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Thread: T2Fix: An Unofficial Comprehensive Patch for Thief 2

  1. #51
    Member
    Registered: Jul 2015
    Awesome, how exciting! I wonder what new features will be added to the program that we have not seen with FMsel and NewDarkloader?

  2. #52
    Zombified
    Registered: Sep 2004
    whatever finally makes people stop practicing necrophilia with darkloader is fine with me.

  3. #53
    Member
    Registered: Jul 2015
    We all have a different opinion about which program to use for playing FMs and the original missions for both Thief 1/Gold and Thief 2 games.

  4. #54
    I'm hoping that DarkLoader diehards (I was one of them before NDL came out) will give AngelLoader a try, as it's designed to work and look as close as possible to DarkLoader but with modern features. That includes it being a standalone, "all games in one" loader, so you only need one install, and you can alt-tab out and look at it while you're playing, etc. Not to derail this thread any more, but you can look at the video devlog here: https://www.youtube.com/playlist?lis...PkaQrpHME6J0-6
    And the GitHub is here: https://github.com/FenPhoenix/AngelLoader

  5. #55
    Zombified
    Registered: Sep 2004
    Quote Originally Posted by mcmike1489 View Post
    We all have a different opinion about which program to use for playing FMs
    it's fine as long as you don't send a dev on a wild goose chase.

    also hey Fen, good to see you man.

  6. #56
    Member
    Registered: Jul 2015
    Haha, yeah. I get what you mean. This will be the best FM player for both original Thief games. I’m not sure if Thief: Deadly Shadows is compatible with this FM player though, only Thief 1/Gold and Thief 2.

  7. #57

  8. #58
    Member
    Registered: Mar 2015
    Yes, it does look like that texture in Running Interference was scaled incorrectly. The fix will be included in the next build. I was not able to locate those two boxes in Ambush, however. If you can provide a save or their general location, I would be glad to look at them.

    Perhaps I should look into a spreadsheet for tracking issues, similar to TFix.

  9. #59
    Zombified
    Registered: Sep 2004
    while not ideal, yeah, the tracking sheet does help with keeping the forum topic clean. also, as mentioned in the TFix topic,
    press printscreen to make a screenshot (will be created in the SCREENSHOTS folder. also, before you take it, hit SHIFT+; to bring the console up, type show_stats and press enter) of the problem
    this also helps a lot (displays location, FPS, mapname).

  10. #60
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain

  11. #61
    Member
    Registered: Jul 2015
    Along with future updates being release for T2Fix for Thief 2 in the coming months, will Tfix for Thief 1/Gold also be getting future updates as well?

  12. #62
    Zombified
    Registered: Sep 2004
    incorrect topic, but sure - yeah, I'm planning a larger update late summer.

  13. #63
    Member
    Registered: Jul 2015
    Sorry, but it is still relating to T2Fix, it's just the original game cannot be forgotten that easily, haha! Cool, how exciting!

  14. #64
    Member
    Registered: Mar 2015
    Quote Originally Posted by bassoferrol View Post
    Ambush weird arrow.
    Thanks. It was meant to be a rope arrow, though was missing several properties needed to make it function properly. It was an easy fix, however, and will be included in next build.

  15. #65
    Member
    Registered: Sep 2002
    Location: College Place, WA
    The weird arrow is considered an easter egg item. It's presence has been known for a long time, and many guides mention it as an easter egg, which is why I chose to keep it as is.

    Also, I wouldn't recommend forking Thief2 Fixed. It would be better to report any bugs in the Thief2 Fixed Release Thread. I continue to update it every so often, and optimize things behind the scenes. I don't check the thread terribly often, but I do get e-mail notifications when PMed.

  16. #66
    Member
    Registered: Mar 2015
    I was aware that it was documented by several guides as an easter egg, though its implementation suggests that this was not intentional, considering the strange behavior and obvious intention for it to be a rope arrow. Though if everyone feels this way, I suppose no change would be necessary.

    However, I have already responded to several reports and have compiled a log of the changes made. I would be happy to share them, as many more reports will likely be made here despite the fact that they would be better represented in the mentioned thread. I understand it is not my place to intrude on your work, but I also do not want to simply ignore requests that are sent to me.
    Last edited by Jax64; 28th Mar 2019 at 00:37.

  17. #67
    Member
    Registered: Jul 2015
    I understand that sometimes updates to the game doesn't always get rid of certain bugs and issues, it can bring new ones as well. But this is good to know. Like any other video game for either PC or console, bugs and glitches can't go away completely as much as we wish they would. But the developers do their best to make the game as good as possible.

  18. #68

  19. #69
    Member
    Registered: Sep 2002
    Location: College Place, WA
    I'd be glad to see a copy of the list, and if you or anyone else discovers bugs, please submit them in the Thief2 Fixed Thread. Releases aren't super frequent, because of the all the testing required to ensure the release doesn't introduce any bugs or regressions (and even then it still happens, like the scaled wallpaper texture listed above).

    I consider Thief2 Fixed as free to edit and release by anyone. However, I still update it, so it's best not to have multiple people fork it, as then the community would end up with multiple, very similar, but subtly different versions.

  20. #70
    Zombified
    Registered: Sep 2004
    it has been brought to my attention that script-t2.osm also needs to exist as script.osm in the OSM folder. also, lets remove #script "script-t2" from the gamesys.dml for the time being, it seems like some FMs don't like it very much (second level of Calendra's legacy shoots itself to the head in an infinite loop of some sort if the script is loaded, need to figure out why).

    and perhaps create the FMs folder while patching up so the user could skip the part of running the FM shortcut once to get it created.

  21. #71
    Member
    Registered: Apr 2016
    Location: France
    Quote Originally Posted by AntiMatter_16 View Post
    I'd be glad to see a copy of the list, and if you or anyone else discovers bugs, please submit them in the Thief2 Fixed Thread. Releases aren't super frequent, because of the all the testing required to ensure the release doesn't introduce any bugs or regressions (and even then it still happens, like the scaled wallpaper texture listed above).

    I consider Thief2 Fixed as free to edit and release by anyone. However, I still update it, so it's best not to have multiple people fork it, as then the community would end up with multiple, very similar, but subtly different versions.
    Would you consider re-implementing the changes Jax made? I'd love them to remain in the future versions.

  22. #72
    Member
    Registered: Mar 2015
    Quote Originally Posted by voodoo47 View Post
    it has been brought to my attention that script-t2.osm also needs to exist as script.osm in the OSM folder. also, lets remove #script "script-t2" from the gamesys.dml for the time being, it seems like some FMs don't like it very much (second level of Calendra's legacy shoots itself to the head in an infinite loop of some sort if the script is loaded, need to figure out why).

    and perhaps create the FMs folder while patching up so the user could skip the part of running the FM shortcut once to get it created.
    Ah, I wasn't aware this caused such issues. I'll get on this right away, with a new build likely following in a few hours due its importance. Creating the FMs folder upon patching would probably be to the benefit of most users, so I see no reason to not include that.

    Quote Originally Posted by AntiMatter_16 View Post
    I'd be glad to see a copy of the list, and if you or anyone else discovers bugs, please submit them in the Thief2 Fixed Thread. Releases aren't super frequent, because of the all the testing required to ensure the release doesn't introduce any bugs or regressions (and even then it still happens, like the scaled wallpaper texture listed above).

    I consider Thief2 Fixed as free to edit and release by anyone. However, I still update it, so it's best not to have multiple people fork it, as then the community would end up with multiple, very similar, but subtly different versions.
    Quote Originally Posted by marbleman View Post
    Would you consider re-implementing the changes Jax made? I'd love them to remain in the future versions.
    I find that to be an agreeable stance. I understand not wanting to fragment the project into multiple and differing versions, however due to the infrequency of the official releases, some issues may exist for a longer period of time. marbleman and I have worked to make several changes prior to the release of T2Fix, most of which were tested fairly well, and it would be excellent to see them assimilated into future releases of Thief2 Fixed. Though regardless of this point, I will report such changes shortly in the Thief2 Fixed thread as recommended.

  23. #73
    Zombified
    Registered: Sep 2004
    as mentioned, anything you do has potential to cause problems. in this case, it's a bug in the mission (the chances of an identical bug in another mission are extremely low, so this probably is just "that one mission that refuses to cooperate"), but I'm not sure how to handle this correctly yet. lets not force-load the script for now as I've said, and once a proper solution is found, we can re-enable it again.


    //yeah, check the script stuff on 707 and its archetype. there is just no way anyone could predict and safeguard from that madness.
    Last edited by voodoo47; 28th Mar 2019 at 18:27.

  24. #74
    Member
    Registered: Mar 2015
    Yes, it seems some of the scriptwork is rather convoluted in that particular mission.

    Regardless, I don't have a problem disabling the autoloading setup for that particular script, at least until a better solution is reached. T2Fix 1.26a is now live, addressing this issue and implementing several other, much more minor, changes.

  25. #75
    Zombified
    Registered: Sep 2004
    ok, it's a simple script duplication issue, incorrectly set up concretes in the mission causing all the problems. this dml will fix it.

    Quote Originally Posted by miss21.mis.dml
    DML1

    // kill all the duplicate scripts
    -ObjProp 707 "Scripts"
    -ObjProp 708 "Scripts"
    -ObjProp 741 "Scripts"
    -ObjProp 743 "Scripts"
    -ObjProp 744 "Scripts"
    -ObjProp 747 "Scripts"
    -ObjProp 770 "Scripts"
    -ObjProp 771 "Scripts"
    so yeah, 100% a map/FM issue (making sure that no script duplication is going on when building a mission should be one of the top priorities of whoever is working on it). my personal opinion is that a patcher should not take broken FMs into consideration, as trying to do so is an exercise in futility - there will always be a next one with even more uniquely broken setup.

    the question is, what now? I think NewDarkloader comes with a fixup dml database that gets applied to a FM when you use the loader, if that's the case, then the ideal solution would be to submit the dml there, and re-enable the script autoload.
    Last edited by voodoo47; 29th Mar 2019 at 06:33.

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