AM16's Thief1 Fixed - Bugfixed Original Missions - Released 2020-09-20 - by AntiMatter_16
bassoferrol on 24/9/2020 at 21:25
Lord Bafford´s:
Lamp floating:
(
https://ibb.co/9wh27s3)
Inline Image:
https://i.ibb.co/z8FbzGH/dump000.jpgThere´s also a street lamp floating but not really important just opposite the well entrance in the background.
There´s a painting you can frob in the room with paintings. It makes no sound when frobbed and you can´t frob it back up once it goes down. Is that intentional?
Nameless Voice on 24/9/2020 at 21:51
Oh, wow, you actually finished this after all these years.
Congratulations!
You're underselling the amount of work that you did with these. Didn't you basically rebuild the brushwork for almost all of the levels almost from scratch?
The screenshots look great. It's amazing how much of a different properly aligned textures can make, or little details like the small patch of bare stone in the doorway of that Bafford's shot.
AntiMatter_16 on 25/9/2020 at 03:15
@Bassoferrol
I've fixed the floating light fixture, and street lamp in Bafford's.
In Assassins, I've changed the cobble texture. I'm leaving the roofs as is for now. I've also activated to the rotational joint of the turbines in the industrial area.
In Undercover, I simply deactivated the turbine's rotation. I don't usually add things like ambient sounds if I can help it.
@Nameless Voice, not
Yandros...
Yeah, I reconstructed a LOT of brush work to make it more optimized in a lot of levels, and to make textures align better, even though the end result is very similar what was there originally. I wanted to make the terrain more 'readable' when looking at the level in DromEd. Here's an example:
Assassins Original:
(
https://i.imgur.com/Udvume6.jpg)
Assassins Fixed:
(
https://i.imgur.com/4S1wYM0.jpg)
If you open those images in different tabs and switch between them, it gives a small idea of the brush optimization work done. And the extensive rebuild of that mission to make existing terrain visible from different areas.
Nameless Voice on 25/9/2020 at 13:58
Uhm, haven't seen Yandros in this thread yet. ;)
bassoferrol on 26/9/2020 at 21:17
I think all fireplaces should have its fire with firewood, not just fire.
In The Sword in the ground floor by the stairs you have that chandelier that is floating. It should be attached to the dome above.
voodoo47 on 26/9/2020 at 21:55
yep, this has all been fixed in the TFix map set. unfortunately, there is no smart way of exporting/importing the tweaks.
AntiMatter_16 on 28/9/2020 at 06:22
Quote Posted by bassoferrol
I think all fireplaces should have its fire with firewood, not just fire.
In The Sword in the ground floor by the stairs you have that chandelier that is floating. It should be attached to the dome above.
As far as I know, all of the fires should already have firewood with them. I double checked all the missions though, and found a couple places in Strange Bedfellows that had missing firewood, which I added.
As far as the chandelier... it's magic. You may have also noticed a bunch of rooms that are oriented upside down, or on their side. They're also magic. ;)
Gabe29 on 29/9/2020 at 18:02
Could you maybe make a separate version of The lost City where it replaces the mages with the craymen and such like in the original? That would be awesome! I "tried" doing it myself but I gave up as soon as I loaded up the map in dromed lol.
Nameless Voice on 29/9/2020 at 21:05
This is something I've asked for in the past as well, as I much prefer the isolated feel of The Lost City without the mages in it.
In theory it should be possible to make a DML mod to make those changes, which could then work with any version of the map.
An absolute ton of work, though.
I'm also not sure what you'd do about the fact that the original version has two talismans, but the TG version only has one.