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Thread: Thief Gold HD Texture Mod

  1. #1076
    Member
    Registered: Aug 2009
    Location: thiefgold.com
    So I installed this patch the other day, and it's beyond stunning, but I did find some weird bugs. In the Lost City, in the old game after jumping in the canal we had just enough air to make it into the waterfall area with the spiders. But now, there's not enough, I run out of air and take damage every time (yes I can get a breath potion, but it's still weird). Another issue is with rope arrows, which are harder to latch onto if the end of the rope is really high up (I tried it in the Bonehoard in the pit with the face, and it took me 5 minutes of jumping around to finally be able to grab one of the ropes).

  2. #1077
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    It is ok with the air. There are two places where you can get air (as in the original map, I believe). Just look up.

    As for the rope problem, in cam_ext file, add this at the end of the file and save:

    force_correct_rope_lengths 1

  3. #1078
    Member
    Registered: Apr 2013
    This HD MOD is compatible with "the Dark Project" version, like TFix? I installed TDP, then TFix and HD MOD, but there are only 3 objectives in mission "The Lost City". After rename HD MOD folder to HD MOD2 there are standard 4 objectives.
    Last edited by Xmodule999; 18th Jun 2014 at 14:08.

  4. #1079
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Bohn Museum
    Someone else will know for sure, but I'm pretty sure you need NewDark to use the hi res textures in this mod. Why on earth are you still wanting to use OldDark and TFix anyway?

  5. #1080
    Zombified
    Registered: Sep 2004
    I believe he is just asking whether the HDmod is compatible with non-gold version of the game, and the answer to that question would be no. I had to do some extra stuff to add T1 compatibility to TFix and it turned out to be almost too much work to be actually worth it.

    anyway, finally got the full release, so I will be looking at those flames soon. Gecko, you did mention a fix to the maw spiders - what was wrong with them?

  6. #1081
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by voodoo47 View Post
    Gecko, you did mention a fix to the maw spiders - what was wrong with them?
    Quote Originally Posted by Xmodule999 View Post
    Some spiders in level "Into the Maw of Chaos" are immovable (at the moment 1:40) - http://youtu.be/_PVcPpBBE2Q?t=1m38s

    @ Xmodule999

    It's not compatible with non-gold version.

  7. #1082
    Zombified
    Registered: Sep 2004
    yeah, but how did you fix it?

  8. #1083
    Member
    Registered: Nov 2004
    Location: Germany
    By changing the spider room with little air brushes and a lot of tests.

  9. #1084
    Zombified
    Registered: Sep 2004
    ok, thanks.

  10. #1085
    Member
    Registered: Apr 2013
    Quote Originally Posted by Gecko View Post
    By changing the spider room with little air brushes and a lot of tests.
    Can you fix it in 100%, because of these 3 savegames with blocking places - http://www.sendspace.pl/file/dc6c46f0364ffc2e76e802e ?

    Another glitch with 3 spiders in level "Into the Maw of Chaos" - https://www.youtube.com/watch?v=5hrdQvNpqrY

    About mission "The Sword" - how to sneak this Earth Crystal 401 (Moss Arrow 401)? There is entry to sneak it (this entry is too narrow), but after getting this moss arrow the player can't escape from this place.

    Of course, a hole in mission "The Haunted Cathedral" - https://www.youtube.com/watch?v=YAECAK8lrjU

    Quote Originally Posted by Gecko View Post
    It's not compatible with non-gold version.
    It's not compatible with TDP. Did you planning on create it as compatible with TDP, like in TFix's policy?
    Last edited by Xmodule999; 19th Jun 2014 at 04:26.

  11. #1086
    Member
    Registered: Nov 2004
    Location: Germany
    Sorry but i invested much time in that spider problem. But it looks like there is still a chance that some of the spiders sometimes are blocked. I will not try that again. But it's better with my fix than without...

    So you have to live with that.

    I'm not planning to make the mod compatible with TDP. At the moment i'm working on T2 HD Mod.

  12. #1087
    Zombified
    Registered: Sep 2004
    Quote Originally Posted by Gecko View Post
    At the moment i'm working on T2 HD Mod.
    it'd probably be a good idea to use the overhauled maps - but do ask Antimatter_16 for a permission first.

  13. #1088
    Member
    Registered: Sep 2003
    Location: Sioux Falls, SD
    << At the moment i'm working on T2 HD Mod. >>

    Oh, yeah!

  14. #1089
    New Member
    Registered: Jul 2013
    This is fantastic and has actually breathed new life into the game for me. Having not played it since 2009 properly I am actually doing a re-run of the entire game.

  15. #1090
    When I installed this mod, I lose Garret's comments to himself. E.g. At the very beginning of the game, Garret says something like "Not that way, there's too many guards" as he approaches the front entrance to Lord Bafford's Manor. Then when he hits the drunk guard by the well he says "That was too easy". All of these comments are lost when I install this mod. I tested it twice to make sure and I'm positive that this mod is the cause. Without the mod, Garret makes all his comments perfectly.

    I saw another user on moddb post about this issue. I think it might be related to the fact that many of those comments are triggered by Garret's location, and putting down a new texture might affect the location-based triggers.

  16. #1091
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Bohn Museum
    What difficulty are you playing on? IIRC those hint comments on Running Interference are only played on Normal.

  17. #1092
    I'm playing on expert, and he makes those comments just fine when I uninstall the HD mod. (P.S. running interference is Thief 2 )

  18. #1093
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    It is not HDMOD that disables those comments. It is TFix by voodoo47 that enables (adds) them. Someone correct me if I am wrong.

  19. #1094
    You might be on to something there. I think those comments are important because they add a lot of flavor to the game. Like when Garret first enters Lord Bafford's throne room, he laughs and says "He's got a throne room. How pretentious can you get?"

  20. #1095
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by voodoo47 View Post
    it'd probably be a good idea to use the overhauled maps - but do ask Antimatter_16 for a permission first.
    Thanks! I will do that.

    @ Poetic thief

    It's no bug because it's also not in the original game. It's a special gift what comes only with TFix. But the HD Mod uses it's own .mis files. I will try to include it in the next HD Mod version. It's much work (for me) because you have to build a new "Room" database for every single adage. Also you have to change all the other room databases...

  21. #1096
    Member
    Registered: Dec 2008
    How much work is it to add the sound files to your .mis files? Probably easier than recreating HD Mod in TFix .mis files. After waiting until HD Mod was 99.9% to install it, I see why bloom is a MUST. I get a headache from so much detail at a distance. It looks phenomenal up close, but it's very noisy at a medium distance (this is with the highest mipmap, -.5,0). I don't suppose there is a depth of field setting waiting for me to play with in the engine...

  22. #1097
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by El_ View Post
    How much work is it to add the sound files to your .mis files? Probably easier than recreating HD Mod in TFix .mis files.
    If it would be so easy. Please read my last post again! The required sound files are already in the archive. That's not the problem!


    Quote Originally Posted by El_ View Post
    After waiting until HD Mod was 99.9% to install it, I see why bloom is a MUST. I get a headache from so much detail at a distance. It looks phenomenal up close, but it's very noisy at a medium distance (this is with the highest mipmap, -.5,0). I don't suppose there is a depth of field setting waiting for me to play with in the engine...
    You have to use a value of mipmap -0,5 (-1,0 is default). If you use -5,0 it's no wonder that all looks noisy...

  23. #1098
    Member
    Registered: Apr 2013
    One projectile, or multi projectiles from fire elementals? What is the better intention for HD MOD? Original Thief - 1 projectile, TFix - also 1 projectile.
    Last edited by Xmodule999; 20th Jun 2014 at 15:50.

  24. #1099
    Member
    Registered: Dec 2008
    Thats the one I meant Gecko, I just wrote it wrong from memory. Playing with the most negative mipmap would be insanely distracting. Fortunately bloom does soften the textures a bit while retaining the detail.

  25. #1100
    Member
    Registered: Apr 2013
    How the hell the HD MOD still have this issue - https://www.youtube.com/watch?v=7TXUtHTZLTg ?

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