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Thread: Sneaky Upgrade: Unofficial patch for Thief 3

  1. #1826
    Member
    Registered: Dec 2006
    Location: Berghem Haven

  2. #1827
    Tried d3d8to9 as well. Didn't seem to work as well as dgvoodoo, unfortunately. It's absolutely something to do with Sneaky Upgrade, though. I am almost positive. DS can run at 120fps (not that it should, it's just for testing purposes) and that laggy jittery movement is not there when SU is absent.

    Like I said, I left the installation alone since early last year and the only things that changed were some of my hardware and I went from Windows 10 to 11. I am betting it's one of those, but I can't be sure.

  3. #1828
    New Member
    Registered: Dec 2012
    Playing the latest version of Sneaky Upgrade with Gold and MP active and ran into a snag.

    In Shalebridge Cradle when going to the past to get Lauryl's Diary I can't climb the stairs to the Nursery, it's as if the rubble is still there but is invisible.


    Edit: Nevermind lol, loading save fixed it. If anyone else has this issue just load a save even if you're right infront if it and that'll fix it.
    Last edited by Pachira; 23rd Oct 2023 at 04:06.

  4. #1829
    Sneaky Upgrader
    Registered: May 2007
    Quote Originally Posted by Gordon Frohman View Post
    I also noticed the health and damage components of the MP tweaks do not do anything. No matter what I did, I couldn't get them to affect enemies, even when starting a new game each time. They were clearly being affected by the other tweaks because I noticed their senses and combat speed were being affected, but the guard at the beginning of the game took 4 arrows on Expert and did the same amount of damage no matter what the difficulty settings were set to.
    You were right that something was wrong, but there may have been two issues here.

    First, the detailed difficulty settings on the Difficulty page would not get applied if you had the MP Gameplay mod enabled, and while you could change the Master setting on the MP Tweak Overrides page, the individual values were not available.

    The difficulty tweaks get applied to the values in the [Difficulty] section of Default.ini. As it turns out, the Difficulty_AIHitPoints_Mult_* values are used differently than the others: The value for the current difficulty (say, Expert) is applied to the health properties of AI when they are created. All the other values are applied during normal play, e.g. while doing combat. Because AI creation happens early on load, the SU patch to apply the tweaks ran too late and as a result, AI health was not affected.

    The way Difficulty_AIHitPoints_Mult_* is used also means that the value (and the AI Health tweak) is ignored when loading a save - AI is just reinstated with whatever health is stored in the save. So after changing the AI Health tweak option, a level transition must be made for the new value to take effect.

    Both the issues have been fixed - so we'll get to have a version 1.1.11.1 bugfix release. But for now, here's an Update with the changes. Remember, if MP Gameplay is enabled, the values must be changed on MP's Tweak Overrides page.

  5. #1830
    Quote Originally Posted by snobel View Post
    You were right that something was wrong, but there may have been two issues here.

    First, the detailed difficulty settings on the Difficulty page would not get applied if you had the MP Gameplay mod enabled, and while you could change the Master setting on the MP Tweak Overrides page, the individual values were not available.

    The difficulty tweaks get applied to the values in the [Difficulty] section of Default.ini. As it turns out, the Difficulty_AIHitPoints_Mult_* values are used differently than the others: The value for the current difficulty (say, Expert) is applied to the health properties of AI when they are created. All the other values are applied during normal play, e.g. while doing combat. Because AI creation happens early on load, the SU patch to apply the tweaks ran too late and as a result, AI health was not affected.

    The way Difficulty_AIHitPoints_Mult_* is used also means that the value (and the AI Health tweak) is ignored when loading a save - AI is just reinstated with whatever health is stored in the save. So after changing the AI Health tweak option, a level transition must be made for the new value to take effect.

    Both the issues have been fixed - so we'll get to have a version 1.1.11.1 bugfix release. But for now, here's an Update with the changes. Remember, if MP Gameplay is enabled, the values must be changed on MP's Tweak Overrides page.
    Regarding effects not loading on a save, to test, I would start a new game each time I changed the difficulty settings, tested on the very first guard in the tutorial each time. I figured starting a new game would've countered the whole "not being affected after loading a save" thing.

    Tweak overrides: I'm trying to remember... the MP overrides only had the difficulty master setting, did it not? Wouldn't it be most practical to just add each difficulty setting to the overrides section as opposed to just the master setting?

  6. #1831
    Sneaky Upgrader
    Registered: May 2007
    The update posted above has all the settings available for MP.

  7. #1832
    You wrote about the AI health being fixed, but what about AI damage? That also didn't seem to be affected.

  8. #1833
    Sneaky Upgrader
    Registered: May 2007
    Damage works the same as AI senses and combat speed - i.e. the value is used during combat, not while loading the map. So it wasn't broken and it works with savegames too.

    Edit: Just in case there's any doubt: It's damage from the AI, to the player. Set the value to 0 and you're immortal in combat, set it to 10 and you go down at the first strike.
    Last edited by snobel; 29th Oct 2023 at 08:09.

  9. #1834
    I know -- AI damage to me did not change no matter the setting.

  10. #1835
    Sneaky Upgrader
    Registered: May 2007
    Can you reproduce it, with either 1.1.11 or the 1.1.11.500 update?

  11. #1836
    Oh, I meant on the previous version, 1.1.10, I think? I have yet to try the most recent update, but I of course will post about it when I get to it.

  12. #1837
    Sneaky Upgrader
    Registered: May 2007
    Then you're talking about the single combined Difficulty Factor value? Because that's all 1.1.10 had. But it should still work for damage.

    Please do test the new Update.

  13. #1838
    New Member
    Registered: Nov 2023
    Hey snobel, do you know what causes the arrow to act that way?:



    Is that normal? Seems like the arrow has a hard time finding the center of the screen.
    Running a fresh GOG with latest Sneaky.

  14. #1839
    You managed to make settings for difficulty but I wonder if it's possible for you to add similar settings for item costs, like a multiplier? I have my own gamesys settings for increasing item prices but I lost my most recent one and I am not looking forward to redoing them.

    Quote Originally Posted by Plasquar View Post
    Hey snobel, do you know what causes the arrow to act that way?:



    Is that normal? Seems like the arrow has a hard time finding the center of the screen.
    Running a fresh GOG with latest Sneaky.
    Looks normal to me, you have to aim using the topmost sight post.
    Last edited by Gordon Frohman; 8th Nov 2023 at 13:18.

  15. #1840
    Sneaky Upgrader
    Registered: May 2007
    Quote Originally Posted by Plasquar View Post
    Hey snobel, do you know what causes the arrow to act that way?:
    You're probably referring to the discontinuity in the animation, where the arrow tip suddenly moves to the centre of the screen? It's a side effect of the Garrett animations mod, although IIRC it's also present in the original animation, only less noticeable. Unfortunately there's nothing I can do about. You can switch off the mod if it bothers you a lot.

    Quote Originally Posted by Gordon Frohman View Post
    You managed to make settings for difficulty but I wonder if it's possible for you to add similar settings for item costs, like a multiplier? I have my own gamesys settings for increasing item prices but I lost my most recent one and I am not looking forward to redoing them.
    It's something I'd like to attempt at some point, but It's not happening soon.

  16. #1841
    New Member
    Registered: Nov 2023
    Quote Originally Posted by snobel View Post
    You're probably referring to the discontinuity in the animation, where the arrow tip suddenly moves to the centre of the screen? It's a side effect of the Garrett animations mod, although IIRC it's also present in the original animation, only less noticeable. Unfortunately there's nothing I can do about. You can switch off the mod if it bothers you a lot.
    Alright, thanks, gonna try.

  17. #1842
    >It's something I'd like to attempt at some point, but It's not happening soon.

    It would be lovely to see. Hope it happens some day.

  18. #1843
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by Gordon Frohman View Post
    Looks normal to me, you have to aim using the topmost sight post.
    The animation is glitching. The arrow teleports right through the arm. Definitely not right.

  19. #1844
    New Member
    Registered: Nov 2023
    Quote Originally Posted by New Horizon View Post
    The animation is glitching. The arrow teleports right through the arm. Definitely not right.
    I turned the animation tweaks off, as snobel suggested.
    It's a lot less noticable now and much better.

  20. #1845
    Yeah, I didn't notice that at first. I've had a decent amount of trouble with the new animations so I usually keep them off, too.

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