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Thread: Thief Gold HD Texture Mod

  1. #801
    Member
    Registered: Nov 2004
    Location: Germany
    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 patch Happy now?

  2. #802
    Member
    Registered: Feb 2008
    Location: http://thief-forum.pl/
    Leave it, it's fine

    How about the problems which I described above? I need a solution

  3. #803
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by Mixthoor View Post
    I tried, but it doesn't help me. My cam_mod.ini looks like:
    Code:
    ; ---------
    ; Mod paths
    ; ---------
    mod_path hdmod+hdmod\t2skies+ep2\thief1+ep2+patches

    Your Mod path should look like: mod_path hdmod+hdmod\t2skies+ep2\thief1+ep2+usermods+patches

    Try it.

  4. #804
    Member
    Registered: Jan 2014
    Location: germany
    Quote Originally Posted by Gecko View Post
    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 patch Happy now?
    Your pic looks cool and the one from your girl as well, just the image from you truly seems to resemble some painted art, the other... well need to see it in the eagerly awaited next version. Such a good job anyways.

  5. #805
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Quote Originally Posted by TheDorkProject View Post
    can anyone verify if the large trees in Escape! and Maw are missing their texture for them too?
    Yes they are missing for me too. Version 0.9.0.
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  6. #806
    Member
    Registered: Feb 2008
    Location: http://thief-forum.pl/
    Quote Originally Posted by Gecko View Post
    Your Mod path should look like: mod_path hdmod+hdmod\t2skies+ep2\thief1+ep2+usermods+patches

    Try it.
    No, "usermods" is an empty folder. I've deleted it. I don't need it.

  7. #807
    Zombified
    Registered: Sep 2004
    Code:
    mod_path hdmod+hdmod\t2skies+ep2\thief1+ep2
    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.

  8. #808
    Member
    Registered: Feb 2008
    Location: http://thief-forum.pl/
    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?

  9. #809
    Zombified
    Registered: Sep 2004
    that would mean the obj is not updated yet. no idea what the plans for EP or hdmod are.

  10. #810
    Member
    Registered: Nov 2004
    Location: Germany
    I have good news!

    Iīve fixed the problem with the texture "bark" in "The Sword", "Escape!" and "Maw of Chaos"! No blue surfaces anymore It 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.

  11. #811
    Member
    Registered: Apr 2013
    I detected one blue texture in mission "Assassins" https://www.youtube.com/watch?v=_opVsp9ZHA8

    It was reported or not?

  12. #812
    New Member
    Registered: Dec 2013
    Location: The City

    lighting glitch

    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.

  13. #813
    Zombified
    Registered: Sep 2004
    restart the mission.

  14. #814
    Member
    Registered: Jan 2014
    Location: germany
    Quote Originally Posted by Gecko View Post
    Release is in the next days.

    Thanks!

  15. #815
    Member
    Registered: Nov 2004
    Location: Germany
    @ 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.

  16. #816
    Member
    Registered: Apr 2013
    Quote Originally Posted by Gecko View Post
    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)
    How did you edited this file (DARK.GAM)? Which program?

  17. #817
    Member
    Registered: Nov 2004
    Location: Germany
    Iīve added all manually in dromed... step by step...
    Last edited by Gecko; 10th Jan 2014 at 08:41.

  18. #818
    Member
    Registered: Apr 2013
    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.

  19. #819
    Member
    Registered: Nov 2004
    Location: Germany
    Can you post a video?

  20. #820

  21. #821
    Member
    Registered: Nov 2004
    Location: Germany
    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

  22. #822
    Member
    Registered: Apr 2013
    Quote Originally Posted by Gecko View Post
    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
    A map "escape" bug - the player can escape from these maps, as in videos. Only need to run forward in these places .

  23. #823
    Member
    Registered: Jan 2014
    Location: germany
    Quote Originally Posted by Gecko View Post
    @ 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!
    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.

    Quote Originally Posted by Xmodule999 View Post
    A map "escape" bug - the player can escape from these maps, as in videos. Only need to run forward in these places .
    And how is this connected with the HD texture Mod?
    Last edited by weapon_zero; 10th Jan 2014 at 13:44.

  24. #824
    Zombified
    Registered: Sep 2004
    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.

    Quote Originally Posted by Gecko View Post
    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)
    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.

  25. #825
    Member
    Registered: Apr 2013
    Quote Originally Posted by weapon_zero View Post
    And how is this connected with the HD texture Mod?
    More than you thought - e.g. with HD mod there is a bug in Bafford, that the player can jump high and see from two places around (before scepter's room). There is (or was) also a blue texture.

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