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Thread: Thief 3 Tweaks - Requests and Discussion

  1. #151
    Member
    Registered: Jun 1999
    Location: Sunny place
    Quote Originally Posted by Myagi
    Alright, I made a patch program. Aside from the frob highlight it can also enable/disable loot percentage. Non of these are thuroughly tested, they could affect things in the game they shouldn't, but I think it's pretty unlikely.

    Since I really can't control what rendering modes the game uses to render the frob highlight, it limits what I can do with the shader. Just in case ppl wonder why I didn't do it exactly as it worked in the old games.

    I just need some place to upload it now, if someone can host it let me know.
    (it's just 76k)
    Myagi, could you email me that file? I'd like to try it out and i could do a bit of hosting, set up an ed2k or a bt link or something. I think my email address is in my profile or something.

  2. #152
    New Member
    Registered: May 2004
    Quote Originally Posted by revelation2k
    No problem

    Right now I am trying to get rid of the lockpick HUD that shows up when picking a lock, but I just can't get rid of all of it. Has anyone tried this yet?
    You need to alter menus from [LockPickHUDWindow] to [LockPickHUDStageWindow6],
    and change these options from them all:

    Scale_X=x.x
    Scale_Y=x.x
    Scale_Z=x.x

    to:

    Scale_X=0
    Scale_Y=0
    Scale_Z=0

    I'm guessing there's an easier way too but this should do the trick.

  3. #153
    Member
    Registered: Apr 2003
    Location: Ormskirk, UK
    Quote Originally Posted by trouble_dart
    Ok, I cannot STAND the Papyrus font
    Yeah I've been playing around with Papyrus too - for some reason it's not anti aliased, but Goblin is. Applying a smooth to it in your favourite paint package actually doesn't do that much either, I think a rewritten font is needed.

  4. #154
    Member
    Registered: Jun 1999
    Location: Sunny place
    T3 atomic frob remover by Myagi, All versions. Use at your own responsability.

    I recommend setting the frob color to 0.04 0.04 0.02
    Closest to T1 i have found, at least on my rig.
    Last edited by Mr. K.; 30th May 2004 at 19:17.

  5. #155
    Member
    Registered: Aug 2003
    Location: The City
    That link doesn't work...

  6. #156
    Member
    Registered: Jun 1999
    Location: Sunny place
    The link does work, tested by several people. Try again, my bandwidth isn't all that great, might have timed you out. If you still have trouble it can be emailed.

  7. #157
    Member
    Registered: Aug 2003
    Location: The City
    5 times now... I've emailed you...

    When I get it, I'll put it at http://tnlc.com/eep/t3_frob-loot_patch.zip (assuming it even works, of course).
    Last edited by Eep; 30th May 2004 at 19:02.

  8. #158
    New Member
    Registered: May 2004
    Location: Madison, WI

    Atomic Frob Fix

    The Atomic Frob fix link posted by Mr. K works, though as he says, the bandwidth is a bit low. My question is this: Would it be possible to make a fix like that for the demo? Frankly, atomic frobbing is pretty much a deal breaker for me and Thief III. I will never ever buy the game if I can't get frobbing to look half-way decent, so I'd like to see what the fix would do by testing it in the demo. That said, if it's not feasable, I'd love to see screenshots of frobbing from anyone who uses the fix in the full game. Thanks for your hard work Myagi and your hosting Mr. K!

  9. #159
    Member
    Registered: Jun 1999
    Location: Sunny place
    Myagi is working on the demo version, i just sent him the exe. Looking forward to it!

  10. #160
    Member
    Registered: May 2004
    you can add scaling to make the HUD less obtrusive by adding

    Scale_X=0.7
    Scale_Y=0.7
    Scale_Z=0.7

    to almost all windows in T3UI.ini, weaponcyclewindow, itemcyclewindow etc

  11. #161
    Member
    Registered: Jun 1999
    Location: Sunny place

    DEMO frob remover

    *Useless post, the new patcher by Myagi works both for the demo and the full game. Kudos to him!
    Last edited by Mr. K.; 30th May 2004 at 19:18.

  12. #162
    Member
    Registered: May 2003
    Location: Sweden
    Actually that version detects if it's the demo or not so it works on both

    I'm currently trying to figure out if the patch will work with nvidia cards or not. If objects appear solid white (or freaky in some other way) then it doesn't work.

  13. #163
    Member
    Registered: Jun 1999
    Location: Sunny place
    I'd recommend people to try setting the frob color to 0.04 0.04 0.02

  14. #164
    Member
    Registered: Dec 2003
    Location: Immersionland
    Great stuff there!

    Wasnt DX:IW followed by a Tweaking Spree too? One could think the folks at ION were to lazy to "un-XBOX" this game too coz they figured the fanbase would do it for them anyway

    Keep it going - and someone sticky this already

  15. #165
    Member
    Registered: Aug 2003
    Location: The City

    frob patcher problem

    Yes, Myagi, it works on my GeForce 3 Ti 200 but Garrett's pixel shader is the same color as the highlight, so even in total darkness he has a glow to him. Did you use the same pixel shader as his or is it the same as the frob's but with a different color? :/

  16. #166
    Member
    Registered: May 2003
    Location: Sweden
    Quote Originally Posted by Eep
    Yes, Myagi, it works on my GeForce 3 Ti 200 but Garrett's pixel shader is the same color as the highlight, so even in total darkness he has a glow to him. Did you use the same pixel shader as his or is it the same as the frob's but with a different color? :/
    is this in third person? I can very well imagine that the stealth glow is the same pixel shader as the frob, unfortunately nothing I can do about that. I'm a hardcore first person only player so I didn't think about that (nor notice it).

  17. #167
    Have any of you lads or lasses figured out a way to make the health bar NOT disappear? I want it to stay up even when I don't have a health potion selected. It's part of the strategy, knowing how much of a risk I can take and all.

    I took a quick peek through the files but I can't find anything specifically for that anywhere.

  18. #168
    Member
    Registered: Aug 2003
    Location: The City
    Yes, in 3rd-person mode. Although I too prefer 1st-person, I still go to 3rd-person sometimes to see what Garrett looks like, test bugs, etc.

    I just thought it was odd the same pixel shader is used for both Garrett AND frobs. Ah well...if there's nothing you can do...unless maybe specify your new shader for the frob only and leave Garrett's alone?

  19. #169
    Member
    Registered: May 2003
    Location: Sweden
    Quote Originally Posted by Eep
    Yes, in 3rd-person mode. Although I too prefer 1st-person, I still go to 3rd-person sometimes to see what Garrett looks like, test bugs, etc.

    I just thought it was odd the same pixel shader is used for both Garrett AND frobs. Ah well...if there's nothing you can do...unless maybe specify your new shader for the frob only and leave Garrett's alone?
    The shader is a resource kind of like a texture, all I did was replace one, but all the code that refers to it will use it, I have no control over who uses it where to render what. Which is also why it could potentially mess up rendering of other things in the game, but hopefully nothing else that kind of "strange" shader.

  20. #170
    New Member
    Registered: Apr 2001
    Location: Jenkintown, PA

    Sorry if this has already been addressed, I looked but couldn't find it in the threads. Which ini file parameter controls Garrett's running speed? I'm trying to run faster. Thanks

  21. #171
    New Member
    Registered: Apr 2002
    Quote Originally Posted by Avalon
    Have any of you lads or lasses figured out a way to make the health bar NOT disappear? I want it to stay up even when I don't have a health potion selected. It's part of the strategy, knowing how much of a risk I can take and all.

    I took a quick peek through the files but I can't find anything specifically for that anywhere.
    I think, changing "Active=ACTIVE" to "Active=VISIBLE" in the [HealthMeter] section (in the T3UI.ini) might do just that.

  22. #172
    New Member
    Registered: May 2003
    anybody figure out how to disable the two circles with "nothing" written under them, when you're lockpicking, climbing, etc.?

  23. #173
    New Member
    Registered: May 2004
    Seems that there is an issue with modifying the [difficulty] field in the default.ini

    I attempted to modify the visual and auditory acuity settings to make the game even more difficult after beating it, but the changes will not stick. I first noticed this when playing through the first real level (ie. not the training level) and upon rezoning back into the front portion of the map, it seemed to me that the guards had reverted back to their initial settings. I did some further testing by reducing their senses to 0.0 and porting back in and found that the same thing occured, they had recovered their abilities.

    I really cannot find what might be causing this to happen, so thought I'd put it here to see if anyone else has been experimenting with this.

  24. #174
    Member
    Registered: Jun 1999
    Location: Sunny place
    Just a guess, but maybe making the file read-only helps.

  25. #175
    New Member
    Registered: May 2004
    Here's a mirror to Myagi's patch: T3_patcher_by_Myagi.zip

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