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Thread: Thief 3 Tweaks - Requests and Discussion

  1. #401
    Member
    Registered: Jun 2004
    Location: UK
    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.

  2. #402
    I 3rd the FOV in normal view request, that would be great if possible.

  3. #403
    Member
    Registered: Nov 2003
    Location: Behind you in the shadows
    Quote Originally Posted by keeper_Silvas
    I'd be happy to attach my reduced glint textures... if someone can give me a website address to attach either 1) a zip file of both the .dds and .bmp , or
    2) each file individually.
    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.

  4. #404
    Member
    Registered: May 2004
    Quote Originally Posted by _gotcha_
    here's two glows, one very dark and one a bit brighter.

    dark glow
    medium glow

    remove the "_medium" or "_dark" from the name and import it in the file
    "Kernel_GFXALL.ibt" with dxtool
    bump, and you are welcome to send them to me also, gotcha123@planet.nl. Whatever you want!
    This thread is starting to be forum of its own!

  5. #405
    Member
    Registered: Jun 2004

    Creating a Trainer for Many of these Tweaks

    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.

  6. #406
    Member
    Registered: May 2004
    Quote Originally Posted by JVieira
    Indigo made it a bit easier using an XML script to import them all at once, but there are not any instructions on how to do it in the archive,
    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...

  7. #407
    Member
    Registered: Sep 2001
    Location: Right Behind You!

    Quote Originally Posted by stickyfingers
    Quote Originally Posted by omegacron
    I realize this is probably supposed to simulate the fact that Garrett's wearing a hood, but it's really annoying.

    I'm using an ATI Radeon 9600 128MB if that helps.

    Any ideas?

    I've seen this running the t3 demo on a laptop with a radeon card. I don't think it's a hood at all - I think it's a rather bad radeon drawing error.
    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.

  8. #408
    New Member
    Registered: May 2004
    Location: Just behind you.

    BUG AFTER TWEAK WARNING

    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.

  9. #409
    Member
    Registered: Aug 2003
    Location: The City
    Yea, I think so, because I've run into another bug with the frobbing: http://www.ttlg.com/forums/showthrea...42#post1045142 :/

    Quote Originally Posted by Myagi
    I had hoped they'd use that shader a little more carefully maybe replacing the frob highlight textures is the better solution in the long run.

  10. #410
    Member
    Registered: May 1999
    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...

  11. #411
    Member
    Registered: Jun 2004
    Location: UK
    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.

  12. #412
    Member
    Registered: May 2004
    Quote Originally Posted by stickyfingers
    I've seen this running the t3 demo on a laptop with a radeon card. I don't think it's a hood at all - I think it's a rather bad radeon drawing error.
    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...

  13. #413
    Member
    Registered: May 2004
    Quote Originally Posted by xaphod_x

    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.
    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 others

    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...

  14. #414
    Member
    Registered: Jun 2004
    Location: UK
    [If you load a saved game, this won't take effect until you restart the level or, presumably, enter a new one.]
    This is referring to the difficulty settings.
    Well, that explains it.

  15. #415
    Member
    Registered: May 2004
    Quote Originally Posted by Eep
    Yea, I think so, because I've run into another bug with the frobbing: http://www.ttlg.com/forums/showthrea...42#post1045142 :/
    you can load alternative from textures instead of changing it with Myagi's patch, see elsewhere on this page. Looks quite good actually

  16. #416
    Member
    Registered: Nov 2003
    Location: Behind you in the shadows
    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.

  17. #417
    Member
    Registered: May 2004
    Location: Toronto, Canada
    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!

  18. #418
    Member
    Registered: Jul 2002
    Location: Helsinki, Finland
    updated the 'classic' menu again, to remove the text "deadly shadows" due to popular demand
    download
    screenshot of previous version
    overwrote the previous version

  19. #419
    Member
    Registered: Nov 2003
    Location: Behind you in the shadows
    Quote Originally Posted by Springheel
    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!
    We happen to have one right here.
    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.

  20. #420
    Member
    Registered: May 2004
    Location: Toronto, Canada
    Not a separate thread, a separate *forum*!

  21. #421
    New Member
    Registered: Oct 2003
    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...

  22. #422
    Member
    Registered: Nov 2003
    Location: Behind you in the shadows
    Quote Originally Posted by Springheel
    Not a separate thread, a separate *forum*!
    Ohh, forum! Heh heh... nah, I don't think we need to go THAT far.

    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

  23. #423
    Member
    Registered: Jun 2004
    Thanks Rogue! Thats exactly what I wanted to see too!

  24. #424
    Member
    Registered: Jun 2002
    Location: Auckland, New Zealand

    disable mechanical eye noises

    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

  25. #425
    New Member
    Registered: Jun 2004
    Location: Texas

    Yep - that's a drawing error

    Quote Originally Posted by Jahandar
    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.
    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.

    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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