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Thread: T2Fix: An Unofficial Comprehensive Patch for Thief 2

  1. #651
    Member
    Registered: Dec 2004
    Location: Germany
    Looking at the miss*.mis.dml's in mods\Thief2 Fixed of a NewDark install made with T2Fix v1.27e, it appears that all that is required for any of the OM's is

    Code:
    FINGERPRINT
    {
        QVAR "T2origmis" == 1
    }
    Does that help, or do you have a situation where this QVAR is not present?

  2. #652
    Zombified
    Registered: Sep 2004
    full situation is that I'm bugfixing the NecroAge pack, and I need it to handle all the setups below properly;

    - T1/TG TFixed maps
    - T1/TG vanilla maps
    - T2 T2Fixed maps
    - T2 vanilla maps

    T2origmis will only help identify the fixed T2 maps. so yeah, I probably need to put together proper fingerprinting dmls for the T2 vanilla maps myself.

  3. #653
    Member
    Registered: Mar 2015
    Yes, there is a set of fingerprints for the unmodified original missions. The t2skies DMLs offered by T2Fix include a fingerprint block for both the unmodified missions and the fixed missions. For the former, all of them just use the positions of eight random objects. Since Kidnap is missing, here is a fingerprint for it as well.

    Code:
    FINGERPRINT
    {
    	1920 [344 125 24]
    	800 [504 -42 3]
    	364 [308 62 10]
    	732 [439 10 5]
    	877 [215 -140 15]
    	1849 [406 -20 13]
    	1452 [361 -269 29]
    	511 [270 -100 16]
    }
    I have a workflow that automates fingerprint generation, so if that is insufficient, the following is another collection of fingerprints that also use a goal target quest variable or unique object name, which is slightly more resilient to false matches.

    Code:
    //miss1.mis
    FINGERPRINT
    {
    	935 [-72 11 3]
    	446 [-18 69 0]
    	634 [63 -97 14]
    	898 [46 -64 28]
    	704 [43 97 26]
    	812 [-31 66 15]
    	628 [38 -104 30]
    	938 [-70 7 3]
    	NAME 387 "amb crickets3"
    }
    
    //miss2.mis
    FINGERPRINT
    {
    	1142 [438 140 -2]
    	80 [5 118 39]
    	230 [346 87 1]
    	1295 [362 54 -8]
    	1883 [26 99 19]
    	1483 [34 35 -7]
    	798 [-6 66 16]
    	620 [96 80 16]
    	QVAR "goal_target_0" == 307
    }
    
    //miss4.mis
    FINGERPRINT
    {
    	1217 [-50 -24 -34]
    	1745 [187 63 -45]
    	122 [-14 11 -59]
    	570 [-6 178 -47]
    	519 [57 5 -48]
    	260 [52 -39 -28]
    	1756 [-77 59 -48]
    	484 [28 107 -41]
    	QVAR "goal_target_7" == 990
    }
    
    //miss5.mis
    FINGERPRINT
    {
    	783 [113 103 8]
    	950 [167 118 -5]
    	709 [95 72 21]
    	446 [-80 84 7]
    	836 [-136 -157 10]
    	469 [-126 189 9]
    	936 [70 -99 18]
    	82 [-100 -146 6]
    	QVAR "goal_target_0" == 392
    }
    
    //miss6.mis
    FINGERPRINT
    {
    	1053 [-19 75 -58]
    	694 [89 -28 -56]
    	1103 [51 13 -76]
    	284 [-29 75 -77]
    	1054 [-26 92 -58]
    	791 [104 -109 -37]
    	179 [10 50 -30]
    	357 [29 36 -79]
    	QVAR "goal_target_9" == 965
    }
    
    //miss7.mis
    FINGERPRINT
    {
    	935 [-45 -127 12]
    	2289 [147 -15 13]
    	859 [92 -75 17]
    	1488 [-116 49 3]
    	1540 [30 122 2]
    	2240 [44 48 37]
    	683 [-4 110 7]
    	1857 [139 78 29]
    	QVAR "goal_target_3" == 1124
    }
    
    //miss8.mis
    FINGERPRINT
    {
    	774 [124 170 5]
    	822 [-31 95 10]
    	1418 [-49 -197 -8]
    	1319 [-20 -56 19]
    	1352 [150 129 8]
    	598 [-96 -150 4]
    	1374 [52 189 10]
    	897 [-72 55 8]
    	NAME 1284 "VOWasntExpecting"
    }
    
    //miss9.mis
    FINGERPRINT
    {
    	921 [17 -115 8]
    	324 [-7 75 5]
    	1699 [0 68 -11]
    	1636 [6 -34 -21]
    	428 [-5 -33 25]
    	1473 [2 33 41]
    	1047 [26 19 -14]
    	112 [-234 -1 -15]
    	QVAR "goal_target_2" == 238
    }
    
    //miss10.mis
    FINGERPRINT
    {
    	477 [20 241 4]
    	503 [-84 250 10]
    	877 [-759 263 -22]
    	1391 [-109 172 -14]
    	1253 [-762 330 -48]
    	187 [-907 330 -19]
    	1201 [-321 221 -40]
    	1296 [-783 251 -50]
    	QVAR "goal_target_0" == 429
    }
    
    //miss11.mis
    FINGERPRINT
    {
    	296 [-194 179 4]
    	779 [-483 156 -33]
    	1444 [-454 206 86]
    	1766 [-154 116 -27]
    	1424 [-320 103 84]
    	808 [-424 186 30]
    	265 [-518 145 -32]
    	1588 [-446 191 31]
    	QVAR "goal_target_0" == 356
    }
    
    //miss12.mis
    FINGERPRINT
    {
    	1965 [-20 -89 30]
    	472 [101 85 31]
    	1977 [-28 -113 30]
    	30 [-50 -168 12]
    	644 [-67 96 6]
    	1594 [21 114 7]
    	1653 [88 109 16]
    	1915 [43 107 30]
    	QVAR "goal_target_10" == 767
    }
    
    //miss13.mis
    FINGERPRINT
    {
    	1423 [144 94 4]
    	1009 [-10 -177 12]
    	1307 [80 101 37]
    	1020 [-63 89 5]
    	2197 [-17 -66 40]
    	104 [39 31 10]
    	1834 [54 -94 34]
    	1005 [-111 93 33]
    	QVAR "goal_target_3" == 934
    }
    
    //miss14.mis
    FINGERPRINT
    {
    	259 [576 -833 -183]
    	1268 [834 -618 -167]
    	1090 [636 -840 -184]
    	353 [642 -747 0]
    	753 [607 -735 78]
    	969 [974 -713 -120]
    	783 [646 -727 -32]
    	988 [681 -687 0]
    	QVAR "goal_target_10" == 337
    }
    
    //miss15.mis
    FINGERPRINT
    {
    	1402 [309 -242 46]
    	1445 [172 -347 20]
    	539 [96 56 7]
    	795 [-20 6 19]
    	1560 [304 -119 -3]
    	1667 [63 40 0]
    	1377 [225 -139 14]
    	284 [104 330 15]
    	QVAR "goal_target_1" == 792
    }
    
    //miss16.mis
    FINGERPRINT
    {
    	41 [103 40 4]
    	726 [-550 268 38]
    	925 [-760 -90 3]
    	2164 [-787 -57 4]
    	2116 [-638 -142 14]
    	351 [-685 -220 28]
    	950 [-598 106 -85]
    	2198 [-754 -93 42]
    	QVAR "goal_target_7" == 910
    }

  4. #654
    Zombified
    Registered: Sep 2004
    that should do just fine, and saves me a ton of work - thanks.


    //quick note - when patching up with T2Fix, the Select Additional Tasks/Video Configuration sections could use some kind of basic descriptions (what do the presets do etc).
    Last edited by voodoo47; 21st Feb 2024 at 09:39.

  5. #655
    Zombified
    Registered: Sep 2004
    also when running the patcher, and selecting ALL mods, all will get selected but interactive candles. you need to click the box one more time to actually select all mods, candles included. intentional?

    //and the T2 Water mod does not have mtls. this is fairly important, here they are.
    Last edited by voodoo47; 29th Mar 2024 at 15:17.

  6. #656
    Member
    Registered: Mar 2015
    More detailed descriptions of the video presets are available in the first post, but yes, I suppose having something similar in the installer itself could be useful. The intention was to avoid cluttering up the tasks list too much. It is still possible to see which specific video options are enabled after selecting a preset by looking at the configuration options page, however.

    The oddity in the installer's component list occurs due to the interactive candles' dependency on Thief2 Fixed for the vhotted models. If Thief2 Fixed is not selected prior to selecting the entire mods category, the interactive candles will still be disabled, leaving it re-enabled but unchecked after doing so. While not exactly intentional, this is a consequence of how dependencies are handled. I will see if something can be done here to make this more intuitive.
    Update: I took a look and resolved this. You should only need to click the mods category once in subsequent versions.

    Regarding t2water, thank you for the link. Agreed, having proper material definitions ought to make t2water less problematic when used with FMs.
    Last edited by Jax64; 30th Mar 2024 at 05:41. Reason: Update

  7. #657
    Zombified
    Registered: Sep 2004
    sounds good.

    no rush with a potential T2Fix update, we still need to figure out whether T2x skies should be merged with the T2 Skies mod included in T2Fix (currently it's if technically doable, probably yes).

  8. #658
    Zombified
    Registered: Sep 2004
    Jax, I think you did mention you have some automated way of generating mission fingerprints? if so, and if it's not too much hassle, would you generate them for the remaining T2x missions please? T2FMdml has some, but not all. thanks.

  9. #659
    Member
    Registered: Mar 2015
    Sure, no problem. Here is a complete collection of them, including those from T2FMDML, where applicable. Each was generated from the original 1.1 mission set, though they should work for any new set as well, provided no objects were moved a significant distance.

    Code:
    // Unexpected Shelter (miss18.mis)
    FINGERPRINT
    {
    	168 [-241 77 -40]
    	1718 [392 636 -73]
    	1353 [25 112 -50]
    	748 [41 332 -49]
    	105 [-97 101 -27]
    	1691 [212 389 -77]
    	1894 [-125 16 -38]
    	1716 [-224 34 -36]
    	QVAR "goal_target_2" == 424
    }
    
    // The Trials That Shape Us (miss19.mis)
    FINGERPRINT
    {
    	1820 [-219 -140 1]
    	1285 [-219 -262 8]
    	1729 [-96 -233 -4]
    	1549 [-113 -132 17]
    	801 [-103 -22 7]
    	150 [-301 -119 -5]
    	637 [-242 -171 42]
    	1591 [-209 -234 31]
    	QVAR "goal_target_1" == 525
    }
    
    // While the City Sleeps (miss20.mis)
    FINGERPRINT
    {
    	1319 [-242 511 -1]
    	151 [-259 323 -1]
    	1373 [-86 8 13]
    	312 [-335 351 0]
    	883 [-256 464 2]
    	773 [-317 453 -1]
    	1290 [-233 378 -9]
    	1124 [-221 556 -4]
    	QVAR "goal_target_0" == 2245
    }
    
    // Shadowing the Enemy (miss21.mis)
    FINGERPRINT
    {
    	1969 [366 -410 -70]
    	542 [59 -523 -33]
    	1448 [-301 -549 -58]
    	971 [251 -517 -22]
    	775 [219 -533 -40]
    	2105 [409 -542 -108]
    	535 [132 -521 -36]
    	1134 [206 -519 -161]
    	QVAR "goal_target_2" == 244
    }
    
    // The Redistribution Game (miss22.mis)
    FINGERPRINT
    {
    	1000 [-363 -80 35]
    	269 [-288 -362 28]
    	410 [-375 -67 26]
    	345 [-297 -264 16]
    	218 [-270 -187 18]
    	59 [-141 -352 4]
    	151 [-225 -106 37]
    	808 [-243 -81 30]
    	QVAR "goal_target_4" == 242
    }
    
    // A Question of Knowledge (miss23.mis)
    FINGERPRINT
    {
    	1253 [-160 107 -24]
    	1304 [-111 158 -24]
    	1950 [-200 -1 -24]
    	54 [-38 16 -34]
    	43 [-109 164 -14]
    	746 [-100 187 -33]
    	609 [-94 200 -33]
    	1275 [-254 30 -34]
    	QVAR "goal_target_7" == 1200
    }
    
    // Down Among Dead Men (miss24.mis)
    FINGERPRINT
    {
    	1027 [-235 -46 42]
    	1517 [-433 106 68]
    	1774 [-237 136 67]
    	1545 [-361 35 42]
    	1811 [-340 49 36]
    	265 [-344 136 107]
    	1738 [-218 -35 36]
    	1093 [-223 23 52]
    	QVAR "goal_target_6" == 1235
    }
    
    // The Art of Deception (miss25.mis)
    FINGERPRINT
    {
    	720 [465 205 -59]
    	748 [198 394 -55]
    	650 [381 433 -67]
    	1329 [391 364 -51]
    	731 [224 75 -55]
    	479 [463 199 -61]
    	372 [356 322 -50]
    	756 [48 51 -51]
    	QVAR "goal_target_3" == 163
    }
    
    // Into the Fray (miss26.mis)
    FINGERPRINT
    {
    	932 [-253 -103 24]
    	647 [-309 -117 31]
    	359 [-192 -338 27]
    	1368 [-436 -179 18]
    	889 [-278 -242 15]
    	1001 [-285 -79 20]
    	498 [-369 -157 22]
    	490 [-387 -111 38]
    	QVAR "goal_target_7" == 966
    }
    
    // ...of Ill Repute (miss27.mis)
    FINGERPRINT
    {
    	631 [-274 57 -32]
    	1755 [-242 -169 16]
    	1113 [-184 -41 -35]
    	1077 [-303 -5 -31]
    	1379 [-113 16 6]
    	1009 [-232 -156 -2]
    	831 [-267 10 -35]
    	1734 [-217 -21 -34]
    	QVAR "goal_target_0" == 1151
    }
    
    // The Grand Hotel (miss28.mis)
    FINGERPRINT
    {
    	375 [533 143 -18]
    	669 [639 -87 -12]
    	1946 [611 58 -38]
    	2053 [634 -190 -18]
    	720 [640 56 -9]
    	530 [484 83 -18]
    	2386 [482 61 7]
    	939 [788 98 -18]
    	QVAR "goal_target_0" == 1074
    }
    
    // The Cure (miss29.mis)
    FINGERPRINT
    {
    	1247 [9 -74 71]
    	1428 [94 37 78]
    	646 [-427 -12 67]
    	910 [-162 52 85]
    	1022 [-189 51 81]
    	1876 [-170 90 84]
    	1701 [-142 -188 88]
    	1858 [-161 -217 88]
    	QVAR "goal_target_0" == 1998
    }
    
    // Betrayal (miss30.mis)
    FINGERPRINT
    {
    	674 [24 234 -2]
    	210 [333 124 57]
    	343 [179 62 41]
    	820 [-1 -124 -2]
    	1242 [166 54 42]
    	1072 [232 348 -25]
    	963 [-62 -149 7]
    	1040 [239 229 -22]
    	NAME 196 "Beasty"
    }
    Quote Originally Posted by voodoo47 View Post
    we still need to figure out whether T2x skies should be merged with the T2 Skies mod included in T2Fix (currently it's if technically doable, probably yes).
    As for that, from a technical standpoint, there shouldn't be a problem in doing this. The new mission-specific DMLs would just have to be added to the same directory as the others, as there are no new assets themselves to be included.

  10. #660
    Zombified
    Registered: Sep 2004
    excellent. yes, that indeed is the case, and I'm now almost sure we will end up doing that (moving the skies to the T2Fix T2 Skies mod).

    ok, T2x_skies is up https://drive.google.com/drive/folde...1jivwMNAUZqo3F
    this, when added to the T2Fix T2 Skies modfolder, will autoload the hires skies when the mod is enabled and T2x is launched.


    also, now that T2x is considered maintained (and the up to date dmls will be kept in the T2x zip), I think the T2x dmls should be removed from T2FMdml - the main purpose of the dml pack is to take care of fan missions that would be hard to update directly (multiple download sites to which we have no access to etc). double loading the fixes is probably better avoided.
    Last edited by voodoo47; 31st Mar 2024 at 13:33.

  11. #661
    Member
    Registered: Mar 2015
    Thank you. I have merged the mission-specific DMLs with those already in the t2skies distribution, so anyone using the next version of T2Fix with t2skies shouldn't have to worry about this.

    Regarding that last point, I agree, generally speaking. The purpose of the FM DML packages is to provide a convenient way to play missions with fewer issues. This is less necessary if the mission itself already addresses them. That said, it may be best to wait a while before doing this, as the original NewDark distribution is likely to remain in circulation for some time, even if another is released.

  12. #662
    Zombified
    Registered: Sep 2004
    very good.

    I'm probably going to walk back on that T2x dml placement suggestion - forgot for a moment we have three separate T2x packages to handle, the minimal/base build that's currently under construction, the NecroAge build, and the hdmod build. so it would actually make a lot of sense to keep just one single set of fixup dmls in the T2FMdml pack, and have them applied automatically no matter which T2x build is loaded (while keeping all the T2x zips dml-free to avoid fix double-loading). as always, would make the deal more inconvenient for people with manual T2 installs, but hey, they were the ones who wanted to go manual in the first place, right?

    no rush, there is still work to be done and this needs to be well thought through before going into production.


    //wait, merged the sky dmls how? I've chosen the dbmod autoload way, but I guess they could be just placed in the modfolder root as normal dmls, the mission numbers do not conflict with vanilla.
    Last edited by voodoo47; 3rd Apr 2024 at 05:11.

  13. #663
    Member
    Registered: Mar 2015
    That is also sensible. One of the main benefits of the DML packages is how easy it is to maintain all the DMLs in one place. Manual installs should also be covered, as T2FMDML is available as a standalone package and anyone can pick out the Thief 2X DMLs if desired.

    Regarding the t2skies DMLs, yes, I just included the new ones as normal mission DMLs along with those for the original missions. This should be slightly more efficient for the DML parser, which will have to check the fingerprint of a maximum of one t2skies DML per mission load rather than all of the Thief 2X DMLs. That said, the mission numbers to not overlap and each DML already has a proper fingerprint, so either approach would work just fine.

  14. #664
    Zombified
    Registered: Sep 2004
    https://drive.google.com/drive/folde...usp=drive_link

    the updated interactive candles mod for T2 and T2x is now available, feel free to replace what currently is included in T2Fix.

  15. #665
    Member
    Registered: Mar 2015
    Thanks, I've integrated the updated release.

    As an additional note, it may be worth making the GlassChandelier archetype not inherit scripts in the gamesys DML, as, currently, if an FM uses the default gamesys and includes one of these with the mod active, it will appear with the wrong model. This is because, in the Thief2 Fixed gamesys, the GlassChandelier archetype is a descendant of the chandelier archetype, whereas, in the original 1.18 gamesys, this is the other way around.

  16. #666
    Zombified
    Registered: Sep 2004
    yes. added;
    //no scripts on the GlassChandelier
    +ObjProp -5072 "Scripts"
    {
    "Don't Inherit" true
    }
    and reuploaded. //one more update, additional tweak to the code that handles the long torches.
    Last edited by voodoo47; 3rd May 2024 at 10:39.

  17. #667
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Just gave this a try for the first time, vs all the manual patching I've done in the past...

    Not a fan of bloom being enabled by default. I don't mind a little bloom, but T2Fix cranks it up so high that it obscures details on bright objects. It makes every cooking fire look like the heart of a star.

    Yes, you can disable bloom in the installer by clicking "Configuration Options"... which brings up the "Advanced Options" page. Should probably make those match. I'd go for "Advanced Options" myself. Actually I'd not hide this page behind an easy-to-miss button and just make it appear after the "Additional Tasks" page.

    The file intrface/english/controls.str needs to be patched to include:
    mouse_wheel_down: "Mouse Wheel Down"
    mouse_wheel_up: "Mouse Wheel Up"
    mouse5:"Mouse 5"

    Without this, if you have, for example, inventory cycling bound to the mouse wheel, and one of those help popups mentions it, you'll see something like this:
    Select NEXT ITEM or PREVIOUS ITEM until key is selected.
    NEXT ITEM = Keypad Star or mouse_wheel_up or Tab
    PREVIOUS ITEM = Keypad Slash or mouse_wheel_down or Tab+Shift
    That is, it will display the internal bind name instead of the "friendly" name.

  18. #668
    Member
    Registered: Mar 2015
    Thanks for taking a look.

    Regarding bloom, strictly speaking, it is not enabled by default. Rather, it is enabled when you choose the "High" video preset, as noted in the first post. Even when it is enabled, the bloom parameters are left at their defaults. That said, the presets are admittedly misnomers in the sense that higher levels simply activate additional effects. The presets themselves were added prior to the more fine-grained settings on the supplemental options page, so it would make sense to simply get rid of them at this point since everything can be configured there anyway.

    I am inclined to agree about the advanced options page. The idea behind having it toggleable was to not clutter the wizard too much, though I suppose one additional page with common configuration options hardly does this. Removing the video presets and simply having the additional page always show should prevent accidentally enabling undesired settings and make the interface slightly less complex. I will have these changes included in the next release, whenever that happens.

    About the control strings, yes, those particular strings are not present in the original resources since NewDark added those three controls. Having them present in the fixed resources would certainly be a welcome addition for consistency, however. It does not look like TFix includes the additional control strings either, so this could also apply there.

  19. #669
    New Member
    Registered: Sep 2014
    Could anyone tell me, please, why T2Fix 1.27e with mods.exe does not create "USERMODS" folder during installation, only "MODS", while TFix for Thief Gold creates both of them? Because of that, I'm having trouble getting the mods that rely on "USERMODS" folder to work, like Thief 2 ESRGAN Texture Pack: https://www.ttlg.com/forums/showthre...=1#post2518891 Placing the modded folders ("fam", "mesh" & "obj") into "MODS" does nothing (both on their own and inside "Thief 2 ESRGAN Texture Pack" folder). The upscaled textures only appeared in the game after I copied them into "EP" folder created by the T2Fix installer. The mod in question was uploaded in 2020, so it seems that older versions did create "USERMODS" folder. Was this feature done away with? If so, why?
    Last edited by Taffer1989; 14th Sep 2024 at 14:16.

  20. #670
    Member
    Registered: Mar 2015
    Yes, T2Fix no longer creates the USERMODS folder. This was just a facility to make installing mods easier by having a mod path set up by default to avoid having to do this manually. The reason for this change was the introduction of a proper mod manager in the form of DMM, which is much more powerful. It's also worth noting that the most recent version of TFix includes it too.

    Some mods, unfortunately, were not packaged in a way that allows the mod manager to work properly, the Thief 2 ESRGAN Texture Pack being one of them. What you can do, in its case, is extract the contents of the archive itself into the MODS folder so that you see the single top-level directory included in the archive (called USERMODS) there. You may want to rename it to something more descriptive of the mod, though this is not required. After this, you can run DMM and manage it as normal.

  21. #671
    Zombified
    Registered: Sep 2004
    TFix also no longer creates the now redundant and deprecated USERMODS folder, someone asked about this in the TFix topic a few days ago;

    Quote Originally Posted by Shimonhead View Post
    Hi...I have reinstalled Steam Thief Gold, and run TFix, and wanted to use Akvar's ESERGAN textures, but they need to be put in a USERMODS folder that I thought TFix was supposed to create.

    If I just manually make a USERMODS folder in the main TGold folder, the textures do not load.
    Quote Originally Posted by voodoo47 View Post
    it's not necessary anymore, as the latest TFix includes a modmanager (dmm.exe) that allows you to manage all the mods fully. so each mod needs to sit in its own folder (assuming it has a proper structure, which may, or may not be the case) inside the mods folder, and then it must be activated using the modmanager (hires texture mods should have a high priority set).

    as mentioned in the first post, most mods (and fan missions) will come with outdated installation instructions, if those are followed, things will inevitably break. some even need to be converted into a proper mod format before they can be used in the modern Thief environment (this may be as easy as properly extracting the mod, but not always, sometimes you need to move things around a lot).
    Quote Originally Posted by Shimonhead View Post
    Thanks Voodoo! That worked. I fixed the file structure in MODS and using DDM activated them and they loaded perfectly into the game.

    I'll do the same with Thief 2

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