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Thread: TFix: unofficial patch for Thief1/Gold

  1. #1426
    Zombified
    Registered: Sep 2004
    it's on the to do list.

  2. #1427
    Member
    Registered: Apr 2013
    Quote Originally Posted by voodoo47 View Post
    it's on the to do list.
    Quote Originally Posted by voodoo47 View Post
    TFix represents an attempt to restore the original game into fully working condition while staying true to the original, and while I do have to make my best guess sometimes when restoring (or adding) something that was broken (or missing) from day one, I only do this when there is no other option, and the change is always discussed, tested, and tested again before implementing. adding random ladders at user request is definitely not within scope.
    But this is not the same like original? Where is true - this first quote or this second quote?

  3. #1428
    Zombified
    Registered: Sep 2004
    replacing broken, unfinished or unfitting assets is well within scope, and has already been done on more than one occasion.

    what I strive for is harmony, not mindless preservation of every single asset just because it's "LGS made". for example, the original day skies were beyond any salvation, so they were kicked out. problem solved. do I really have to bring in dr. Doom again to explain how TFix works?

  4. #1429
    Member
    Registered: Apr 2013
    Quote Originally Posted by voodoo47 View Post
    replacing broken, unfinished or unfitting assets is well within scope, and has already been done on more than one occasion.

    what I strive for is harmony, not mindless preservation of every single asset just because it's "LGS made". for example, the original day skies were beyond any salvation, so they were kicked out. problem solved. do I really have to bring in dr. Doom again to explain how TFix works?
    New sky, new blood, but without three missing torches in "Down in the Bonehoard", without missing lamp in "Thieves' Guild", eventually this ladder in "A Keeper's Training"? Are you serious?

    Quote Originally Posted by voodoo47 View Post
    unfinished
    Unfinished is this missing lamp in "Thieves' Guild", also, these three missing torches in "Down in the Bonehoard", if you don't knew.

  5. #1430
    Zombified
    Registered: Sep 2004
    yes. as mentioned before, in the end, I will always do whatever the taff I feel is right.


  6. #1431
    Member
    Registered: Apr 2013
    While shooting arrows to wall there are damages, but no any damages while hitting the wall by using the sword or the blackjack; there are sounds only while using arrows. For the wall the sword and the blackjack are invisible. Possible to fix?

  7. #1432
    Zombified
    Registered: Sep 2004
    this is intentional. no plans to change it in any way.

  8. #1433
    Member
    Registered: Apr 2013
    Quote Originally Posted by voodoo47 View Post
    this is intentional. no plans to change it in any way.
    Maybe... Thief physics work in this way, and this is impossible to fix? Or possible to fix?

  9. #1434
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Weapon collision with terrain is supported in the engine (it was in Old Dark), but was disabled by LGS, probably for a good reason. I would agree with voodoo that enabling it now is outside the scope of TFix's prime directive.

  10. #1435
    Zombified
    Registered: Sep 2004
    with NewDark, it's definitely possible, but as I've said, not planning to change this in any way.

  11. #1436
    Member
    Registered: Apr 2013
    Quote Originally Posted by voodoo47 View Post
    with NewDark, it's definitely possible, but as I've said, not planning to change this in any way.
    How to enable it in DromEd, in mission made by me?

  12. #1437
    Zombified
    Registered: Sep 2004
    this is high level Dromed stuff. no idea.

  13. #1438
    Member
    Registered: Apr 2013
    Quote Originally Posted by voodoo47 View Post
    this is high level Dromed stuff. no idea.
    Anyone else know how to enable it?

  14. #1439
    Zombified
    Registered: Sep 2004
    ask here: http://www.ttlg.com/forums/forumdisplay.php?f=85

    it's actually a gamesys thing, not a mission thing.

  15. #1440
    Zombified
    Registered: Sep 2004
    1.19j is up - only two fixes, cleared one minor EP1 dml mishap, and added a small patch that will make sure the TFix blackjack and sword models will be loaded even when EP2 is installed. it is included with Daemonite's updated meshes, so make sure you leave that selected if you plan to use EP2.

  16. #1441
    Member
    Registered: Nov 2003
    Location: Sheffield, UK

  17. #1442
    Member
    Registered: Apr 2013
    Quote Originally Posted by voodoo47 View Post
    1.19j is up - only two fixes, cleared one minor EP1 dml mishap, and added a small patch that will make sure the TFix blackjack and sword models will be loaded even when EP2 is installed. it is included with Daemonite's updated meshes, so make sure you leave that selected if you plan to use EP2.
    Release date for TFix 1.20? And of course for SCP?

    EDIT: How to enable infinitely long active oxygen, when Garrett is under water?
    Last edited by Xmodule999; 21st Jun 2014 at 13:30.

  18. #1443
    Zombified
    Registered: Sep 2004
    when it's done. this summer, most probably. or not.


    delete breath config and air supply from the player.

  19. #1444
    Member
    Registered: Apr 2013
    This shortcut rather should be fixed, if possible to fix - https://www.youtube.com/watch?v=OsLRM0SK3H0

    More radical form of use this shortcut is in my speedrun of mission "A Keeper's Training" at the moment 0:18 - https://www.youtube.com/watch?v=4u8l56oQFkg (possible to fix)?

    EDIT: This hole issue in mission "A Keeper's Training" - https://www.youtube.com/watch?v=wWBPmVIS8gU

    About the same, but with game crash - https://www.youtube.com/watch?v=WPX1nvAyNdc

    Also, why there is Garrett's death when Garrett will touch this brush - https://www.youtube.com/watch?v=G3ELaYV3544 ?

    Here is a savegame with this Garrett's death (only need to run forward without moving the mouse) - https://www.sendspace.com/file/oj16u6
    Last edited by Xmodule999; 28th Jun 2014 at 06:22.

  20. #1445
    Zombified
    Registered: Sep 2004
    all are exploits, that means no need to fix. anyone doing these things knows EXACTLY what he is getting into - play with fire, get burned.

    but yeah, that tree should not be climbable, that will be fixed. the trees growing on stone tiles will also be fixed (in fact, it already is in the wip map).
    Last edited by voodoo47; 28th Jun 2014 at 06:45.

  21. #1446
    Member
    Registered: Apr 2013
    Quote Originally Posted by voodoo47 View Post
    all are exploits, that means no need to fix. anyone doing these things knows EXACTLY what he is getting into - play with fire, get burned.
    Are you lazy? TFix 1.19i doesn't have it for some reason, this is a short description about this issue (I'm not an author of this description) - http://imgur.com/a/pQKRT .

  22. #1447
    Zombified
    Registered: Sep 2004
    as a matter of fact, yes I am, and that's also the very reason why TFix exists - the first version has been created because I was too lazy to apply all the fixes manually. I also don't consider that area a problem - you should not go there in the first place, and you are not able to unless you use some exploit. this has probably happened because of that extra wall brush that has been added in that area.

    but just noticed that the targets are climbable, and that will be fixed.

  23. #1448
    Member
    Registered: Apr 2013
    How to negate mage's attack (it occurs with NewDark, but never with OldDark, why?) - https://www.youtube.com/watch?v=5A9m10DZT-k

    A lot in one - https://www.youtube.com/watch?v=F_HSZ-wS0yU
    Last edited by Xmodule999; 28th Jun 2014 at 09:15.

  24. #1449
    Zombified
    Registered: Sep 2004
    don't do weird stuff (to mages), don't fly around. a few items in bad positions will be fixed. also, the air tower door sound propagation is already fixed, so you are apparently running an outdated map.

    would need a location or save for that burrick.

  25. #1450
    Member
    Registered: Apr 2013
    Quote Originally Posted by voodoo47 View Post
    would need a location or save for that burrick.
    Location - level "The Haunted Cathedral", before Cathedral.

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