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Thread: Update Thief 2 v1.22 - System Shock 2 v2.43

  1. #1

    Update Thief 2 v1.22 - System Shock 2 v2.43

    A new message from the Corbeau on Ariane4ever with another update :

    Thief 2 v1.22 : | md5 : 2aa2da438d258d351c344145f4063431
    System Shock 2 v2.43 : | md5 : 90f1c03f2f5ef647f79dafd4ed4812c4

    Mirrors : (Thank you flying_hope) (Thank you Lord Soth)

    Change log :
    Thief II: The Metal Age v1.22 update

    1.22 Notes
    This is a maintenance patch that fixes a number of things and adds a few new ones.
    See list below. Consider all prior versions obsolete and do not use them any more.

    1.21 Notes
    This is a hotfix for v1.20 to fix broken multi-monitor support (which was made worse by the multi-
    GPU and display fix in v1.20) and a pair of minor glitches. Otherwise this is identical to v1.20.

    1.20 Notes
    This is a maintenance patch for v1.19. It fixes a handful of mostly smaller, but also some more
    serious, issues. See list below. Consider v1.19 obsolete and do not use it any more.

    Various documentation has been updated and extended; it's recommended that you browse through them
    again even if you're already familiar with them from a previous update.

    Note to anyone who adjusted vertical mouse sensitivity ("mouse_sensitivity_y_scale" in user.bnd):
    As of v2.41 the vertical and horizontal sensitivity is the same so you have to change
    "mouse_sensitivity_y_scale" back to the default value of 1. The old behavior can be enabled with
    "mouse_sensitivity_use_aspect 1".

    Note to anyone with multiple GPUs or display devices:
    Due to a bug fix the game may now end up using the "wrong" device (again), or rather the correct
    device because it previously used the wrong one. Go to the Video options menu and change the device
    under "Hardware Driver". Alternatively edit "cam.cfg" and remove the line "d3d_driver_index"
    to restore default device usage.

    This is an unofficial patch for Thief II: The Metal Age (T2) which updates the game from either v1.18
    or newer to v1.22, providing improved support for modern hardware and correcting many known bugs. T2
    can be purchased digitally from GOG ( and Steam ( If you prefer a
    boxed copy, it can usually be found on Mastertronic and Amazon (or similar).

    This patch is made available "as is" and without warranty of any kind. It was not developed by
    Eidos/Square Enix, Looking Glass Studios, GOG, Steam, Mastertronic, or Amazon, and is neither
    supported nor endorsed by them or anyone else. The aforementioned parties cannot be held responsible
    for any problems or damages incurred by this software. If you do not agree with these terms then do
    not apply the update.

    T2 and its resources/executables are the property of Eidos/Square Enix.

    Permission is granted to any party that has obtained the legal rights to sell the original (v1.18 or
    earlier) game, such as GOG and Steam, to include this update, as long as they also have been granted
    permission by Eidos/Square Enix to do so.

    Requires Windows 2000 or later.

    You must have a valid install of either T2 v1.18 or newer. If you have an old CD/DVD version of the
    game, which is older than v1.18, then you need to update it to v1.18 first.

    Extract the contents of the "" and "" archives into your T2 directory, and you
    are done. If you are updating an install that has already been patched to v1.19 or newer, then you
    are well advised to make backup copies of the configuration files "cam_ext.cfg", "cam_mod.ini" and
    "lg.ini" before installing the new update.

    v1.20 or newer should be able to load savegames made with v1.18, but this is best avoided. Savegames
    made with v1.20 or newer are however NOT compatible with v1.18. Generally loading savegames saved with
    an older version of the game should work, but loading savegames saved with a newer version into an older
    version of the game should always be avoided.

    If OpenAL is available on your system, it can be enabled in the Audio options menu through the option
    "Hardware Acceleration", which will toggle between "ON", "OFF" and "OpenAL". If you don't have OpenAL
    but you want to use it, you will have to install the OpenAL libraries first (link provided below).

    IMPORTANT: The "Visual Studio 2008 SP1 C++" and "DirectX End-User Runtimes (June 2010)" runtime
    DLLs are required to run (the DirectX ones are only required when running with DX9,
    which is default). While most systems probably already have them installed, by default
    or through other applications and games, they can be missing on some. Below are the
    official download links.

    Visual Studio 2008 SP1 C++ runtimes:

    DirectX End-User Runtimes (June 2010):

    OpenAL Installer:


    Changes and fixes for v1.22

    - fixed various smaller issues that could potentially affect stability
    - fixed light radius from dynamic lights on other objects so it matches light radius on terrain (instead of infinite)
    - fixed (or at least reduced) issue where on rare occasions it could turn AIs invulnerable and non-collidable after loading or level transition (fix may not apply to existing savegames where this already happened)
    - fixed bug with archive extraction failure not being detected properly in FMSel, at least for archives with unsupported compression method (like old zips using "Implode")
    - fixed some bugs in FMSel with localization, paths containing umlauts and other special characters, and added OGG to WAV conversion option
    - fixed line-of-sight check between player and flashbombs so it properly checks if the player's eyes are getting blinded and not the crotch
    - fixed DML parsing bug with link IDs
    - fixed bug with "d3d_disp_enable_atoc 1" on nVidia where it ended up using SSAA (if available) instead of ATOC
    - fixed bug where filtering was applied to even pixel scaled UI in DX9 on most resolutions even when it shouldn't have
    - fixed a crash that could happen during loading of larger (somewhere above 100MB) mis files
    - added subtitle support
    - added support for mission DMLs to include so called fingerprints, data that can link a DML to a particular mission (because mission filenames are often the same for different OMs/FMs)
    - added support for mission DMLs to be bundled in dbmods subdirectories
    - added support for DMLs to request additional OSMs and to reference objects by name
    - added support to navigate book pages with left/right arrow and page up/down keys
    - and more...

    - fixed bug that reversed the OSM load order each time a mission was saved
    - fixed editor lockup when setting Texture Anim Data rate to 0
    - fixed updates after changing Texture Anim Data property in edit mode so it doesn't require reportalization
    - fixed bug with reconstruct_lights command, it falsely created a brush light for the first anim light object
    - fixed inconsistencies with "AI->Utility->Pathable object", it used the property value in some places but not others, now it always uses it
    - fixed bug with "Particle Launch Info" that caused "Loc unrotated?" to end up unchecked after each load
    - fixed bug with "Medium 5-pt" lightmaps that could cause additional artifacts/seams under certain circumstances
    - fixed inadequate handling of room EAX types where deleting/editing room brushes could mess up EAX assignments of a lot of rooms
    - fixed issue with pendulum tweq freezing with lower rotational speeds
    - fixed "skybox" and "envbox" commands when running in widescreen resolutions
    - fixed uvmap_cylinder bug when lightmap scale was not 1 and added option for automatic V tiling calculation
    - fixed bug with self-illum water (i.e. lava) not working when lightmapped water was enabled
    - fixed bug with mousewheel not working in mono console
    - fixed bug with darkdlgs Export function, it didn't always export all links
    - increased max map pages per mission to 32
    - cleaned up metaproperty sub-menus in darkdlgs property popup menus
    - cleaned up the metaproperties tree dialog resolving some issues with delete, drag-and-drop and not being able to distinguish between metaproperties and regular archetypes using metaproperties
    - changed so object name properties in the obj properties dialog are displayed in bold if the object has an explicit name assigned (and not automatic parent name applied)
    - changed "lm32_params" defaults to 1 1 when creating new missions (see new_config_vars.txt)
    - added resize support for some dialogs
    - added a separate icon for metaproperties in dialogs
    - added Dynamic Light Radius property
    - added "object X is partially or completely out of world, physics deactivated" mono warnings for objects with physics shape not entirely inside world (only the message is new, the underlying deactivation has always happened)
    - added support for rotational tweqs to affect a DetailAttachement link's rotation
    - added option to CreatureAttachment links to select rotation behavior
    - added right-click support for filter buttons to quickly select solo filters
    - added HIDE_UI_ELEMENTS qvar to allow game to hide HUD elements
    - added more functions to Camera script service interface
    - added "CameraAttach" and "CameraDetach" script messages when player camera attachment changes
    - added support for text based book decals and ability to hide/show book decals with a qvar
    - added option to customize the light intensity cutoff for anim lights
    - added functionality to "set_room_type" command so it displays selection dialog when no arguments are supplied
    - added support for down-tiling with material file param "tile_factor"
    - added "mono_quickedit" config var to enable QuickEdit in mono console
    - added "spew_relations" and "spew_metaprops" commands to monitor link and metaproperty add/remove events, useful to catch feedback loops that slow down framerate
    - added "rebuild" command that runs "build_dlg" with last used settings without displaying dialog
    - and more...

    - updated lgvid source with an added function to the decoder API to aid subtitle synchronization
    - new FMSel version with the latest fixes and additions (including some missed strings and an addition in localization file fmsel.po, do a diff for details)

    Updated various documentation so it doesn't hurt to browse through it again even if you're familiar with it.

    Changes and fixes for v1.21

    - fixed handling for multiple displays and GPUs
    - fixed a small non-critical glitch in FMSel

    - fixed issue that caused wireframe drawing in 2D viewports to go nuts on some video cards/drivers, when running DromEd with hardware rendering
    - fixed bug when saving Rendering Parameters in T1 mode (would cause ambient light to lose color info and all other parameters not originally in T1 to get reset)

    - added missing file to FMSel source package (fltk patch)
    - updated sources to build referencing the latest CRT DLLs (VS08 SP1 9.0.30729.1) so the private assembly fallback works

    Changes and fixes for v1.20

    - fixed sky (non-)rendering bug when texture palette contained more than 246 textures
    - fixed crash when using movie_disable/fm_movie_disable/movie_crop_exclude/fm_movie_crop_exclude config vars
    - fixed bug with game dir write access test (gave false positives if game directory was assigned a custom icon in Windows)
    - fixed issue with garbled HUD text on some older video cards
    - fixed issue with crouching on crates
    - fixed alpha calculation bug on scaled bitmap particles
    - fixed bug with pendulum tweq stopping for angles larger than 32 degrees
    - fixed issue with duplicate receptrons when added by a DML file
    - fixed bug with force_ani_settings material flag not having any effect
    - fixed crash when Corona property has no texture name specified
    - fixed crash bug with "ForceCameraOverlayNormal" config var
    - fixed song sound load failure if other format than in specified song file (i.e. if file is ogg but song file has wav)
    - fixed crash when song sound file was not found
    - fixed bug with display device selection on multi-device systems (probably picked the opposite device than the default/selected)
    - fixed crash related to 4096 sized textures
    - fixed reversed gamma bindings and walk forward bind in options menu (requires re-bind to take effect) in the T1 INTRFACE.CRF patch (T1.7z)
    - minor corrections to some HUD placement/size calculations for widescreen resolutions
    - changed so horizontal and vertical mouse sensitivity is equal when "mouse_sensitivity_y_scale" is 1
    - added config var "force_correct_rope_lengths" that enables correct rope length calculations (1.18 and older are incorrect), especially useful for T1 missions with problems to reach ropes
    - added "mouse_sensitivity_use_aspect" bind var to enable old behavior where horizontal/vertical mouse sensitivity differ based on resolution aspect ratio
    - added support for RLE compressed BMP images (RLE4/RLE8)
    - added localization support to FMSel (so FMSel UI can be translated)
    - added FM language support to game and updated FMSel to make use of it
    - added support for the original indeo5 codec (ir50_32.dll), may improve movie playback on slower CPUs
    - added option to use enhanced ray trace for AI body/suspicious obj detection ("enhanced_aidetect_trace")
    - added option to disable light gem ("vismeter_hide")

    - fixed rare mono console related bug that caused editor to hang (was remedied by enabling monolog, no longer necessary)
    - fixed a less common crash when compiling rooms, caused by newly created room brushes that were excluded from compile usually by a me-only area brush (crash was preceded by a "Attempt to get room 0 of 0" assert)
    - fixed crash bug when selecting sky surface if texture palette contains more than 246 textures and editor is using software rendering
    - fixed a couple of crash bugs related to editing the Creature Type property
    - fixed bug where loading a stripped mission could result in wrong texture assignments on terrain surfaces
    - fixed bug in reconstruct_rooms that it assigned default room instead of reconstructing the original room types
    - fixed crash that could occur during extensive UV editing when running editor with HW rendering
    - fixed so creating a new stimulus archetype doesn't require editor restart for propagators to work
    - fixed sunlight object shadow bug
    - fixed crash that under certain circumstances could occur during UV align editing
    - fixed crash when loading file at editor startup through "file" config var
    - fixed crash with Scaled bitmap particles when invalid bitmap and added mono warnings
    - fixed issue with precision select and tiny point sized brushes
    - fixed issue with uvmap_cylinder when using non-symmetric textures and rot 90 (and allowed it to be used on pyramid brushes)
    - fixed prim_special command to only allow setting valid types, to prevent more or less obvious bad things from happening (even if it appeared to work in previous versions, it could cause memory overwrites which are very bad)
    - added prim_cylinder/pyramid/cpyramid commands for quick type set and sides
    - added proper support for negative Extra Light property again (worked in T1 but was removed after), this also fixes the hot plates bug in TG Mage Towers
    - added option in Rope property to use correct rope length calculations (see modders_notes.txt)
    - added "Use Model 5" flag for random model tweqs, so randomization includes Model 5 (1.19 falsely always included it, which could break existing content)
    - added support for "Bitmap disk" particles to use the default disk texture if no bitmap name is specified
    - added support for mission (and location) defined env maps
    - added viewport bg image support
    - added lg.ini option to enable word wrapping for Editor Comments property
    - added "default_tx_scale" config var for user defined default brush texture scale
    - added option to show texture index in texture palette
    - added hilight brushes using texture command to texture palette context menu
    - added support for user configurable precision of sdesc formatted floats ("sdesc_decimals")
    - added extended option for sunlight to allow all shadowed/unshadowed quad/non-quad combinations
    - added config option "show_world_limits" to draw world limits in 2D viewports (line color can be changed with "edit_color_grid_lim")
    - increased max length for "bitmap\" images (with ani frames) from 6 to 28
    - changed room building so room brushes with invalid room types still get used, with the default room type, instead of being ignored

    A small sample of changes and fixes for v1.19

    - Added windowed mode
    - Added single display mode option - no resolution change between menus and game
    - Added ingame support for all common resolutions, including widescreen
    - Added support for 32-bit color
    - Textures can now be automatically promoted to 32-bit, improving quality and effectively eliminating the palette limit
    - Added UI framerate cap option to avoid GPU fan spinning up in UI
    - Added DDS/PNG image support
    - Added full 24/32-bit TGA/BMP image support
    - Increased the maximum number of frames allowed in animated textures from 20 to 99, and increased the allowable filename length for animated textures (before the underscore) to support more than 7
    - Animated texture rate can now be specified via a material file for that texture
    - Fixed a bug where Transparency property didn't (correctly) apply on objects that contain transparent polys

    - Replaced video player lib with an FFMpeg based one to play cutscenes. or other codecs are no longer required
    - Option to use OpenAL (if available) instead of DirectSound. Includes support for audio effects in Windows 7 without an EAX-enabled driver (e.g. ALchemy)
    - Added "head_bob" config var to control amount of head bob
    - Added mousewheel support to options menu
    - Fixed player ground contact tracking when walking off an object (caused footstep sounds to get "stuck" on previous material)
    - Fixed sound cap per schema type bug and upped max sound channels to 48
    - Changed screenshot output format to BMP and also added support for PNG screenshots
    - Changed mouselook sensitivity to be resolution independent
    - Added check to avoid trying to open files with reserved system name like com ports
    - AIs now breathe from their head instead of their stomachs. They will no longer drown when up to their waist in water.
    - Lowered player crouch height by a tiny fraction so he's less likely to get stuck on 4 unit tall spaces
    - Added better support for binding actions to the mouse wheel (can bind wheel up and wheel down as separate actions, with modifier key support)
    - Fixed star rendering
    - Added "log_player_pos" command that dumps current player pos to log file (when enabled)
    - Added the ability to detach from ladders by crouching
    - Improved mantling a bit and added optional new mantling algorithm with lower failure rate
    - Fixed a bug which limited number of sound channels to 16 even if more were selected
    - Fixed a bug that sometimes caused doors to float away into infinity
    - Fixed (or at least greatly improved) a bug with edge triggered OBBs sometimes failing to detect collision (in particular for slow moving objects)
    - Fixed framerate dependent speed issue for camvators/moving terrain (with collision type: none)
    - Added "fixed_star_size" option for resolution independent star size
    - Fixed some bugs when attaching to a ladder from water.
    - AIs who are facing very close to a wall will no longer turn to face south when the game begins
    - Health bar drawing adjusted in widescreen
    - Added option to fix arm rendering
    - Added AA to rendering of loadout screen items
    - Fixed pickpocket count bug that would always show 1 more maximum pickpocket than there actually was.
    - Added "Blocks frobs" property, allowing objects to block frobs of objects behind them (e.g. to stop frobbing items through safe doors)
    - Added option to left-align map notes text
    - Made navigation of map/objectives screen a little bit more in-game friendly (screen can also be closed with space, arrow key navigation and return to switch map/obj)

    - Lightmaps are now properly displayed in the editor 3D view
    - Added support for HW rendering in editor viewports
    - Increased the maximum number of visible on-screen terrain polies from 1024 to 20480
    - Increased the maximum number of visible on-screen objects from 128 to 1280
    - Added some safety checks to object scaling operations to prevent objects with 1.#INF scale
    - Fixed a crash when computing pathfinding with an improperly linked moving terrain object in the mission. An ignorable assert is thrown and the object is skipped gracefully instead of crashing.
    - Prevented a crash if you apply a model of one creature type to an object assigned a different creature type
    - Fixed "Attempt to mark from invalid room id 0" assertion to actually show the room id that is invalid, instead of always showing 0.
    - Integrated csgmerge tool into editor exe
    - Added support for 32-bit lightmaps
    - Fixed the bug where cloning a multibrush with particles would duplicate every object in the mission
    - Fixed a bug where the game would crash when deleting a large multibrush
    - Added fallback check to find Motiondb.bin in resource paths
    - Fixed resource lock errors when loading TGA images (for object textures and distance art)
    - Fixed solo view editor issues when going back to edit mode from game mode
    - Added ability to change the brush colors in DromEd via values in DromEd.cfg.
    - Added light-based transparency property
    - Added ability to enable/disable eye zoom in Thief 2
    - Vast improvements to editor dialogs, including crash fixes and improved functionality
    - Increased brush limit from 7068 to 16384
    - Increased rooms limit from 1024 to 4096
    - Increased ambient sound limit from 256 to 1024
    - Increased cell limit from 28672 to 32760
    - Increased the maximum number of sides in a cylinder from 10 to 26.
    - Increased automap location limit from 64 to 256 locations per page
    - The texture rotation control can now interpret negative values
    - Fixed a crash while generating reports
    - Added a warning dialog when attempting to save one filetype (mis/gam/cow) as another
    - Added new Windows-style texture palette (which also supports more than 256 textures)
    - Added support for all editor window sizes
    - Added Pendulum (/sinusoidal) curve type to tweqs
    - Added DetailAttachement link type
    - Added Distance Alpha property
    - Added Bitmap Color property for custom modulation color on bitmap objects
    - Added "Face camera (axial)" setting to Bitmap Worldspace
    - Added color param, additive blending and spotlight cone falloff support to coronas
    - Added "Editor Comments" property
    - Added "show_vhots" command for debug visuals of vhot placement and numbering on objects
    - Manually deleting links in the link view dialog no longer deletes attached object for ParticleAttachement/DetailAttachement links
    - Added the ability to place graphical decals on book pages
    - Corpses with Contains links no longer count as pickpockets
    - The Auto-Multibrush property no longer crashes DromEd if the .vbr file was not found.
    - The stimulus on existing receptrons can now be changed
    - The intensity for sources is no longer reset when changing the propagator
    - The receptrons list now correctly shows the max intensity value for existing receptrons
    - Meshes can now be scaled with the Scale property
    - Scaled objects now cast properly scaled shadows
    - Objects can now obscure coronas
    - Bitmap Worldspace objects can now be locally lit
    - Precipitation will now collide with OBB objects as well as terrain
    - The brush_to_room command can now be given a negative number, to be interpreted as an absolute size instead of a percentage (e.g. brush_to_room -0.1 would create a room brush 0.1 units larger than the selected brush.)
    - It is no longer necessary to explicitly add the Hidden property to a secret object for the secret to be properly counted
    - Added numeric keypad input support
    - DromEd will no longer stop working after 03:14:07 on Tuesday, 19 January 2038
    - Added "scroll here" option to the right-click menu for solo views, similar to the "teleport camera" option for non-solo views
    - Fixed some issues with calculating which room cells are in (which might have caused problems with precipitation and fogging)
    - Increased the time range of Tweqs to 0-65535
    - The same property can no longer be added to an object multiple times
    - Fixed a crash when adding the Texture Anim Data property to a concrete object

    - See the included modders_notes.txt for more details on editor changes
    Last edited by Athalle; 3rd Aug 2014 at 06:40.

  2. #2
    Registered: Mar 2014
    Location: Europe
    No way

  3. #3
    Registered: Dec 2007
    Location: Sweden

  4. #4
    Registered: May 2010
    Location: Taffer's Inn
    Another?! :O Best day ever.

  5. #5
    Registered: Sep 2004
    this is going to mess up planned TFix releases. and delay SCP, most probably. also, not going to sleep much tonight.

    //ohh, the dml additions are tasty. also, subtitles.
    Last edited by voodoo47; 1st Aug 2014 at 12:58.

  6. #6
    Registered: Apr 2011
    Location: Montpellier, France
    Awesome news!

  7. #7
    Registered: Sep 2000
    Location: ZylonBane

    And I consider stickying this thread to be a mistake. Glomping it in with the other seven IMPORTANT threads that everyone subconsciously ignores when browsing the forums will actually make it less visible.

  8. #8
    L'architecte de Rocksbourg
    Registered: Nov 2005
    Location: Narbonne, France
    And there goes the raven again... It's been what, a year and a half ? Thought he/they gave up, it's fantastic to know he/they keep working on it.

  9. #9
    Registered: Sep 2004
    any riddles included in the original french post?

  10. #10
    L'architecte de Rocksbourg
    Registered: Nov 2005
    Location: Narbonne, France
    Nothing much, or maybe too subtle for me :

    Une mise jour, comme de quelqu'un frappant doucement, frappant la porte du forum -- cela seul et rien de plus.
    Roughly translated as :
    An update, from someone knocking gently, slowly at the door of the forum -- that only and nothing more.

  11. #11
    Registered: Sep 2004
    switch two words
    Quote Originally Posted by DrK View Post
    An update, from someone knocking gently, slowly at the forum door -- that only and nothing more.
    and it's a rhyme. so the guy's a poet as well?

  12. #12
    Registered: May 2002
    Location: Between dreams and shadows...
    It appears to be a reference to The Raven by Poe:

    Quote Originally Posted by Edgar Allan Poe
    Once upon a midnight dreary, while I pondered weak and weary,
    Over many a quaint and curious volume of forgotten lore,
    While I nodded, nearly napping, suddenly there came a tapping,
    As of some one gently rapping, rapping at my chamber door.
    `'Tis some visitor,' I muttered, `tapping at my chamber door -
    Only this, and nothing more.'

  13. #13
    Registered: Sep 2004
    heh. knew it. gotta say I do enjoy this part of NewDark releases as well.
    Last edited by voodoo47; 1st Aug 2014 at 16:46.

  14. #14
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: France
    Subtitle support? *facepalm* I've already got it implemented through scripts in the first 4 DCE missions... I'll have to look into it and see if it's worth reworking them before I start adding subtitles to missions 5-10. It's awesome to have it, though!

  15. #15
    Registered: Sep 2003
    Location: Sioux Falls, SD
    I noticed that this line was missing in my cam_mod.ini:

    mod_path .\MODS\t2skies+.\MODS\EP\EPBooks+.\MODS\EP+.\patchedmis

    I copied it and my mods worked again, and I'm just making others aware of it.

  16. #16
    Registered: Jun 2009
    Location: The Spiraling Sea
    Such a wonderful sight to see, heads held high in jubilee.

  17. #17
    I've been playing around with multiple Thief setups on my PC, and I'm sure I'm missing something obvious, but...

    How do I install New Dark for The Dark Project or Thief Gold manually, you know, without using Tfix? For T2 it's obvious, unzip the files and put them in your Theif dir. But for T1/TG? Not so obvious. I'm guessing a lot of the files are the same, but you would still need a Thief.exe executable. Where does Tfix get this from? The demo that was released?

    Feel free to smack me on the forehead if I'm not seeing something that's right in front of my face.

  18. #18
    Registered: Sep 2004
    you need to add "dark1" into some cfg (cam, cam_ext), and you need to place INTRFACE.CRF from\doc\T1.7z\ into a valid resource path (and make sure the game loads this with a higher priority than any orig INTRFACE.CRF). this will get your T1/TG into basic working state = the game is playable and completable. however, some things will not work properly, most notably the AI sensitivity, which needs an extra script to work like vanilla. terrain points work slightly differently. same goes for pathfinding. fire elementals need their fire delay specified. etc etc.

    some users tend to think that patching up manually will yield a closer to vanilla experience when compared to TFix, but it's in fact the exact opposite, so unless you are going for something experimental, you shouldn't be patching up manually.
    Last edited by voodoo47; 6th Aug 2014 at 16:05.

  19. #19
    It is pretty much for just messing around, experimenting, etc. I'd have an install for both a Tfixed verison and a vanilla version (among others).

    What about the Thief1 executable, where do I get that?

  20. #20
    Registered: Sep 2004
    you delete the "2" from NewDark's thief2.exe and swap the icon.
    Last edited by voodoo47; 6th Aug 2014 at 16:43.

  21. #21
    You da Man - and one of the hardest working people on the boards here. Thanks for the help.

  22. #22
    Registered: Sep 2004
    nope. I just have an unhealthy obsession with reading manuals.

  23. #23
    New Member
    Registered: Sep 2011
    Location: St. Edgar's cathedral grounds
    Just found out...
    Update Thief 2 v1.22
    added subtitle support

    Bloody hell, no tiff taffin' way! Good lord, that's freakin' awesome.
    Somebody, find this guy - Le Corbeau, buy him some ice cream.. or beer.. or something. Because this guy(and whoever helps him) deserves a tons of respect, money, womens...

  24. #24
    Registered: Oct 2001
    Location: Inside at last...
    Does anybody know anything about him? Apart from the fact that he single handedly radically improved the game.

  25. #25
    Registered: Aug 2005
    Location: Wisconsin
    Quote Originally Posted by Fallen+Keeper View Post
    Does anybody know anything about him? Apart from the fact that he single handedly radically improved the game.
    How do you know he only used one hand?

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