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Thread: Thief 3 Tweaks - Requests and Discussion

  1. #51
    Member
    Registered: Jan 2002
    Location: Germany
    A tweak for the demo:

    To see the French, Italian, German or Spanish texts in the game, edit your (Thief3-Demo)/System/Default.ini. There is a section called "Locale" around line 829 where you can comment out the line "Language=english" and uncomment your target language. Note: to actually save your changes, remove Default.ini's write protection.

  2. #52
    Member
    Registered: May 2004
    Added the last few submissions to the opening post.

    Erluk- I remembered seeing something like that in the default.ini for the full game; sure enough, it was there, and your tweak works for the full version as well as the demo.

    I also tried out deadman's Auto-Resurrection cheat. After changing the appropriate line, I went and got myself killed. After a few moments, I got up again, ready for another fight. The only problem was that I was now standing waist-deep in solid rock- coming back to life had dropped me partway through the floor!

    Something else I tried was to set the startup movie to the cinematic intro, since someone mentioned it in another thread. This didn't work, though. I can read some movies like the Eidos logo from the Thief 3 installation directory, but not others, like the cinematic intro. The line says ShortIntroMovies- maybe a restriction of some kind on what movies will play?
    Last edited by Mentalepsy; 28th May 2004 at 20:43.

  3. #53
    Member
    Registered: Nov 1999
    I've been messing with a lot of settings in the game myself, but sometimes its hard to tell if something worked in my favor or worked against me. Anyone know if there is a way to display your frame rate?

  4. #54
    Member
    Registered: May 2004
    Quote Originally Posted by Dach
    I've been messing with a lot of settings in the game myself, but sometimes its hard to tell if something worked in my favor or worked against me. Anyone know if there is a way to display your frame rate?
    Try FRAPS.

  5. #55
    Member
    Registered: Nov 1999
    Thank ya, just what I needed =)
    Now I can also make fun movies with the physics =p

  6. #56
    Still no instructions on how to get rid of glint and arrow trails?

  7. #57
    Member
    Registered: Jan 1999
    Quote Originally Posted by Lockpicker
    This one is cool to mess with...

    Under [Physics] in the Default.ini
    the default is

    JumpHeight__t=48

    change to

    JumpHeight__t=60 for a little more lift

    JumpHeight__t=115 for some serious ups yo.

    WHO SAID WHITE THIEVES CAN'T JUMP?!?!
    I noticed the jumpheight_t value and tried changing it before this thread, but it never seemed to change my jump height. Are you sure it's changing for you?

  8. #58
    Member
    Registered: Jan 1999
    Quote Originally Posted by TheDorkProject
    Still no instructions on how to get rid of glint and arrow trails?
    I think if it weren't for loot glint, I couldn't play on expert without getting yell-at-the-computer frustrated.

  9. #59
    Member
    Registered: Sep 2001
    Location: Right Behind You!

    Remove Zoom Overlay

    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.

  10. #60
    Yea the glint isn't that bad... it's mainly the arrow trails I want to be rid of.

    But, I would like to make the glint less FREQUENT

  11. #61
    Member
    Registered: Sep 2001
    Location: Right Behind You!

    Texture and Graphic Editing/Viewing Tools

    You can find various tools for viewing/editing textures and graphics in Thief3 at: http://developer.nvidia.com/object/n...ure_tools.html

  12. #62
    New Member
    Registered: May 2004
    Location: Seattle, WA

    I just purchased the game yesterday, and there are two things that really bother me. I don't think I will get over the camera being attached to the animated garrett model (Gives the impression of low frame rate). And the loading zones... I will eventually get over this... BUT I have a personal vendetta against these flaws, and I will be trying to circumvent these annoyances.

    Anyhow I got to looking into some of the .ini and .int files, I couldn't help but notice the quantity of XBOX code existing in them...

    Here is a section of code I dug up in the Default.ini file; I'm wondering if anyone else thinks this "zone" portion of the code has anything to do with the loading zone size. Currently its set at 1024. I havn't played with it yet. I'm just observing at the moment to try and fill in some of the puzzle. Here is the code:


    [Engine.XBMemoryManager]
    EnableExtendedMemDumpReport=False
    PoisonAllocations=0
    InitialTrackerHeapSize=8
    MaxTrackerHeapSize=32
    MinFreeMemoryMb=0
    EXESize=8613888
    OSOverhead=2621440
    UnaccountedRAM=282624
    WastedSpace=1835008
    Renderer=7493632
    AINavMesh=1048576
    AIRuntime=293888
    Objects=5242880
    BSPTree=2097152
    Input=15360
    File=1048576
    Utility=9216
    Engine=194560
    Editor=0
    CTag=1048576
    String=224256
    Properties=262144
    Physics=131072
    Sound=1060864
    Animation=2842624
    Scripts=904192
    Conversations=35840
    UI=532480
    Resource=270336
    Textures=8650752
    Materials=524288
    StaticMesh=1536000
    SkeletalMesh=2033664
    SoundWave=2097152
    StaticVertexPool=4194304
    DynamicVertexPool=3145728
    Zones=1024
    Particles=262144
    T3Game=0
    BlkLoadSupt=0
    Warfare=13312
    UnEditSupt=0
    UCache=0
    DArray=24576
    UArray=40960
    Unclaimed=6144
    Internal=102400
    CRTL=0
    HavokMemAlloc=16777216


    This seems to be the same for what appears to be the pc memory manager (as far as the zone setting goes).

    Let me know what you think.

    Cheers

  13. #63
    New Member
    Registered: May 2004
    Location: Seattle, WA

    I was looking a bit more in the Default.ini file, And I found the following code for Camera Effects: This might be useful for the first person view... but not entirely sure. Here is the code:


    [CameraEffects]
    ; How stiff the camera spring is in XY, and in Z. Bigger is stiffer.
    StiffnessFactorXY=15.0
    StiffnessFactorZ=7.5
    ; How damped the camera spring is in XY, and in Z. Bigger is less sproingy.
    DampingFactorXY=60.0
    DampingFactorZ=40.0


    I'm wondering if the damping and stiffness settings for the camera will do any good. I have a feeling they won't because the camera is probably ridgedly mount to the animated model. Thus we are only fighting with the model dynamics... although maybe its possible to compensate for the awkward body movements by making the camera less stiff and setting the damping high enough to get rid of the jitter induced by the body movement, after decreasing mouselag and mouselag threshold while increasing mouse sensitivity (observed by other tweakers)....

    I might just be rambling, let me know what you guys think.

  14. #64
    Member
    Registered: May 2004
    Quote Originally Posted by Sneesie Wu
    I was looking a bit more in the Default.ini file, And I found the following code for Camera Effects: This might be useful for the first person view... but not entirely sure. Here is the code:
    Yeah, I've messed with those earlier... didn't seem to do anything, though.

    Anyhow I got to looking into some of the .ini and .int files, I couldn't help but notice the quantity of XBOX code existing in them...
    No kidding. They've even got all the different X-Box controller maps sitting in there.

    Here is a section of code I dug up in the Default.ini file; I'm wondering if anyone else thinks this "zone" portion of the code has anything to do with the loading zone size. Currently its set at 1024. I havn't played with it yet. I'm just observing at the moment to try and fill in some of the puzzle. Here is the code:
    Hmm, I have no idea (about most of that stuff, actually). I thought the loading zones would have been coded into the map, and so removing them would require being able to edit the maps somehow, and then stitching the two halves of the level back together.

    Quote Originally Posted by TheDorkProject
    Still no instructions on how to get rid of glint and arrow trails?
    I haven't seen anything related to this in the INI files, at least not obviously. I expect they're hard-coded, and altering them will require either replacing the graphics with blank ones, or some clever hex editing.

  15. #65
    Member
    Registered: Jun 2002
    Location: Auckland, New Zealand

    T3UI.ini weapon/item tweaks

    T3UI.ini in \system folder may be the key to managing UI annoyances...

    I'm running the demo and what's below worked for me, not sure about side effects tho

    the most obvious options are under [HUDWindow]
    to disable any option place ; (semicolon) in front of it

    you can completely get rid of the item and weapon cycles by placing semicolons in front of
    ChildWindow_3=ItemCycleWindow
    ChildWindow_4=WeaponCycleWindow

    doing above gets rid of all weapon/item icons tho

    disabling the following might help some people who don't like the glow around items/weapons
    ChildWindow_6=T3UILights.ini:HUDLight_1
    ChildWindow_7=T3UILights.ini:HUDLight_2

    this still leaves a dark grey colour which i find tolerable, probably can disable if you look hard enough

    EDIT: doing above may cause game to CTD when picking up objects.. bah

    I have found how to turn off the annoying flashing objects (who wants a rotating flashing crate?)

    under [JunkItemWindow]
    change FlashOffTime to zero
    FlashOffTime=0
    Last edited by S Bodi; 29th May 2004 at 09:02.

  16. #66
    Member
    Registered: Jun 2002
    Location: Auckland, New Zealand

    T3UI.ini health bar tweaks

    open \system\T3UI.ini

    you can disable the health meter completely one of two ways

    First Way..
    under [HUDwindow]
    put semicolon in front of the following
    ChildWindow_5=HealthMeter

    Second Way..
    under [HealthMeter]
    change
    Active=ACTIVE
    to
    Active=NOT


    And to disable health meter except for bars which are being gained when drinking potions
    under [HealthMeterPoint]
    change
    Active=VISIBLE
    to
    Active=NOT

  17. #67
    Member
    Registered: Dec 2000
    Location: London, Ontario, Canada

    record and playback demos

    I notice there is a 'demorecdriver' and other demo recording items in the DEFAULT.INI file. Any chance anyone has been able to figure out how to get this to work? Sure would be nice to be able to play back recordings made while playing. I assume it's there from the UT engine but dunno whether ISA was faithful to it or not.

  18. #68
    Member
    Registered: Jun 2002
    Location: Auckland, New Zealand

    Annoying colours (not frob colours) in T3UIlights.ini

    I know I'm probably over-posting. I'm just spending some time fiddling with the demo so that when I get the real thing I'll have it set up sweet.
    So far I've reduced font size, gotten rid of tips and only got flavour text, changed health bar to show up just the bits i'm healing, gotten rid of LOADING and Thief Logo on loading screen, and that stupid zoom eye overlay which lets you basically see in the dark. Thanks to all for the great tips.

    The file T3UILights.ini has two objects in it which are the colour of those annoying full blue screens (you know when you get hints).

    they are [MetaGameLight_3] and [MetaGameLight_4]
    you can disable them completely by changing the Active flag to NOT rather than VISIBLE

    I haven't figured exactly what each does individually, and havent fiddled with the RGB or intensity values to get nicer colours.

    You can also (hopefully safely this time) remove the blue highlight behind items and weapons by doing the same to [HUDLight_2]. If you clear your held item or weapon without scrolling to "Nothing", you'll be left with the HUDLight_1 colour in the background.

  19. #69
    Member
    Registered: Apr 2003
    Location: Ormskirk, UK
    Quote Originally Posted by Redearth
    I noticed the jumpheight_t value and tried changing it before this thread, but it never seemed to change my jump height. Are you sure it's changing for you?
    Perhaps the effect of gravity means you never reach the new maximum height. The [PointPhysics] section of Default.ini has some other interesting values in that regard.
    Back in options.ini [MetaGameLight_1] and [MetaGameLight_2] control the lighting on Menu titles such as Loading and Options. Changing the RGB values in [HUDLight_1] alters the HUD's colour (cogs and compass) and [HUDLight_2] mercifully changes the horrible blue lighting effects on it.
    Last edited by Nanol; 29th May 2004 at 11:51.

  20. #70
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by Mentalepsy
    I haven't seen anything related to this in the INI files, at least not obviously. I expect they're hard-coded, and altering them will require either replacing the graphics with blank ones, or some clever hex editing.
    Faceless on the Eidos forums already said that you can get rid of them by replacing their graphics with blanks.

  21. #71
    New Member
    Registered: May 2004
    Location: NYC
    Hi guys/gals, I'm new.

    Here's a small tweak to reduce the size of the gem and compass. Also I changed the HUD lights to complimentary colors (oddly enough I think it increased my performance also?!?).

    I'd also like to make the item glow more subtle (gray/black, or reduced intensity maybe). I'll post the code for that also if I get to it.

    Screenshot of tweak in action.


    Code:
    //In T3UI.ini
    //change the scale of the health meter
    
    [HealthMeter]
    Type=T3HealthMeterWindow
    Active=ACTIVE
    Scale_X=.5
    Scale_Y=.5
    Scale_Z=.5
    Pos_X=20
    Pos_Y=-15
    Pos_Z=10
    Placement_Y=BOTTOM
    ClearPos_X=20
    ClearPos_Y=100
    Width=640
    Height=30
    PointWidth=15
    NumPoints=16
    LeftAlign=TRUE
    MeterPoint=HealthMeterPoint
    
    //In T3UI.ini
    //change the scale of the compass
    
    [CompassWindow]
    Type=T3CompassWindow
    Placement_X=CENTER
    Placement_Y=BOTTOM
    Pos_Y=-50
    Pos_Z=10
    Scale_X=.5
    Scale_Y=.5
    Scale_Z=.5
    Active=VISIBLE
    CompassWindow=CompassActorWindow
    
    //In T3UI.ini
    //change the scale of the light gem
    
    [LightGem]
    Type=T3LightGemWindow
    Placement_X=CENTER
    Placement_Y=BOTTOM
    Pos_Y=-50
    Pos_Z=10
    Scale_X=0.5
    Scale_Y=0.5
    Scale_Z=0.5
    Active=VISIBLE
    ChildWindow_0=LightGemLight
    ChildWindow_2=LightGem_Case
    ChildWindow_1=LightGem_Gem
    
    //In T3UILights.ini
    //change color to yellow tone
    
    [HUDLight_1]
    Type=LightWindow
    Pos_X=128
    Pos_Y=-320
    Pos_Z=-75
    Color_R=125
    Color_G=150
    Color_B=255
    Intensity=.65
    MinRange=0
    MaxRange=1000
    Active=VISIBLE
    Selectable=False
    
    [HUDLight_2]
    Type=LightWindow
    Pos_X=320
    Pos_Y=800
    Pos_Z=-50
    Color_R=255
    Color_G=255
    Color_B=10
    Intensity=.5
    MinRange=0
    MaxRange=1000
    Active=VISIBLE
    Selectable=False
    Last edited by Thera; 29th May 2004 at 15:30.

  22. #72
    Member
    Registered: Nov 1999
    Location: The East Coast, Canada
    Found a way to get the intro movie playing instead of all the corporate logo info at the start of the game. Initially, we find this in the default.ini file:

    [PCStartup]
    ShowIntroMovies=True
    ShortIntroMovies__t=d:\content\t3\VideoTextures\eidos-logo.bik;d:\content\t3\VideoTextures\ionstorm-logo.bik;d:\content\t3\VideoTextures\Copyright.bik;d:\content\t3\VideoTextures\nvidia.bik;d:\content \t3\VideoTextures\eax.bik


    Replace that information with the following:

    [PCStartup]
    ShowIntroMovies=True
    ShortIntroMovies__t=d:\content\t3\VideoTextures\ThiefTrailerNoESRB.bik


    And voila, next time you start up the game, you'll be greeted with the intro, which should've been there in the first place if you ask me. Although cool, there is one little inconvenience: I haven't found a way to skip it, so once you put that command in there, you'll be greated by the intro everytime you run the game. But, to show off the game and / or if it's the first time you're running it, I suggest doing this little change, since stylistically speaking, it's much better.

  23. #73
    Actually, if you hit the space bar, it goes right to the loading screen. At least, that was my experience.

  24. #74
    New Member
    Registered: May 2004

    This is great! All of Thief 3's problems (idiotic back lighting, stupid menu screens, and out-of-place arrow trails) can easily be fixed. Maybe we should try to convert every thing to a more Metal Age kind of look.

    One question: Which files does one replace to get rid of the arrow trails?

  25. #75
    Member
    Registered: May 2004
    Location: Toronto, Canada
    For those who, like me, are finding Expert AI too easy to beat, here are some lines from about 2/3 of the way down default.ini

    [Difficulty]
    ; -- THIEF 3
    ;
    ; AI visual acuity multiplier - how well AIs can see
    Difficulty_AIVisual_Mult_Easy=0.9
    Difficulty_AIVisual_Mult_Normal=1.0
    Difficulty_AIVisual_Mult_Hard=1.15
    Difficulty_AIVisual_Mult_Expert=1.2
    ;
    ; AI auditory acuity multiplier - how well AIs can hear
    Difficulty_AIAudio_Mult_Easy=0.8
    Difficulty_AIAudio_Mult_Normal=1.0
    Difficulty_AIAudio_Mult_Hard=1.03
    Difficulty_AIAudio_Mult_Expert=1.13
    ;
    ; AI tactile acuity multiplier - how well AIs can feel
    Difficulty_AITactile_Mult_Easy=1.0
    Difficulty_AITactile_Mult_Normal=1.0
    Difficulty_AITactile_Mult_Hard=1.0
    Difficulty_AITactile_Mult_Expert=1.0
    ;
    ; AI hitpoints multiplier - all AI starting hitpoints will be scaled by this
    Difficulty_AIHitPoints_Mult_Easy=0.75
    Difficulty_AIHitPoints_Mult_Normal=1.0
    Difficulty_AIHitPoints_Mult_Hard=1.2
    Difficulty_AIHitPoints_Mult_Expert=1.3
    ;
    ; AI combat speed multiplier - all AI combat animations are scaled by this
    Difficulty_AICombatSpeed_Mult_Easy=1.0
    Difficulty_AICombatSpeed_Mult_Normal=1.0
    Difficulty_AICombatSpeed_Mult_Hard=1.1
    Difficulty_AICombatSpeed_Mult_Expert=1.2
    ;
    ; AI-to-player damage multiplier - all damage applied to the player by the AI is scaled by this
    Difficulty_AIToPlayerDamage_Mult_Easy=0.5
    Difficulty_AIToPlayerDamage_Mult_Normal=1.0
    Difficulty_AIToPlayerDamage_Mult_Hard=1.25
    Difficulty_AIToPlayerDamage_Mult_Expert=1.5



    I'm not sure what to change these to, but it seems like the difficulty is quite adjustable. I wonder what the max values for these are?

    Anyone adjusted these yet?

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