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Thread: TFix: unofficial patch for Thief1/Gold

  1. #1276
    Member
    Registered: Apr 2013
    Last edited by Xmodule999; 23rd Apr 2014 at 09:49.

  2. #1277
    Zombified
    Registered: Sep 2004
    what exactly is supposed to be wrong in that underwater passage?

  3. #1278
    Member
    Registered: Apr 2013
    Is possible to create "no lazy mod" for thief 1.37? Because of this video - no lazy mod with thief 1.37 - https://www.youtube.com/watch?v=bFacX921Uqg

    Strange torches - https://www.youtube.com/watch?v=QZ-lCdKXKmw

    Shoot towers in air? - https://www.youtube.com/watch?v=ehJ6TR2qn5Y

    This brush - https://www.youtube.com/watch?v=PVLg6Yu0Yug

    Quote Originally Posted by voodoo47 View Post
    what exactly is supposed to be wrong in that underwater passage?
    OK - added one annotation - https://www.youtube.com/watch?v=Q3J1d-1U0hw

    Quote Originally Posted by voodoo47 View Post
    you have probably used item stacking or some other exploit to reach that place. as mentioned, there is no sane way of preventing this, just as I cannot prevent the players from opening the console and use cheats to spawn items. "don't do that" category.
    No item stacking - is possible to get this roof by using speed potion - https://www.youtube.com/watch?v=qhMOwFnl6AA
    Last edited by Xmodule999; 24th Apr 2014 at 16:22.

  4. #1279
    Zombified
    Registered: Sep 2004
    ok, you need to explain a bit more what is happening on that first video. did you tried to use the experimental gamesys on a 1.37 install of Thief? is the experimental gamesys causing this, or does it happen with the original gamesys as well? anyway, whatever is going on there, there is no chance of fixing it anytime soon, there is a ton of special settings on those two guys, and I don't understand half of them.

    the torches jumping a bit up when doused is an orig bug, the doused model not having a proper z offset. someone would have to make a fixed model.

    yeah, sloppy brush work. easy fix.

    texture swap, easy one.

    the underwater texture - seriously? ah well, easy fix, might as well do it next time I'll revisit Cragscleft.

    don't use speed potions then.

    -_-
    Last edited by voodoo47; 24th Apr 2014 at 17:05.

  5. #1280
    Member
    Registered: Apr 2013
    Quote Originally Posted by voodoo47 View Post
    don't use speed potions then.
    Why? This is normal mean - and also fully allowed in the game. More legit than object stacking. Nice locations on roof possible to see; how it looks from above. Some textures on this roof - not necessarily are nice (TFix not includes fixed roof textures).

    Quote Originally Posted by TFix's readme View Post
    TFix (NewDark) is for those who "just want to play nicely, with as little hassle as possible"
    ...

    No sound propagation above temple in "Undercover" (and of course in "Strange Bedfellows"): https://www.youtube.com/watch?v=Kcn5F82sBGQ
    Last edited by Xmodule999; 24th Apr 2014 at 17:44.

  6. #1281
    Zombified
    Registered: Sep 2004
    speed potions are supposed to be used to escape from danger quickly, not to throw yourself against walls and intentionally try to abuse the way the engine works to get somewhere you shouldn't. I'm not going to mess with the brushes there just because of that - there is no way a regular user would attempt that and succeed. I will consider an invisible wall. maybe.

    sound propagation will be fixed sometime in the future.

  7. #1282
    Member
    Registered: Apr 2013
    Quote Originally Posted by voodoo47 View Post
    there is no way a regular user would attempt that and succeed.
    Regular user will sometimes use it. For example, his user name is ykcaks (skacky), and he recorded this video some months ago ( http://www.youtube.com/watch?v=yWZx4XRA710 ) . His method (as in video) is item stacking. I recorded it by using speed potion force. There are a lot of places possible to climb on this roof (because of high chimneys).

    From what I see, you need a savegame of this place, or this is impossible to fix? Or you are not specially interested to fix these brushes?
    Last edited by Xmodule999; 25th Apr 2014 at 13:26.

  8. #1283
    Zombified
    Registered: Sep 2004
    I can fix it, but I don't see the benefit, as this is just one exploitable place, and making ALL levels exploit proof at ALL places would require a significant amount of work. the point is (as mentioned many times before), if the player is determined to use exploits to screw around, it's almost impossible to stop him, so there is almost no point in trying. you can screw around with the levels even more with just very basic knowledge of Dromed - so should I ban the use of Dromed somehow? you see, fixing a fall-through brush that anyone can stumble upon and drop out of the level is one thing, but using item stacking, leanjumping or speedboosting to climb upon the edge of the level is something completely different.

    in this case, I could add an invisible wall, which is evil, or make the brushes taller hoping that you won't be able to reach them anymore, but that would alter the overall looks of the place, not mentioning you could stack items again and reach that place anyway. sometimes, the best thing to do is to do nothing at all.

  9. #1284
    Member
    Registered: Apr 2013
    Blood bug in level "Strange Bedfellows"? - https://www.youtube.com/watch?v=-2VEmjg0F9o Looks like double blood after using water arrow at the moment 0:03 (blood in wall and on floor at one moment).

    Quote Originally Posted by voodoo47 View Post
    in this case, I could add an invisible wall, which is evil, or make the brushes taller hoping that you won't be able to reach them anymore, but that would alter the overall looks of the place, not mentioning you could stack items again and reach that place anyway. sometimes, the best thing to do is to do nothing at all.
    Better would be adding stone textures to these places, or nothing.

    Quote Originally Posted by voodoo47 View Post
    ok, you need to explain a bit more what is happening on that first video. did you tried to use the experimental gamesys on a 1.37 install of Thief? is the experimental gamesys causing this, or does it happen with the original gamesys as well? anyway, whatever is going on there, there is no chance of fixing it anytime soon, there is a ton of special settings on those two guys, and I don't understand half of them.
    Small correction - not Thief 1.37, but Thief 1.33. So, maybe a mod "no lazy mod" for Thief 1.33 (and for higher versions - with compability mode) in one DARK.GAM file?
    Last edited by Xmodule999; 25th Apr 2014 at 15:44.

  10. #1285
    Zombified
    Registered: Sep 2004
    the lazy fix will be implemented into the maps, that should be much safer than having it in the gamesys. and yeah, Thief1 blood looks bad, I'll probably replace it with the T2 version once I figure out how.

  11. #1286
    Member
    Registered: Apr 2013
    Quote Originally Posted by voodoo47 View Post
    Thief1 blood looks bad, I'll probably replace it with the T2 version once I figure out how.
    Copying blood image/images from Thief 2? Is it enough?

    Quote Originally Posted by voodoo47 View Post
    the lazy fix will be implemented into the maps, that should be much safer than having it in the gamesys.
    It will be compatible with Thief 1.21, but... it will be compatible with versions 1.33 and 1.37?
    Last edited by Xmodule999; 25th Apr 2014 at 16:14.

  12. #1287
    Zombified
    Registered: Sep 2004
    the maps are still oldDark compatible (but when you run them under the old engine, you are doing it on your own risk, and doing so is completely unsupported. and the dml part of fixes will not work, of course).

  13. #1288
    Member
    Registered: Apr 2013
    Quote Originally Posted by voodoo47 View Post
    the maps are still oldDark compatible (but when you run them under the old engine, you are doing it on your own risk, and doing so is completely unsupported. and the dml part of fixes will not work, of course).
    "No lazy AI" also will work correctly on old engine (without strange AI behaviors)?

  14. #1289
    Zombified
    Registered: Sep 2004
    I've said this before - I think so, as long as you also copy over install.cfg the patches folder. as always, you are doing so on your own risk.

  15. #1290
    Member
    Registered: Apr 2013
    Are there any differences between Thief 1.33 and Thief 1.37, or this is exactly the same? Version 1.33 have 2.13 MB, version 1.37 also have 2.13 MB. Some time ago I tried to run Thief Gold missions on Thief 1.33, but TG missions are skipped by version 1.33. And I don't know why.

  16. #1291
    Zombified
    Registered: Sep 2004
    well, if there was no difference, they wouldn't have upped the version. so yeah, you will need TG v1.37, it probably won't run under 1.33.

  17. #1292
    Member
    Registered: Apr 2013
    Some spiders in level "Into the Maw of Chaos" are immovable (at the moment 1:40) - https://www.youtube.com/watch?v=_PVcPpBBE2Q (also this shortcut at the moment 0:20).

    EDIT: There is a hideaway in Cragscleft at the moment 1:45 - https://www.youtube.com/watch?v=dDF3Qrpd06g - this hideaway is barely possible to get; rather should be totally impossible or totally possible to get.

    EDIT 2: Arrow glitches in first Thief - https://www.youtube.com/watch?v=Np1ZLNzcYDQ and https://www.youtube.com/watch?v=GdjMgC5pfEA

    IMHO this shortcut through lava should be exactly the same like in Thief 2 in mission "Kidnap" (impossible to use this shortcut), or should have an additional brush to skip the lava - https://www.youtube.com/watch?v=S236Vuc4cV0 (after touching the lava on normal and hard difficulty Garrett is still alive).
    Last edited by Xmodule999; 4th May 2014 at 10:55.

  18. #1293
    Zombified
    Registered: Sep 2004
    1.19f is up, bunch of small fixes based on the latest batch of bugreports, plus no FM should have a problem with white textures anymore, and the fix for the friendly AIs not becoming unfriendly after a not so friendly blackjack bop has been implemented into respective maps. this should be the last 1.19x release, next time it's going to be 1.20 candlejack edition.

  19. #1294
    Member
    Registered: Nov 2003
    Location: Sheffield, UK
    the link in the first post still says 1.19e but downloads as 1.19f

    mirror for TFix 1.19f

  20. #1295
    Zombified
    Registered: Sep 2004
    fixed, thanks.

  21. #1296
    Member
    Registered: Apr 2013
    There is this water issue in level "The Mage Towers" - https://www.youtube.com/watch?v=ornWQlq9kQw (done with TFix 1.19f).

    EDIT: This guard can't hear me in this place - https://www.youtube.com/watch?v=iH3Fm8J2RSg

    About lava in level "The Mage Towers" - guards should die while contact with the lava, but guards are still alive after contact with the lava for some reason - https://www.youtube.com/watch?v=U0ulRvoKNJA
    Last edited by Xmodule999; 6th May 2014 at 16:59.

  22. #1297
    Member
    Registered: Apr 2013
    I detected that this earth mage in level "The Lost City" is deaf, when the bridge is hidden. After using the lever this mage will be not as deaf mage. Possible to fix or not?

    EDIT: There are at least two blue textures in the same mission (The Lost City) before Water Talisman, little before spikes-machine.
    Last edited by Xmodule999; 7th May 2014 at 08:22.

  23. #1298
    Zombified
    Registered: Sep 2004
    hmm, maybe the bridge blocks sound propagation. will check. anyway, "two blue textures somewhere" is not very helpful. make some videos or screenshots, at least.

  24. #1299
    Member
    Registered: Apr 2013
    These blue textures in mission "The Lost City" - https://www.youtube.com/watch?v=TQLGvmiNJh8

    Strange red water in mission "The Lost City" - https://www.youtube.com/watch?v=rLWl6uXQl_k

    Fire elementals in Thief 1.21 shoots to Garrett multi-fireballs per second, in Thief 1.37 single-fireballs per second. What is glitch?
    Last edited by Xmodule999; 8th May 2014 at 12:49.

  25. #1300
    Zombified
    Registered: Sep 2004
    about the fire elementals - it's fixable, but it's hard to tell what's the right thing to do here. the properties indicate that the multi shot was probably the original intention, and it was just not working properly under oldDark, resulting in the single shot. NewDark fixes that, so now you get the proper multi shot. guess I'll go with "the way it has always been" for this case, especially because the multi shots can wreak havoc on the FPS, even if you have a dedicated gpu. //ok, found out why is this happening, and it should definitely be a single shot. this will also fix the mages, which fire their projectiles much more slowly under NewDark.

    wasn't planning another 1.19 release, but guess I'll have to roll out 1.19g this weekend after all (will also fix that water tower thing - ugh, how is it possible that no one noticed until now //because it's one of those rare cases when it was working ok before, but fixing something else has broken it. one more reason to fix this asap).
    Last edited by voodoo47; 9th May 2014 at 03:10.

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