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Thread: Necro Age 2.3 and T2X: Shadows of the Necro Age OUT NOW!

  1. #51
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Quote Originally Posted by Necrobob View Post
    Okay, that'll go to the list o' fixes for the next version. In the meantime, they're crytex01-crytex15

    Oh taff it all, turns out it's a conflict caused by the Necro Age after all.
    See, my version of those leaves has a material effect that causes drops of dew to glisten on the leaves. However, since Thief 2 HD has a different leaf texture that doesn't have a compatible alpha channel, and it's a .DDS file, which NewDark always prioritizes over all other formats regardless of mod priority order, THAT happens. Stupid NewDark file format hierarchy...
    Delete the material file "vinleaf.mtl" from obj/txt16 in the NecroAge archive, to fix it in the short term.
    Those who want to prioritize the Necro Age instead, and only use it for OMs and stock resource FMs, try putting NecroAge into the uber_mod_path instead. That MIGHT work. Or NewDark might still prioritize the Vurt DDS texture in Gecko's pack. :/
    Deleted vinleaf.mtl and that did the trick. Also deleted the crytex## files (there were 17 of them btw) and that changed the light gem back to the original. However, it still doesn't get as dark as it used to. TNA definitely does something where it doesn't go beyond dark gray. The little side indicator still goes through red-yellow-green-black correctly, but the gem itself is far from optimal. Just my two cents anyway...

    Edit: Nothing to take away from the mod overall though. I know I'm nitpicking about these issues. From one Scandinavian to another, you've done some amazing stuff here. I'm still prioritizing this over T2HD, mostly due to the character models.
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  2. #52
    Member
    Registered: Oct 2012
    Have just installed....................

    we Soooooo love it......Thank you...

    just a quick of point, being a computer dummy i followed your readme file instructions and changed the cam_mod as instructed, but NecroAge didn't work.....until i read TheDarkone's post re:

    Quote Originally Posted by TheDarkOne93 View Post
    Here is my mod path:
    NecroAge+\hdmod+hdmodt2skies+ep2+usermods+patches
    for all other computer dummies out there please note the + after NecroAge
    (thank you DarkOne93)

    One other Q. how do you uninstall this mod, (as if you would want to)....if i just remove the NecroAge+ from the cam-mod path, i know it will not work any more, but if i want to remove it entirely is there a correct procedure or simple way as there is with the HDMod (use uninstall in Thief.exe)

    thanks
    Last edited by fortuni; 19th Aug 2014 at 09:44.

  3. #53
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    First off, UPDATED TO 1.1! Check initial post.

    Quote Originally Posted by Le MAlin 76 View Post
    For the false specular map effect for woods and the reflect map of marble floors you use the projection uv_source.

    What is the difference with environement uv_source ?
    Projection does the skybox-like camera projection thingy, specifically for cubemaps, as far as I understand it. The material documentation will probably be able to tell you more than I can.

    Quote Originally Posted by klatremus View Post
    However, it still doesn't get as dark as it used to. TNA definitely does something where it doesn't go beyond dark gray. The little side indicator still goes through red-yellow-green-black correctly, but the gem itself is far from optimal. Just my two cents anyway...
    Funny, there should be nothing at all that could cause such a thing - I certainly haven't changed the models in any way. Are you sure it's just not a matter of perception, what with the gem background and the game in general being significantly darker than usual? In any case, check the new version, you might like the new HUD more.

    Quote Originally Posted by fortuni View Post
    One other Q. how do you uninstall this mod, (as if you would want to)....if i just remove the NecroAge+ from the cam-mod path, i know it will not work any more, but if i want to remove it entirely is there a correct procedure or simple way as there is with the HDMod (use uninstall in Thief.exe)

    thanks
    Because of the simple "installation" if you can even call it that, "uninstalling" the Necro Age is as simple as deleting the NecroAge.crf file. That's it!

  4. #54
    Member
    Registered: Oct 2012
    Quote Originally Posted by Necrobob View Post
    First off, UPDATED TO 1.1! Check initial post.
    Slow down mate.....i only get 5 gigs a month....


    Quote Originally Posted by Necrobob View Post
    Because of the simple "installation" if you can even call it that, "uninstalling" the Necro Age is as simple as deleting the NecroAge.crf file. That's it!
    thanks for that.....we like simple...

  5. #55
    New Member
    Registered: Jun 2014
    @Necrobob:
    I feel kinda silly. For some reason I thought the ep2 thread was yours when in fact it belongs to Nameless Voice. My mistake. Sorry.

    @Nameless Voice:
    If your reading this I want you to know that everything I said about ep2 applies just as much to you as it does Necrobob. There are no amount of words that can describe how much I appreciate the amount of work that has been put into ep2. You guys rock and I very much look forward to the next release of ep2.


    Sorry for getting a bit off topic. I just wanted to address my mistake.

  6. #56
    Member
    Registered: Aug 2006
    Location: France (Reims - Champagne)
    Just a question, does this EP prevents Fan missions that use replaced obj textures to appear in gamemode ?

  7. #57
    Member
    Registered: Aug 2006
    Location: France (Reims - Champagne)
    anyway i canīt install this patch, i have edited my cam.ini file and still nothing, and this is how i did it:

    ; hey, which game is this
    game dark

    ; general configs
    include_user_cfg user.cfg
    editor_include_dromed_cfg dromed.cfg

    ; game specific paths/configs
    dark_include_install_cfg darkinst.cfg
    shock_include_install_cfg install.cfg

    ; set trait cache to include concretes
    trait_cache_flags 2

    no_network

    sfx_vol_music -474
    fogging 1
    enhanced_sky 1
    render_weather 1

    game_screen_flags 45
    game_full_screen 1
    sfx_vol_3d 0
    game_hardware 1
    vmCenterY 0.4686098695
    sfx_vol_2d 0
    game_screen_depth 32
    ambient_volume 0
    vmCenterX 0.4941268563
    sfx_channels 8
    sfx_device 1
    game_screen_size 1152 864
    master_volume -943
    skip_intro
    gamma 1.
    last_command save_mission
    skip_starting_checks

    reverse_stereo 0

    skip_starting_checks
    mod_path,NecroAge

  8. #58
    Zombified
    Registered: Sep 2004
    it's supposed to be mod_path NecroAge in cam_mod.ini.

  9. #59
    New Member
    Registered: Aug 2014
    Location: Finland

    Nice Ta***ng Work!

    I really like this even though the textures are very different the game still feels like THIEF and that's the most important thing isn't it .

  10. #60
    Member
    Registered: Sep 2002
    Location: College Place, WA
    I never thought I'd see the day when someone censored the word "taffing". lol
    Taffer.

  11. #61
    New Member
    Registered: Aug 2014
    Location: Finland
    Quote Originally Posted by AntiMatter_16 View Post
    I never thought I'd see the day when someone censored the word "taffing". lol
    Taffer.
    This is from Urban Dictionary

    ''Taffer
    As mentioned previously, it is a word invented by Looking Glass Studios and originally saw its introduction in Thief: The Dark Project.

    However, what the previous poster failed to note, is its additional use in later releases as "an expletive sounding of British origin." Quite frankly, only one word in the modern vernacular is versatile enough to take its place: The F Word.

    See examples, below.
    "Where did that taffer go?"
    "Aww, taff it all!"
    "Quit taffing about, you!"
    "What the taff was that?!"
    "Are you taffing with me?"
    "This shift has been completely taffed.." ''

  12. #62
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    When running Necroage in Thief 1 all the torches flip inside out? Any idea how to fix this?
    Thanks
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  13. #63
    Member
    Registered: Aug 2004
    Location: New Jersey, USA
    Quote Originally Posted by klatremus View Post
    When running Necroage in Thief 1 all the torches flip inside out? Any idea how to fix this?
    Thanks
    That's because it's for Thief 2, not Thief 1.

  14. #64
    Zombified
    Registered: Sep 2004
    Quote Originally Posted by klatremus View Post
    When running Necroage in Thief 1 all the torches flip inside out? Any idea how to fix this?
    Thanks
    if you are running TFix, edit the modpaths and make sure the integrated EP1 has greater load priority than NecroPack. I'll be looking into this later (I think integrating the T1 torch override pack into NecroPack EP2 style would be the best solution - I'll send Necrobob a pm or something).

  15. #65
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Quote Originally Posted by Frikkinjerk View Post
    That's because it's for Thief 2, not Thief 1.
    Thanks. Real constructive.

    Quote Originally Posted by voodoo47 View Post
    if you are running TFix, edit the modpaths and make sure the integrated EP1 has greater load priority than NecroPack. I'll be looking into this later (I think integrating the T1 torch override pack into NecroPack EP2 style would be the best solution - I'll send Necrobob a pm or something).
    Yeah prioritizing 'ep2/thief1' over 'necroage' solves it but that sort of beats the purpose. I'd like necroage to take priority. If you know which files I need to transfer from EP2 into the Necroage.crf I can do this myself. Thanks

    Edit: Actually, when thinking about it. What I'd want to do is transfer the HDMod's torch pack to the Necroage/ep2.crf. If I prioritize ep2 over necroage I get the old vanilla torches, but if I prioritize the hdmod I get the updated hd versions and they are not flipped.
    Last edited by klatremus; 15th Sep 2014 at 12:30.
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  16. #66
    Zombified
    Registered: Sep 2004
    Quote Originally Posted by klatremus View Post
    What I'd want to do is transfer the HDMod's torch pack to the Necroage/ep2.crf.
    this is what I had in mind when I said the NecroPack should include the torches. they are here (not included in EP2 yet, afaik). just set them up so they will override the necro torches, and you are good.

  17. #67
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Thanks, that worked like a charm! I just replaced the files in the original Necroage.crf.
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  18. #68
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    bunp

    The Necro Project is now out, and The Necro Age has been updated too! See first post for details.
    The Necro Project 1.0
    The Necro Age 1.2

  19. #69
    Zombified
    Registered: Sep 2004
    question - vurt's vegetation had some transparency issues if memory serves, have those been taken care of (needed proper mtl alpha/chroma key settings)?

  20. #70
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    They did? First time I hear of it.

    Or, if you're referring to the leaf conflict with Thief 2 HD, that one at least was already fixed back in version 1.1.

  21. #71
    Zombified
    Registered: Sep 2004
    the trees had them, mostly. will check, sooner or later.

  22. #72
    Zombified
    Registered: Sep 2004
    quick notes on the T1 pack - the blackjack uses the old texture, a better one available here. also, a better T1 torch set available here.

    and is water using T2 water textures when viewed from under surface?
    Last edited by voodoo47; 8th Oct 2014 at 11:27.

  23. #73
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    This is incredible!
    But now that I was about to replay TG and T2, how do I choose between this and the HD mod?
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  24. #74
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland
    Damn, this is good! You've done it again NB!
    ..doffs cap...

  25. #75
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Quick question: Did you remove the necroage version of the spiders (at least the small ones) for the TG/necpro version? If so, what files are they so I can transfer them? They look too cool to pass up. Thanks

    And yeah many of the trees show grey blocks for leaves. Like in the beginning of bonehoard and the sword.
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

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