zombies ate the turbines.
-_-
zombies ate the turbines.
-_-
Still about map from TFix (most probably that HD MOD map have it) - there is a save from Return to the Cathedral, from basement. a few lamps in this location have light colors, but are without light, bug? - https://www.sendspace.com/file/q7r6ms
Will be added to elevators sooner or later?
Last edited by Xmodule999; 20th Apr 2015 at 07:39.
those are haunted lights (checked in Dromed, no obvious reason why they appear to glow even when turned off).
go talk to zombies, maybe they'll return the turbine.
There are at least two elevator types, with it and without it - http://zapodaj.net/c678675385198.png.html
And if not turbine, what it is; not sure.
EDIT: One thing in "The Lost City" - barely found (also concern TFix): http://zapodaj.net/cf9fc3f9ee804.png.html
Last edited by Xmodule999; 21st Apr 2015 at 15:39.
From what I see still is possible to swim in this place - https://www.youtube.com/watch?v=mQTZzsb4VDs
I tested HD MOD, but this HD mod is without "lazy mod", I think that HD MOD should be with this "lazy mod"
https://www.youtube.com/watch?v=txxDgFvi2rc - what is wrong with fire?
https://www.youtube.com/watch?v=5I6hx_HxKnY - this wood texture
https://www.youtube.com/watch?v=jw6qz62WidM - intruder. Who? Of course I.
Link to photos with issues is here - https://www.sendspace.com/file/aax76e
Description for photos - dump000 is a problem with third stair from down (non standard texture), dump002 problem with first stair (texture).
And link to some photos with description (the same photos) - https://www.sendspace.com/file/u5u0xc
Last edited by Xmodule999; 4th May 2015 at 05:34.
btw, I've fixed the haunted lights in Cathedral (dml, so hdmod will load the fix as well. TFix 1.21a).
any chance you could drop me the package right before the release? would like to make sure it plays well with TFix.
Good ideaBut you have to wait a few days i think. The Setup isn't finished yet.
Just for a tedious quibble
in the mine bit at 2m44
https://www.youtube.com/watch?v=Pil0lXVzaN4&t=2m42s
...I've always taken those conical things to be not coils but insulators. (but it's not terribly important)
Will all of these cool features also be on the Thief 2 HD mod?
Wow... after watching that 1.0 video... I guess I gotta grab the old blackjack & stock up on water arrows again because it is time to head back into the Maw.
Every single time I think I'm absolutely done playing the main campaign to Thief Gold... you fine people give me new reason to jump back in.![]()
Last edited by Nedan; 30th May 2015 at 00:02.
Can't wait, Gecko. When?
Looks wonderful. Will definitely include it into my playthrough as soon as it is available.
The only question I have is: How were some of the textures upscaled? For example the painting at 3:04. The old version looks like the map has a beard, but the new one doesn't.
I'm not saying that this is in any way bad.
I'm just very curious as to whether the old textures were somehow upscaled and now we can see them better, or are they remakes, thus influencing some design decisions?
Gecko, where art thou?![]()
Hopefully at his boss' office, quitting his job and starting a real carreer as Thief Master Modder!![]()
@Gecko: I did quite a significant update to the candle setup, you might want to have a look (if you are using the TFix candle dmls then most of the changes should load automatically, but make sure to check the manual changes that need to be done on miss11 candles. also, the gamesys won't need removal of isLoot from -1964 anymore, as this is now handled via dmls as well).
Thank you voodoo. You got a PM
I'm searching for two or three beta testers for hd mod v1.0. Someone interested?
ME!!!
had a quick look - important stuff;
- multiple occasions of candles not having animlight added (normal and gold candles in miss6, miss11, probably more. candle 590 in miss6 also missing physics). yes, they start up unlit, but they need to be fixed up as well else they will not works as they should. all candle concretes must be cleaned up of rogue light props (dynamic light, normal light, omni light, obj light, whatever), leaving only properly set up animlight (same intensity settings as the orig light source recommended, also Z offset +2 recommended on candles with candlesticks, +1.5 on the long plain candle, and +1 on the short plain candle).
- loot candle 1242 in miss15 needs to be assigned heading 270, pitch 90 and floored.
- candle 453 in miss11 needs to have pitch set to 0 and floored.
- candle 447 in miss11 needs to have pitch set to 90.
- loot candle 474 in miss11 needs to be assigned heading 270, pitch 90 and floored.
- check the "inactive" checkbox on all candles that are supposed to start as not lit.
- add extralight (0.5) to all candle concretes that are supposed to start up lit when the level starts.
- all candle concretes must have physics.
- when done, reload the candle mission dmls from the latest TFix (1.22). dbmod_load in the command window.
you also could remove all scripts and design note from -12 and reload the latest candle gamesys dml (again, TFix 1.22, filename is tfix.gam.dml), but this just simplifies the setup (maybe giving a tiny tiny performance boost), functionality is the same.
also, the candle flame effect could use a bit of tweaking, candle flames don't look like that (yeah, the ones used by TFix are not perfect either, but I'm no texture artist).
and 32bit 2x lightmaps does not mean 2x better than 32bit. under normal circumstances, 32bit is what you want (check NewDark docs). recommend relighting all levels.
and last, some ancient version of NVscript is included. while not doing any harm (TFix will override it), it's not doing any good either - you can remove it safely.
Last edited by voodoo47; 26th Jun 2015 at 19:29.
Thank you for a quick response.
I don't understand what you mean here. What is -12? Does it mean i have to remove all scripts from every candle?
I have chosen 2x lightmaps on some missions because it looks better for me.
So i can delete it. Good to know.
All in all no problems with TFixGood.
yeah, TFix integration seems solid. -12 is the Lights archetype in the gamesys, it has a Design Note and Scripts properties that are no longer required and can be safely deleted (and then the latest candle gamesys can be loaded as mentioned). the less gears turning under the hood, the better the chance of them not breaking. no need to delete anything else, so this is a 3 click operation (open -12, delete 2 properties, reload the gamesys dml).
also, one more freshly fixed candle model you should throw into your OBJ folder: https://www.systemshock.org/index.ph...88290#msg88290
and would recommend changing the modpath from mod_path hdmod+hdmod\t2skies+usermods+patches to mod_path usermods+hdmod+hdmod\t2skies+patches (basically, usermods is meant for things that the user wants to override EVERYTHING else).
unimportant - some typos in the readme.