AM16's Thief2 Fixed 1.2d - Bugfixed Original Missions - Updated 2018-06-01 - by AntiMatter_16
Angs on 20/5/2013 at 20:25
Quote Posted by Radiant
You are fast! :-)
Is it possible that an old savegame overwrites your changes?
You should restart the level if you have old savegames or you get lightmap problems etc like these. I tried your first control panel example in Kidnap and it works for me when starting the level anew.
AntiMatter_16 on 20/5/2013 at 21:28
I've been looking through the German Interface Folder and it's got some surprising differences between the English version. For instance, it's missing two locations on Miss4.mis (Framed). The miss12.mis &miss13.mis (Casing & Masks) automap changes I did used original automap resources, but the roombrushes weren't setup correctly for them. Your German version may not have the some major differences, and may take some work to get it working as well as the english version.
Actually, from your screenshots, it appears that you're using old savegames from Thief2 1.18? That would account for the mis-aligned door (because I adjusted the terrain there). It would also account for the messed up automaps, because they automaps on Miss12, and miss13 were really, REALLY bad before I fixed them.
Old save games from Thief2 1.18 missions, or the Thief2 Fixed missions ver 1.0e are not forwards compatible with 1.1c. You'll have to load the savegame, then restart the mission, and it'll working fine then.
Solar Prominence on 20/5/2013 at 22:10
I've noticed a few issues with the AIs in Life of the Party. The two housebreakers near the beginning and the drunk guard near Angelwatch don't have sword-swinging animations - they have the voice clips for attacking, but they stand frozen in front of you and don't actually attack. This is on a fresh 1.21 Expert save fyi.
Also - the drunk guard seemed unusually alert on my last playthrough. Having alerted him on the way into Angelwatch, upon exiting the tower later I found that it was impossible to approach him because he'd hear me walking on the dirt from quite aways away and instantly go into search mode. Is this because I alerted him once before and I'm on Expert?
AntiMatter_16 on 21/5/2013 at 00:09
I always thought the housebreakers didn't have sword motions so that the guard would see them on patrol and kill them easily if you opened the door. It does look weird though. In the demo, "Unwelcome guest" which is an earlier version of "Life of the Party" the thieves have sword motions. I think I'll restore their sword motions, but make them do less damage, and slow them down a bit".
If you alerted the drunk guard, so that he was on high alert, he likely got an alertcaphigh metaproperty, which makes him super sensitive to sounds, and increases his vision permanently.
bassoferrol on 21/5/2013 at 23:06
I got trouble in Angelwatch (Life of the Party). I can't get to the ground floor using the elevator. It goes out of sight when you are getting near the ground...
AntiMatter_16 on 22/5/2013 at 04:16
Uh... Oops. Sorry about that. My fault.
Luckily for you, there's an alternate route to the ground floor from the level above it, but I'll release a fix asap. The fix will also include fixed german automap images, and some other room brush fixes relating to automaps.
I've edited both the German and the English automaps so that all the antenna locations in Soulforge are marked. Interestingly enough, the German automaps didn't even have the sub-basement. It was missing. I've replaced those with the english version (which didn't have any writing on it.) I also fixed some German automaps on Masks and Casing. For some reason, not all of the locations were there, some were out of order, and some of the images didn't cover the entire area they were supposed to. They really were kind of a mess.
Currently in progress are some *.mtl files that increase the speed of the animated textures, so that their animations are more fluid. Some of the animations have also been set to pingpong rather than wrap as well so they look better in that regard as well.
Anyway, thanks for reporting the bug, and your patience. It was really kind of inexcusable for me not to notice that. Sorry again.
gnartsch on 22/5/2013 at 08:16
Hmmmm.... I wonder if the german intrface.crf was actually the one which includes the german 1.33 patch.
Or was it simply copied from CD?
@Radiant, can you confirm ?
I could provide the patched 1.33 version.
... and ... in case there is interest, also a couple of fixes to the german books, which where broken even after 1.33.
ZylonBane on 22/5/2013 at 16:28
Quote Posted by AntiMatter_16
Currently in progress are some *.mtl files that increase the speed of the animated textures, so that their animations are more fluid.
Object textures, I take it? Terrain texture animation rate can be set directly in the gamesys.
AntiMatter_16 on 22/5/2013 at 16:30
Sure, I can include the books, and I can have another look at the german intrface.crf. You might as well PM me them both, then.
@ZB
Did not know that, but they're for terrain texture, and they're all done anyhow now. Don't think it much matters either way. Can the animation type (i.e. wrap, pingpong, reverse) be set in the gamesys as well?