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Thread: did I miss something??? thief 1.19???

  1. #201
    Member
    Registered: Jan 2001
    Location: 24463 Cells
    Something else that is pretty cool is the ability to put images in books:

  2. #202
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Bohn Museum
    LOL, love your text. But I already had my book-decal orgasm in another thread.

  3. #203
    bikerdude
    Guest
    Quote Originally Posted by ZylonBane View Post
    Why would you think that? DDS and TGA have nothing specifically to do with bump mapping.
    I mistakingly thought because as we use both those formats in TDM, I had hoped that 1.19 would also support normals etc.

    Quote Originally Posted by Weasel View Post
    There is a "Bump mapping" rendering property that can be added to objects now. I haven't tried it yet, but maybe someone can steal a texture file from the Dark Mod or Thief 3 and try it...
    Quote Originally Posted by The Watcher View Post
    That's always been there, it does nothing.
    Oh well.

  4. #204
    Member
    Registered: Nov 2004
    Location: Germany
    First test with HD leaves on patch 1.19!

    EDIT!
    Last edited by Gecko; 4th Oct 2012 at 17:31.

  5. #205
    Member
    Registered: May 2002
    Location: Toronto
    Looks FANTASTIC Gecko! I'm slowing getting used to all the new texture powers we have. I see you're putting them to good use!

  6. #206
    Member
    Registered: Nov 2004
    Location: Germany
    next

    !edit!
    Last edited by Gecko; 4th Oct 2012 at 09:27.

  7. #207
    Zombified
    Registered: Sep 2004
    the trees look much more realistic on this one (can be just the angle though). but the sky looks a bit.. inverted?

  8. #208
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    The sky is far more saturated than the clouds, that's all. Adding some orange to the clouds would redress the balance.

  9. #209
    bikerdude
    Guest
    Quote Originally Posted by Gecko View Post
    Gecko, one thing that sticks out like a sore thumb, if the way the ground textures repeat. you may want to increase the scale or use an alternative texture that dosent tile as poorly etc.

  10. #210
    Member
    Registered: Nov 2004
    Location: Germany
    i will change the ground texture next time! thx

    I think the sky is better now...


  11. #211
    Member
    Registered: Aug 2008
    Quote Originally Posted by ZylonBane View Post
    My experience was that you can't crouch on a crate until it's been picked up and dropped.
    Aren't the physics models for the crates cylindrical or something? Playing through Life of the Party again, it seemed like crates could be crouched on only if I picked them up and dropped them on their "sides", ie. with the "flat" sides not on the ground.

  12. #212
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by Swiz View Post
    Aren't the physics models for the crates cylindrical or something? Playing through Life of the Party again, it seemed like crates could be crouched on only if I picked them up and dropped them on their "sides", ie. with the "flat" sides not on the ground.
    Crates have a special physics shape type called "Sphere Hat" which is basically a sphere with a flat "hat" on the top for standing or stacking on. If you rotate the crate, the "hat" always stays on top.

  13. #213
    Albert
    Guest
    Well in that case, I would say that standing on crates isn't as easy as it used to be. It might be that the "hat" of the physics "sphere" is smaller.

  14. #214
    I experience this too, but I can always crouch on top of a crate if I use the old "release & jump" trick.

  15. #215
    Brethren
    Registered: Apr 2000
    Location: Not France
    OK, I have a completely newb type question here, maybe someone can help.

    There were occasional issues and errors with my FM Bad Hangover, mainly because of some of the dromed limitations with objects and whatnot. So will it work better for the player just by using Thief 1.19, or do I need to open it up in the new Dromed, reprocess everything, and then release a so-called "1.19 version" of the FM?

  16. #216
    Summer Vacation Contest Winner 2010
    Registered: Sep 2003
    Location: PacificNorthWest...Near Forks
    Quote Originally Posted by Brethren View Post
    OK, I have a completely newb type question here, maybe someone can help.

    There were occasional issues and errors with my FM Bad Hangover, mainly because of some of the dromed limitations with objects and whatnot. So will it work better for the player just by using Thief 1.19, or do I need to open it up in the new Dromed, reprocess everything, and then release a so-called "1.19 version" of the FM?
    Hi Mike, I am still a newbee with 1.19, but I can tell you that I was out of ambient objects, Loaded to 1.19 with no problems. The vertice errors went away too. Currently no errors showing.

  17. #217
    Member
    Registered: Jan 2001
    Location: 24463 Cells
    Some people have tried opening King's Story / Rose Cottage etc and reported better performance, so I don't think you really have to reprocess.

  18. #218
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    You don't have to reprocess unless you want the look of the 32-bit lightmap and other visual goodies that you will get by doing so. You may want to play it though yourself and look see.


    Me, I'm going to make some more substantive changes to Finals now that some hated limits have been increased. I may re-release it by itself or wait until I have the full campaign done in NewDark. I haven't decided.

  19. #219
    Slightly Mad
    Registered: Apr 2003
    Location: Sweden
    Does anyone know how i turn off the bell sound i get when i portalise?
    I'm keeping people from sleeping here

  20. #220
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Bohn Museum
    Wear headphones.


    Open Portalise.cmd in a text editor like Notepad++ and delete the last line, play_schema dinner_bell. Do the same in Optimise.cmd as well.

  21. #221
    Summer Vacation Contest Winner 2010
    Registered: Sep 2003
    Location: PacificNorthWest...Near Forks
    Quote Originally Posted by Yandros View Post
    Wear headphones.


    Open Portalise.cmd in a text editor like Notepad++ and delete the last line, play_schema dinner_bell. Do the same in Optimise.cmd as well.
    I changed my schema to the big bell sound. Rings three times. Sounds like the nearby church.

  22. #222
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Mine plays the Loot gling sound. So satisfying...

  23. #223
    Member
    Registered: Jul 2003
    Quote Originally Posted by Camus View Post
    Does anyone know how i turn off the bell sound i get when i portalise?
    I'm keeping people from sleeping here
    I usually mute my sound output when I don't want sounds to be emitted from my speakers

  24. #224
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    Quote Originally Posted by nicked View Post
    Mine plays the Loot gling sound. So satisfying...
    Haha, great idea.

  25. #225
    Member
    Registered: Jan 2006
    Is it possible to disable flickering torches and lamps in config?

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