TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile
Page 37 of 114 FirstFirst ... 27121722273233343536373839404142475257626772778287 ... LastLast
Results 901 to 925 of 2844

Thread: TFix: unofficial patch for Thief1/Gold

  1. #901
    Member
    Registered: Apr 2013
    Not sure, if this message was sended, so I decided to write it also here:

    Quote Originally Posted by voodoo47
    I'm making notes for fixes that are going to be implemented, and I remember you have found two holes that allow escaping from the Sword level, one near the moss arrow (found it), and a second one somewhere near the sword. I can't find that one, if you have the location or a video, do post it.

    thanks.
    About mission "The Sword": there is one hole in this mission. At the moment 0:58 there is very narrow passage, that the player barely managed to get through it. There is a "hidden" moss arrow at the moment 1:26, and a hole at the moment 2:35 - video http://www.youtube.com/watch?v=-frh8Pmcfc4

    About mission "The Haunted Cathedral": there is rather a more problematic hole - at the moment 1:23 - video http://www.youtube.com/watch?v=YAECAK8lrjU

    Would be nice to see these maps without these holes.

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    About Tfix (from t2_v121 file); quote from readme.txt (in file T1.7z) is:

    "Before running the game in a Thief 1/G install you must add the config var "dark1" (NOT "game dark1") to the
    "cam.cfg" (or "cam_ext.cfg"). Failure to do so will lead to strange things happening and ultimately a crash.

    In order for option menus to look right, the provided "interface.crf" has to be added. Either by putting
    it in a mod dir and adding it to the "mod_path" in "cam_mod.ini" or by placing it in a "patch" dir.

    Note that at heart you're still running Thief 2. Not everything will be exactly like it was in Thief 1/G, and
    some things may not work entirely without some fixing. Take it for what it is, a nice bonus that all in all works
    good, but it's not intended to be 100% authentic and it's not flawless.

    Some occasional mission may have problems with pathfinding, like an AI stopping to patrol, this is usually caused
    by differences in T1 and T2 pathfinding code and/or the pathfinding db. It should be fixable by reportalizing and
    rebuilding the pathfinding db in the latest DromEd.



    Bunnyhop enthusiasts may get problems with the head lagging. To counter that, it requires increasing a max velocity
    for limit for the head. This is done with following two config vars:

    springcap
    max_spring_vel 70

    The max velocity may have to be adjusted empirically if 70 isn't enough. For reference, the default value is 25."

    So, why there is no config:

    springcap
    max_spring_vel 70

    in file cam.cfg (for better bunnyhopping - without leaning to back while getting speed)?

    EDIT: How to fix "elevator bug" in mission "The Mage Towers" like in this video http://www.youtube.com/watch?v=G7HNPo90IvA ?
    Last edited by Xmodule999; 11th Feb 2014 at 17:10.

  2. #902
    Zombified
    Registered: Sep 2004
    because most people are not bunnyhop enthusiasts. those who are, are free to edit the cfg themselves.


    anyway, 1.18g is up:

    fixed up the Sword a bit - the fall through places have been fixed, also it's now possible to get moss arrow 401 from inside one of those big trees without having to nudge through a small crack (made it wider so it's possible to go through normally). also made sure that the trees are made of bark only, not rock (original textures look the same, and the person doing the texturing didn't care enough so they were half wood half rock) - this should make sure the place won't look bad when the next version of EP comes out. fixed the fall through brush in Cathedral and also a couple of some smaller things. fixed a place where the player could get stuck in Bonehoard (Alarus tomb), and adjusted some textures and objects while at it. fixed some sloppy texturing at Cragscleft (mainly the second room with holy H2O fountain).

    if you are playing some of those levels, a mission restart will be required.


    Mage Towers is a can of worms, I'm not planning to dive in too soon.
    Last edited by voodoo47; 12th Feb 2014 at 08:02.

  3. #903
    Member
    Registered: Nov 2003
    Location: Sheffield, UK
    mirror for TFix_1.18g.exe

  4. #904
    Member
    Registered: Apr 2013
    There is yet a small hole in level "The Sword", as I noticed.

  5. #905
    Zombified
    Registered: Sep 2004
    where?

  6. #906
    Member
    Registered: Apr 2013
    Very near this corked hole: http://www.youtube.com/watch?v=rvQKmZvUX7M . I managed to leave from this level also by leaning forward to hole (but only sometimes).

    EDIT: A TG bug in mission 08 "swimming in lava" is still possible, as I tested http://www.youtube.com/watch?v=mQTZzsb4VDs .
    Last edited by Xmodule999; 13th Feb 2014 at 18:32.

  7. #907
    Zombified
    Registered: Sep 2004
    was not able to reproduce. anyway, as I always say, you will always be able to do screwy stuff if you are really dead set on it. I'll move the brush a bit more, that will maybe fix it for good. also, didn't touch mission 08 yet.
    Last edited by voodoo47; 13th Feb 2014 at 18:38.

  8. #908
    Member
    Registered: Apr 2013
    Also about this mission (The Mage Towers) there is an (rather) pointless entry; I reported it in this video http://www.youtube.com/watch?v=G7HNPo90IvA at the moment 1:33. It was reported by me some time ago.

  9. #909
    Zombified
    Registered: Sep 2004
    I'm aware. will be fixed when I get to that map.

  10. #910
    Member
    Registered: Apr 2013
    Did you remember what about glitch "Improper brush colors" in level 08 (TG)? I removed this video some time ago because of the orders.

  11. #911
    Zombified
    Registered: Sep 2004
    can't say I do. feel free to make a new one.

  12. #912
    Member
    Registered: Apr 2013
    This glitch (Improper brush colors) - http://www.youtube.com/watch?v=n72eEMszWF8

    and (only "you cannot change my destiny Thief") during the attack some mages http://www.youtube.com/watch?v=7zett4SB03A (this bug happened only in patched Thief Gold)

    EDIT: This mage is still as a deaf mage in mission "The Lost City" - http://www.youtube.com/watch?v=Pvhn2u6EngA
    Last edited by Xmodule999; 14th Feb 2014 at 07:28.

  13. #913
    Member
    Registered: Apr 2013
    (Bugs?) "mission complete" in mission "Return to the Cathedral" - http://www.youtube.com/watch?v=RRvWIUVO9fE

    A nice two windows (unfixed) in missions "Undercover" and "Strange Bedfellows" - http://www.youtube.com/watch?v=1-YGFf5WlfA

    Early "new objectives" in mission "Strange Bedfellows" - it happened as early only in patched Thief 1 - http://www.youtube.com/watch?v=i0r7SuJYG2o

    No holy sound in this place in Bonehoard (is this a glitch?) - http://www.youtube.com/watch?v=fZSRGO9DlSI

    Impossible place - http://www.youtube.com/watch?v=fXO79QOjEbU

    Lean bug in Bonehoard - http://www.youtube.com/watch?v=fiCWL6dRHBM
    Last edited by Xmodule999; 21st Feb 2014 at 10:50.

  14. #914
    Zombified
    Registered: Sep 2004
    noted, and will fix what I can in the future updates - but do note that the only defense against item stacking are invisible walls, and I try to avoid those unless absolutely necessary, as it's fighting evil with more evil. as mentioned many times before, if the player really wants to screw around with the dark engine, there is little that can be done to stop him.
    Last edited by voodoo47; 21st Feb 2014 at 14:30.

  15. #915
    Member
    Registered: Apr 2013
    Quote Originally Posted by voodoo47 View Post
    noted, and will fix what I can in the future updates - but do note that the only defense against item stacking are invisible walls, and I try to avoid those unless absolutely necessary, as it's fighting evil with more evil. as mentioned many times before, if the player really wants to screw around with the dark engine, there is little that can be done to stop him.
    The last bug in my previous post - about it; I think that every people should know, that it is possible to disable it by writting in file cam.cfg this message:

    "springcap
    max_spring_vel 30"

    Suggested value that was written in readme (from the file "t2_121") is 70, but I noticed that after writting value 70 there is a rope death bug (agressive version of rope arrow). Maybe a short info about "springcap max_spring_vel 30 or 70" in TFix's readme, voodoo47?

    EDIT: Here is a proof, that rope death bug still works in Thief v1.21 - http://www.youtube.com/watch?v=EQJmLFxyeNE (I writted value 70 to file cam.cfg for better bunnyhopping; I discovered rope death bug in version 1.21 by accident).
    Last edited by Xmodule999; 21st Feb 2014 at 17:41.

  16. #916
    Zombified
    Registered: Sep 2004
    tweaking these values requires a lot of time, a commodity I unfortunately have a serious lack of. I might have a look at this in the future, but right now, I have bigger fish to fry.

  17. #917
    Member
    Registered: Apr 2013
    Quote Originally Posted by voodoo47 View Post
    tweaking these values requires a lot of time, a commodity I unfortunately have a serious lack of. I might have a look at this in the future, but right now, I have bigger fish to fry.
    I forgot to add in my previous message, that rope death bug happened to me only at one time in T2 demo mission "Unwelcome Guest" in NewDark version with default head's value 25; so, this bug is sems as fixed in 99%, but not in 100%. In original non-NewDark T2 demo this bug happened very oft, so using rope arrows in this T2 demo is rather not reccomended (head limit is helpful for making rope arrows as more quiet).

  18. #918
    Zombified
    Registered: Sep 2004
    reaching 100% is probably impossible, but I would consider anything above 90% good enough. there is no such thing as perfection in this world.


    //also as far as I can tell, the AI fix is working (current setup vs old setup);

    Last edited by voodoo47; 22nd Feb 2014 at 05:25.

  19. #919
    Member
    Registered: Apr 2013


    Two bugs in mission 00 - moment 0:18 as a shortcut, and moment 0:55 in this video, for some reason second bug is fixed in HD Textures Mod map00.

    EDIT: "Imposible location 1" was about Alarus tomb in Bonehoard, "Impossible location 2" is about red caves in level "Into the Maw of Chaos". There was no escape from place 1 (from what I see it's fixed), and also there is no escape from place 2 - video is http://www.youtube.com/watch?v=ftDaRrSSdfM
    Last edited by Xmodule999; 22nd Feb 2014 at 08:48.

  20. #920
    Zombified
    Registered: Sep 2004
    these are hardcore exploits. I'll try to make things better, but it's pretty low on the fixlist, as 99.99% of players will not be doing such extreme stuff. the obviously broken things (like that empty building in strange Bedfellows) come first.

    the red caves in Maw are a place where you are not supposed to go, but maybe I'll add some easter egg fix that would help to get an unfortunate explorer out of that particular place.

  21. #921
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    I remember going down the red caves and feeling in ecstasy, joy and happiness. Sorry, my sweetheart.

  22. #922
    Member
    Registered: Apr 2013
    Quote Originally Posted by TFix_readme.txt View Post
    TFix (NewDark) is for those who "just want to play nicely, with as little hassle as possible".
    Quote Originally Posted by bassoferrol View Post
    I remember going down the red caves and feeling in ecstasy, joy and happiness. Sorry, my sweetheart.
    I also. So, it isn't an sufficient argument to add two ropes or two ladders at the moments 0:30 and 0:42 in this video http://www.youtube.com/watch?v=ScupzTVm1Ug ?
    Last edited by Xmodule999; 22nd Feb 2014 at 12:46.

  23. #923
    Zombified
    Registered: Sep 2004
    ladders are not very Maw like, and even wines would feel out of place. something will be added.

  24. #924
    Member
    Registered: Apr 2013
    Quote Originally Posted by voodoo47 View Post
    ladders are not very Maw like, and even wines would feel out of place. something will be added.
    Maybe stairs, if ladders not? Yes, vine seems as rather better choice than ladder in MoC.

    EDIT: Alien brushes (start place) in Bonehoard - http://www.youtube.com/watch?v=b3YOM8mFoAk
    Last edited by Xmodule999; 22nd Feb 2014 at 13:14.

  25. #925
    New Member
    Registered: Jan 2014
    Noticed in Assassins, the guard room before the kitchen that eventually leads to Ramirez's basement has no shadows whatsoever. Though, one can just go through the door in the kitchen via the hallway and go into the basement to proceed with the level, so there is no issue with progression.



    I'm not sure if this was changed intentionally or not but it prevents a key pick pocket on the guard on the far right in said room. The shadows that were originally there were in logical places, definitely not under the lights but along the left side of the room and at the entrance. Which would have provided enough for a careful lean-in for the key snatch.

Page 37 of 114 FirstFirst ... 27121722273233343536373839404142475257626772778287 ... LastLast

Posting Permissions

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