Leave it, it's fine
How about the problems which I described above? I need a solution![]()
Actually i didn't mean to talk about that...
I wanted to immortalize myself and my girlfriend here. I think that answers the question
I didn't want use more effects for the image. That is my intention ^^ Do not take it so seriously!
And yes ... the aspect ratio was not exact 100 % correct here. Itīs also fixed with next patchHappy now?
![]()
Leave it, it's fine
How about the problems which I described above? I need a solution![]()
Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays
as long as you have this in the mod path, EP2 will work as soon as you drop the ep2.crf file directly into your thief folder (not inside hdmod, not inside mods etc, just directly into the root folder). to find out whether the EP models are being used, find a stack of coins, if they are nice and round, EP is active.Code:mod_path hdmod+hdmod\t2skies+ep2\thief1+ep2
I know voodoo. With EP in a shop befor mission1 I see the old health bootle, with EP2 I see the newest one. EP and/or EP2 works, but I still don't see the high quality textures on posted objects. Shold I wait for EP2 official release or can Gecko prepare the other textures for it? Should I report you the other objects from next missions or not?
that would mean the obj is not updated yet. no idea what the plans for EP or hdmod are.
I have good news!
Iīve fixed the problem with the texture "bark" in "The Sword", "Escape!" and "Maw of Chaos"! No blue surfaces anymoreIt was really complicated to find a solution - without resizing textures. I donīt understand why this works ... but after many tests this was the right way.
Iīve copied the "bark" texture and renamed it to "plantbark2". After that i changed all surfaces in the three missions with the renamed texture. Itīs the only way...but i canīt tell you why! It also makes no sence to me.
Anyway.
I've fixed also "the difficulty problem" in "Escape!". You can play it now with all difficulties!
Release is in the next days.
I detected one blue texture in mission "Assassins" https://www.youtube.com/watch?v=_opVsp9ZHA8
It was reported or not?
It seems that there's a lighting glitch:
The torch is lighted but doesn't appear to be. The gemstone still considers it lighted (and all the other characters in the game), however the room is dark. This affects my gameplay because when I see a guard, I try to find the darkest place in the room. However, the darkest place in the room turns out to be the lightest place in the room, and the guard sees me right away.
If I fire a water arrow to a lighted torch (which actually has light on it), the torch remains lighted:
This affects my gameplay for obvious reasons.
Both of these pictures were taken at the mission Song of the Caverns. I haven't played with this texture in any other mission yet, so maybe the lighting glitch is only in SOTC.
EDIT: I'm starting to think the problem is in the Thief Enhancement pack I installed together with this mod. I'm not sure but, I'm not in the mood to find out.
Last edited by Fearless Benny; 10th Jan 2014 at 08:42.
restart the mission.
@ voodoo47
You will see ... in my dark.gam are too many changes...
For example i have installed the full entire contents of the "t2x zombies".
At the moment they are unused ingame! Iīm working on a "zombie splatter version" for "Cragscleft Prison", "Down in the Bonehoard", "The Haunted Cathedral" and "Return to the Cathedral"...
You can cutting off their arms and head. If the zombie loses both arms = he canīt fight with you and becomes status neutral. Also you can cutting off the upper part of the body with a firearrow.
The zombies can spit upon you. Then you losing health.
You know that all from T2X!
This video is just a little demonstration:
changelog of HD Mod dark.gam:
M-Custom (-5553)
Zombie1Dead (-5598)
Zom1Torso (-5599)
Zom2Torso (-5604)
Zom3Torso (-5637)
Zom4Torso (-5638)
ZomBeheaded (-5640)
ZomHeaded (-5642)
PassiveZombie (-5659)
Pukepuddle (-5654)
pukechunk (-5656)
Traps (-5689)
DelayZomKaboom (-5434)
DelayZomKaboom2 (-5657)
BloodSpurtBlack (-5562)
pukeeffect (-5566)
pukeeffect2 (-5567)
BloodFountain (-5568)
Bleeding (-5645)
ShaplessFX (-5694)
Traps (-5689)
Pukemarker (-5655)
FlameSmokeCorpse (-5711)
BugBoomSilent (-5653)
Bstim (-5597)
Last edited by Gecko; 10th Jan 2014 at 06:48.
Iīve added all manually in dromed... step by step...
Last edited by Gecko; 10th Jan 2014 at 08:41.
I (hope) that these blue textures in Training and in Bafford were fixed.
EDIT: (Still) there is a hole in level "The Haunted Cathedral" in current mod version, that Garrett can leave this map (drift away).
Last edited by Xmodule999; 10th Jan 2014 at 09:11.
Can you post a video?
Sorry, but i donīt understand what you are doing there. A normal player will never do so strange movements like in your video. Thatīs really too specifically![]()
Pretty rad, that gotta add a whole new dimension to those zombie-infested levels.
Ideally, the zombie with the head chopped off wouldnt make any growling noises anymore, though. Cause he cannot, with no head, voicing becomes difficult. The scary breathing should still work though.
Btw in the youtube previews on your texture pack you had also some different zombie faces. Are they maybe still available as well? Cause the current ones donīt seem so scary to me, at least from a distance it looks to me as if they are smiling.
And how is this connected with the HD texture Mod?![]()
Last edited by weapon_zero; 10th Jan 2014 at 13:44.
as hdmod uses its own maps, any potential original issues that need a fix have to be resolved on those maps, so the hdmod will have to become a partial map ovehaul mod as well. or completely ignore all the bugreports.
dml's cannot create archetypes, so guess the hdmod is stuck with the TFix gamesys, for better or worse.
Last edited by voodoo47; 10th Jan 2014 at 14:11.