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Thread: Thief 3 Gold - Public beta test (TDS Spoilers ahead, obviously!)

  1. #301
    Sneaky Upgrader
    Registered: May 2007
    Probably, but T3G is where it can be fixed...

  2. #302
    Member
    Registered: Jul 2022
    Something else came to my mind. In the Keeper Compound mission, there should be a requirement to not kill any keeper that will appear in the game later, culminating in "do not kill anyone" on hard or expert. Killing Orland just seriously screws with the story later on...

  3. #303
    Member
    Registered: Aug 2006
    Location: Deutschland
    There is no Orland in the proper mission map, as far as I know, and all the others are basically replaceable clones (even the one who chairs the council meeting). In the small library that is part of the City HUB, you are not allowed to harm any Keepers anyway.

  4. #304
    Member
    Registered: Jul 2022
    Hello,

    I believe I have found another bug. After the first visit to the Keeper library, the task "speak to Keeper Isolde" cannot be finished. The game itself proceeds until the end, regardless of that, still it remains active for every consecutive day in the objective list.

  5. #305
    Member
    Registered: Jul 2022
    Quote Originally Posted by Beleg Cúthalion View Post
    There is no Orland in the proper mission map, as far as I know, and all the others are basically replaceable clones (even the one who chairs the council meeting). In the small library that is part of the City HUB, you are not allowed to harm any Keepers anyway.
    From what I understand, he is seen directing the council session, right in the middle of the largest room on the map.

  6. #306
    Member
    Registered: Aug 2006
    Location: Deutschland
    Thanks, we'll have a look into the keeper Isolde thing. But the chairman isn't Orland.

  7. #307
    Member
    Registered: Jul 2022
    Minor Bug:

    In the museum, after you steal the "Eye", two audios overlap themselves: Garret remarking how easy it was to steal the eye, and the "Eye" starting to talk.

  8. #308
    Member
    Registered: Aug 2006
    Location: Deutschland
    Thanks, I'll look into it. But it does not appear to be T3G-specific but rather a consequence of some voice over scripts triggering in such a way that the files are played simultaneously. AFAIK there is no function that would prevent things like this. Can you reproduce it on a second playthrough?

  9. #309
    Member
    Registered: Jul 2022
    One way would be to simply let the patch add another audio which has both tracks, played one after the other. Let me see if I can get myself to restart the level and check.

  10. #310
    Member
    Registered: Jul 2022
    Also, there is the very annoying "floating bug" which makes Garret be stuck in the map all the time, especially when doing the more acrobatic approach of sneaking. And if something could be done to make climbing less buggy (for example, when getting in the barrier in the Tesoro Hall in the museum, where the secret gem on top of the statue is hidden).

  11. #311
    Member
    Registered: Aug 2006
    Location: Deutschland
    Well, that goes way beyond the Thief 3 Gold concept (and my skills); you know you can get out of the floating bug thing by drawing an arrow and then pressing the jump key to take it down...? Making movement more bearable would be great, not only regarding the 'floating' bug but also the instances where after mantling Garrett turns by 180° etc.

  12. #312
    Member
    Registered: Jul 2022
    Quote Originally Posted by Beleg Cúthalion View Post
    Thanks, I'll look into it. But it does not appear to be T3G-specific but rather a consequence of some voice over scripts triggering in such a way that the files are played simultaneously. AFAIK there is no function that would prevent things like this. Can you reproduce it on a second playthrough?
    Just replayed the level, I may have taken it from an older savegame though. Same issue.

    Also, another minor bug (?): When in the curators office, there is a book and a scroll. One contains information on the curators monocle, the other some generic information on missing items. Garrett remarks: "Never found, eh? Maybe no one has looked hard enough!"

    This makes no sense, as no object of value that has "never been found" is mentioned in either document.

    (Unless I missed something?!)

  13. #313
    Member
    Registered: Jul 2022
    Find a short video of the museum bug here: https://youtu.be/3iRCACT36js
    Garretts audio comment does not make any sense, and is most likely an error by the original game designers.

    I have not been able to reproduce the "two audios at the same time" as of yet.
    Last edited by Pat1991; 29th Oct 2022 at 10:55.

  14. #314
    Member
    Registered: Jul 2022
    A short update on the "keeper Isolde" bug: It occurs when you leave the library without letting her finish speaking. Video:
    https://www.youtube.com/watch?v=mdeT54sy0yY

  15. #315
    Sneaky Upgrader
    Registered: May 2007
    While we're posting bugs, I'll add those I know of - mostly City bugs, as could be expected, and mostly original bugs. There's a few more, I'll add them to this post as I come across them.

    • OldQuarter1 (orig): The book D_290__0 has a script, HawknorWasKnockedOutBook (TS_524.tsd), which will change the book's content on map start if said Hawknor (or Hauknor) is unconscious. But the replacement readable does not exist so you get the message "Book 'OQ_HauknorReformed' not found" when you frob it.
      Since the content of OQ_HauknorReformed is unknown, possible fixes are to delete the script (i.e. don't change the content) or to set the book out-of-world? (I don't really remember this sidequest - if it's very obvious what the readable should contain, then adding it is probably better)
    • OldQuarter3 (orig): On Volume__6 the TeleportDisplayName is "Old Quarter", which doesn't work - it should be "T_LevelEnterTextOldQuarter1" like on the other volumes teleporting to OQ1
    • Docks2 (orig): A part of the street between the SQ and OQ gates has no footsteps sound. (Maybe because of the steep inclination - so not fixable?)
    • Stonemarket1 (T3G): Enforcers are visible, even if the invisibility option was enabled
    • Inn (T3G): There's something weird going on with the knockout stats (and maybe the kill stats): If you play through on Normal difficulty, only picking up sufficient loot and knocking out the guy at the reception, then stats show 3 knockouts at the end of the mission. If instead you knock out the first guard in the map, then the stats are correct. So it may be just the receptionist causing issues

    Also pending is Glypher's compendium material fix.

  16. #316
    Member
    Registered: Jul 2022
    The "blackjack issue": https://www.youtube.com/watch?v=lYayROVk3dE

    Another video, it should be more clear there: https://youtu.be/fBx5wAyPK2U

    (if someone could delete the other thread I opened, that would be great!)
    Last edited by Pat1991; 29th Oct 2022 at 13:53.

  17. #317
    Member
    Registered: Jul 2022
    Sidequest "bug":
    - When first arriving at Old Quarter, the shaman who is raising the undead does not appear, unless you first listen to the dialogue of the two hammerites in Fort Ironwood. Video: https://www.youtube.com/watch?v=5AiwkRV6yRY

  18. #318
    Member
    Registered: Jul 2022
    Reproduced the museum audio bug nr. 2 ("The Eye" and Garrett talking at the same time):
    https://youtu.be/GKLPMW2XfIY

  19. #319
    Member
    Registered: Aug 2006
    Location: Deutschland
    Quote Originally Posted by Pat1991 View Post
    Reproduced the museum audio bug nr. 2 ("The Eye" and Garrett talking at the same time):
    https://youtu.be/GKLPMW2XfIY
    Thanks a lot, found and fixed it. For the record, a delay action in script "MUS_GarretVOPicksUpEye1" has been set from 7.25 to 15.25 seconds.

    The shaman side quest isn't really a bug IMHO. One could try to make it work without hearing the conversation, but then one would have to make sure that all elements that relate to this quest are adjusted accordingly (e. g. the Hammerites not talking about it after you killed the shaman, or at least not when two or three days have passed), and there is the danger of missing something and making the entire issue more complicated than necessary. What do the others think?
    Quote Originally Posted by Pat1991 View Post
    Find a short video of the museum bug here: https://youtu.be/3iRCACT36js
    Garretts audio comment does not make any sense, and is most likely an error by the original game designers.
    I have added three seconds of delay to give Garrett some time to read the notes before commenting. But yes, it does not make sense given the content of the book. Unfortunately, we have no abandoned material from the devs where an original version could be found AFAIK. If we don't want to make things up, I can simply delete the script or pick a more appropriate line... if there is one. It's a shame to render yet another line of Garrett unused, there are already a few from the Cradle which never made it into the map IIRC.
    Last edited by Beleg Cúthalion; 30th Oct 2022 at 17:04.

  20. #320
    Member
    Registered: Jul 2022
    It's a shame to render yet another line of Garrett unused, there are already a few from the Cradle which never made it into the map IIRC.
    Which ones? I already found a few from Lauryl and put them into a video, but from Garrett?

  21. #321
    Member
    Registered: Aug 2006
    Location: Deutschland
    There are some Cradle-related comments by Garrett that I cannot remember hearing in the map:

    0911: Now that— looked like the Hag to me. Drept was right.
    0912: Creepy.
    0913: This place is gonna give me nightmares.
    0915: What... was that?

    In addition, a few more refer to places he enters. For the Museum, there is:

    1003: Tell me that statue didn't just move—

    If you use Deus Ex IW Sound Drone, you can sift through all the existent files and see much more stuff that wasn't used. Might be worth restoring at least some of them.

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