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Thread: Thief 3 Tweaks - Requests and Discussion

  1. #626
    Member
    Registered: Mar 2006
    Location: Kansas City
    jtbalogh,
    I believe that Soul Shaker might be happy with some very slick moss arrows?

    In the Pagan Sanctuary, I had a most excellent time using those oil vials.
    And there I was really getting into and enjoying that very moody and dead-serious atmosphere of those blood-thirsty Pagans. And then suddenly, I was about to burst out laughing at their comic prat-falls, caused by my oil slicks!
    (Thanks, Ion Storm, for some very natural and fitting "comic relief".)

    ***
    And, jtbalogh, thank you for all of your great help!
    I tried writing some different AutoHotkey scripts, today.
    (But here I am trying to learn a langauge and a new way of doing things.)
    So perhaps, in a week or two, I might have something worthwhile?
    Last edited by tiger@sound.net; 29th Mar 2006 at 08:31.

  2. #627
    Member
    Registered: Mar 2006
    Location: STRAAAALLLIA MATE!
    Quote Originally Posted by jtbalogh
    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?
    The moss arrows work fine, but ever surface can be gotten across easily by just crouching now. Before, on a full metal floor, you had to do the start & stop method while crouching etc...the moss arrows worked fine on both occasions i used them, they stopped the noise from jumping on the ledge and fulfilled an objective (pagan sanctuary mind you), but i have 20 lying around right now...

    So, a tweak would involve making the steps louder to the guards on different surfaces. Change the properties of each surface so moss arrows may have a use. That's just a loose theory on it, but i'm not good at working out that kinda stuff...

    P.S. can someone please rehost the player animations file from the tweak guide? It's the thiefy movement tweak one. Hell, even just send it to me or somethin...much appreciated.

  3. #628
    Member
    Registered: Jan 2005
    Location: Los Angeles, CA, USA
    That makes more sense now. See thread that is trying to fix crouch sounds/animation,
    Interesting Animation Info . . .
    http://www.ttlg.com/forums/showthread.php?t=104828
    G's Head Turning Issue
    http://www.ttlg.com/forums/showthread.php?t=104763

  4. #629
    Member
    Registered: Mar 2006
    Location: STRAAAALLLIA MATE!
    Crouching and creeping i want to fix, but the footsteps louder as a whole is a better solution. Those tap shoes that so many people complained about gives moss arrows a use.

  5. #630
    Member
    Registered: Jan 2006
    Location: The Galactic Supercluster
    This may have been posted before, and if so I apologise; I can't be bothered to read through 26 pages of suggestions looking for this.

    Would it be possible to give Garrett a cloak? I think it would suit him better and he has one on most of the cutscenes anyway. Plus I think it would look cool to look down at your feet and see the back of the cloak brushing against the backs of your legs.

    Anyone know if this is possible?

  6. #631
    Member
    Registered: Mar 2005
    Location: Corvallis, Oregon
    Quote Originally Posted by Brother Reginald
    This may have been posted before, and if so I apologise; I can't be bothered to read through 26 pages of suggestions looking for this.

    Would it be possible to give Garrett a cloak? I think it would suit him better and he has one on most of the cutscenes anyway. Plus I think it would look cool to look down at your feet and see the back of the cloak brushing against the backs of your legs.

    Anyone know if this is possible?
    Actually GARanims.psa has a cloak. There's swimming, rope climbing, leaning with listening (hand to ear), and the standard garrett animations (he looks more like superman, but we actually got spiderman). I figure the easiest way is to rig a cloak, and has certain parts of the cloak attached to certain bones, so we don't have to add the cloak to every single animation.

    On a side note: the new animations for garrett are just about ready for testing in the t3ed guild. There's 21 new/modified animations:
    • New & functional leaning animations. Now you don't expose yourself when looking around the corner.
    • New walking & modified running animations. Remove the jerkiness once & for all.
    • Modified bow animations. I had to redo these to fit the new idling animations (or you couldn't aim the damn thing).


    I tried adding footstep sounds to the crouching animations but they seem hard-coded out. I might try again.

  7. #632
    Member
    Registered: Mar 2006
    Location: STRAAAALLLIA MATE!
    Just what i need...

    Hardcode...pfft..no match for a hammer to the screen! Wait...then it's still there...

    and just for idiocy, HAPPY APRIL FOOL'S DAY!

  8. #633
    Member
    Registered: Mar 2006
    Location: Kansas City

    (And a Happy April Fool, back at you.)

    Soul Shaker, I was thinking about your moss-arrow request.
    So I experimented, just a wee bit, with them.

    And they seem to make fine local noise-makers when shot above an enemy.
    Because they work great to simply startle a distant guard, who is just standing still and very much in your way.

    Also that fellow might start coughing and gagging quite a bit.
    (So, maybe, there's a bad pollen-count within that T3 moss-arrow?)

  9. #634
    Member
    Registered: Mar 2006
    Location: STRAAAALLLIA MATE!
    They're a little more useful as i get further (*cough* clocktower *cough*) and yeah, shooting a moss arrow at someone's face works like a flashbomb...but better (no shouting). I'll have a bit more thiefy fun when I gather the nerve to go back to the cradle...those zombies almost gave me a heart attack...

  10. #635
    Member
    Registered: Jan 2005
    Location: Los Angeles, CA, USA
    ... bothered to read through 26 pages ...
    If anyone needs to know, edit the options in your forum profile to show 50 posts per page. Then there won't be so many pages and you can CTRL-F faster.

  11. #636
    Member
    Registered: Mar 2006
    Location: Kansas City

    Quote Originally Posted by Soul Shaker
    They're a little more useful as i get further (*cough* clocktower *cough*) and yeah, shooting a moss arrow at someone's face works like a flashbomb...but better (no shouting). I'll have a bit more thiefy fun when I gather the nerve to go back to the cradle...those zombies almost gave me a heart attack...
    (Best of luck with your bad cold and that nasty *cough*, mate.)
    And thanks, for those moss-arrow details.

    And when I finally finish T3, for the very first time, I am going to make it a point to return to the Cradle and then boost T3's gameplay level to the maximum!

    So, Soul Shaker, would it be a bit too limiting to start a "Thief Deadly Shadows Forever" Yahoo group from just the Cradle mission? (Well, not to me, if I can find several T3 Fan Missions that use the Cradle's "haunting style", you know! And my Silent Hill players will probably love it!)
    Last edited by tiger@sound.net; 1st Apr 2006 at 13:22.

  12. #637
    Member
    Registered: Jan 2006
    Location: The Galactic Supercluster
    Quote Originally Posted by ascottk
    Actually GARanims.psa has a cloak. .
    Sorry if I sound stupid, but what's GARanims? I haven't been here very long, but it sounds pretty cool judging by your description.

  13. #638
    Member
    Registered: Mar 2005
    Location: Corvallis, Oregon
    Quote Originally Posted by Brother Reginald
    Sorry if I sound stupid, but what's GARanims? I haven't been here very long, but it sounds pretty cool judging by your description.
    Thats' an unreal/t3 file (*.psa) containing the animation sequences. The game release uses different animations.

  14. #639
    Member
    Registered: Jan 2005
    Location: Los Angeles, CA, USA
    Maybe this could also help with a third person view.

    1. Climbing and able to look down would be nice in first person or third person. The third person view could be used to look under Garrett when climbing down in any direction, and the first person view obviously remains to look above Garrett when climbing up. If anyone has a better option, let me know.

    2. Garrett's head usually gets in the way from seeing long distances in a third person view. Setting the anchoroffset slightly higher gives a better angle. In addition, it is annoying to see Garrett's head when the camera is around walls and hovers about a few feet from the body. Raising the anchoroffset slightly causes the camera to rise about an extra 6 inches as it dollies closer to the player allowing you to see around the head. It might be the camera detecting the body as an obstacle and moving around it. The default smaller anchoroffset puts the camera inside garrett's head but we have to wait for it to hide the big head. Unfortunately, I could not change the camera when crouching so the whole body is not in the way. Any ideas?

    Code:
    In T3camera.ini,
    
    CameraMode ThirdPerson
    	LookAt Actor
    	SpinWith Stick
    	AnchorOffset ActorHeight 0.85 ; 0.50
    	Stiffness 0.80
    	PitchLimit 90 -90
    	YawLimit 0 0
    	Distance 8
    	DollySpeedForwardBackward 10 6
    EndCameraMode
    
    CameraMode ClimbingCam
    	LookAt ActorsTarget
    	SpinWith Stick
    	AnchorOffset ActorHeight -1.75
    	Stiffness 0.80
    	PitchLimit 90 -90
    	YawLimit 0 0
    	Distance 0
    	DollySpeedForwardBackward 0 0
    EndCameraMode

  15. #640
    Member
    Registered: Apr 2006
    Hey, can anyone explain to me, or point me to a post that explains, what the video options'do? Haven't really came across options such as Light Cutoff and Multisampling, not to mention that Shadow Detail and Level of Detail don't seem to do anything but lower my FPS.
    I keep everything at lowest for now, because I'm not sure how exactly to tweak them and I haven't noticed any eye candy that I might be missing from high settings.

  16. #641
    Member
    Registered: Mar 2006
    Location: Kansas City

    Logic by jtbalogh and taffer luck by tiger. ;)

    (I have stumbled and mumbled through jtbalogh's AutoHotKey logic for several days, now. And then I finally got lucky with the start of something that some might want to play-test, hopefully?)

    I am using T3 standards, pretty much, with Run as the normal default.
    But some of the normal keys, in my options.ini, are set to "None".
    While some other slightly hidden NumPad ones are being used, now.
    (And I never need to use those NumPad keys, BTW.)

    Code:
    Shift=None
    Ctrl=None
    Alt=None
    
    NumPad1=Walk
    NumPad2=Creep
    NumPad3=Crouch
    My T3-Shift_Ctrl_Toggles.ahk, for AutoHotKey, from jtbalogh's logic.
    (BTW, I used double Sends to help guarantee a key's change.)

    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
    
    mMoveRun := 0
    mMoveWalk := 1
    mMoveCreep := 1
    
    mMoveMax = 1
    
    isShift := False
    mMoveState1 := 0
    
    isCtrl := False
    mMoveState2 := 0
    
    ; reset stuck keys
    Send, {NumPad1 up}
    Send, {NumPad2 up}
    Send, {NumPad3 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
        mMoveState1 := mMoveState1 + 1
        if (mMoveState1 > mMoveMax)
            mMoveState1 := 0
    
        if (mMoveState1 == mMoveRun) {
            Send, {NumPad1 up}{NumPad1 up} ; releasing walk
        } else if (mMoveState1 == mMoveWalk) {
            Send, {NumPad1 down}{NumPad1 down} ; holding walk
    	Send, {NumPad2 up}{NumPad2 up} ; releasing creep
            mMoveState2 := 0
        }
    }
    
    Shift up::
    isShift := False ; reset
    return
    
    Ctrl::
    if (isCtrl == False) {
        isCtrl := True ; run once
        mMoveState2 := mMoveState2 + 1
        if (mMoveState2 > mMoveMax)
            mMoveState2 := 0
    
        if (mMoveState2 == mMoveRun) {
            Send, {NumPad2 up}{NumPad2 up} ; releasing creep
        } else if (mMoveState2 == mMoveCreep) {
            Send, {NumPad2 down}{NumPad2 down} ; holding creep
    	Send, {NumPad1 up}{NumPad1 up} ; releasing walk
            mMoveState1 := 0
        }
    }
    
    Ctrl up::
    isCtrl := False ; reset
    return
    
    Alt::
    	Send, {NumPad1 up}{NumPad1 up} ; releasing walk
            mMoveState1 := 0
    	Send, {NumPad2 up}{NumPad2 up} ; releasing creep
            mMoveState2 := 0
            Send, {NumPad3 down}{NumPad3 down}{NumPad3 up}{NumPad3 up} ; toggle crouch
    return
    Also you might notice, during your gameplay, that Crouch resets my Walk or Creep back to a normal Run mode. (But you can still use my Walk or Creep, with Crouch, if you want much slower crouching movements.) You can switch between Walk and Creep rather freely. But pressing Walk or Creep, twice in a row, will return you back to Run mode, just like a normal toggle-key should react.

    Jumping will get you out of a normal Crouch, but not with the Walk or Creep modes included while crouching. Plus carrying anything seems to do the very same thing.

    So, now, I need an opinion about these play-oriented situations with jumping or carrying and about my rather shabby AutoHotKey logic, of course.

    Thanks!

    ... Jim ...
    Last edited by tiger@sound.net; 11th Apr 2006 at 07:37.

  17. #642
    Member
    Registered: Jan 2005
    Location: Los Angeles, CA, USA
    Hey Clyp, you can read,
    http://www.tweakguides.com/TDS_1.html
    http://www.ttlg.com/forums/showthread.php?t=84672

    For the little program Tiger, it works okay. You will not need to duplicate keystrokes like, {NumPad2 up}{NumPad2 up}, so remove all duplicates. (You can edit your post with the corrections if you like, and put a note or new post that you modified it). Also, put a warning not to switch to the desktop or menu because keys will get stuck. Eventually you will need a timer, an Escape routine and a different way to reset keys to handle that. It will also be easier to code in the long run if you use boolean instead of integer to track keys, since you are using regular toggle now instead of four-way. You also can also use the same keys and not need extra Numpads to handle it, since program intercepts keys and reprograms them. (I could PM you later with solution.)

    BTW, you might label a name to your little program, "set run, walk, creep keys to toggle".
    Last edited by jtbalogh; 11th Apr 2006 at 10:57.

  18. #643
    Member
    Registered: Mar 2006
    Location: Kansas City

    Thank you, jtbalogh, for your interests in my little mess-ter-piece.
    (Now, I'll go and make changes and then test them, the best that I can.)

    And yes, I have noticed that my little AutoHotKey logic will want to stay active, even after I exit my T3 game. (And I am very lucky that my Alt-key seems to make things right, again, in Windows.)

    And, of course, that same Alt-key works extremely well as a very quick "escape key", for those extra modes, when you are climbing or carrying something.

    BTW, it seems that those extra-slow Walk and Creep modes are helping me, with my slow backward-drops from these T3 edges.

    And to jtbalogh, any and all help will be appreciated! So, Thanks!
    (PS I will gladly delete my "masterpiece" for your more masterful one?)

    ... Jim Nada... aka tiger@sound.net
    Last edited by tiger@sound.net; 11th Apr 2006 at 20:29.

  19. #644
    Member
    Registered: Mar 2006
    Location: Kansas City
    For testing towards this version of my T3-Shift_Ctrl_Toggles.ahk . . .
    First, I simply added those keys, back into my options.ini.
    Shift=Walk
    Ctrl=Creep
    Alt=Crouch
    (And no problems, there and really no need, either, btw.)

    Second, I removed the second Send of a keystroke, so then
    "Send, {NumPad1 up}{NumPad1 up}" simply became "Send, {NumPad1 up}".
    (And then it seemed to slip keystokes, now and then, when changing quickly.)

    Third, I took out those NumPad keys and replaced them with the normal ones.
    And you'll find those changes in T3-Shift_Ctrl_Toggles.ahk-with-problems.zip.

    But, now for me,
    it will lock-down the Shift key, permanently, until I exit the game and reset it.
    And it will either ignore the toggle or simply lock-down the Ctrl-key.

    But the Alt-key works, which might be the results of the T3's built-in toggle?
    So, maybe, your results will differ, folks?

    (BTW, I have an old HP with a simple keyboard serial-line connection.)
    And yes, all of my Accessibility Options are turned off, in my Windows XP Pro.

    ... Jim Nada... (tiger@sound.net)

    T3-Shift_Ctrl_Toggles.ahk-with-problems.zip
    Last edited by tiger@sound.net; 12th Apr 2006 at 00:52.

  20. #645
    Member
    Registered: Jan 2005
    Location: Los Angeles, CA, USA
    Did the PM I sent you clear things up?

  21. #646
    Member
    Registered: Mar 2006
    Location: Kansas City
    Quote Originally Posted by jtbalogh
    Did the PM I sent you clear things up?
    Yes, it did. (As well as this AutoHotKey newbie can understand it.)

    I tested it, several times and I noticed that only the Crouch key will release both the Walk and Creep modes for the normal default of Run.
    (Was this a part of your "master plan"?)

    ie: I couldn't simply press Walk, once to get it to toggle "on" and then twice to toggle it to "off", like my first T3-Shift_Ctrl_Toggles.ahk can do, btw.

    (But if you want I will try my best to incorperate this normal "toggle action"?)

    Thanks!

  22. #647
    Member
    Registered: Jan 2005
    Location: Los Angeles, CA, USA
    My test indicates it works. See my PM. (To verify, looks like shift was walk/run, ctrl was creep, alt was crouch. For a vanilla T3 install, creep may need tweaking to be noticible.)
    Last edited by jtbalogh; 13th Apr 2006 at 06:13.

  23. #648
    Member
    Registered: Mar 2006
    Location: Kansas City

    Quote Originally Posted by jtbalogh
    My test indicates it works. See my PM.
    T3-Shift_Ctrl_Toggles-JTs.ahk from jtbalogh

    jtbalogh, it is easy enough to test-out.
    So let us take it to the group. . . Okay, mate?

    *** This is a lot easier then having to do a copy and paste of mine ***
    T3-Shift_Ctrl_Toggles-tigers.ahk
    (I just organized the values, together, a bit better and then I positioned the Sends so that only one key would be down at a time, instead of possibly two of them for a split-second.)
    Last edited by tiger@sound.net; 13th Apr 2006 at 22:15.

  24. #649
    Member
    Registered: Jan 2005
    Location: Los Angeles, CA, USA
    I am glad your game is working. Have fun thieving.

  25. #650
    Permanently Enlarged
    Registered: Dec 2005
    Location: I could care...but I won't.
    ive found a value in ::default.ini:: under the [Physics] section, called ::MaxZForMantle:: (default val is 5), and i was wondering if any one of you have edited this before and noted its effects. because it would be cool if you could make Garrett able to mantle anything, despite heigt.

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