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

  1. #126
    Zombified
    Registered: Sep 2004
    double checked, everything is fine. do you have NVscript in the T2 folder?

    the bugfixed missions and all the included resources also need to be loaded properly, of course.
    Last edited by voodoo47; 4th Jun 2018 at 20:30.

  2. #127
    Member
    Registered: Mar 2014
    Location: Torres Vedras
    Quote Originally Posted by voodoo47 View Post
    double checked, everything is fine. do you have NVscript in the T2 folder?

    the bugfixed missions and all the included resources also need to be loaded properly, of course.
    Yep, NVscript is there. Maybe I installed the resources and Bugfixes the wrong way... How am I suposed to install them?
    Last edited by Hitokiri-san; 4th Jun 2018 at 21:41.

  3. #128
    Zombified
    Registered: Sep 2004
    ok, created a new install from scratch, and surely enough, there were some resource problems that had to be addressed, so here is the new zip - once downloaded, do this;

    -install T2
    -patch with TafferPatcher, select Complete Resource Fix Pack and Enhancement Pack (this is REQUIRED. also, skies and water are recommended)
    -extract 1.2d pack to the patchedmis folder, overwrite
    -create a candles folder in the MODS folder, extract the candle zip there
    -edit cam_mod.ini, add .\MODS\candles+ to the beginning of whatever the path of your mod_path is (example mod_path .\MODS\t2water+.\MODS\t2skies+.\MODS\EP\EPBooks+.\MODS\EP+.\patchedmis will become mod_path .\MODS\candles+.\MODS\t2water+.\MODS\t2skies+.\MODS\EP\EPBooks+.\MODS\EP+.\patchedmis)
    -make sure the latest NVscript is in the T2 folder

    this should be bulletproof.


    please kill the old link in your post.
    Last edited by voodoo47; 5th Jun 2018 at 05:27.

  4. #129
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    I took care of the outdated link in the quoted post.

  5. #130
    Member
    Registered: Mar 2014
    Location: Torres Vedras
    Quote Originally Posted by voodoo47 View Post
    ok, created a new install from scratch, and surely enough, there were some resource problems that had to be addressed, so here is the new zip - once downloaded, do this;

    -install T2
    -patch with TafferPatcher, select Complete Resource Fix Pack and Enhancement Pack (this is REQUIRED. also, skies and water are recommended)
    -extract 1.2d pack to the patchedmis folder, overwrite
    -create a candles folder in the MODS folder, extract the candle zip there
    -edit cam_mod.ini, add .\MODS\candles+ to the beginning of whatever the path of your mod_path is (example mod_path .\MODS\t2water+.\MODS\t2skies+.\MODS\EP\EPBooks+.\MODS\EP+.\patchedmis will become mod_path .\MODS\candles+.\MODS\t2water+.\MODS\t2skies+.\MODS\EP\EPBooks+.\MODS\EP+.\patchedmis)
    -make sure the latest NVscript is in the T2 folder

    this should be bulletproof.


    please kill the old link in your post.
    Worked wonders! Thanks a lot for the patience.

  6. #131
    Zombified
    Registered: Sep 2004
    I'm hoping for TafferPatcher integration (now that the new fixed missions are out, there is a good chance of an update), so with a bit of luck, these shenanigans won't be necessary in the future.

  7. #132
    Member
    Registered: Jul 2006
    Location: Moscow, Russia
    Hello all!
    I've probably asked this before but totally forgot. Are *.SCH files in the SCHEMA folder crucial for the mod to work or are they only for editing?

    Oh, and one more thing —
    Quote Originally Posted by voodoo47 View Post
    -patch with TafferPatcher, select Complete Resource Fix Pack and Enhancement Pack (this is REQUIRED. also, skies and water are recommended)
    — Is the Enhancement Pack really required for any other mods out there, and if yes, then which part of it? Because I've planned to remove it from the next version as it's long obsolete.

  8. #133
    Member
    Registered: Apr 2016
    Hi, Riff! This is a bit unrelated to your question, but so long as you're removing stuff, I want to ask to remove NTEX pack from the bundle, as it is definitely obsolete.

  9. #134
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Schema files are not required, and the EP is not required nor was it ever required. I also strongly second marbleman's request to ditch NTEX, it is horribly outdated and has not aged well, plus its textures often are very very different from the originals.

  10. #135
    Zombified
    Registered: Sep 2004
    Quote Originally Posted by DJ Riff View Post
    Is the Enhancement Pack really required for any other mods out there, and if yes, then which part of it? Because I've planned to remove it from the next version as it's long obsolete.
    hey, long time no see - I have to double check and put all my notes together, there are quite a few things that need to be added/tweaked. will post in the TP topic soon.

    //ok, should be there, let me know if you need more info on stuff.
    Last edited by voodoo47; 10th Jun 2018 at 15:04.

  11. #136
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    Just having great moments with these Thief2 fixed missions.
    Several things here that should be fixed in my opinion:

    https://drive.google.com/file/d/1uJb...ew?usp=sharing

  12. #137
    New Member
    Registered: Jan 2019
    Quote Originally Posted by voodoo47 View Post
    ok, created a new install from scratch, and surely enough, there were some resource problems that had to be addressed, so here is the new zip - once downloaded, do this;

    -install T2
    -patch with TafferPatcher, select Complete Resource Fix Pack and Enhancement Pack (this is REQUIRED. also, skies and water are recommended)
    -extract 1.2d pack to the patchedmis folder, overwrite
    -create a candles folder in the MODS folder, extract the candle zip there
    -edit cam_mod.ini, add .\MODS\candles+ to the beginning of whatever the path of your mod_path is (example mod_path .\MODS\t2water+.\MODS\t2skies+.\MODS\EP\EPBooks+.\MODS\EP+.\patchedmis will become mod_path .\MODS\candles+.\MODS\t2water+.\MODS\t2skies+.\MODS\EP\EPBooks+.\MODS\EP+.\patchedmis)
    -make sure the latest NVscript is in the T2 folder

    this should be bulletproof.


    please kill the old link in your post.
    Worked great for me, thanks for the good instructions Is Fixed 1.2d and your candles mod compatible with NewDark 1.26? I'd like to stay as up to date as possible.

    Also, I've found a couple of little things that could be fixed in the next version of Fixed:

    Running Interference - Courtyard light particle effect is off-centre


    Shipping & Receiving - Building B, second floor stairwell interior window texture is cut off/applied incorrectly

  13. #138
    Zombified
    Registered: Sep 2004
    yes, newer versions of ND are ok, of course.

  14. #139
    New Member
    Registered: Jan 2019
    Here's another one:

    Sabotage at Soulforge - Karras stands on his desk


  15. #140
    Member
    Registered: Mar 2015
    I'm not sure that is a bug, actually. Karras is supposed to walk on the raised metal area behind his desk. It is difficult to tell exactly where he is from that screenshot, but if he is indeed on his platform, I would say that is intended behavior.

    Are you able to give any further details?

  16. #141
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    This is just a pathfinding issue, it can happen everywhere in every OM and FM with objects which block pathfinding. It's not a bug.

  17. #142
    Zombified
    Registered: Sep 2004
    if the table is an object, setting it to not be pathable and recalculating the pathfinding database should fix it.

  18. #143
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Should but sometimes doesn't. In my experience these kinds of pathfinding issues can happen anyway no matter how you try to prevent them.

  19. #144
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    If it's not a pathfinding issue, perhaps a tall invisible physics block surrounding the desk would do the job.

  20. #145
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    I sometimes place those with props to block pathfinding and a delete tweq on them so they only exist when running pathfinding (or optimizing/lighting) but not in game. It usually helps with these kinds of pathfinding problems, but probably is pretty out of scope for the project in this thread, it's more of an FM technique.

  21. #146
    Member
    Registered: Mar 2015
    The following is a complete list of changes made to Thief2 Fixed 1.2d either already in T2Fix or made since its release.

    It would be excellent to see these issues accounted for or their fixes assimilated in the next release of Thief2 Fixed.

    Last updated 7 July 2019

    Resource Fixes:

    The new fixed resources may be downloaded here: rowboat1.bin bookdoor.bin WGRAIN01.GIF

    Code:
    Objects
    
    rowboat1.bin
    -Fixed the flickering metal part of the bow.
    
    bookdoor.bin and WGRAIN01.GIF
    -Fixed the dark edges of the secret bookshelf door and changes WGRAIN01.GIF into the higher resolution version.
    Mission Fixes:

    For reference, the missions with the following changes may be downloaded here. These were processed with DromEd 1.27.

    Code:
    All Missions
    
    -Added "T2origmis" quest variable, which aids greatly in configuring mods.
    -Made the following archetypes unmantleable by default with an optional gamesys DML:
        -2551  CemetaryGate
        -1430  10'ironFence
        -437   CollectorTower
        -1526  Trophy
        -425   Clocks
        -27    Lanterns
        -2981  AlarmLights
        -1450  Extinguishable
        -5154  MechLights
        -193   Statue
        -1521  Sign
    
    Running Interference
    
    -Lamp bubbles in courtyard (object 5) are now centered
    -Placed a marker at the front door (near object 393) to stop the hall song from playing after leaving the first floor.
    -Properly scaled textures near a desk (object 703) on the eastern third floor living quarters.
    -Properly scaled the texture behind a secret door (object 209).
    
    Shipping ... and Receiving
    
    -Fixed floating sword and other weapons in the workshop (objects 313, 1009, 1018, 1816, 1818, and 1819).
    -Fixed a cut-off texture in the Building B staircase.
    -Fixed the incorrect scaling of the bookshelves on the other side of the secret bookshelf door in Building B.
    -Reduced rotation angle of a door near the Building A offices (object 399) to 88 degrees to fix a visual error in which the wall showed through the door's window, similar to how the door across the room (object 319) was set up.
    -The spiders on Davidson's ship (objects 1753 and 1771) are now stationary on all difficulties, as they were only stationary on expert prior to this change for some reason, and they react to the player's presence as they should (removed "Alertness cap" property).
    -Made a BoardUp on the roof of Building A (object 1731) larger to prevent the player from going around it.
    
    Framed
    
    -Added objects to prevent the player from escaping near the exits of Shoalsgate into territory with no room brushes.
    
    Ambush!
    
    -Fixed a floating lamppost on an inclined plane (object 181) by placing level terrain underneath it.
    -Added the necessary properties to the strange arrow on the western portion of the mission (object 1099) to allow for it to function as a rope arrow.
    -Raised a wall lamp (object 244) so that it is actually attached to the wall.
    
    Eavesdropping
    
    -Fixed a disappearing door (object 402) by slightly reducing the angle at which it opens.
    
    First City Bank and Trust
    
    -Replaced all instances of the texture "wgrain01" with its higher resolution version "wgrain02", applying proper scaling where necessary.
    
    Blackmail
    
    -Fixed an instance in which a gas mine (object 1602) would continually teleport to its position behind a secret door if another arrow was shot at the target which triggered the secret.
    -Added objects on the roof to prevent the player from venturing into areas with no room brushes.
    -Raised the hanging lights in the game room (objects 472 and 524) so that they are attached to the ceiling.
    -Properly attached two Red Alarm Lights (objects 357 and 1344) to their corresponding walls.
    
    Trace the Courier
    
    -Fixed a floating lamppost on an inclined plane (object 181) by placing level terrain underneath it.
    
    Trail of Blood
    
    *No mission-specific changes
    
    Life of the Party
    
    -Fixed an instance where a key (object 1126) in the rooftops section had the same LockID as a key in Angelwatch, causing a variety of issues.
    -Fixed various floating objects on the fifth floor of Angelwatch (objects 1226, 1227, 1228, 1229, 1230, 1242, 1244, 1264, 1265, 1266, 2094, and 2096).
    -Fixed a floor texture issue on the fifth floor of Angelwatch.
    -Attached a wall light to the wall (object 609).
    
    Precious Cargo
    
    -Fixed all the floating fish in the Cold Storage Shed (objects 56, 363, 452, 483, 742, 827, 514, 570, 587, 588, 589, 591, 613, 854, 855, 722, and 869).
    
    Kidnap
    
    -Fixed some strange cut-off textures near Cavador's quarters.
    
    Casing the Joint
    
    -Fixed several improperly-scaled window textures outside the eastern entrance.
    -Fixed a floating Foot Locker (object 450).
    
    Masks
    
    -Fixed several improperly-scaled window textures outside the eastern entrance and guard stations south of that entrance.
    -Fixed many floating objects, including several wall lamps (objects 596, 597, 253, and 2265), a chair (object 1144), and arrow (object 1391), and most of the paintings in the ballroom (objects 2057, 173, 2108, 1282, 1555, and 1558).
    
    Sabotage at Soulforge
    
    -Made Karras' desk (object 394) non-pathable in an attempt to keep him from standing on it.
    Last edited by Jax64; 7th Jul 2019 at 18:07. Reason: added more fixes

  22. #147
    Member
    Registered: Sep 2002
    Location: College Place, WA
    Changed max_refs in dark.cfg to be 32000

    Added "T2origmis" quest variable to each mission, set to "1".

    Gamesys: Restored spotlight property to 15,30,0 on HangingShort (-2426), as it created gameplay changes, lighting areas much more than they should have been.

    Running Interference:
    Merged fixes.
    No improperly scaled textures in my current version. Did change the texture behind the secret door to be woodtrim instead of flooring.

    Shipping Receiving:
    Merged fixes.
    Did not change 'cut off' window texture - This occasionally occurs during remodeling and windows are not bricked over.
    Did not change the scaling of the books behind the secret bookshelf, as this is intentional on LGS' part. The books hidden there are likely financial ledgers and accounting records, which are quite large.
    Moved door 399 and associated room brushes slightly, so door was set toward one end of the doorway.
    The spiders on Davidson's ship is the perfect storm of bullshit. In the OM, the door cannot be closed after opening it. However, the spiders were intended to patrol out and attack the guards as soon as the door was opened. If you unlock the door in the original mission (which also allows it to be closed), you'll see them patrol out immediately [opening the door themselves, since they have to have "AI->Uses Door:True" (in order to path through locked doorways, even after the door itself is unlocked)]. LGS locked the door to prevent them from just patrolling out, but once the door is open, the spiders can't path it. By fixing the original setup however, it creates the side effect of changing gameplay, and making the loot inaccessible to ghosters. So the compromise was to fix the setup for normal and hard, and to mostly replicate original behavior on expert. It did leave the spiders with m-alertcapzero, but I figured ghosters would consider that a boon. I've restored original behavior on expert (no alert cap), and the spiders patrol out (as intended) on normal and hard.
    I left the boardup alone, as it's pretty hard to get past, and a lot of folks enjoy boundary breaking. I try preserve and accommodate different types of playstyles.

    Framed:
    Again, I try to preserve playstyles, including boundary breaking. Someone is going to complain, "I can't escape and get stuck outside the boundaries of the map anymore, this fixpack sucks!" Actually, that someone is me.
    I've added some room brushes to the tops of the walls, and an area that didn't have one.

    Ambush:
    Added terrain under lamp.
    Broken arrow is considered an easter egg item by many people and guides. It's left as-is intentionally.
    Raised wall lamp.

    Eavesdropping:
    Adjusted angle and position of door.

    First City Bank and Trust:
    Merged fix.
    Removed unused textures.
    Did some terrain brush optimization work in a few places.
    Fixed (hopefully) a guard getting stuck on a balcony wall by blocking pathfinding there.

    Blackmail:
    Merged fixes, including making it much harder (nearly impossible) to to escape onto the roof.
    Raising the lamps increases the lighted area slightly in the room slightly, which isn't a huge deal, but the lamps are supposed to mimic overhead table lamps, which are typically hanging a few feet from the table's surface, Raising the lamps to the ceiling is counter to LGS' intent.

    Trace the Courier:
    Merged Fix

    Trail of Blood:
    None

    Life of the Party:
    Merged fixes.
    I'm leaving the key situation as-is. It's not a bug, and it happens in real life too where keys open multiple locks.

    Precious Cargo:
    The floating fish are hanging to dry in the closet. In the OM, the location and rotation controls weren't set, so they all fell to the floor on mission start.
    Fixed a texture scaling issue in the same closet though.

    Kidnap:
    I'm not seeing anything glaring. It's possible I already fixed the textures.

    Casing the Joint
    Textures already fixed.
    Fixed footlocker.

    Masks:
    Textures already fixed in my version.
    Merged fixes.

    Sabotage:
    Added non-pathable to the desk, as well as increased the physics dimension height of the thing, so he shouldn't ever be able to walk on it.

    I'm planning to do some testing, and will release a new version soon.
    There are also many other fixes and improvement I've done to the missions that aren't documented.

    I have an initial beta release ready to be tested here:
    https://www.mediafire.com/file/jg5pg...beta1.zip/file
    Last edited by AntiMatter_16; 17th Nov 2019 at 21:44.

  23. #148
    Member
    Registered: Mar 2015
    Thank you for considering these changes. A brief test reveals most items were addressed to a satisfying degree. I have made several notes on further changes, however.

    Running Interference
    -The textures on the ceiling of the room with the dumbwaiter are not correctly aligned.

    Shipping and Receiving
    -Omnilight near object 840 should be removed, as the window near it is dark and should not be emanating light.
    -Object 904 should be slightly raised, as it currently falls through the table.
    -Similar to the situation in Blackmail, object 1213 will be teleported back to its location behind the painting each time the secret door is triggered.
    -All paintings in Lord Porter's could stand to be placed closer to the walls.
    -Object 1085 should be raised so that it does not extend through the floor.

    Framed
    -It should be possible to collide with the fences over the wall at the beginning of the mission.

    Blackmail
    -If lowering the lights is not acceptable, perhaps placing solid brushes above them would be preferable to having them rather obviously suspended by nothing.

    Precious Cargo
    -The cargo locker keys should be touching the wall on which they are supposed to be hanging.

    Quote Originally Posted by AntiMatter_16 View Post
    Did not change the scaling of the books behind the secret bookshelf, as this is intentional on LGS' part. The books hidden there are likely financial ledgers and accounting records, which are quite large.
    I think this is fairly unlikely. It is difficult to say exactly what was and what was not intentional in such cases, but given the fact that it is the same texture with the default scale set and that this area is rather tucked away, it is reasonable to consider that this was simply overlooked when the mission was originally built.

    Quote Originally Posted by AntiMatter_16 View Post
    Broken arrow is considered an easter egg item by many people and guides. It's left as-is intentionally.
    I am aware that this particular item is known by many, but its mere notoriety should probably not guarantee its continued presence. This object has no special name and descends from "RopeyArrow" instead of "RopeArrow", which is an easy mistake to make and also what gives this object its erratic behavior. Similar to the flying doors in Trace the Courier, this is certainly well-known, but also probably not intended given the circumstances.

    Quote Originally Posted by AntiMatter_16 View Post
    Again, I try to preserve playstyles, including boundary breaking. Someone is going to complain, "I can't escape and get stuck outside the boundaries of the map anymore, this fixpack sucks!"
    I would have thought that it would be the other way around for most players, as I imagine most would likely expect a fix package to address the more glaring issues, but perhaps I am mistaken. I understand wanting to accommodate playstyles, but given that you fixed a similar issue in Blackmail, what factors influence your decisions regarding these types of changes?

    Quote Originally Posted by AntiMatter_16 View Post
    The floating fish are hanging to dry in the closet. In the OM, the location and rotation controls weren't set, so they all fell to the floor on mission start.
    I was referring to the fish in the Cold Storage room, the area where Lotus can be found. They are floating not because of the controls set, but rather because their physical dimensions are too large, specifically their radii.

    On a related note, I have since accumulated several fixed objects that you may, or may not, see fit to include in Thief2 Fixed.

    Again, thank you for acknowledging and implementing these fixes. I can scarcely imagine how many hours of strenuous attention to detail made this package possible.

  24. #149
    Member
    Registered: Sep 2002
    Location: College Place, WA
    Running Interference:
    Adjusted one of the ceiling brushes with slightly different UV coordinates.

    Shipping...Receiving:
    Integrated fixes.
    Lowered object 1085 - the main box of the object is higher than the 'arms' hanging off. Flooring it makes it float and look odd. The base is now flush with the floor.
    I broke down down and changed the texture of the window that clips into the wall into a walled off one. There are others like that on the same building already. I also removed the omnilight in front of it, as it was previously lighted.
    The bookshelf textures in the secret area are careful aligned to fit the 3 separate brushes that make up the bookshelf. They're also scaled to be larger than the default texture scale of 17. It was clearly intentional.

    Framed:
    No changes - Most missions have non-physical decorative objects in areas which the player cannot (typically) reach. Physics were probably intentionally removed as it adds additional processing time to the engine. Not that it really matters in 2019. I don't bother with it, unless the player is likely to reach an area.

    Blackmail:
    I avoid making such enhancements as much as possible.

    Precious Cargo:
    Adjusted key 940 to be flush with the wall
    Fixed the physics dimensions of frozen fish so they aren't floating anymore

    Regarding the "Ropey Arrow" in Ambushed, I'm not inclined to remove something that someone may find novel or fun. There are plenty of things one could arguably remove because they don't fit in the world. Like the dancing zombies at the beginning of Framed.

    Regarding escaping limits - I have fun boundary breaking. As for blackmail; you asked, there really isn't anything new to see as everything is already visible, and it's exceptionally easy with newmantle enabled. On the other hand, it's now possible to get stuck permanently on the wrong side... I'm going to revert the fix, and think about a bit.

    I may spin the object fixes off into a separate download... They can conflict with other resource packs when played as an FM.

    And the amount of time invested in Thief2 fixed is mind boggling to myself, and I'm the one that did it. That's one of the reasons I try not to get too pedantic about some things.

  25. #150
    Member
    Registered: Mar 2015
    I find most of what you say agreeable; thank you for continuing to recognize these reports.
    You appear to have addressed all issues that came up during my initial brief testing session, though if it would be of use I can conduct a more thorough analysis.

    Quote Originally Posted by AntiMatter_16 View Post
    The bookshelf textures in the secret area are carefully aligned to fit the 3 separate brushes that make up the bookshelf. They're also scaled to be larger than the default texture scale of 17. It was clearly intentional.
    The default texture scale is 16, is it not? This is so in my DromEd experience at the very least. It is true that this particular texture has been aligned properly, though this process most likely took priority over ensuring consistency of texture scale, which possibly could have been missed in this particular case during the process of building the mission.

    Quote Originally Posted by AntiMatter_16 View Post
    Regarding the "Ropey Arrow" in Ambushed, I'm not inclined to remove something that someone may find novel or fun. There are plenty of things one could arguably remove because they don't fit in the world. Like the dancing zombies at the beginning of Framed.
    I understand the reason you are not inclined to modify something of such novelty; however, the concern I present is one of intention, not suitability. The zombies in Framed are rather obviously intentional, though I remain unconvinced that this particular item also is for reasons already brought forth.


    In any case, do as you see fit, of course. This is how I see it, but perhaps I am being somewhat pedantic on these points.
    Last edited by Jax64; 22nd Nov 2019 at 02:02.

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