TTLG|Jukebox|Thief|Bioshock|System Shock|Deus Ex|Mobile
Page 25 of 27 FirstFirst ... 510152021222324252627 LastLast
Results 601 to 625 of 673

Thread: Thief 3 Tweaks - Requests and Discussion

  1. #601
    Member
    Registered: Apr 2003
    Location: Ormskirk, UK

    Updated link

    Quote Originally Posted by EthanGilchrist
    Anyone have a working link to this file? The two I was able to locate on the boards here do not work. Heck if the file's less than a meg I'll turn around and host it myself. I've got paid space.
    Hi, here's my updated link, sorry I changed my DNS A records around last week. If someone wants to change it in the Tweak thread i'll carry on hosting it, since this new link will stay put now.

    Updated Link

    --=--
    Nanol.

  2. #602
    New Member
    Registered: Nov 2004
    Thank you. Works great. I'll upload it to my server as well as soon as I get the chance that way if anything happens you won't have to worry. The link (once I upload it) will be www.randominformation.com/t3menu.zip

    All set it's uploaded and that url will stay valid as long as my site's up. It's not going anywhere anytime soon though if it does change I'll be sure to drop a line here.
    Last edited by EthanGilchrist; 5th Nov 2004 at 11:55.

  3. #603
    Quote Originally Posted by Eep
    OK, I replaced the mechanicaleye_activate and pu_loot (pickup loot) sounds with a silent-idle mech eye activation (no annoying hum when activated) and old-style loot pickup (ala Thief 2) by changing the names of the appropriate sound names in the ..CONTENT\T3\Sounds\SchemaMetafile_HardDrive.csc file with a hex editor. Just search for the sound names (should be 2 of each) and replace it with the included WAVs' names (or rename them--but don't add any more characters to the CSC file or it may screw up) and put the WAVs in the same directory.

    This technique, until we get a sound injector, should work for any sound.

    Thief 3 Soundfix (131K)

    Oops...had to convert Thief 2's loot pickup sound to PCM 16-bit mono format because otherwise Thief 3 couldn't play it as IMA ADPCM 4-bit format. Doh!

    OK, this is getting annoying. Thief 3 still isn't playing the loot pickup WAV even as the same format as the extracted pu_loot.wav (via DXIW Sound Drone)! Both WAVs are the EXACT same format so I don't understand why Thief 3 won't play the "new" one... So then I tried making it the exact same format as mechanicaleye_activate.wav but STILL it won't play.
    Has anyone made any progress on this lately? I've been wanting to get at it again and figure out what's up. I've been trying some things, from the sensible (searching for other instances of the filename, trying other files) to the idiotic/desperate (copy and paste the header from a working sound file to the old loot chime sound), and it's not working.

    However! I have one new(?) piece of info. The mechanicaleye_activat1.wav file we've got running doesn't work either. That's right - to determine whether it's the actual sound, the format, or whatever, I renamed the working eye sound to the loot sound name, and it doesn't work either. That suggests the problem is not the wave file itself. Somewhere within Thief's resource files, the file/sound must be addressed in a different way (a binary search of the entire directory shows nothing else). So, back to it.

    Anyway, I'm asking here, so that I don't waste too much time on it if someone's already figured it out. This should be a trivial mod.

    EDIT:

    Um, hehe. Just found something out. The mechanical eye sound fix doesn't work either. For the mechanical eye, I mean. Yep, try it - delete the file altogether, and it will sound the same. Turns out the "mechanicaleye_zoom" sound is doing the sound you hear in-game with the fix, and the modified "mechanicaleye_activate" sound is not being played at all. Yep, just like the old loot sound is not being played at all. So the problem is not the file. The problem is not the format. The problem is that this type of tweak doesn't work at all. Okay, technically it could be the file format, however there's no way to tell for sure right now. To get around it, I've tried creating folders within /Sounds,

    /DynamicallyLoaded
    /DynamicallyLoaded/HardDrive
    /DynamicallyLoaded/SchemaMetafile_HardDrive
    /HardDrive/DynamicallyLoaded
    /SchemaMetafile_HardDrive/DynamicallyLoaded

    and populated all of those with the appropriate files, the way the PCTextures and Matlib folders do. And it sadly has not worked. But this is probably a step in the right direction. Further ideas? Chripes, hasn't anyone successfully hacked sounds into DE2? Well, back to it.

    Jeez, between this tweak falling down and the assertion that the T3PhysicsSound.ini tweak has nothing to do with ragdoll physics, I'm beginning to feel like the unfortunate tweak de-bunker.
    Last edited by SneaksieDave; 13th Nov 2004 at 14:54.

  4. #604
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Hey SneaksieDave.

    I had an idea, but haven't tried it yet. With the Myagi shader patch he went into the T3Main.exe and renamed the appropriate Frob shaders to something odd. Instead of Membrane he named them Zembrane. Then he created a shaders folder in the system folder with Zembrane.pso shaders in there. This worked because when the T3main.exe couldn't find the Zembrane.pso shader in the original location it looked in the shaders folder.

    I'm wondering if there is a similar list of sounds somewhere and if we were to change the name in that list to something else, would the alternately named file be picked up if it were in some other location?

    I'lll look into it further.

  5. #605
    New Member
    Registered: Jul 2005
    Hi guys

    I had to format and reinstall my T3 today so whilst I was reminding myself of the useful hacks that can be gotten from editing the files I stumbed across this board.

    the two settings (and my subsequent changes as you can see) that are quite useful for those who like to rush are:

    CreepMultiplier=5.33
    WalkMultiplier=10.5

    Setting them high, and then picking up a body will allow Garret to go at astounding speeds. It doesn't work sans body however, and obviously don't edit both if you like to be stealthy (I usually only edit the walk multi and change creep to about 1 or .5 for convenience).

    If I see any more commands whilst I'm tinkering that I know what they do, I'll fill you in.

    Oh and AFAIK the body one you're wondering about seems to remove dead/unconked bodies after a certain period, didn't seem to do anything to the carrying of bodies afaict.

    Elliott

    Oh PS: Print screen does exist somewhere, I've managed to find the console before now (think its something like CTRL ALT and key next to one (or maybe control/shift control/shift/alt or plain control and ; but I think that's Thief 1/2, so try the first one first). Afair it uses the same keys as Unreal2 (the engine its based on) if you bind them, so taking the binding for printscreen from Unreal's ini and pasting it into the Thief ini works (I believe I've done this just to see, also tried some of the Unreal hacks and tweaks which for the most part worked)

  6. #606
    Member
    Registered: Jan 2005
    Location: Los Angeles, CA, USA
    Regarding maps:

    1. Turn the page of a map by clicking anywhere on the left or right side of the screen and not just using the arrows.

    2. Turn pages with a single click instead of a double click. Sometimes clicking on the arrows a few times required a double click which is annoying.

    3. Lower buttons to bottom of screen in case larger maps are used in FMs. EDIT: Note that map may be a different size when viewed from the 'Menu-Gear-Map' options versus viewed in game with the map keybind.

    Code:
    In T3UI.INI,
    [InvMapPrevButton]
    Placement_X=LEFT
    Placement_Y=BOTTOM
    Pos_X=100
    Pos_Y=-25
    Scale_X=1.0
    Scale_Y=1.0
    Scale_Z=1.0
    ButtonPressX=1 ; 0=double click, 1=single click
    ButtonPressY=1
    ButtonPressZ=1
    UOffset=0.50 ; same for both buttons
    VOffset=0.875
    BBOffset_Left=-200 ; larger overlay
    BBOffset_Right=200
    BBOffset_Bottom=-600
    BBOffset_Top=600
    
    [InvMapNextButton]
    Placement_X=RIGHT
    Placement_Y=BOTTOM
    Pos_X=-100
    Pos_Y=-25
    Scale_X=1.0
    Scale_Y=1.0
    Scale_Z=1.0
    ButtonPressX=1 ; 0=double click, 1=single click
    ButtonPressY=1
    ButtonPressZ=1
    UOffset=0.50 ; same for both buttons
    VOffset=0.875
    BBOffset_Left=-200 ; larger overlay
    BBOffset_Right=200
    BBOffset_Bottom=-600
    BBOffset_Top=600
    Last edited by jtbalogh; 7th Mar 2006 at 00:15.

  7. #607
    New Member
    Registered: Jun 2001

    Swapping mouse buttons?

    Does anyone know how to swap mouse buttons in Thief DS? I'm very left-handed!
    Frits

  8. #608
    Member
    Registered: Jan 2005
    Location: Los Angeles, CA, USA
    Swap buttons by going into the thief options. Find the input for 'interact' and bind it to a right button. Find 'use weapon' and bind it to a left button.

  9. #609
    Member
    Registered: Mar 2006
    Location: Kansas City

    Basic Alias usage within T-DS (T3), please

    (Well, it looks like I'm a couple of years, too late, in trying to become a Deadly Shadows Thief.) But since I am waiting on my T-DS (T3) order, I decided to attempt some very simple user tricks, that should be quite "normal" and/or easy?

    (BTW I have added these and many more to Postal2STP's UnReal User.ini)

    And here is my most recent attempt and failure with their current T-DS engine.

    (I added these lines to the bottom of their User.ini)
    [Engine.Input]
    Aliases[1]=(Command="Toggle bWalk",alias="WalkToggle")
    Aliases[2]=(Command="Toggle bCreep",alias="CreepToggle")
    Aliases[3]=(Command="Button bWalk|Button bCreep",alias="Normal")

    (And I modified these keys, within their options.ini)
    Shift=WalkToggle
    Ctrl=CreepToggle
    N=Normal

    Also I have done complete system searches within the T-DS Demo.
    (And searching here, didn't help any.)
    So T-DS doesn't use Aliases, perhaps, as one of those XBox Curses?

    (And it's a shame after they did such a nice job with their Crouch, BowZoomToggle, ZoomIn and ZoomOut toggled-comands.)
    And their WallFlatten command is a work-of-art for a Movement Mode!
    ***
    PS, I am going to suggest, to our Postal2 modifiers, T-DS's 3rdPersonView mode as one VERY NICE 3d-mode, folks!
    Last edited by tiger@sound.net; 20th Mar 2006 at 07:28.

  10. #610
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by tiger@sound.net
    (Well, it looks like I'm a couple of years, too late, in trying to become a Deadly Shadows Thief.) But since I am waiting on my T-DS (T3) order, I decided to attempt some very simple user tricks, that should be quite "normal" and/or easy?

    (BTW I have added these and many more to Postal2STP's UnReal User.ini)

    And here is my most recent attempt and failure with their current T-DS engine.

    (I added these lines to the bottom of their User.ini)
    [Engine.Input]
    Aliases[1]=(Command="Toggle bWalk",alias="WalkToggle")
    Aliases[2]=(Command="Toggle bCreep",alias="CreepToggle")
    Aliases[3]=(Command="Button bWalk|Button bCreep",alias="Normal")

    (And I modified these keys, within their options.ini)
    Shift=WalkToggle
    Ctrl=CreepToggle
    N=Normal

    Also I have done complete system searches within the T-DS Demo.
    (And searching here, didn't help any.)
    So T-DS doesn't use Aliases, perhaps, as one of those XBox Curses?

    (And it's a shame after they did such a nice job with their Crouch, BowZoomToggle, ZoomIn and ZoomOut toggled-comands.)
    And their WallFlatten command is a work-of-art for a Movement Mode!
    ***
    PS, I am going to suggest, to our Postal2 modifiers, T-DS's 3rdPersonView mode as one VERY NICE 3d-mode, folks!
    Are aliases specific to the unreal engine? If so, then they likely won't work because TDS doesn't really use Unreal anymore. It uses the unreal Editor...to a degree, but even that is highly modifiied. There is no unreal script used anymore.

  11. #611
    Member
    Registered: Mar 2006
    Location: Kansas City

    Thanks, New Horizon, but that's sad news.
    (Btw, the first version of Quake started all of these "alias mods" for me.)
    Using basic alias, with rebinding logic, you can do a small world of game-mods.

    Like above, when I simply added two easier "movement modes", as basic toggles-switches, and aimed especially at your PC keyboard-and-mouse users.

    (Ps, for Postal2 STP, I added a lot of different mode-exits or "escapes" within that Normal alias.)

    So, I guess when my T3 shows-up, I'll just be another strange DS thief, who is either crawling around or he is up and running around.

    ***
    Since T3 is not UnReal then these two in-game fixes will probably not work?
    Pause=obj garbage|flush|Pause
    (This seems to cleanup some slow-running and twitchy stuff in Postal2STP.)
    And we can use the spacebar to exit this Pause mode, btw.
    ***
    Last edited by tiger@sound.net; 24th Mar 2006 at 07:38.

  12. #612
    Member
    Registered: Mar 2006
    Location: Kansas City

    Quote Originally Posted by S_Hole
    i noticed that the ingame shadows are drawn by projecting a single bitmap across the polygons that's System\Data\Atten.dds
    i hated that the light is linear, so i made it a bit more exponential, which is a lot more realistic looking and it works great on surfaces where the light is near the surface, but not as well where it is far

    i took a before and after screenshots
    the difference is subtle, and darker
    i'm not sure if it's even worth using
    but i'll make it available for those who want to try it
    remember to backup the original first
    And I'm very glad that you posted it, S_Hole, because this seems to work great at very low resolutions (down to 640x480 32bit color) and for a test, with the game-brightness turned all the way, up. . . So, MUCH THANKs!
    Last edited by tiger@sound.net; 21st Mar 2006 at 07:15.

  13. #613
    Member
    Registered: Mar 2006
    Location: Kansas City

    Quote Originally Posted by Jahandar
    If you don't like the weird tinted look you get when you zoom with your mechanical eye (I do, but it may annoy some people), you can remove this effect by editing you DEFAULT.INI file.

    Look for the [CameraOverlays] section.

    It looks like this...

    [CameraOverlays]
    EnableCameraOverlays=true
    CameraOverlay_0__t=MechEyeOverlay

    You can either set EnableCameraOverlays to false, or set CameraOverlay_0__t to 0. Both will do the trick, but the latter has the least chance of effecting anything else in the game.
    (BTW, Jahandar, I am trying to stay away from possible game-play problems with some mods and enhancements because I'm new, I only have the demo and I don't want to ruin my first game-experience when I get T3, this week.)

    But your mod as, "CameraOverlay_0__t=0", seems damn near perfect, mate!
    And it gave me some very entertaining views of those T3 guards. THANKs!
    Last edited by tiger@sound.net; 21st Mar 2006 at 07:23.

  14. #614
    Member
    Registered: Mar 2006
    Location: Kansas City

    (From Mentalepsy's list on the first page.)
    - Allow the 'Stats' option to be accessed from the objectives menu (ie, at all times), instead of just the end mission menu.
    This Stats option might be pretty important for a lot of new players, who are attempting to learn what T3 Ghosting is really all about?

    Because I had this somewhat amusing bit of anti-ghosting confusion, while I was playing the castle within the T3 Demo.

    spoiler:
    While in the room's doorway, at the very top of the tower, I watched as an easily scared "Lady In Waiting" proceeded to kill that very tough guard, who is usually patroling the tower's stairs. (But, now, he was trying to find me, with her persistance, btw.)


    And, honestly, I really wanted to congratulate her, right there and then!
    But then, I almost died laughing at the anti-ghosting "results" of her actions.
    (Because I, myself, didn't hurt a soul or leave a body, around, to be found.)
    ***
    Btw, I just did a general search for the T3 demo.
    But I couldn't find a message that got into its unusual happenings or problems?

    Usually, I am enjoying a fine and fast-moving game with the demo, at about 35 FPS to high 40s, until I run into their weapons room, that very obvious armory with lots of swords, boxes and four special outside-light sources. And then, suddenly, I'm doing some sort of slow motion jogging within that room? (This starts at 10 FPS and then slides down to 7, even.) And yes, I have just updated my graphic-drivers and re-installed T3, simply to see a zero change.
    ***
    Last edited by tiger@sound.net; 24th Mar 2006 at 07:52.

  15. #615
    Member
    Registered: Jan 2005
    Location: Los Angeles, CA, USA
    Regarding books:

    1. Turn the page of a book by clicking anywhere on the bottom left or right side of the screen and not just using the arrows. The middle and top half are not available since hardcoded into T3 regardless of the INI settings << EDIT: wrong as stated in next post.

    2. Turn pages with a single click instead of a double click. Sometimes clicking on the arrows a few times required a double click which is annoying. WARNING: must wait for page to turn and redraw before turning again or else a double click is required. Pages are heard turning but may not always.

    3. Lower buttons to bottom of screen under book. Move previous button to left of screen since stupid to have at right side.

    Code:
    In T3UI.INI,
    [PrevPageButton]
    Placement_X=LEFT
    Placement_Y=BOTTOM
    Pos_X=100
    Pos_Y=-25
    Pos_Z=-5
    Scale_X=1.0
    Scale_Y=1.0
    Scale_Z=1.0
    ButtonPressX=1 ; 0=double click, 1=single click
    ButtonPressY=1
    ButtonPressZ=1
    AutoUnpress=FALSE
    UOffset=0.50 ; same for both buttons
    VOffset=0.875
    BBOffset_Left=-100 ; larger overlay
    BBOffset_Right=200
    BBOffset_Bottom=-100
    BBOffset_Top=600 ; high numbers do not work since maximum remains at bottom of page
    
    [NextPageButton]
    Placement_X=RIGHT
    Placement_Y=BOTTOM
    Pos_X=-100
    Pos_Y=-25
    Pos_Z=-5
    Scale_X=1.0
    Scale_Y=1.0
    Scale_Z=1.0
    ButtonPressX=1 ; 0=double click, 1=single click
    ButtonPressY=1
    ButtonPressZ=1
    AutoUnpress=FALSE
    UOffset=0.50 ; same for both buttons
    VOffset=0.875
    BBOffset_Left=-200 ; larger overlay
    BBOffset_Right=100
    BBOffset_Bottom=-100
    BBOffset_Top=600 ; high numbers do not work since maximum remains at bottom of page
    Last edited by jtbalogh; 26th Mar 2006 at 02:24.

  16. #616
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by jtbalogh
    Regarding books:

    1. Turn the page of a book by clicking anywhere on the bottom left or right side of the screen and not just using the arrows. The middle and top half are not available since hardcoded into T3 regardless of the INI settings.
    Not true, this can be changed in the .ini file as well. Just requires some experimentation. I have books, letters, and scrolls divided straight down the middle in T3EnhancED. You can click on either side to turn the pages.

    Here are my settings.

    Code:
    In T3UI.INI,
    [PrevPageButton] ;**
    Type=ButtonActorWindow
    Rot_Pitch=16384
    Rot_Yaw=-16384
    Placement_X=Center
    Placement_Y=Center
    Pos_X=-110 ;75  
    Pos_Y=150
    Pos_Z=-575 ;575
    ActorVisibleName_Normal=ScrollArrow
    Active=VISIBLE
    ActorVisibleSkinIndex_Selected=1
    ActorVisibleSkinIndex_Pressed=1
    ActorVisibleSkinIndex_Normal=0
    ButtonPressX=0
    ButtonPressY=0
    ButtonPressZ=10
    UOffset=0.25
    VOffset=0.875
    ButtonSoundSchema_Selected=ui_highlight_a
    ButtonSoundSchema_Pressed=ui_bookpage
    BBOffset_Left=-100 ;20
    BBOffset_Right=100 ;5
    BBOffset_Bottom=-400 ;15
    
    [NextPageButton] ;**
    Type=ButtonActorWindow
    Rot_Pitch=-16384
    Rot_Yaw=-16384
    Placement_X=Center
    Placement_Y=Center
    Pos_X=75 ;-110
    Pos_Y=150
    Pos_Z=-575 ;575
    ActorVisibleName_Normal=ScrollArrow
    Active=VISIBLE
    ActorVisibleSkinIndex_Selected=1
    ActorVisibleSkinIndex_Pressed=1
    ActorVisibleSkinIndex_Normal=0
    ButtonPressX=0
    ButtonPressY=0
    ButtonPressZ=10
    UOffset=0.5
    VOffset=0.875
    ButtonSoundSchema_Selected=ui_highlight_a
    ButtonSoundSchema_Pressed=ui_bookpage
    BBOffset_Left=-100 ;5
    BBOffset_Right=100 ;20
    BBOffset_Bottom=-400 ;15
    [/QUOTE]

  17. #617
    Member
    Registered: Jan 2005
    Location: Los Angeles, CA, USA
    Thanks NH. I used your calculations and added the following to cover the whole screen,

    [PrevPageButton]
    BBOffset_Left=-260
    BBOffset_Right=100
    BBOffset_Bottom=-400
    BBOffset_Top=100
    [NextPageButton]
    BBOffset_Left=-100
    BBOffset_Right=210
    BBOffset_Bottom=-400
    BBOffset_Top=100
    Last edited by jtbalogh; 26th Mar 2006 at 02:47.

  18. #618
    Member
    Registered: Mar 2006
    Location: Kansas City

    Latching Keys for Walk and Creep, please

    Excuse me, New Horizon, but what of this?
    ...............................................................................................
    XBOX - Move the thumbstick just a little to walk slowly and very quietly.
    PC - Use WALK to move slowly and very quietly.
    Use CREEP to move even more slowly and be completely silent.
    To me, this basically shows that our PC version, that I just got, is lacking some very nice XBOX controls for our more "natural game" enjoyment. And by now, that should have been modified, as latching-mode keys, like our current Crouch mode. (And they really should have used that 1.1 patch for more then simply fixing their T3's level of difficulty "mistake".)

    (And why am I complaining?)
    That Crouch mode naturally fits-in with creeping around the Rutherford Castle.
    But it felt very strange, and even a bit silly, crouching around the streets of South Quarter with "normal folks" simply walking around me, mate.
    (And No. . . Holding Shift or Ctrl, all the time, does not feel "natural".)

    (And yes, I have seen all those marginal "speed-adjustment attempts".)
    And if T3 wasn't so XBOX oriented, with the lack of aliases and such, I would have simply fixed it, in my first message above, like I have done with the Quake series from their very beginning, folks.

    Heck, with Quake, I would have turned that Couching-mode key into a four-mode toggle-key containing Run, Walk, Creep and Crouch. And then I probably would have used an optional Say (for UnReal) or Echo (for Quake) command, per mode, for some temporary screen-text to tell the player what mode they are currently in.

    (And then, I would have extended my new "Normal" alias, above, to set the normal Run mode, with a normal view, perhaps and then reset my four-mode key to Run and we're basically DONE!)
    Last edited by tiger@sound.net; 27th Mar 2006 at 02:11.

  19. #619
    Member
    Registered: Jan 2005
    Location: Los Angeles, CA, USA
    I use Autohotkey to make latch/toggle keys. The four-mode toggle key is possible too.

  20. #620
    Member
    Registered: Mar 2006
    Location: Kansas City
    Quote Originally Posted by jtbalogh
    I use Autohotkey to make latch/toggle keys. The four-mode toggle key is possible too.
    Thanks JT, I will give this a try with Thief Deadly Shadows and report back.
    Btw, usually games are totally isolated from these hotkey tricks.
    (They will work perfectly in Windows apps but not in a game environment)

  21. #621
    Member
    Registered: Jan 2005
    Location: Los Angeles, CA, USA
    It should be fine since the program is also for gaming. For example, compile the script below by loading it in Autohotkey. It will remap zoom to [ and ]. It will remap Shift to move a four-way toggle (assuming options are setup in game where walking is default, ctrl is to run, tab is to creep, shift is to crouch).
    Code:
    #SingleInstance force           ;force a single instance
    #HotkeyInterval 0               ;disable the warning dialog if a key is held down
    #MaxHotkeysPerInterval 500      ;help respond to mouse
    #MaxThreads 20                  ;use 20 (the max) instead of 10 threads
    #InstallKeybdHook               ;forces the unconditional installation of the keyboard hook
    #UseHook On                     ;not interfere with numpad, and increase responsiveness
    SetBatchLines, -1               ;makes the script run at max speed
    SetKeyDelay, -1, -1             ;fastest response (might be better with -1, 0)
    SetMouseDelay, -1
    SetWinDelay, -1
    
    mMoveWalk := 0
    mMoveRun := 1
    mMoveCreep := 2
    mMoveCrouch := 3
    mMoveMax = 3
    mMoveState := 0
    isShift := False
    
    ; reset stuck keys
    Send, {Shift up}
    Send, {Ctrl up}
    Send, {Tab up}
    
    return
    
    ExitSub:
    ExitApp ;The only way for an OnExit script to terminate itself is to use ExitApp
    
    #ifWinActive, Thief - Deadly Shadows ; name of game in taskbar
    
    Shift::
    if (isShift == False) {
        isShift := True ; run once
        mMoveState := mMoveState + 1
        if (mMoveState > mMoveMax)
            mMoveState := 0
    
        if (mMoveState == mMoveWalk) {
            Send, {Shift down}{Shift up} ; (optional) crouch off since on before
            Send, {Shift up} ; assuming no keys to walk is default
            Send, {Ctrl up}
            Send, {Tab up}
        } else if (mMoveState == mMoveRun) {
            Send, {Shift up}
            Send, {Ctrl down} ; assuming holding will run
            Send, {Tab up}
        } else if (mMoveState == mMoveCreep) {
            Send, {Shift up}
            Send, {Ctrl up}
            Send, {Tab down} ; assuming holding will creep
        } else if (mMoveState == mMoveCrouch) {
            Send, {Shift down}{Shift up} ; assuming toggle will crouch
            Send, {Ctrl up}
            Send, {Tab up}
        }
    }
    
    Shift up::
    isShift := False ; reset
    return
    
    [::
    Send, {Blind}{PgUp}
    return
    
    ]::
    Send, {Blind}{PgDn}
    return

  22. #622
    Member
    Registered: Mar 2006
    Location: Kansas City

    Very nice work, JT!
    (I'm just a bit blown away, right now and a bit confused, perhaps?)

    "Run" seems to be our normal mode, in T3, without an over-ride in a menu?
    (You know, a master switch that reverses the normal Run/Walk setting.)
    So you have me at a major disadvantage there. Ahhh. . . Help?

    Also I might have focused on using the Input default-settings for T3 keys.
    And then, maybe, I would have used a unused key for your 4-way, like the Tab or Alt-key or whatever?
    (Then it should be a minor change, for most, with any normally unused key.)

    It will remap zoom to [ and ].
    Why are we placing these zoom-keys in a "4-way movement mode" function?
    And why worry about zoom, when it is assigned to its own two toggle-like keys, already?
    (Or, without testing, are these providing for max-in and out zoom-keys?)

    I will study your modifications and try to get back with you, very soon.

    ... Jim ...
    ***
    Oh well, I tried to get back to the defaults, twice, and even when I had removed Crouch from my mess, it still acted twitchy about getting back to Run mode. And then I was never certain about being in Creep or Walk mode, without walking about to hear some step-sounds. (Sorry all)
    ***
    Last edited by tiger@sound.net; 28th Mar 2006 at 09:23.

  23. #623
    Member
    Registered: Jan 2005
    Location: Los Angeles, CA, USA
    The tweak to switch default run/walk is in the faqs and elsewhere in the forum. You should have fun investigating since you like to customize everything as you stated previously. For example, I fine tuned the tweak to my requirements,
    Code:
    In default.ini,
    [T3Settings]
    CreepMultiplier=0.33
    WalkMultiplier=1.1
    
    In options.ini (see your 'my documents' folder if not moved),
    Up=MoveForwardBackward 0.750000
    Down=MoveForwardBackward -0.750000
    A=StrafeRightLeft -0.750000
    D=StrafeRightLeft 0.750000
    S=MoveForwardBackward -0.750000
    W=MoveForwardBackward 0.750000
    Using zoom, tab, ctrl, etc. was for testing to prove games are not necessarily isolated from tricks. Ignore it or change it Yes, I use my 'End' key to max out my zoom to restore the view if I repeat the 'Send' command many times (not shown here). Add a sound to indicate the mode has switched if you want, beep once for run, beep twice for creep. Adding text is too hard. Like,
    Code:
      SoundPlay,*64
      SoundPlay,*64
    ... tried to get back to the defaults...
    I do not know what you mean ...
    Last edited by jtbalogh; 27th Mar 2006 at 10:24.

  24. #624
    Member
    Registered: Mar 2006
    Location: STRAAAALLLIA MATE!
    Ok, i don't really wanna look through 25 pages so, sorry if this has already been requested.

    Can anyone make moss arrows useful? Really, i have no reason to use them, even on a full metal surface!

    Much appreciated if anyone can fix it, i currently am only up to the well mission and have used 2 of them, 1 for the atar, other for a ledge that i needed to jump...

  25. #625
    Member
    Registered: Jan 2005
    Location: Los Angeles, CA, USA
    Search each page instead of look and it takes just a minute (if you have DSL). There is no info in this thread about moss problems though. What is wrong with moss? You used it twice and it does not work and was not useful? Doesn't it do what moss arrows did in thief 1 and 2?

Page 25 of 27 FirstFirst ... 510152021222324252627 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •