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Thread: ** Patch Thief 2 V1.26 - System Shock 2 V2.47 ** 2018-06-09

  1. #1

    ** Patch Thief 2 V1.27 - System Shock 2 V2.48 ** 2019-06-15

    New version on 15 June 2019 :

    New Dark Patch: Thief 2 V1.27 - System Shock 2 V2.48 ** 2019-06-15

    « Mal prend aux Volereaux de faire les Voleurs »,
    Sauf si pour se dépêtrer de la toison comme de la barbe de Polyphème;
    Deux Voleraux consors (ou plus !) s'attellent au labeur

    Posted on Ariane4ever : Ariane4Ever Post

    Thief 2 v1.27 : (
    System Shock 2 v2.48 : (
    Mirror :

    Old Files :


    Changes and fixes for v1.27

    - fixed an issue with wrong texture palette being used on world textures, from families without a full.pcx,
    after loading savegames
    - fixed original bug where under some circumstances random objects started playing voices from a recently
    destroyed AI
    - fixed an original bug in some loading code that could on occasion cause trouble when loading savegames or
    during level transitions in SS2
    - updated "doc\T1.7z" package with a motiondb patch to fix a small issue in T1 mode (see the contained readme)
    - added "hide_maxed_hpbar" config var that will hide the health bar when player has full health

    - fixed room(/EAX) type not being copied when cloning room brush
    - added incremental save support (see "incremental_save_dir" in "doc\new_config_vars.txt" and the supplied
    sample "dromed.cfg")
    - added "load_world_gam" command that tries to load a cow (or mis) file, but will prompt user to load a
    gamesys file, might be useful for rescue or debugging (the loaded result must be carefully inspected
    as gamesys data will likely differ from what was in the cow)
    - added "load_terrain" command that tries to load only terrain, no objects, from a mis/cow, might be useful
    for rescue or debugging
    - added "reload_motion_info" command, to reload data from a mi-file without having to rebuild entire motiondb
    - added "dump_motions_schemas" command (see "doc\motion_schema_syntax.txt")
    - added CTRL and ALT modifiers when clicking in solid view while the texture palette is open
    (CTRL allows changing selected surface without assigning a texture, ALT picks the texture from the clicked
    surface and sets it as the current selection in the texture palette)
    - added positional info to some portalization merge errors

    - fixed a bug in SQUIRREL.OSM with SendMessage function and the data3 param
    - fixed incorrectly documented game/API version for a couple of functions in the DarkGame script service
    - updated a parameter for the ObjRaycast function in the Engine script service (should be backward compatible
    with existing code that uses it)
    - Notepad++ files for Squirrel updated to reflect latest fixes
    - added PossessedSimple function to the Property script service
    - added stun an freeze functions to the AI script service
    - added Create and CreateArch commands to DMLs
    - added multiplayer beta (separate executable)

    New Dark Patch: Thief 2 V1.26 - System Shock 2 V2.47 ** 2018-06-09

    À haute voix, les corbeaux rient mais celui-ci moins,
    le corbeau lit tout et vole -- à sa guise mais toujours reconnaissant.
    Bon jeu !

    Posted on Ariane4ever : Ariane4Ever Post

    Thief 2 v1.26 : (
    System Shock 2 v2.47 : (
    Mirror :

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

    Changes and fixes for v1.26

    - hopefully fixed the DLL load problems that some have with ffmpeg.dll
    - added support for mouse smoothing (see "doc\new_config_vars.txt")
    - added ATOC support for intel GPUs (that are capable of it)
    - added custom shader support for software gamma and color processing, see "doc\sw_cc\sw_cc_notes.txt"
    (can for example be used to add subtle noise to reduce banding/posterization)
    - replaced "disable_lightmap_aniso" with "lm_filter_mode" that gives full control over texture filtering
    mode used for lightmaps (makes it possible to have filtering disabled for regular textures but enabled
    for lightmaps)

    - fixed potential crash when minimizing the texture palette window
    - fixed issue with cached texture archetypes temporarily getting mixed up after compressing family textures
    (previsouly solved itself after going back and forth to game mode once, but should now work right away)
    - restored "kCallbackEntryMax" (speech callback) limit from 1 to 4 to avoid "i < kCallbackEntryMax" asserts
    - made stimulus drop-list sorted in add/edit receptron dialogs (with lg.ini option for old unsorted behavior)
    - fixed support for referencing concrete objects by name in mission DMLs
    - extended DML fingerprint functionality (see "dbmod-sample.dml" doc)
    - added ability to specify an archetype obj ID instead of name for tweq emitters
    - added ability for scripts to subscribe messages for all qvars by subscribing to the name "*"
    - added "spew_script_msg" command that will output mono info about all messages sent to scripts (may be useful to
    pinpoint a problematic script)
    - added ability to clear filters in various darkdlgs dialogs by mouse click (by clicking on the filter count info
    text to the right of the filter input controls)
    - added status bar info about number of brushes hilighted by hilight commands
    - added campaign bin data store available to scripts (see "doc\script\Quest.txt" for details)

    - fixed a bug in SQUIRREL.OSM with "string &" arguments not returning any values
    - fixed PostMessage function when SQUIRREL.OSM is used with dark in Thief1 mode
    - fixed incorrect value in nMaxRootLen passed to FM Selectors
    - added Quest.GetAllVars service function to SQUIRREL.OSM
    - changed the included DarkMapGen.jpg from a simple screenshot to a mini-tutorial for creating automap
    data with DarkMapGen (located in "")
    - fixed bug when deleting map locations in DarkMapGen, that could cause issues with snapping and other
    subsequent editing operations

    New version on 20 March 2017 :

    Thief 2 v1.25 : Mirror | Taffer's Paradise | Southquarter
    System Shock 2 v2.46 : Mirror | Southquarter

    Change log:

    System Shock 2 v2.46 update

    2.46 Notes
    This is a hotfix for v2.45 that fixes a couple of things. It also includes a new script OSM (squirrel.osm).

    **************************************************************************************************** ******

    New message from "Le Corbeau" (on French forum Ariane4ever), & new update :

    "De nouveau sous le soleil, des ombres échappées et un fromage qui s'affine. L'oiseau reste secret, continue à guetter, car il n'est pas le seul"
    "New under the sun, shadows and glimpses of a cheese that matures. The bird remains secret, keep watch, because it is not the only"

    Southquarter's Mirror :
    Thief 2 v1.24 : Thief 2 v1.24
    System Shock 2 v2.45 : System Shock 2 v2.45

    flying_hope's Mirror :
    Thief 2 v1.24 : Thief 2 v1.24
    System Shock 2 v2.45 : System Shock 2 v2.45

    1.24 Notes
    This is a hotfix for v1.23 that fixes a couple of things.

    In particular the broken "sun_runtime_obj_shadows" has been fixed. In DromEd the crashes related to DXT
    textures have also been fixed (if "dxt_to_rgb32" was enabled as a workaround for those crashes then it
    can be removed again).

    Changes and fixes for v1.24

    - fixed broken "sun_runtime_obj_shadows" (worked in DromEd but not the game exe)
    - fixed path priority order bug with subtitle files (was accidentally reversed)
    - reduced risk of the door drifting bug that can happen in some occasional FMs (door-based objects that should
    rotate but instead of rotating just float away into infinity)
    - added "no_unload_fmsel" option to cam_mod.ini (can be useful if experiencing crash with FMSel, especially on Win10)

    - fixed DXT related crash (when running editor in HW mode)
    - fixed crash accidentally re-introduced in the previous version when loading (old) missions with bad door objects
    (objects internally flagged as doors despite not being doors)
    - fixed ambient sounds disappearing after playing in-game movie
    - fixed link data for certain link types (AIWatchObj) getting reset when reordering them (in link list dialog)
    - fixed original glitch in vhot evaluation that could under some circumstances affect "show_vhots", coronas and
    particle attachment links using vhots
    - fixed DML syntax error bug when working with links that have no data set
    - fixed missing field indexing in DML export (for properties that contain multiple fields with the same name)
    - fixed a bug that could occur under certain circumstances with StimSource and Receptron commands in DMLs
    - fixed a few crashes that could happen in rare situations
    - fixed buggy transform for vhot and subobj detail attachment links when parent object is scaled
    - added mono warning for ObjTxtReplace properties with textures that couldn't be found/loaded
    - added "spew_stimulations" command to toggle mono output for stim events
    Last edited by Athalle; 29th Jul 2020 at 09:25. Reason: Update Newdark

  2. #2
    Registered: Jun 2009
    Location: The Spiraling Sea

  3. #3
    Registered: Mar 2001
    Location: Melbourne, Australia
    Awesome stuff. Love all these mysterious releases.

    Benefited the Thief and System Shock 2 scenes quite immensely.

  4. #4
    See first post for new version thief 2 v1.26 & SS2 v2.47!
    (Sorry, impossible for me to change the title of the thread...)

  5. #5
    Registered: Jun 2009
    Location: The Spiraling Sea

    Athalle, if you want to change the title of the thread: Edit > Go Advanced

  6. #6
    Yep, it's what I've done and you see here the result... Thank you anyway, Vae

  7. #7
    Registered: Sep 2004
    I see some french text - is it a new riddle? I do like those.

  8. #8
    Yes, but it's difficult to translate, it's some kind of "poetry" maybe...

  9. #9
    Registered: Oct 2000
    Location: Athens of the North
    Thread title updated - send me a PM if you need it updating again.

  10. #10
    Will do. Thank you, Al_B.

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