any of the custom art content (i.e. without T2 skies, T2 Water, Thief Enhancement Pack, oRGy's Texture Pack and oRGy's Meshes).

  3. #778
    New Member
    Registered: Nov 2013
    Quote Originally Posted by voodoo47 View Post
    is this random, or can you make it happen at will? because I was not able to replicate the issue.
    Do not know, at least I have done nothing I can think of to trigger such game behavior. I assume it is random.

  4. #779
    Zombified
    Registered: Sep 2004
    so if you restart the mission, it does not happen anymore?

  5. #780
    New Member
    Registered: Nov 2013
    Quote Originally Posted by voodoo47 View Post
    so if you restart the mission, it does not happen anymore?
    The bug exists even after restart of mission.

    I also managed to produce the bug in the Thieves' Guild mission.

    This is the first run, with some random equipment bought before the missions starts, no noisemaker arrows bought.




    The second run, with all 10 noisemaker arrows and one flash bomb bought.





    Notice than when I already have noisemaker arrows in my inventory that picking another\this particular noisemaker arrow does not increase the amount of arrows I already have and I can exhaust all noisemaker arrows (i.e. they are not infinite).

    Saved games:
    Assassins - start of mission
    Thieves' Guild - start of mission
    Thieves' Guild - before picking arrow
    Thieves' Guild - after picking arrow
    Last edited by DarkLord; 18th Nov 2013 at 07:09.

  6. #781
    Zombified
    Registered: Sep 2004
    ok, I'll look into it as soon as I have some time.

  7. #782
    Member
    Registered: Apr 2013
    Where can I download an old TFix v1.11? I don't see the link - a hidden link?

  8. #783
    Zombified
    Registered: Sep 2004
    if you need DDFix, download 1.10 from the first post. 1.11 was the first NewDark version, same as the latest one, functionality wise (but less bugfixes).

  9. #784
    Member
    Registered: Apr 2013
    I need TFix v1.11 (this first TFix with NewDark). Is there a link to download it?

  10. #785
    Zombified
    Registered: Sep 2004
    it's not public anymore, but I think it still exist. why do you need the 1.11 version?

  11. #786
    Member
    Registered: Apr 2013
    Quote Originally Posted by voodoo47 View Post
    it's not public anymore, but I think it still exist. why do you need the 1.11 version?
    Because I am curious about possible bugs in this patch.

    There is a bug in mission "Thieves' Guild", that the page doesn't have letters: https://www.youtube.com/watch?v=fXusGpMEQi4 . For example, in mission "Lord Bafford's Manor" all is correctly.

  12. #787
    New Member
    Registered: Nov 2013
    its is rotated ... the same was in original

  13. #788
    Zombified
    Registered: Sep 2004
    it's a map fix, I should be able to fix that easily. if it's not fixed in 17b2, it's not fixed in 1.11 as well.

  14. #789
    Member
    Registered: Apr 2013
    Above the entry to air tower and water tower there are a improper brush colors: https://www.youtube.com/watch?v=zkgvaeIil-Y (water tower have little air, air tower have little fire).

    Also about my video, when the player will drop one mine (as at the moment 0:02), this mine will be instant - is active after one second (also is dangerous because of the explosion). Normal time for mine is a few seconds. Seems as mine glitch.

    EDIT: I tried to restart mission "Thieves' Guild" (patch TFix 1.17b2) from this savegame http://www.hostfile.nl/files/0p7ori1...8/game0012.sav , but unsuccessfully. What's the heck?
    Last edited by Xmodule999; 22nd Nov 2013 at 10:12.

  15. #790
    New Member
    Registered: Nov 2013
    Thief Gold, patch version: TFix_1.17b2 and TFix 1.16a.

    The enemy Fire Elemental is totally bugged, no matter the mission.

    I have found a video showing how it acted in the old days:
    http://www.youtube.com/watch?v=AAJp2l5CXYc

    Now it shoots many fires at you (not just one at a time), and it gets confused how to navigate, i.e. it does not continue to attack you after seeing you. It somehow looses sight of you and just goes in a random direction until obstructed by the world geometry (e.g. wall, ceiling).

    I somewhat highly doubt that this behavior is an intended change, unlike the changed skin of the Fire Shadow.

    I apologize if this has already been reported.

  16. #791
    Zombified
    Registered: Sep 2004
    I don't remember any pathfinding issues, but will have a look.

  17. #792
    Member
    Registered: Apr 2013
    Quote Originally Posted by Xmodule999 View Post
    What's the heck?
    I quote myself - I just noticed that restarting mission "Thieves' Guild" when the player is on the lower level is impossible (at least for me - the game process will be crashes). This is a terrible bug - this bug did not occur in original Thief Gold.

  18. #793
    Zombified
    Registered: Sep 2004
    if you have a crash, post the crash.dmp (and thief.log as well).

  19. #794
    Member
    Registered: Apr 2013
    Quote Originally Posted by voodoo47 View Post
    if you have a crash, post the crash.dmp (and thief.log as well).
    After restarting mission - exactly in this place I have a crash and in around: https://www.youtube.com/watch?v=_mkvJgJULxY

  20. #795
    Zombified
    Registered: Sep 2004
    confirming, when you are standing in the secret door and restart, the game will crash. however, as simply NOT restarting will avoid the problem, I wouldn't call the bug "terrible".
    Last edited by voodoo47; 29th Nov 2013 at 15:14.

  21. #796
    Member
    Registered: Apr 2013
    Quote Originally Posted by voodoo47 View Post
    confirming, when you are standing in the secret door and restart, the game will crash. however, as simply NOT restarting will avoid the problem, I wouldn't call the bug "terrible".
    (or in the around, or just in the secret door). I think that this bug is definitely possible to fix, because it will happens when the player leave the hole (then music will be changed) https://www.youtube.com/watch?v=u6kLYwkJR1g

    Next TFix release would be before Thief Gold HD Texture Mod (if this release would be 10 December this year) or after?
    Last edited by Xmodule999; 29th Nov 2013 at 16:41.

  22. #797
    Zombified
    Registered: Sep 2004
    definitely not before christmas.

  23. #798
    Member
    Registered: Jul 2007
    I started playing TG last week using TFix and just finished The Mage Towers. I've noticed the increased sensitivity of the AIs, and have noticed that this has been discussed earlier in this thread. However, there's one aspect of this that I'd like to point out that I don't think has been mentioned yet.

    While the AIs' heightened awareness of the player's presence is something I'm not terribly happy about, it's something I can learn to live with. What is really beginning to bug me is that the AIs appear to have developed a sixth sense for the presence of bodies. Every time an AI walks anywhere close to a body, even if it's been dumped in a perfectly dark spot, they make a level 1 alert comment, or sometimes even go into search mode for a few seconds. The silly thing is that if I was standing on the same (perfectly dark) spot as the body, they would continue patrolling without blinking an eye. So as near as I can tell, the AIs are now better at spotting immobile bodies than they are of spotting a moving thief. Perhaps this is something that nothing can be done about, but I thought I'd mention it anyway, since most of those who have complained about AI behavior appear to be ghosters who wouldn't notice something like this.

    Also during The Haunted Cathedral, I experienced something that was new to me. I decided to visit the Keeper's Grotto on my way to the cathedral (my memories of this mission were fuzzy - I remembered I was supposed to visit this place, but couldn't remember exactly why), and after picking up the portal key and reading the readable next to it, the objectives to get to the cathedral and steal The Eye were cancelled, new objectives appeared and were instantly checked off. In other words, I never had to go to the cathedral and get the dialogue from The Eye at all, which kind of breaks the plot of this mission. Did things work like this in the original version of the mission as well, or has this been changed in TFix?

  24. #799
    Zombified
    Registered: Sep 2004
    as mentioned before, nothing can be done about the AIs. but the Cathedral thing sound interesting, let's hope somebody can confirm - I really don't have the time right now.

  25. #800
    Member
    Registered: Apr 2011
    Location: Montpellier, France
    This indeed works like this in the original engine. This is a technique that's primarily used in speedruns since visiting the cathedral is not mandatory.

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