I 3rd the FOV in normal view request, that would be great if possible.
That's what I've been altering. Just wondering if there were any"searchtime" or "stamina" stats I could alter to make the guards a bit tougher.
If it doesn't work in the demo then that would explain it I guess. I even upped sight and hearing to 2000 and all I have to do is run out of the room and they just don't follow me. It seems harder to get them to pay attention to me in the first place as well.
I 3rd the FOV in normal view request, that would be great if possible.
Email them to me (rogue_wolf@hotmail.com) with the title "Loot Glint" and I'll host them for you. Though I'll let you know now that I already have a lightened glint effect up... but if you've done it a different way, I'd be happy to give it a home.Originally Posted by keeper_Silvas
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bump, and you are welcome to send them to me also, gotcha123@planet.nl. Whatever you want!Originally Posted by _gotcha_
This thread is starting to be forum of its own!
OK i figured out the Tsearch program pretty quickly, cool program for grabbing memory address changes for applications and games.
I got the memory addresses for many of the weapons and inventory items
Im still learning how to make the trainer and and going to try the Trainer Maker program to apply these to an actual program. But aside from using it for unlimited weapons, I'd rather use it for fixing all the problems this game has. Can some of you give me input and ideas as to how and what problems can be fixed using memory changing?
So far I've been grabbing the memory change for all the weapons and inventory items available in the first 4 levels:
Water, Broadhead, moss, noise, fire
gasbomb, flashbomb, Oil Flask, Health
I've been able to set them all to 99 and stay 99 even when i use them. This can all be done with Tsearch for temporary use. But don't get me wrong, I dont care about making unlimited weapons, Im not doing this to cheat, Im just doing this to test out the program. I really want to find addresses and memory changes for:
Jump Height
Player Speed
Game Speed
Arrow Trails
Eye Zoom Color
Arrow Speed
AI health
AI Speed
AI sight
AI hearing
AI Damage-to-player
AI intelligence
AI Search time
Frob Color
Hopefully Movement
Level skip
Whatever other ideas folks have.
While much of this can be done currently with the ini file tweaks, i'd rather make it all temporary memory resident for those who want to try it out to see how it works before committing it permanently to the file.
But i also need ideas from you what other things can be altered in the memory tables. So far it seems that the weapons and items change the address for each map, but they all reside somewhere in the range of 7C000000 - 7C6FFFFF
Help me out and we can get this going. Please don't flame me for creating a hack, thats not my intention.
place the xml and bmp in some directory, open dxtool and click on the import batch button, point to the xml and it will execute the instructions in the xml file...Originally Posted by JVieira
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Sticky is right, this not a hood, rather it is caused by bad drawing. What you're actually seeing is the inside of Garrett's face.Originally Posted by stickyfingers
About the "No load zone confirmation" patch.
It seems that some loading zones cannot be activated with it, and you will remain stuck in front of an invisible wall, overwhelmed by this shitty blueish, out of nowhere smoke.. (The load zone of the Sunken Cathedral is a good example.)
No big deal though, just restore your T3Main.exe, load the game, Zone, save, and apply your modified exe again.
Damn! I liked this tweak!
Last edited by Cobaalt; 3rd Jun 2004 at 06:35.
Yea, I think so, because I've run into another bug with the frobbing: http://www.ttlg.com/forums/showthrea...42#post1045142 :/
Originally Posted by Myagi
How about making the flashbombs even brighter and "blinding" if you look at them?
And just to reiterate, see if loot can be made to "sheen" like other items, instead of glint. And change that loading fog color, please...
I notice that blackjacking works differently in the new Thief.
Is there any way to make it so that blackjacking alert guards without being seen works?
A way to make it so civilians can be knocked out regardless of alert status would be good too.
Does altering the difficulty settings in the INI file actually change them? In the demo I notice no difference.
What else... oh, a way of getting rid of the sound when you zoom in would be nice.
I've noticed problems with Myagi's patch as well - some pickups have started to glow up like christmas trees.. arrow pickups particularly look wrong - as if their texture has just vanished.
I second the request about making flashbombs blinding if you look at them.
have you got FSAA on? some types of anti aliasing will try to do AA between flipping screens, correcting each of two screens that are shown alternatingly a bit so that the overall effect is full AA. This messes up sometimes...Originally Posted by stickyfingers
the streets in the city are dumbed down so that regardless of the difficulty setting you get the same response from the guards more or less. Increasing the AI values in default.ini works it seems. Also in some levels the diference in diffculty is much more noticable than in othersOriginally Posted by xaphod_x
the sound with the zooming is solved I think, look in the tweak thread (I may be wrong)
There are alternative methods to change pickup, see this thread
I think the blinding is hardcoded and cannot be changed by tinkering the ini files but if I'm wrong I'm all ears...
This is referring to the difficulty settings.[If you load a saved game, this won't take effect until you restart the level or, presumably, enter a new one.]
Well, that explains it.![]()
you can load alternative from textures instead of changing it with Myagi's patch, see elsewhere on this page. Looks quite good actuallyOriginally Posted by Eep
I've hosted Keeper_Silvas' alternate loot-glint tweak here. Note that it's a ZIP file, with both the DDS and the BMP for whichever method you prefer (along with the original loot-glint BMP for restoring it to normal). I haven't tested it myself yet, but it doesn't seem radically different from mine, so I'm thinking it'll work.
You know, we're starting to get so many choices of tweaks, I would really like to have somewhere where they could be compared. Screen shots especially would help me out for things like frobbing, loot glint, etc. Anyone else think this is a good idea? I don't know if the tweak thread itself is the place for it, but then again, where else would be better? I'm wondering if we shouldn't get a whole separate forum for tweaks!![]()
updated the 'classic' menu again, to remove the text "deadly shadows" due to popular demand
download
screenshot of previous version
overwrote the previous version
We happen to have one right here.Originally Posted by Springheel
At some point tonight I'll compare mine and Keeper_Silvas' loot glints with the original and cook up a screenshot. But first, I'm taking a nap... it's been a long day already.![]()
But yes, comparative screenshots are a good idea.
Not a separate thread, a separate *forum*!![]()
I've modded the HUD to a less obtrusive version but am having difficulty with the finishing touches. I'm trying to move the text descriptions for the item & weapon selection operations and can't figure out how to do it. I know I can make the text smaller, but I can't seem to move the text around any.
Anybody know how to do this?
Thanks...
Ohh, forum! Heh heh... nah, I don't think we need to go THAT far.Originally Posted by Springheel
And I've done up comparison screenshots between the normal loot glint, Keeper_Silvas' version and my version. Note that you can barely see mine in the screenshot- it's a BIT more visible in motion, but still very understated. Keeper_Silvas's is actually physically shrunk, so it looks more intense up close- but not as visible at a distance as the regular glint.
Normal loot glint
Keeper_Silvas' loot glint
The Rogue Wolf's loot glint
Thanks Rogue! Thats exactly what I wanted to see too!
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I read that this had already been posted somewhere so sorry to repeat or to present a silly way of doing it (haven't found a way in the .ini files)
open
\Content\T3\Sounds\SchemaMetafile_HardDrive.csc
with a hex editor
do a free text search for "mechanicaleye", in the demo there are four instances of it. I just changed the first letter "m" to an underscore, or anything, so the program wouldn't be able to find the right sound file.
Editing the first two instances seems to be enough.
The four instances in the demo file are at hex offsets
21202, 24C3C, 9704E, 2D1CC5
don't have full version yet waiting waiting
Yep - you're both right. I took my new ATI Radeon back and exchanged it for a slightly more expensive NVidia GeForce FX 5200. Now Thief looks even better, and the "hood" effect is gone.Originally Posted by Jahandar
BTW, what made up my mind was that it was doing the same thing on one of my wife's games, and it was bugging her too. Spending $120 on a video card is a lot easier when you have the wife's permission.
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