AM16's Thief1 Fixed - Bugfixed Original Missions - Released 2020-09-20 - by AntiMatter_16
AntiMatter_16 on 20/9/2020 at 08:52
Hello everyone!
I'm proud to present bugfixed versions of the Thief Gold Original Missions. Each mission has been painstakingly playtested to find and fix any bugs. I've probably spent over a thousand hours fixing and improving the missions. Similar to Thief2 Fixed, the improvements include adjusting texture alignments, fixings room brushes, optimizing terrain, and providing minor visual enhancements. Some broken content and conversations were fixed, but only if they were already set up in the level. (I did not arbitrarily add content back in.) Many of the Thief1 and Gold levels have "optimizations" meant to reduce polygon and cell counts - namely just filling and area of the level with a solid brush so the player can't see any of that stuff. They also built many of the levels in a way to prevent areas from being viewed, by essentially making city streets "tunnels." I've removed these limitations by essentially reconstructing large segments of the level, allowing buildings in the city to be viewed from areas they couldn't have been previously, and the effect I must say is "Quite Spectacular!" As always, the intention is not to enhance, but to adhere to the original vision of each level. Gameplay changes are avoided as strictly as possible, but it's possible in optimizing terrain or setting lights against the wall some changes have been introduced. I did not keep a changelog, as it would be tens of thousands of items long, and would have just substantially slowed down progress.
You might be wondering, "Wait, isn't there already the HDMod maps by Gecko, and Voodoo47's fixed maps?" Yes there are. Thief1 Fixed is designed to supersede Voodoo's missions as fixed vanilla maps, as the fixes go more in depth than Voodoo's. Gecko's missions (and textures) aren't exactly a vanilla experience in terms of gameplay, Thief1 Fixed aims to strictly avoid gameplay changes, though it's possible there are some slight variations. Unintentional alterations to gameplay can be requested to be changed to original behavior.
Here is an (
https://imgur.com/a/4w3NtI5) album of 72 comparison screenshots on Imgur
The missions can be played like any FM, using your favorite loader.
Downloads:(
http://www.mediafire.com/file/72wao8t4nraezlo/file) Version 1.00d - Mediafire
Here is a video of flying around Mission 5 - Assassins. The main city area was painstakingly rebuilt so that the road and paths were all part of one large area, allowing terrain and details to be seen that were previously hidden.
[video=youtube_share;qqbt8gPr9qo]https://youtu.be/qqbt8gPr9qo[/video]
There will be future releases, so please report any problems or requests here.
nicked on 20/9/2020 at 09:34
Great work! Sounds like a good reason to replay Thief 1!
Bikerdude on 20/9/2020 at 15:01
Quote Posted by nicked
Great work! Sounds like a good reason to replay Thief 1!
+1
bassoferrol on 20/9/2020 at 15:09
I copied files over voodoo47´s mission files.
Do I still need his dml files or you have included his fixes?
I guess I still need to use his OSM.
Script-t1.osm: can I use the one used by voodoo47 (newer and bigger)
Tried Lord Bafford´s. There´s some wood floating turning around very slowly in the sewers which is a very beautiful effect and I can´t frob guard´s key by the well. Is that correct?
AntiMatter_16 on 20/9/2020 at 15:52
Quote Posted by bassoferrol
I copied files over voodoo47´s mission files.
Do I still need his dml files or you have included his fixes?
I guess I still need to use his OSM.
Script-t1.osm: can I use the one used by voodoo47 (newer and bigger)
Tried Lord Bafford´s. There´s some wood floating turning around very slowly in the sewers which is a very beautiful effect and I can´t frob guard´s key by the well. Is that correct?
You don't need his DML files. I haven't quite completed mod compatibility with some of his mods, namely the Candle Mod, so they might even cause problems. I'll be working with voodoo to ensure compatibility.
As far as not being able to frob the guard's key, do you mean that you couldn't pickpocket it? Or it doesn't highlight when centered on screen? If it highlights, it's probably because the guard is aware of you. You can't pickpocket him if he's seen you - you have to knock him out if he has.
[Edit] I just tested, and it works as intended for me.
I only use Script-T1 for a bugfix to prevent guards being alerted by blackjacking, so I'm pretty sure either works.
bassoferrol on 20/9/2020 at 17:16
At the end of the water passage after plunging down in the well there´s a window where water goes to or comes from, idk, that should be some kind of grate instead.
This was suugested by me a long time ago and voodoo47 changed the texture accordingly.
AntiMatter_16 on 20/9/2020 at 18:45
Typically, I take a "if it ain't broke, don't fix it" approach to changing textures, but with texture replacement mods, I can see how this would be out of place. I've changed it to a metal grate texture, and it should be fixed in the next release. Thanks for the suggestion!
bassoferrol on 20/9/2020 at 21:23
This has always been present:
In Lord Bafford´s ground floor if you hug to the wall on the far right side of the manor as you enter through the main entrance you can here the wind blowing and you´ll still hear it in different rooms (the room with the paintings for example). That doesn´t happen if you do it on the left side.
AntiMatter_16 on 20/9/2020 at 21:52
I can't seem to reproduce any wind blowing sounds by entering through the front gate, and hugging the right wall. Could you send a screen shot of where the wind sound is triggered?