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Thread: Thief 3 Tweaks - Requests and Discussion

  1. #451
    New Member
    Registered: Jun 2004
    Quote Originally Posted by Nanol
    If you have the full game and T3Menu.ini doesn't exist download it here: (temp link, plz mirror if this works), stick it in your /System directory, and let us know if it works.

    Edit: I think this should work, because removing the T3Menu.ini file causes the error to occur in the demo too.
    YES! This does work! Just copy it in and viola! works great. Dont forget after you enable you need to hit ESC 2 times to get the game out of debug mode.. even tho it looks like you can move like normal. I haven't found any of the T3Menu.ini contents in any other file in the game folder, so they must have left it out all together.. but this file works great!

    Here is a copy of the file: T3Menu.zip

  2. #452
    New Member
    Registered: Jun 2004
    Quote Originally Posted by Nanol
    There's some great options in the debug mode. I'm quite partial to 2x speed and extremely far away zoom in 3rd person, turns the game into Warcraft 3 Wireframe looks kind of TRON-esque, v nice.

    If you have the full game and T3Menu.ini doesn't exist download it here: (temp link, plz mirror if this works), stick it in your /System directory, and let us know if it works.

    Edit: I think this should work, because removing the T3Menu.ini file causes the error to occur in the demo too.
    It certainly made the menu available for me. I didn't play with it yet; I'd prefer to beat the game before tinkering with such things. There's no real reason to have to download the file though; just paste the code from my next post into a file named T3Menu.ini in the same location as T3UI.ini file. I'd have posted it here but it was just a bit too large.

  3. #453
    New Member
    Registered: Jun 2004
    Paste this text:
    Code:
    // Thief 3 User Menu Configuration File
    
    // "//" comments are acceptable; "/*" - "*/" comments are not.
    
    // To add a submenu: 
    
    //		[Submenu string text]
    //		{
    //			// submenu contents go here
    //		}
    
    // To add a menu item that executes a console command:
    
    //		
    
    // To add a "double menu item":
    
    //		
    
    // the following appear to have no effect
    // pMenu->AddSingleItem(stats, "Actor", "STAT ACTOR");	
    // pMenu->AddSingleItem(stats, "Filter", "STAT FILTER");
    // pMenu->AddSingleItem(stats, "Reject", "STAT REJECT");
    // pMenu->AddSingleItem(stats, "Span", "STAT SPAN");
    // pMenu->AddSingleItem(stats, "Light", "STAT LIGHT");
    // pMenu->AddSingleItem(stats, "Soft", "STAT SOFT");
    // pMenu->AddSingleItem(stats, "PolyV", "STAT POLYV");
    // pMenu->AddSingleItem(stats, "PolyC", "STAT POLYC");
    // pMenu->AddSingleItem(stats, "Ilum", "STAT ILLUM");
    
    [T3 Debug Menu]
    {
    	[QA]
    	{
    		
    		<'EXEC Macro.txt', EXEC macro.txt>
    		<'TOGGLESAFEZONE', TOGGLESAFEZONE>
    	}
    	[Mem Dude]
    	{
    		<'Day 1', setint sta_gameday 0>
    		<'Day 2', setint sta_gameday 1>
    		<'Day 3', setint sta_gameday 2>
    		<'Day 4', setint sta_gameday 3>
    		<'Day 5', setint sta_gameday 4>
    		<'Day 6', setint sta_gameday 5>
    		<'Day 7', setint sta_gameday 6>
    		<'Day 8', setint sta_gameday 7>
    		<'Day 9', setint sta_gameday 8>
    		<'Load City', citysection nextday>
    	}
    	[Video]
    	{
    		<'VSYNC ON', VSYNC ON>
    		<'VSYNC OFF', VSYNC OFF>
    		[Colors...]
    		{
    			
    			
    			
    			
    			
    			
    		}
    		[Gamma]
    		{
    			
    			
    			
    			
    			
    			
    			
    			
    			
    			
    			
    		}
    		[Contrast]
    		{
    			
    			
    			
    			
    			
    			
    			
    			
    			
    			
    			
    		}
    		[Brightness]
    		{
    			
    			
    			
    			
    			
    			
    			
    			
    			
    			
    			
    		}
    	}
    	[Game Diagnostics]
    	{
    		<'STAT POSITION', STAT POSITION>
    		<'TELEPORT PLAYER START', TELEPORT PLAYER START>
    		<'OBJECTINFO', OBJECTINFO>
    		
    		
    		<'SHOW_TAGS ON', SHOW_TAGS ON>
    		<'SHOW_TAGS OFF', SHOW_TAGS Off>
    	}
    	[General Cheats...]
    	{
    		[Player Movement Mode...]
    		{
    			
    			
    			
    		}
    		[Objectives...]
    		{
    			
    			
    			
    			
    			
    			
    			
    			
    			
    			
    		}
    		[Camera Settings...]
    		{
    			
    			[Camera Distance...]
    			{
    				
    				
    				
    				
    				
    				
    			}
    			[Camera Stiffness...]
    			{
    				<100%, camera set stiffness 1.0>
    				<90%, camera set stiffness 0.90>
    				<80%, camera set stiffness 0.80>
    				<70%, camera set stiffness 0.70>
    				<50%, camera set stiffness 0.50>
    				<30%, camera set stiffness 0.30>
    			}
    			[Camera Anchor Offset...]
    			{
    				
    				
    				
    				
    				
    				
    				
    			}
    		}			
    		[Invulnerability...]
    		{
    			<'GOD OFF',GOD OFF>
    			<'GOD PLAYER',GOD PLAYER>
    			<'GOD HALF',GOD HALF>
    			<'GOD AIS',GOD AIS>
    			<'GOD ALL',GOD ALL>
    		}
    		[Player Inventory]
    		{
    			<'ALL WEAPONS', ALL WEAPONS>
    		}
    		[Player Health...]
    		{
    			<'HURTME 1',HURTME 1>
    			<'HURTME 8',HURTME 8>
    			<'HURTME 16',HURTME 16>
    			<'HEALME 1',HEALME 1>
    			<'HEALME 8',HEALME 8>
    			
    			
    			
    			
    		}
    		[Player Upgrades...]
    		{
    			<'ENABLE ALL UPGRADES', ENABLE ALL UPGRADES>
    			<'ENABLE CLIMBING', ENABLE CLIMBING>
    			<'ENABLE LOCKPICKING', ENABLE LOCKPICKING>
    			<'ENABLE BLACKJACK UPGRADE', ENABLE BLACKJACKUPGRADE>
    			<'ENABLE KEEPER UPGRADE', ENABLE KEEPERUPGRADE>
    			<'ENABLE PAGAN UPGRADE', ENABLE PAGANUPGRADE>
    			<'ENABLE HAMMER UPGRADE', ENABLE HAMMERUPGRADE>
    		}
    		[SimTime...]
    		{
    			[Speed...]
    			{
    				
    				
    				
    				
    				
    			}
    			
    			
    			
    			
    			
    		}
    		[T3 Game Day]
    		{
    			
    			
    		}
    	}
    	
    	[Global Data Diagnostics...]
    	{
    		
    		
    		
    		
    		
    		[DEBUGFLAGS...]
    		{
    			<'DEBUGFLAGS', DEBUGFLAGS>
    			<'DEBUGFLAGS AUL_', DEBUGFLAGS AUL_>
    			<'DEBUGFLAGS CAS_', DEBUGFLAGS CAS_>
    			<'DEBUGFLAGS CLK_', DEBUGFLAGS CLK_>
    			<'DEBUGFLAGS CS_', DEBUGFLAGS CS_>
    			<'DEBUGFLAGS dif_', DEBUGFLAGS dif_>
    			<'DEBUGFLAGS DOC', DEBUGFLAGS DOC>
    			<'DEBUGFLAGS DUN_', DEBUGFLAGS DUN_>
    			<'DEBUGFLAGS EG_', DEBUGFLAGS EG_>
    			<'DEBUGFLAGS FIC_', DEBUGFLAGS FIC_>
    			<'DEBUGFLAGS HH_', DEBUGFLAGS HH_>
    			<'DEBUGFLAGS HI_', DEBUGFLAGS HI_>
    			<'DEBUGFLAGS INN_', DEBUGFLAGS INN_>
    			<'DEBUGFLAGS KC_', DEBUGFLAGS KC_>
    			<'DEBUGFLAGS MUS', DEBUGFLAGS MUS>
    			<'DEBUGFLAGS OQ_', DEBUGFLAGS OQ_>
    			<'DEBUGFLAGS PAG_', DEBUGFLAGS PAG_>
    			<'DEBUGFLAGS SEA_', DEBUGFLAGS SEA_>
    			<'DEBUGFLAGS SM', DEBUGFLAGS SM>
    			<'DEBUGFLAGS SQ', DEBUGFLAGS SQ>
    		}
    		[DEBUGINTS...]
    		{
    			<'DEBUGINTS', DEBUGINTS>
    			<'DEBUGINTS con_', DEBUGINTS con_>
    			<'DEBUGINTS dif_', DEBUGINTS dif_>
    			<'DEBUGINTS DUN_', DEBUGINTS DUN_>
    			<'DEBUGINTS EG_', DEBUGINTS EG_>
    			<'DEBUGINTS HH_', DEBUGINTS HH_>
    			<'DEBUGINTS KC_', DEBUGINTS KC_>
    			<'DEBUGINTS OQ_', DEBUGINTS OQ_>
    			<'DEBUGINTS PAG_', DEBUGINTS PAG_>
    			<'DEBUGINTS SQ_', DEBUGINTS SQ_>
    			<'DEBUGINTS sta_', DEBUGINTS sta_>
    		}
    	}
    
    	[Memory...]
    	{
    		
    		
    		
    		
    		
    		
    		
    		
    		
    		
    		
    		
    		
    		
    	}
    
    	[Profiling...]
    	{
    		[Expand & Collapse...]
    		{
    			
    			
    			
    			
    			
    			
    			
    			
    			
    			
    		}
    		[Detailed Filter...]
    		{
    			
    			
    			
    			
    			
    			
    			******** System,Profile Filter ObjectSystem>
    			
    			
    			
    			
    			
    			
    			
    				
    			
    			
    		}
    		
    		
    		
    		[Stats...]
    		{
    			
    			
    			
    			
    			******** System,Profile Stats ObjSys>
    			
    			
    			
    			
    			
    			
    			
    			
    			
    			
    			
    		}
    		
    		[Category Hotspots...]
    		{
    			
    			
    			
    			
    			******** System,Profile Hotspots ObjectSystem>
    			
    			
    			
    			
    			
    			
    			
    			
    			
    		}
    		[Disable & Enable Code...]
    		{
    			
    			
    			
    			
    			
    			
    			
    			
    			
    		}
    		
    		
    		
    	}
    
    	[AI Diagnostics...]
    	{
    		[Cheats...]
    		{
    			[All AIs Blind...]
    			{
    				
    				
    			}
    			[All AIs Deaf...]
    			{
    				
    				
    			}
    			[All AIs Deaf, Dumb, and Blind...]
    			{
    				
    				
    			}
    			
    			[AI Speed...]
    			{
    				<100%,AISPEED 1>
    				<200%,AISPEED 2>
    				<50%,AISPEED 0.5>
    			}
    			<'KILL PAWNS'(Destroy Pawns), KILL PAWNS>
    			<'NUKEALL'(Kill Pawns), NUKEALL>
    		}
    		[AI Stats...]
    		{
    			[Enable For AIs...]
    			{
    				
    				
    				
    				
    			}
    			[General...]
    			{
    				[Past Locations...]
    				{
    					
    					
    				}
    				[Sensory...]
    				{
    					[Visual Angles...]
    					{
    						
    						
    					}
    					[Visual Ranges...]
    					{
    						
    						
    					}
    					[Audio Ranges...]
    					{
    						
    						
    					}
    				}
    				[Anims History...]
    				{
    					
    					
    				}
    				[Sounds History...]
    				{
    					
    					
    				}
    			}
    			[Movement/Pathfinding...]
    			{
    				[Movement Paths...]
    				{
    					
    					
    				}
    				[Local Pathfinding...]
    				{
    					[Local Grid...]
    					{
    						
    						
    					}
    					[Local Grid Costs...]
    					{
    						
    						
    					}
    					[Local Grid Heights...]
    					{
    						
    						
    					}
    					[Sampling Grid...]
    					{
    						
    						
    					}
    				}
    				[Path-Locking...]
    				{
    					
    					
    				}
    			}
    			[Behavior...]
    			{
    				[Evidence...]
    				{
    					
    					
    				}
    				[Behavior Stats...]
    				{
    					
    					
    				}
    			}
    			[Combat...]
    			{
    				[Tactics...]
    				{
    					
    					
    				}
    				[Search Grid...]
    				{
    					
    					
    				}
    				[Trajectories...]
    				{
    					
    					
    				}
    			}
    		}
    		[NavMesh...]
    		{
    			
    			
    			
    			
    			
    		}
    		[AI Patrol Paths...]
    		{
    			
    			
    		}
    		[Flock Vectors...]
    		{
    			
    			
    		}
    	}
    
    	[Unit Tests...]
    	{
    		[Cadence Unit Tests...]
    		{
    			
    			
    		}
    		[Flesh Unit Tests...]
    		{
    			
    			
    		}
    		[Engine Unit Tests...]
    		{
    			
    			
    		}
    		
    		
    	}
    
    	[Warfare Diagnostics...]
    	{
    		[Statistics...]
    		{
    			
    			
    			
    			
    			
    			
    			
    		}
    
    		[Statistics (cont'd)...]
    		{
    			
    			
    			
    			
    			
    			
    			
    		}
    
    		[Allocation Statistics...]
    		{
    			
    			
    			
    			
    			      
    			      
    			   
    			 
    			   
    			    
    			 
    			  
    			
    			
    			
    			
    			
    			
    			
    			
    			
    			
    			
    			
    			
    			
    			
    			
    			
    		}
    
    		[Rendering...]
    		{
    			[Debug Modes...]
    			{
    				
    				
    				
    				
    				
    			}
    			
    			
    			
    			
    			
    			
    			
    		}
    	}
    
    	[Physics...]
    	{
    		
    		
    		
    		
    		
    		
    		
    		
    		
    		
    	}
    	
    	[Sound...]
    	{
    		[Volume Graph (XBOX ONLY)...]
    		{
    			
    			
    			 
    		}
    		[Memory...]
    		{
    			
    			
    		}
    		[List...]
    		{
    			
    			
    			
    		}
    		[Portals...]
    		{
    			
    			
    		}
    		[Paths...]
    		{
    			
    			
    		}
    		[Uncategorized Objects...]
    		{
    			
    			
    		}
    		[Uncategorized BSP...]
    		{
    			
    			
    		}
    		[Physics-Sound]
    		{
    			
    			
    			
    			
    		}
    		[Footsteps]
    		{
    			
    			
    		}
    	}
    	[Playtest logs...]
    	{
    		[Turn on/off...]
    		{
    			
    			
    			
    			
    			
    		}
    	}
    
    [Quit...]
    	{
    		
    		
    	}
    }

  4. #454
    New Member
    Registered: Jun 2004
    Warning: Take Care not to use the Debug menu before starting a level. I tried to access it right as the game started, before starting a map, and it rebooted my PC. But it works fine when i have a game already started

  5. #455
    New Member
    Registered: Jun 2004
    I've been trying to find a more convenient location to access the debug menu but it just crashes the game when i replace the loot menu, which probably means any UI parts that would normally have the type ButtonActorWindow can't be used. That doesn't leave alot of stuff to use that wouldn't take away some important function.

    If someone else with more time/patience goes through the T3UI.ini to look for some unique ui types (i'm guessing that the unique ones are base windows that allow anything in them) to be used, they might find a better place.

    However, I am excited about custom menus as it'll be a great way to switch to fan missions (assuming we get an editor).

    I'm off the trawl through the exe's and dll's for some console commands to add to debug menu.

  6. #456
    New Member
    Registered: Jul 2002
    Location: Connecticut, USA

    You .ini taffers, can you fix the freakin' AI issue?

    Wasn't sure if you've all read the post about this stinkin AI issue when reloading. http://www.ttlg.com/forums/showthread.php?t=84368 You guys are the best at fathoming out issues (at least that's what I feel) - does anyone have any further insight as to how we can circumvent this problem? I really don't want to wait for patch as I'm enjoying the game so much - I'd just like it consistently at Expert difficulty.

    Cheers in advance

  7. #457
    Member
    Registered: Aug 2003
    Location: The City
    Not sure if it was suggested yet, but I don't see why setting all the AI settings the same (easy, normal, hard, expert) would fix this bug. When the game tries to revert to "normal" after an "expert" game is saved/loaded (whatever), the AI settings will be the same (assuming you set them all to be "expert", of course). Give it a shot and see. I haven't tried it since I don't really care about it.

  8. #458
    Member
    Registered: May 2004
    Location: Toronto, Canada
    That doesn't work. The game doesn't really revert to 'Normal mode', it just defaults to 1.0 (which is what Normal mode usually is). It doesn't seem to use the modifiers at all after a load.

  9. #459
    Member
    Registered: Apr 2003
    Location: Ormskirk, UK
    Post self removed - no longer relevant
    Last edited by Nanol; 8th Jun 2004 at 08:18.

  10. #460
    Member
    Registered: May 2004
    I'd like to be able to change the item carry limits. I feel like I've got twice as much as I should, and it's almost all found, not purchased. (Day Four and I've got some 12000 gold lying around unspent, and after the mission I'm on I'll have four thousand more...)

    25 water arrows? Ten flash bombs? Maybe I'll start wasting all my items between missions...

  11. #461
    I'm bumping this, because it seems quite a few people have missed out on the news. Check Vexios' post - the debug menu is IN and WORKS.

    If that doesn't make the point, this will - debug stats, shadow volume projections, climbing gloves in the demo, and much more - check it out. And yes, apparently people have made it work in the full version.

  12. #462
    Member
    Registered: May 2004
    Updated the guide with the debug menu and the eye zoom noise-killer (will link to Eep's sound patch whenever he has it working to his satisfaction). Also mentioned our new friend, the AI bug, under the AI Difficulty tweak...

  13. #463
    Has anyone gotten a console of any kind working with the debug menu? Perhaps if we could get a command prompt, we could spawn rope arrows.

  14. #464
    Member
    Registered: Jun 2001
    Location: Lurking :(

    No more rubber bodies!

    To all the tweakers all I can say is “WOW.” You guys have been doing an awesome job and I have use many of your fixes in my game. Now finally I get to give back to you guys!

    I’m sure I’m not the only one who think the AI physics are a little… shall we say rubbery? I figured out how to add some realism to them and make their bodies more real then rubber!

    Find and open your “T3PhysicsSound.ini” file

    Then find the listing as below and change the bolded values

    BounceForceMin=0
    BounceForceMax=2
    BounceVolumeMin=0
    BounceVolumeMax=0
    BouncePitchMin=-1
    BouncePitchMax=1

    There you go! Now your bodies will seem more real when they fall or hit stuff. No longer will they bounce about like a bloody bounce ball!

  15. #465
    New Member
    Registered: Jun 2004
    Given the fact that no one has figured out how to enable the console with DX2 I don't hold much hope for someone doing the same with TDS.

    Been trying various known unreal console commands through the debug menu and I can't get any of them to work. Infact the only one the game even responded with "editactor class=", but when I used that the game crashed, so spawning in ropearrows (or placing them in your inventory directly) seems out of the question.

    What I need to see if this can be fixed is a program that can take two text files and eliminate text strings that are the same so i can compare ini files to see if they've knocked off a couple of settings that might cause the game to crash.

    help me someone
    (had to write this twice, stupid ie crashed)

  16. #466
    Member
    Registered: Mar 2001
    Location: Oklahoma, USA
    I thought I'd go ahead and post my tweaks here. Even though there's not really anything new, using the combination of the following tweaks I'm quite pleased with Deadly Shadows' interface.

    First off, I noticed that the tweak guide now states that the "motion blur" (lower-res rendering that ISA added when turning to give the effect of higher FPS) fix causes instability. I played around with it a little, and I found that the scale values seem to be in percent, so a value of 3000, like the tweak guide suggests, would be pointless. I set mine like this:

    Code:
    StaticVPScale=100
    DynVPScale=100
    DynVPMinRotationRate=30
    I haven't had any trouble with it set to 100, and I think it looks MUCH better this way than the default of 60.

    Also, I made a new loot glint texture that I think is pretty decent looking. Instead of dimming it like others have, I shrunk it down to about a third of its original size. Since my loot glint texture is actually larger than the original (even though the actual glint is smaller), you can't use DXTool for it. Instead, do this:

    1. Open .\CONTENT\T3\Maps\Kernel_GFXALL.ibt in a hex editor (back it up first!)
    2. Search for "partlootglint", and change it to "hugelootglint", or any other name.
    3. Put this file in your .\CONTENT\T3\PCTextures\DynamicallyLoaded folder.


    And finally, I made a new hud that keeps the Deadly Shadows look, while making it fit the PC display better (smaller text sizes, smaller light gem and compass, smaller (and working!) item and weapon cycle animations, smaller health display, etc...). You can get the DEFAULT.ini, and T3UI.ini I use here.

    Thanks to all you guys who keep looking for tweaks, you've helped make a great game even better!

  17. #467
    Member
    Registered: May 2004
    Quote Originally Posted by SneaksieDave
    I'm bumping this, because it seems quite a few people have missed out on the news. Check Vexios' post - the debug menu is IN and WORKS.

    If that doesn't make the point, this will - debug stats, shadow volume projections, climbing gloves in the demo, and much more - check it out. And yes, apparently people have made it work in the full version.
    I have activated the debug window, but how do I save the stats to a file? Have you managed that? I want to see if the variable names for AI multipliers can be found so that they can be set in game (to repair the difficulty setting bug)...

    For the full version it worked when you only replaced the stuff under
    [CreditsWindow] with [DebugMenu], you can leave [T3Credits] alone I think

  18. #468
    New Member
    Registered: Jun 2004
    I knew that it was only needed in one of them but i couldn't be bothered to waste time to see which it was.

    Bad news about stats reporting is that seems to report the information to the console, which we can't enable. I did have some good news but when I thought about it i realised it wasn't all that good and doesn't help at all.

    Without "editactor class" and no way to see whats happening in the console it doesn't seem like there will be much we can change.

    (you can always look throught the t3gamesys.t3u for a variable name and then use random things with "set" but I wouldn't hope for much, this was the good news)

  19. #469
    Member
    Registered: May 2004
    well, in your save game dir it dumps 3 files with not much in them:

    Launcher.log
    t3MR_Entry_6_07_23_23_00.txt
    t3MR_HammerIntro1_6_07_23_23_00.txt

    To get this I fooled around in the section [Engine.Engine] of default.ini but without much result...

  20. #470
    New Member
    Registered: Jun 2004
    Just looked there myself and it seems using the dump actor report also puts a file in there so i assume that the other "dump" commands would aswell, nothing interesting as far as I can see though.

    EDIT: I read running with the "-log" suffix comes up with some stuff, however I've managed to screw up my thief install, maybe console respones to commands might be logged
    Last edited by Vexios; 8th Jun 2004 at 06:26.

  21. #471
    Member
    Registered: May 2004
    I saw in the savegames that in the files player_flags and restarttravel_flags there is a variable name "currdifficult". there is some repetiton of bytes here between the two files and for different settings. Some bytes get reset when the file is saved...

    I tried fumbling with the values after that but no luck. I gave AI 10 damage on expert (one hit = dead) and on reload of the save game it was 4-5 hits (hammer cathedral entry)

    its a long shot but who knows.... well, back to work

  22. #472
    Member
    Registered: May 2004
    Quote Originally Posted by Orkin Man
    First off, I noticed that the tweak guide now states that the "motion blur" (lower-res rendering that ISA added when turning to give the effect of higher FPS) fix causes instability.

    I haven't had any trouble with it set to 100, and I think it looks MUCH better this way than the default of 60.
    Did you have problems with it before? I know I crashed every ten minutes or so until I restored it to the default. I'll try your method.

  23. #473
    Member
    Registered: Jun 2004
    Quote Originally Posted by shadowthief
    To all the tweakers all I can say is “WOW.” You guys have been doing an awesome job and I have use many of your fixes in my game. Now finally I get to give back to you guys!

    I’m sure I’m not the only one who think the AI physics are a little… shall we say rubbery? I figured out how to add some realism to them and make their bodies more real then rubber!

    Find and open your “T3PhysicsSound.ini” file

    Then find the listing as below and change the bolded values

    BounceForceMin=0
    BounceForceMax=2
    BounceVolumeMin=0
    BounceVolumeMax=0
    BouncePitchMin=-1
    BouncePitchMax=1

    There you go! Now your bodies will seem more real when they fall or hit stuff. No longer will they bounce about like a bloody bounce ball!

    This DOES seem to work, although I need to do some more testing with it first. I am still seeing them bend overbackwards at times, but they continue to fall flat on the floor on their side, instead of just staying in that bent over shape. heh, I guess "Garrett, I've bent over backwards to help you" is really taken literally! Especially when i went Jack the Ripper style on the Keepers.

  24. #474
    Member
    Registered: Jun 2001
    Location: Lurking :(
    Quote Originally Posted by Smurphit
    I am still seeing them bend overbackwards at times, but they continue to fall flat on the floor on their side, instead of just staying in that bent over shape.


    I think that that is more of a problem with how they fall. They only really seem to do the bending thing when you blackjack them.

    My thinking is when they get hit from the back their legs give out first and they fall to their knees. Then because of the blackjack they fall in the direction they were hit, the back, but since their legs have landed already when they go to fall backwards their planted knees stop them from toppling totally backwards. Just my guess though.

    At least now they don't stay like that right! Plus all the bounciness is gone too so that’s a plus. They won't bounce of the wall and floor 50 times before their body settles!

  25. #475
    Member
    Registered: Aug 2003
    Location: The City

    mechanical eye zoom noise killer

    Quote Originally Posted by Mentalepsy
    Updated the guide with the debug menu and the eye zoom noise-killer (will link to Eep's sound patch whenever he has it working to his satisfaction).
    The eye zoom sound "patcher" works fine; it's the loot pickup sound I haven't been able to change yet.
    Last edited by Eep; 8th Jun 2004 at 16:24.

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