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

  1. #326
    Sneaky Upgrader
    Registered: May 2007
    What you describe is not possible without patching the game, but those patches are now in place for the merged City project (where it would be impractical if all your saves were just labelled "The City" ). So I've talked to Beleg about making use of this feature also for the merged mission maps.

    Originally, the T3 Gold maps had replacement titles which applied to the combined maps, e.g. "Shalebridge Cradle" instead of inner/outer. But those turned out to conflict with third-party translations, so there was a request to remove them. Using one of the original half-map titles for the combined map is definitely confusing, though.

  2. #327
    Member
    Registered: Oct 2002
    Save game link for the Cradle in the OP is broken just FYI

  3. #328
    New Member
    Registered: Apr 2022
    I see. That's an outstanding project you linked, I wasn't aware of its existence. Really good to see Deadly Shadows still being improved.

    I would also like to comment on 3 glitches I experienced in my playthough:
    1. The mechanical eye brightens up the screen so you can see in the dark, but when you read a book with the eye activated the text also becomes brightened
    2. The audio that plays when you get sent to Pavelock is very, very loud for some reason ("Got him! Warden says to bring him to Pavelock!"), so much so that I would jump whenever it happened
    3. The victrola with self-help advice in the museum curator's office doesn't have subtitles, it's the only instance where subtitles are lacking from what I could tell!

    Best wishes!

  4. #329
    New Member
    Registered: Apr 2022
    Here's another one I've noticed: when starting a new game the screen asking you to adjust the brightness until you can barely see Garrett pressed against the wall doesn't show up...

  5. #330
    Sneaky Upgrader
    Registered: May 2007
    Quote Originally Posted by Sunderland View Post
    • The mechanical eye brightens up the screen so you can see in the dark, but when you read a book with the eye activated the text also becomes brightened
    • The audio that plays when you get sent to Pavelock is very, very loud for some reason ("Got him! Warden says to bring him to Pavelock!"), so much so that I would jump whenever it happened
    • The victrola with self-help advice in the museum curator's office doesn't have subtitles, it's the only instance where subtitles are lacking from what I could tell!
    These are the same in the original game and not caused by Thief 3 Gold or the Sneaky Upgrade patch?

    The volume could probably be adjusted with a schema file override but it's appropriate that you get startled when you get arrested?

    The missing subtitles can be added, I think, if the sound is not a tagged metasound. But translations would be needed (unless it's a case of a mis-spelled filename or something, and the translations are actually already there).

    Edit: I tried both overrides. The one for volume works fine. The one for the victrola does show a subtitle, but the <at> tag used for cutscene subtitles doesn't work here. So there can be only one line and it would show immediately after frobbing, not synced with the voice.

    Quote Originally Posted by Sunderland View Post
    when starting a new game the screen asking you to adjust the brightness until you can barely see Garrett pressed against the wall doesn't show up...
    This is due to a work-around in the SU code and not easy to fix, unfortunately.
    Last edited by snobel; 26th Mar 2023 at 06:22.

  6. #331
    New Member
    Registered: Apr 2022
    Quote Originally Posted by snobel View Post
    These are the same in the original game and not caused by Thief 3 Gold or the Sneaky Upgrade patch?
    Yes, all these happen in vanilla. You can test the first one about the mechanical eye with the guest book in the inn reception, if the eye is active the book appears brightened up.

    Quote Originally Posted by snobel View Post
    The volume could probably be adjusted with a schema file override but it's appropriate that you get startled when you get arrested?
    I guess you're right, not only is poor Garret beaten unconscious before being dragged to prison, he also almost has a heart attack!

    Quote Originally Posted by snobel View Post
    The one for the victrola does show a subtitle, but the <at> tag used for cutscene subtitles doesn't work here. So there can be only one line and it would show immediately after frobbing, not synced with the voice.
    I see, that must why they didn't have any subtitles show up then. There is another victrola near the elevator in the room with the Eye that has Karras saying something but it also doesn't have subtitles, presumably for the same reason.

    Quote Originally Posted by snobel View Post
    This is due to a work-around in the SU code and not easy to fix, unfortunately.
    I see, I wasn't aware that was the case.

    Thank you for the quick response!

    Cheers!

  7. #332
    Sneaky Upgrader
    Registered: May 2007
    As a prelude to the upcoming Thief 3 Gold 1.4 release, here's a list of the various improvements and fixes - by Beleg and myself, with skin fixes provided by Glypher. Items in bold are changes since the beta release:

    Improvements:

    • All merged mission maps:
      • Map name as used on the pause screen, save games and loading screens now use the original strings and textures for the two original half-maps
    • Inn:
      • More AI on difficulties above Normal
      • The new exit from the Inn now hidden on Easy difficulty
      • On difficulties above Easy, a final "go back to where you started" objective is now added
      • Reworked the special loot items
      • Optionally disable tutorial pop-ups for consumables
    • Museum1:
      • The staircase in the new section connecting the two original maps now has a door at both ends
    • SouthQuarter1:
      • Made it possible to skip the final cutscene

    Fixes:

    • Inn:
      • Fixed the Inn keeper behaving weirdly on difficulties above EASY
      • Fixed the stats for knock-outs being wrong
      • Fixed a couple of rats in the basement being weird
      • Fixed accidentally moved footprints
      • Various fixes of lighting, shadowcasting etc
    • Castle1:
      • Fixed missing oven door
      • Restored the probabilities for Lord Ember's patrols to the orig values
      • Fixed Ember getting stuck on the end of the bed after returning from the long patrol
      • Fixed a guard carrying an inverted sword
    • HammerIntro1:
      • Fixed "Objective Incomplete" message
      • Fixed Greidus getting stuck on his office door
      • Fixed (hopefully) Greidus getting stuck between the church door, a crate and his body guard...
    • Dungeon1:
      • Improved conversation by egg-stealing Ratbeasts ending prematurely because of a Kurshok attacking
      • Fixed fight between two Pagans and two Kurshoks starting prematurely
      • Removed a redundant note
      • Added an unused (but relevant) note about the hatchery
      • Fixed missing comment from Garrett after taking the Crown
      • Fixed a voice-over triggering volume near the Crown (T3G bug)
    • SeasideMansion1:
      • Optimized the visibility of chains on the two lifts. You now see all four when you first approach, and when you're standing on the lift
      • Fixed the chains cutting into the lift going up from the water
      • Fixed gaps under some vertical beams around the same lift
      • Fixed the DrawScale on one of the wooden columns in the mansion
      • Fixed the Compendium skin. (Provided by Glypher)
      • Fixed a conversation line being assigned to the wrong NPC
    • Clocktower1:
      • Fixed a Hammerite carrying a purse in a weird way. (Inverted sword syndrome)
    • HauntedHouse1:
      • Removed Lauryl's footstep sound
      • Added four missing patient journals
      • Fixed fireplace above the lobby: invisible flames and sound while unlit, untextured brush, too large collision hull
    • Museum1:
      • Fixed broken portal near the cyclops statue
      • Fixed overlapping Garrett/Eye speech
      • Fixed six wall-mounted double candles which had LightColor set to black. (Used low brightness to avoid changing the lighting too much)
      • Added subtitles to the victrola message in the curator's office. (Translations by Beleg, lowenz and Athalle)
    • SouthQuarter1:
      • It was possible to get to Docks2 prematurely, although you couldn't get far. No way to get back into the map proper. Fixed by adding a couple of invisible walls. Added a couple more beams for better visuals when you're standing on the pipes
      • Replaced autospawning thugs carrying inverted swords with an unused, correct thug archetype
      • Fixed a stuck Enforcer in Black Alley
      • Fixed the wall popping through a column opposite the entry to Garrett's apartment building
    • SouthQuarter3:
      • Fixed three guards carrying inverted swords
    • Stonemarket1:
      • Fixed invisible Enforcers not being invisible
      • Fixed a glyph hanging in the air after Artemus has opened the Library glyph door
    • Stonemarket2:
      • Fixed thug (at the stonecutter's) carrying an inverted sword
      • Replaced autospawning thugs carrying inverted swords with an unused, correct thug archetype
      • Fixed a door overlapping a screen when open
      • Fixed the conversation at the stonecutter's ending prematurely if you'd looted the shop before the conversation starts
    • Stonemarket3:
      • Fixed the skins of male Keeper Elders and Caduca. (Provided by Glypher)
      • Fixed an inverted sword on a Keeper Elder (assuming it's intentional that he's carrying a sword, not a wand)
    • Docks2:
      • Fixed missing footstep sounds on the street going up to the Old Quarter gate
      • Activated a conversation in the tavern
    • Docks3:
      • Fixed the skin on a lamp in the captain's cabin. (Provided by Glypher)
      • Fixed the First Mate's log being unreachable
    • OldQuarter1:
      • Enabled first-visit briefing for OldQuarter
      • Restore door glyph upgrade even if the Keeper Compound map was skipped using Shift+Control+Alt+End
      • Fixed "book OQ_HauknorReformed not found" (by keeping the initial book content)
      • Fixed a hammerite (only present on day 7) getting stuck at one end of his patrol
      • Fixed the same hammerite carrying an inverted sword instead of a hammer
      • Fixed a couple of sunken arrows in the Tavern
      • Removed Lauryl's footstep sound
      • Fixed the Auldale gate conversation which had many lines missing
    • OldQuarter3:
      • Fixed missing footstep sounds on parts of the spiral staircase going down to the crypt
      • Fixed missing map name in teleporter pop-up
      • Removed Lauryl's footstep sound
    • Auldale1:
      • Fixed canal access hatch sign in the pump house
      • Fixed three candles in the goldsmith's shop which had no flames
      • Fixed a guard carrying an inverted sword
    Last edited by snobel; 17th Sep 2023 at 03:50.

  8. #333
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    I absolutely love that work continues on Thief 3 Gold. I can't wait to try the latest release!

    Quote Originally Posted by snobel View Post
    As a prelude to the upcoming Thief 3 Gold 1.4 release, here's a list of the various improvements and fixes - by Beleg and myself, with skin fixes provided by Glypher:

    Improvements:

    • All merged mission maps:
      • Map name as used on the pause screen, save games and loading screens now use the original strings and textures for the two original half-maps
    • Inn:
      • More AI on difficulties above Normal
      • The new exit from the Inn now hidden on Easy difficulty
      • On difficulties above Easy, a final "go back to where you started" objective is now added
      • Reworked the special loot items
      • Optionally disable tutorial pop-ups for consumables
    • Museum1:
      • The staircase in the new section connecting the two original maps now has a door at both ends
    • SouthQuarter1:
      • Made it possible to skip the final cutscene

    Fixes:

    • Inn:
      • Fixed the Inn keeper behaving weirdly on difficulties above EASY
      • Fixed the stats for knock-outs being wrong
      • Fixed a couple of rats in the basement being weird
      • Fixed accidentally moved footprints
      • Various fixes of lighting, shadowcasting etc
    • Castle1:
      • Fixed missing oven door
      • Restored the probabilities for Lord Ember's patrols to the orig values
      • Fixed Ember getting stuck on the end of the bed after returning from the long patrol
      • Fixed a guard carrying an inverted sword
    • HammerIntro1:
      • Fixed "Objective Incomplete" message
      • Fixed Greidus getting stuck on his office door
      • Fixed (hopefully) Greidus getting stuck between the church door, a crate and his body guard...
    • Dungeon1:
      • Improved conversation by egg-stealing Ratbeasts ending prematurely because of a Kurshok attacking
      • Fixed fight between two Pagans and two Kurshoks starting prematurely
      • Removed a redundant note
      • Added an unused (but relevant) note about the hatchery
      • Fixed missing comment from Garrett after taking the Crown
      • Fixed a voice-over triggering volume near the Crown (T3G bug)
    • SeasideMansion1:
      • Optimized the visibility of chains on the two lifts. You now see all four when you first approach, and when you're standing on the lift
      • Fixed the chains cutting into the lift going up from the water
      • Fixed gaps under some vertical beams around the same lift
      • Fixed the DrawScale on one of the wooden columns in the mansion
      • Fixed the Compendium skin. (Provided by Glypher)
    • Clocktower1:
      • Fixed a Hammerite carrying a purse in a weird way. (Inverted sword syndrome)
    • HauntedHouse1:
      • Removed Lauryl's footstep sound
    • Museum1:
      • Fixed broken portal near the cyclops statue
      • Fixed overlapping Garrett/Eye speech
      • Fixed six wall-mounted double candles which had LightColor set to black. (Used low brightness to avoid changing the lighting too much)
    • SouthQuarter1:
      • It was possible to get to Docks2 prematurely, although you couldn't get far. No way to get back into the map proper. Fixed by adding a couple of invisible walls. Added a couple more beams for better visuals when you're standing on the pipes
      • Replaced autospawning thugs carrying inverted swords with an unused, correct thug archetype
      • Fixed a stuck Enforcer in Black Alley
      • Fixed the wall popping through a column opposite the entry to Garrett's apartment building
    • SouthQuarter3:
      • Fixed three guards carrying inverted swords
    • Stonemarket1:
      • Fixed invisible Enforcers not being invisible
      • Fixed a glyph hanging in the air after Artemus has opened the Library glyph door
    • Stonemarket2:
      • Fixed thug (at the stonecutter's) carrying an inverted sword
      • Replaced autospawning thugs carrying inverted swords with an unused, correct thug archetype
      • Fixed a door overlapping a screen when open
      • Fixed the conversation at the stonecutter's ending prematurely if you'd looted the shop before the conversation starts
    • Stonemarket3:
      • Fixed the skins of male Keeper Elders and Caduca. (Provided by Glypher)
      • Fixed an inverted sword on a Keeper Elder (assuming it's intentional that he's carrying a sword, not a wand)
    • Docks2:
      • Fixed missing footstep sounds on the street going up to the Old Quarter gate
    • Docks3:
      • Fixed the skin on a lamp in the captain's cabin. (Provided by Glypher)
    • OldQuarter1:
      • Enabled first-visit briefing for OldQuarter
      • Restore door glyph upgrade even if the Keeper Compound map was skipped using Shift+Control+Alt+End
      • Fixed "book OQ_HauknorReformed not found" (by keeping the initial book content)
      • Fixed a hammerite (only present on day 7) getting stuck at one end of his patrol
      • Fixed the same hammerite carrying an inverted sword instead of a hammer
      • Fixed a couple of sunken arrows in the Tavern
      • Removed Lauryl's footstep sound
    • OldQuarter3:
      • Fixed missing footstep sounds on parts of the spiral staircase going down to the crypt
      • Fixed missing map name in teleporter pop-up
      • Removed Lauryl's footstep sound
    • Auldale1:
      • Fixed canal access hatch sign in the pump house
      • Fixed three candles in the goldsmith's shop which had no flames
      • Fixed a guard carrying an inverted sword

  9. #334
    Member
    Registered: Aug 2006
    Location: Deutschland
    That's a pretty impressive list, especially since I did not contribute a lot to it. Congrats!

  10. #335
    Sneaky Upgrader
    Registered: May 2007
    I've updated the list above with additional fixes which were done after the beta release.

    Quote Originally Posted by snobel View Post
    Quote Originally Posted by Sunderland View Post
    The victrola with self-help advice in the museum curator's office doesn't have subtitles, it's the only instance where subtitles are lacking from what I could tell!
    I tried both overrides. The one for volume works fine. The one for the victrola does show a subtitle, but the <at> tag used for cutscene subtitles doesn't work here. So there can be only one line and it would show immediately after frobbing, not synced with the voice.
    This is one of them, because as it turns out it's not any worse than other subtitled victrola messages in the game.

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