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Thread: AM16's Thief2 Fixed 1.2d - Bugfixed Original Missions - Updated 2018-06-01

  1. #51
    New Member
    Registered: Mar 2011
    You are fast! :-)
    Thanks for looking at this. Hm... I thought I opened it correctly, I did it twice. ^^
    Is it possible that an old savegame overwrites your changes?

    Here is another thing I've found:
    The dooooooor.


    Mission 12 - Kidnap:
    This control panel is highlighted but it doesn't do anything.


    The panel next to it contols a lamp, which seems like doesn't have got a light in the lightmap:

    Same with this light: I'm sure this one worked before... maybe it is really caused by my old savegames?


    And this control panel doesn't control anything (original bug):


    Can you also tweak the AI?
    Here is a stupid example from mission 12 - Kidnap: It is the aim to get Cavador who walks around the map with 2 guards. When you are standing in front of them, firing a gas arrow from the shadows to neutralise the guard which walks behind Cavador, the other guard and Cavador will not mention anything. You can then fire another arrow on the other guard, which walks in front of Cavador. Cavador then just stands there, doing nothing.
    I don't know if this is intended.

    I will see what I can found additionally at my current playthrough, I'm sadly almost at the end.

    (I've sent you a PM.)

  2. #52
    New Member
    Registered: Sep 2011
    Quote Originally Posted by Radiant View Post
    You are fast! :-)
    Is it possible that an old savegame overwrites your changes?
    You should restart the level if you have old savegames or you get lightmap problems etc like these. I tried your first control panel example in Kidnap and it works for me when starting the level anew.

  3. #53
    Member
    Registered: Sep 2002
    Location: College Place, WA
    I've been looking through the German Interface Folder and it's got some surprising differences between the English version. For instance, it's missing two locations on Miss4.mis (Framed). The miss12.mis &miss13.mis (Casing & Masks) automap changes I did used original automap resources, but the roombrushes weren't setup correctly for them. Your German version may not have the some major differences, and may take some work to get it working as well as the english version.

    Actually, from your screenshots, it appears that you're using old savegames from Thief2 1.18? That would account for the mis-aligned door (because I adjusted the terrain there). It would also account for the messed up automaps, because they automaps on Miss12, and miss13 were really, REALLY bad before I fixed them.

    Old save games from Thief2 1.18 missions, or the Thief2 Fixed missions ver 1.0e are not forwards compatible with 1.1c. You'll have to load the savegame, then restart the mission, and it'll working fine then.

  4. #54
    New Member
    Registered: May 2013
    I've noticed a few issues with the AIs in Life of the Party. The two housebreakers near the beginning and the drunk guard near Angelwatch don't have sword-swinging animations - they have the voice clips for attacking, but they stand frozen in front of you and don't actually attack. This is on a fresh 1.21 Expert save fyi.

    Also - the drunk guard seemed unusually alert on my last playthrough. Having alerted him on the way into Angelwatch, upon exiting the tower later I found that it was impossible to approach him because he'd hear me walking on the dirt from quite aways away and instantly go into search mode. Is this because I alerted him once before and I'm on Expert?

  5. #55
    Member
    Registered: Sep 2002
    Location: College Place, WA
    I always thought the housebreakers didn't have sword motions so that the guard would see them on patrol and kill them easily if you opened the door. It does look weird though. In the demo, "Unwelcome guest" which is an earlier version of "Life of the Party" the thieves have sword motions. I think I'll restore their sword motions, but make them do less damage, and slow them down a bit".

    If you alerted the drunk guard, so that he was on high alert, he likely got an alertcaphigh metaproperty, which makes him super sensitive to sounds, and increases his vision permanently.
    Last edited by AntiMatter_16; 20th May 2013 at 21:09.

  6. #56
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    I got trouble in Angelwatch (Life of the Party). I can't get to the ground floor using the elevator. It goes out of sight when you are getting near the ground...

  7. #57
    Member
    Registered: Sep 2002
    Location: College Place, WA
    Uh... Oops. Sorry about that. My fault.

    Luckily for you, there's an alternate route to the ground floor from the level above it, but I'll release a fix asap. The fix will also include fixed german automap images, and some other room brush fixes relating to automaps.

    I've edited both the German and the English automaps so that all the antenna locations in Soulforge are marked. Interestingly enough, the German automaps didn't even have the sub-basement. It was missing. I've replaced those with the english version (which didn't have any writing on it.) I also fixed some German automaps on Masks and Casing. For some reason, not all of the locations were there, some were out of order, and some of the images didn't cover the entire area they were supposed to. They really were kind of a mess.

    Currently in progress are some *.mtl files that increase the speed of the animated textures, so that their animations are more fluid. Some of the animations have also been set to pingpong rather than wrap as well so they look better in that regard as well.

    Anyway, thanks for reporting the bug, and your patience. It was really kind of inexcusable for me not to notice that. Sorry again.

  8. #58
    Member
    Registered: May 2009
    Location: Germany
    Hmmmm.... I wonder if the german intrface.crf was actually the one which includes the german 1.33 patch.
    Or was it simply copied from CD?
    @Radiant, can you confirm ?
    I could provide the patched 1.33 version.
    ... and ... in case there is interest, also a couple of fixes to the german books, which where broken even after 1.33.

  9. #59
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by AntiMatter_16 View Post
    Currently in progress are some *.mtl files that increase the speed of the animated textures, so that their animations are more fluid.
    Object textures, I take it? Terrain texture animation rate can be set directly in the gamesys.

  10. #60
    Member
    Registered: Sep 2002
    Location: College Place, WA
    Sure, I can include the books, and I can have another look at the german intrface.crf. You might as well PM me them both, then.

    @ZB
    Did not know that, but they're for terrain texture, and they're all done anyhow now. Don't think it much matters either way. Can the animation type (i.e. wrap, pingpong, reverse) be set in the gamesys as well?

  11. #61
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by AntiMatter_16 View Post
    Can the animation type (i.e. wrap, pingpong, reverse) be set in the gamesys as well?
    Yes. In the texture hierarchy, add Renderer->Texture Anim Data.

  12. #62
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    In Casing the Joint, I can't see books or scrolls or any other readables, excepting those at the exhibition hall and the library. What's wrong...?

  13. #63
    Member
    Registered: Sep 2002
    Location: College Place, WA
    That's peculiar... What's your setup?
    Are you playing Thief2 Fixed as a FM, or was it installed by tafferpatcher? Do you have any other mods installed? What happens when you try reading something that you "can't see"? Do you just get a blank screen? Do you get this on any other levels?

  14. #64
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    It only happens in Casing the Joint. No problem with the other missions. Very simple, there are no books and scrolls throughout the mission and I believe that there should as many as in Masks (well, more or less). Maybe I did something wrong. I just copied your files over onto my tafferpatcher installation. It has nothing to do with white textures. Just missing books and scrolls (I know they are there, but they are invisible...)

  15. #65
    Member
    Registered: Sep 2002
    Location: College Place, WA
    The only readables in "Casing the Joint" are the books in the library and in the ballroom/exhibition hall that's under construction. Just to be thorough, I checked the original release mission, to confirm. There are no invisible books or scrolls. What you see is what you get.

    However, you are right in one sense. There are quite a number of unused texts associated with miss12.mis in books.crf, and I think some more unused ones for miss13.mis. They fill in a lot of back story surrounding the Gervasius manor. Given that miss12 and miss13 were the most unfinished of any mission, it's likely that they ran out of time and the books and scrolls were overlooked and not put in.
    Last edited by AntiMatter_16; 25th May 2013 at 03:56.

  16. #66
    jtr7
    Guest
    "Any other" readables? It's important that that's not an exaggeration.

    These are all the readables in Casing the Joint:
    M12B01
    M12B02
    M12B03
    M12B04
    M12B05
    M12B06
    M13B04
    M13B07
    M13B09

  17. #67
    New Member
    Registered: Mar 2011
    Quote Originally Posted by gnartsch View Post
    Hmmmm.... I wonder if the german intrface.crf was actually the one which includes the german 1.33 patch.
    Or was it simply copied from CD?
    @Radiant, can you confirm ?
    I could provide the patched 1.33 version.
    ... and ... in case there is interest, also a couple of fixes to the german books, which where broken even after 1.33.
    It was a copy from the CD.

  18. #68
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    Thank you AntiMatter_16 and jtr7. Now I know why I can't read those books. As simple as that.

  19. #69
    New Member
    Registered: May 2013
    In Casing the Joint, the plaque above the door to the side room in the third floor foyer prints out the text of one of the lovers' letters instead of whatever it is supposed to say. It was a little funny to frob that tiny square and see paragraphs of text fill the screen though!

  20. #70
    Member
    Registered: May 2009
    Location: Germany
    Quote Originally Posted by Solar Prominence View Post
    In Casing the Joint, the plaque above the door to the side room in the third floor foyer prints out the text of one of the lovers' letters instead of whatever it is supposed to say. It was a little funny to frob that tiny square and see paragraphs of text fill the screen though!
    Nice catch!
    Yeah, that plaque did exist in the OMs already, but was virtually invisible.
    In the fixed version however, it stands out pretty obviously... and the text makes no sense at all here (m13b04.str).
    Seems to exist in m12 only, and not in m13. And there seems to be no text around, which might provide some reasonable text for that plaque.


  21. #71
    Member
    Registered: Sep 2002
    Location: College Place, WA
    Yeah, the plaque is there all the way from the 1.07 version. I rotated it, so it's front became visible. I decided to leave it in, simply because the player really isn't supposed to be up there in Casing the Joint, anyhow. The original designers were just sloppy in letting the player get up there, and I didn't feel the need to prevent explorative players from having their fun by making it harder/impossible to explore the 3rd floor.

    In other news, I've been busily working on the next release. So far I've vastly improved automaps on all levels, added German language fixes for texts (thanks to Gnartsch) and automaps. I've fixed a LOT more texture and room brush alignments on all levels among many other things that are simply too tedious and time consuming to document.

  22. #72
    Member
    Registered: Sep 2002
    Location: College Place, WA
    Hey Taffers! Get it while it's hot! AM16's Thief2 Fixed 1.1e is RELEASED!

    This version include massive reworking of the terrible Thief2 automaps. Every level has been painstakingly tested to verify the accuracy of the automaps. Some automap images had to be manually edited to reflect the geometry of the level. And let me tell you, there were LOTS of automap problems. In some cases automaps were so bad, they were almost useless, or worse, their bugs misdirected and confused the player. They are far from perfect, however they are MUCH better than before.

    This release also include many German text fixes, with thanks to Gnartsch who painstakingly went over all the German texts and fixed errors and bugs. The German automaps also received the same fixes as the English version. Gnatsch also notified me of a rather critical bug when trying to play with Darkloader. Darkloader creates missflags.str automatically if it isn't found in the archive, but only plays the first mission. Including the original missflags.str has fixed this bug, and those playing with darkloader should have a bug free, enjoyable time.

    Much of the work on this release went into Life of the Party, as well as Casing the Joint and Masks. Though considerable work was done on all levels.

    The textures in Angelwatch were aligned absolutely terribly. The prospect of re-aligning all the textures in the tower seemed ludicrous, yet, for some strange reason, I found myself doing just that! I believe you'll find the textures in Angelwatch to be much more appealing than before. In this process, I had to redo considerable brush work. All the stairs in angelwatch were AIR brushes, carving the stairs out of a SOLID wedge brush. This meant, I'd have to aligned several hundred 4x1x1 air brush blocks... I opted to re-create the stairs out of SOLID brushes, which appear exactly as they did before. I also had to redo the brushwork on the outer walls of the Top floor of angelwatch. They were constructed in an unusual way. Rather than creating a single solid brush, and carving out a hold for a window, they walls were constructed by carving out a space for a wall, then filling it in with 4 SOLID brushes around every window. This meany I'd have to adjust all of the solid brushes around each window individually. The redone brushwork should appear exactly as the previous brushwork, it's just constructed much more efficiently. Oh, and yes, I fixed the solid brush in the elevator Bug I so carelessly introduced in the 1.1c version. My apologies again.

    On Casing the Joint and Masks, I ended up fixing a lot of misaligned textures in the room between the Foyer and the Ballroom. I also fixed tons of texture alignment problems in the ballroom as well. I fixed a relatively major bug in the library: the Library Apparition would sometimes walk into solid walls, and get stuck there! Quite a weird thing to do, but it's fixed now. I also found another conversation in Masks that didn't play before, between a mechanist priest, and a Slave/Servant.

    Another interesting thing I found, was that on Trace the Courier, for each difficulty level there was supposed to be a conversation at the drop point, which is at a different location for every difficulty level. The conversation on Expert didn't play, because the Difficulty property on the Normal Conversation wasn't set. With this fixed, the "Newboots" conversation now plays while waiting for the Pagan, instead of sitting around doing nothing and waiting in silence.

    Anyhow, there's plenty of more things that were fixed, and other interesting tidbits that were fixed, but that's what's coming off the top of my head for now.

    I don't believe there will be another release (at least anytime soon or later), unless someone finds a major bug I introduced, or there is some sort of public outcry about some minor change I made. I think this will be it.
    My gift to you, taffers, enjoy!
    Last edited by AntiMatter_16; 2nd Jun 2013 at 22:16.

  23. #73
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    Hmm, you're work on LOTP is very interesting to me because I'm actually using the base version of miss11 for a modified version of the OM. Would you be willing to help me out with it, or at least give me pointers as to what stuff you've done in it (like a word doc or something?) so that I could maybe go and fix it in my version? I've done too much work on my copy to start over with your version of the .mis file, so if anything I'd have to just add changes that you've made into mine.

  24. #74
    Member
    Registered: Sep 2002
    Location: College Place, WA
    The Life of the Party fixes are really too numerous to recount. There's at least a hundred hours worth of fixing done on LotP alone. I've been working on Thief2 fixed for about two years now. The major areas of fixing were object physics size corrections, texture alignments all over the entire map, and room brush type corrections, alignments, & sound propogations fixes. If I'd recorded the changes, it'd likely have taken about 10 times as long. For instance, the secret book lever in the necromancer's tower wasn't correctly rotated. Rotating it takes 10 seconds, but writing down the object number, and what the alignment it was changed to would take forever.

    If you change the brush type filters so that only room brushes are visible, and open both versions in dromed, just alt-tabbing between them (these were taken from the original and fixed version of "Kidnapped") will demonstrate the INSANE amount of fixes to room brush alignment I've done. In that example, you'll notice they fit the brushes more tightly, so as to fix room brush propagation errors. The room brushes in the starting area actually crossed through solid rock to connect with the room brushes in the chasm in Kidnapped. In LotP, a lot of the "groundout" type room brushes (which detect when the player ended up on the streets, so as to fail the mission) weren't placed correctly, so you could end up stuck on the streets if were clever, and managed to survive the trip down to the streets.

    Most of the fixes are detail changes, which means they're all primarily aesthetic and will be visible to you. So if you don't like how it looks, fix it yourself. =P There are very few changes to actual terrain brushwork. The changes I recounted in the last post are the largest changes to brushwork I've done. There are of course some minor brushwork changes that were done as dictated by texture alignment correction. Actually, the reason there was a solid brush in the elevator in 1.1c, was because I re-added some brushwork that LGS removed. In the Thief2 demo, it was possible to go all the way to the top of Angelwatch, and you could reach it via the south side, via some buildings which LGS removed for the final version. I re-added some of the detail brushwork like some of the railing on top, and the base decorations on the corners of the building, just for fun.

    If there was something specific you wanted to ask about, though, I'll see what I can do.

  25. #75
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    I see, and that makes sense from a sanity/time point of view. (I mean, not documenting stuff.) However, for mine I like to keep track of certain things so I actually have a word document so I can see what's been done and what needs to be done. Let me tell you, I fully appreciate what you're doing because I can understand how much work it can be, especially on such large missions and by yourself to boot. (I'm assuming it was all your doing.)

    I guess considering the monumental amount of work you've done to it, the only stuff I'd really want to ask you about is maybe room brushes, texture alignment issues (which, as I said in my last post I've already done with the fireplace textures) and perhaps the stuff you re-added from the LOTP demo. I'm actually quite curious about that, I didn't know about the differences between them, but then I never really played the demo all the way through, or at least thoroughly.

    That I can do on my own though obviously, since getting and checking out the demo shouldn't be too hard at all. Really the most important thing is texture alignment stuff, but I'd only ask you about stuff that's obviously a mistake that I may have missed on my own copy. An example of what I'm thinking of is the bridge in Ambush! near the market where the guard and the prostitute are talking. That was an obvious mistake that I had noticed while looking at that mission in dromed.

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