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Thread: Thief 3 Tweaks - Requests and Discussion

  1. #526
    Member
    Registered: May 2004
    Quote Originally Posted by Springheel
    I was wondering how hard it would be to replace the main menu graphic with the scene of Garrett that shows up during the initial loading of the game. I like the idea of the cityscape for the menu, but the one used seems much lower res than the picture of garrett against the skyline used during loadup.
    you may want to try thiss tuff. The patch allows you to choose the different things that are in it so you don't have to install everything if you want. Its nice stuff
    http://www.graphics-by-john-p.com/te...Misc/Misc.html

  2. #527
    Member
    Registered: Jun 2004
    Location: Poland
    you can also easily replace the level loading screens (these images behind tips, with garrett's head on the left) with the rooftop scene from initial game loading in hi-res, just by changing names of/deleting *.dds files [in "t3/PcTextures/DynamicallyLoaded" dir.]that refer to levels, e.g. inn.dds to _inn.dds. if program doesn't find them, displays that rooftop scene.
    feels better, 'cause i find that drawing of garrett's(i wouldn't say it's him...) head quite artsy.

  3. #528
    Member
    Registered: May 2004
    Location: Toronto, Canada
    I don't mind the loading screens in game...I mainly want to replace the main menu background.

  4. #529
    Member
    Registered: Jun 2002
    Location: Auckland, New Zealand

    hex edit to disable back button; remove pause on map/book screens

    another hex-zapping

    To get rid of the back button, open Kernel_GXFALL.ibt with a hex editor
    and change the first letter in the first instance of METAbutton_BACK to something else. In the full version (1.1 but should be the same as 1.0) it happens to be at hex offset 259ED. This will get rid of the back button once you've started a game.

    However before you start a game, the back button will still display as it is read from MainMenu_GFXALL.ibt, you can also edit the same string here at offset 2806E.

    It's still messy but you don't lose escape functionality. It seems to works on all screens with a back button, and it also automatically gets rid of the text as well. You might want to use the method by revelation2k posted earlier if you don't want to edit non-ascii files.

    I don't know about any side effects tho, as usual backup files before editing.

    -------

    To stop game from pausing when looking at map or reading scrolls etc and to stop the game engine from chucking your camera out of whack which was a problem noted before:

    //in T3UI.ini
    [InvMapWindow]
    [ReadBookWindow]

    under both those sections make
    PauseGame=FALSE ;game doesn't pause
    ListenForMouseClicks=FALSE ;when you move the mouse you look around

    The latter tweak also disables the cursor on the map/scroll/book screen. This doesnt seem to be a problem with multiple screen maps/books, because it seems you can just click the left mouse button to go through them.

    I think this tweak adds some challenge, especially if you enable the background fog (which a lot of people hate i know), because you can still be snuck upon by a guard when reading and all you can do is look around, rather than react for which you'll have to hit escape which I see as the virtual equivalent of dropping the damn thing.

    PS I havent tried any tweaks in 3rd person mode

    happy taffin'

    UPDATE:
    I just tried to have the map onscreen and get killed by a guard, unfortunately the map stays onscreen and you have to work "behind" it to reload etc.
    Last edited by S Bodi; 22nd Jun 2004 at 06:08.

  5. #530
    Member
    Registered: May 2004
    Location: Toronto, Canada
    Somebody posted a list of things that could be modified with a hex editor, and one of the things I was interested in doing, was changing Expert loot minimum to 80% instead of 90%. I couldn't figure out what exactly you had to do, though. Is there anyone more knowledgable than I who could post instructions for that change?

  6. #531
    Member
    Registered: May 2004
    aren't you a lucky taffer!
    a thief named Saracoth made a proggie that does it all for you:

    http://members.socket.net/~manta/TDSGameSys.zip

    the thread is here:
    http://www.ttlg.com/forums/showthread.php?p=1048809

    be sure to read the help

  7. #532
    Member
    Registered: May 1999
    Location: You are Here
    Well, I've got subtitles turned on in the game now - I can't remember how or where I made the changes, but I turned them on - and it's made it a whole new game.

    Even when AIs who are so far away that you couldn't ordinarily hear them start talking I get their subtitles appearing.

    I never knew Caduca had a whole number of (very enlightening) lines she said to herself when wandering around until I happened to be standing four stories(!) directly below her and saw her words appear on the screen.

    I've changed so many settings in the game now, I don't know if I could go back and play an unmodded version.

    What I mean to say by all this is:

    Keep up the great work guys! You're really bringing out the shine on this game.

  8. #533
    New Member
    Registered: Jun 2002
    Location: Lost City, Burrick street 7 / A

    Editing csc file

    Hi all!

    I have a big problem, and hope, u will help me .

    I would like to translate Thief3 to my langugae, therefore I need to change the sch files (easy to do), and the SchemaMetafile_HardDrive.csc, coz the conversations and many objectives, tipps, are in this file.
    I tried to edit this csc file, but if I change the length of the original string, the game crashes, or displays an another conversation
    I found the byte, represents the length of the text after it, but it doesn't work. I modified the length, and the text, but the game crashed.

    Can anyone help me to edit this file correctly, please?

  9. #534
    New Member
    Registered: Jun 2004
    Location: Cypherspace

    how to remove weapons/items cycle?

    Hi guys, I just finished reading the whole thread but I couldn't find anything even with the search function. Maybe I'm just blind ...

    Right now I'm at work, coding a little tool for manipulating different settings in TDS so I can't just look into the configuration files. Unfortunately, I forgot to take the important files with me ...
    However, if someone could point me in the right direction I'd highly appreciate that

    //edit:
    Well, I wasn't that specific about what I'm intending to do: I don't want the cycling animation to vanish. Instead, I want to hide the complete HUD (I've already hidden everything save weapons and items).

    TIA

  10. #535
    Member
    Registered: May 2004
    hiding it is easy, find the x, y and z coordinates of the windows that hold the weapons etc and change them so they fall of the screen

  11. #536
    Member
    Registered: Jun 2004
    Location: Poland
    There is some strange minor issue with speed setting: the game ignores custom speed settings defined in T3PlayerAnims.ini when in he city (as well as difficulty resets, but that has been already said).

    Someone knows how to prevent that?

  12. #537
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    In the training mission. I'm trying to stop the popup windows from pausing the game. I think I've tried changing PausGame to False in every possible window in the T3UI.ini. Has anyone else found which window this is and how to disable it? I've also removed the blue foot prints and flashing blue arrows.

  13. #538
    Member
    Registered: Dec 2003
    Location: San Francisco, CA
    Quote Originally Posted by _gotcha_
    For the full version it worked when you only replaced the stuff under
    [CreditsWindow] with [DebugMenu], you can leave [T3Credits] alone I think
    Guys, I've been unable to get the debug menu to work. I d/l'ed the T3Menu.ini posted in this thread, copied the [DebugMenu] stuff over to [CreditsWindow] as but not to [T3Credits] as suggested above, but I still get the credits. If I paste it under [T3Credits] also, then I get what I think *should* be a debug menu but I can't read the text - both the box and the text are black. I checked the color values in those blocks I pasted in, and it seems to be setting text to white and the box to black - but it's ALL black.

    Anybody know what's going on, or how to fix it?

  14. #539
    New Member
    Registered: Apr 2002
    Location: ISRAEL

    Blackjack slower animation

    hi
    in T3PlayerAnims.ini
    there are these sections
    BlackjackStrikeS,I,M,F,Full_3p
    and in the setions
    BlackjackMelee,BlackjackMeleeFull_3P
    change the speed form 1 to 0.5(you can change to find your own speed that your happy with).
    something that i didn't find is how to black jack like thief 1,2 when
    you press the button and wait with the weapon up and when you release the button it goes down.
    i hope someone can find how to do this i realy don't like the way
    blackjacking is done in T3.

  15. #540
    Member
    Registered: Apr 2003
    Location: Ormskirk, UK
    Quote Originally Posted by GregP
    Guys, I've been unable to get the debug menu to work.
    Did you comment out or delete the original stuff that's in those menu definitions?

  16. #541
    Member
    Registered: May 2004
    A while ago I saw a post with some settings for the rag doll behaviour, make the victyims you just blackjacked less rubbery. I can't find it now. Does somebode have a link to that post?

    maybe it was in the ion storm forum...

  17. #542
    Member
    Registered: May 2004
    Location: Toronto, Canada
    I tried that tweak, but I haven't noticed any changes. If anything, guards are bending over backwards even more often.

  18. #543
    Member
    Registered: May 2004
    It seemed like that tweak for the ragdoll was editing the T3PhysicsSound.ini file, which looks (to my admittedly uninformed eyes) to be sound propagation stuff. I was a little puzzled about how it could effect the ragdoll stiffness.

  19. #544
    Member
    Registered: Jun 2001
    Location: Lurking :(
    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!

    Im sure Im 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!
    Springheel, your problem I think is cause by the animations not being loaded right. I think there is a post somewhere about saying that the death and bj animations don't load right after a save.

    Other then that this makes the bodies seem alot more life-like.
    "Garrett is a master thief who makes Sam Fisher look like one of those goofy toy monkeys with clattering cymbals!" ~D-Pad Destroyer~ GamePro
    ~Clan NBU~ Forever Watchful...

  20. #545
    Member
    Registered: Dec 2003
    Location: San Francisco, CA
    Quote Originally Posted by Nanol
    Did you comment out or delete the original stuff that's in those menu definitions?
    Yeah - under both [T3Credits] and [CreditsWindow].

    Could somebody post exactly what they've got under these two sections of their T3UI.ini? Like I said, I'm sure the debug menu is popping up, it's just that I can't see anything inside it. I see a blank black box; pressing any arrow key twice makes it change shape and then disappear. But I can't see what I'm selecting.

  21. #546
    New Member
    Registered: Jun 2004
    Anyone know how to decrease or increase the minimum amount of space required to drop a corpse or other random object? Which variable(s) is this located in?

  22. #547
    Member
    Registered: May 2004
    Location: Toronto, Canada
    Springheel, your problem I think is cause by the animations not being loaded right. I think there is a post somewhere about saying that the death and bj animations don't load right after a save.
    You may be right. All I know is that I feel like I'm seeing it more lately than I used to (may have nothing to do with the tweak). I even had two hammerites facing each other, threw a gas grenade in between them, and they both bent over backwards. It looked ridiculous. Seems like yet another problem related to loading. How messed up is this save game issue??

  23. #548
    Member
    Registered: May 2004
    Quote Originally Posted by Ishtvan
    It seemed like that tweak for the ragdoll was editing the T3PhysicsSound.ini file, which looks (to my admittedly uninformed eyes) to be sound propagation stuff. I was a little puzzled about how it could effect the ragdoll stiffness.
    you may be right, the variable names suggest sound rather than movement.
    It would be easy to test, set the values to 0 or very small (in case 0 is not an option), if you don't notice a change than its not effecting the movement...? I'll try this out

    edit: tried it and no change, guards are made of rubber even at zero settings
    Last edited by _gotcha_; 28th Jun 2004 at 19:58.

  24. #549
    Member
    Registered: Dec 2003
    Location: San Francisco, CA
    C'mon guys, surely somebody else has had this same problem with the debug menu (see above). Help!

  25. #550
    Member
    Registered: Jun 2001
    Location: Lurking :(
    Quote Originally Posted by _gotcha_
    edit: tried it and no change, guards are made of rubber even at zero settings

    You sure about that? I've got better ragdoll physics on both my Thief 3 as well as my friends by doing this, several people here have also said it worked.
    "Garrett is a master thief who makes Sam Fisher look like one of those goofy toy monkeys with clattering cymbals!" ~D-Pad Destroyer~ GamePro
    ~Clan NBU~ Forever Watchful...

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