I just had a look at the scripts:
The guard appears either if [Edwina is dead and the inheritance stolen] or if [the wine wasn't placed, the inheritance not stolen but Edwina killed]. I don't know why they made it so complicated, apparently you have to get two out of three evil deeds.If you do all three things well, you'll get the booze loot. The letter on the bench nearby appears always on day five, it has neither scripts nor scripted other actors linked to it.
Edit: I just tested it and while Edwina definitely responded to the wine being placed, there was no booze loot in SQ despite all three good deeds fulfilled (e.g. leaving her alive, not stealing the inheritance and bringing her wine). There was just the letter instructing Curtis to kill Garrett. That is weird and I fear I won't be able to figure it out before going on vacation. On the bright side, I've added two savegames in the first post. This should suffice for those wishing to test only small sections of the game.
Last edited by Beleg Cúthalion; 8th Apr 2014 at 15:21.
Cradle
NPCs who don't follow the routes:
- puppet in the Observatory
- ghost guard in the Lobotomy theatre
- ghost guard in the exercise yard where the Urn of Ashes must be placed
Serious FPS drop occurs in the Storm cellar in the cage area.
In the "past" there was no NPC in the chair in the room with fireplace.
I left all doors open in "present time" and opened door blocked one ghost guard in the "past". He didn't move until I closed that door.
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The frame drop is strange because there should be no connection to the second map. Well, I'll have a look after Easter, but please keep posting these reports!
I noticed that these two don't start their convo unless you are very close to them. Might be worth to adjust their scripts, though.
I tried this out with a new game and in the tutorial when you are supposed to get your lockpicks, I got the "Upgrade acquired" message...but then no lockpicks. Was kinda stuck at that point.
Is this a known thing that I missed?
Could it be because you're expecting T1-2 style lockpicking instead of just frobbing the door? The Inn mission is currently not included in T3G, so you should get the same behaviour as in the original game.
Thanks for your improved T3 icon by the way.![]()
No, I can't just frob the door - it highlights, but nothing happens, and if I go look at the "Gear" menu, I don't have lockpicks.
The game also stutters quite badly for a second when I try to frob the door.
Here's a video of the bug in action:
https://www.youtube.com/watch?v=4D27hnLBHWw
You can see where I frob the door when the camera turns to the left after the door is highlighted and both item hud elements pop up empty at the same time. The camera turn is automatic, and it sits there unmoving for a second - you see me shake the camera a bit, but I'm actually doing that the whole time, so from the frob until you actually see the camera shake, it's just stuck there.
And glad people like the icons. I did those years ago and I'm amused whenever I see them pop up.
Edit: I just clicked on Garrett in the gear menu, and I do in fact show the lockpick upgrade when I should. So now I have absolutely no idea why it doesn't work...
Later Edit: It's fixed now. Snobel mentioned that lockpick issues were usually caused by high framerates, and sure enough I was at 120hz. Locking it back at 60hz and it works fine.
Last edited by Kerrle; 20th Apr 2014 at 03:01. Reason: Solution Found
Weird.I've PM'ed you some suggestions (to let the thread stay on topic).
Edit: Turns out that the frame rate limiter in the SU is not enough to fix these issues in display modes with high refresh rates.
Last edited by snobel; 20th Apr 2014 at 03:32.
I've been playing Through Thief3 Gold, and managed to have stuck with it past the 4th level for the first time since I first beat T3 in 2004. It's SOOO much more fun and immersive without the loading zones. It's a pity the City itself can't be cured of them, but I really have to commend you guys for putting so much effort into this. Thanks guys. ^_^ I haven't really noticed any bugs, but I have a few comments I'll post once I finish.
Just a quick status report: I've done...nothing.Seriously, I've had three free days between two larger trips (the next being to the USA tomorrow) but as soon as the first weekend of May is over, I hopefully can tackle the issues which have been reported. I'm lurking the forums, by the way, so take my online status with a grain of salt since mostly I won't bother to log in. To those testing: Keep up the good work!
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I contacted RPS about this and voilŕ: http://www.rockpapershotgun.com/2014...ng-screen-mod/
I hope it's good for you, Beleg! You totally deserve it!
Erm, wow!Thanks for the support, in fact I was going to tackle some of the reported issues tonight.
I came here from RPS myself. You're famous, Beleg! Congrats!![]()
I noticed that even Minimalist Project got a shout out in the article...nice surprise after 10 years.
I've just updated the first port with the bug lists. On a not-even-related note, I think I managed to get a savegame working last night which was from one of the older Cradle versions. Because for some reason the whole level was deranged, static meshes being in wrong places, BSP render erros with the skybox shining through and all that. I would have thought it would crash before even loading, but for some reason...?! I just hope it wasn't actually a correct savegame and something major was messed up.
@Yara, my foremost of beta testers: What exactly do you mean by "the chair in the room with the fireplace"? Could it be a section where an NPC is there or not based on a) the stitch mode as a patient and b) stitch mode as Garrett himself, respectively?
The AI is definitely in the map and its scripts don't indicate that it should disappear. It doesn't even have a patrol route, just the "sitting" link to the chair. Can anyone else confirm the missing AI?
I have also tested the current beta version (e.g. not the editor map) for the missing patrol of the observatory puppet in the Cradle. It does its patrol on my PC, even though some nav mesh issues prevent it from completing it. I will have a look into that although it looks like one of those weird cases where AIs run into walls which are clearly not part of the navigation mesh.I'll have a look into the other non-functioning patrols even though I have a feeling I won't find anything broken.
Edit: I've fixed the nav mesh so the observatory puppet wouldn't get stuck in the telescope on that staircase in the middle. When testing the puppet did half of its patrol but shortly after passing the telescope it turned around, went down the stairs to the ground floor and executed its jewel fixing animation (which is part of the patrol) exactly beneath the corresponding patrol point – albeit in the dining hall.
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Tried the map and the AI's there, sitting on the chair.
I have seen this behavior too. I think It's something wrong with the pathfind or the patrol marker — when the AI tries to reach that painting, it doesn't find the direct path. But, If it's spawned beside that painting, it can't find the path away from it either so it just stands there, like Yara has seen it.