Ben360 on 12/3/2005 at 01:32
Quote Posted by Mandrake
Of course you've convieniently overlooked the gameplay killing AI bug that Thief1 and 2 both have that let you BLACKJACK a fully alert guard who is chasing you in attack mode simply by standing in a shadow, and leaning forward as you swing.
I remember blackjacking thru the doors when a level got too frustrating to sneak.
SneaksieDave on 12/3/2005 at 01:33
Quote Posted by Bho
Just like how being silent when crouching is realistic?
:weird:
Quote Posted by Zillameth
I took a look at T3HumanBehaviorModel class and it looks like this quirk can be modified. There is a couple of variables with very promising names, such as BluntStimKnockoutAlert_Max and FatigueThreshold.
Intriguing. Good find, hopefully it can be modified afterall.
New Horizon on 12/3/2005 at 01:38
Quote Posted by Bho
Just like how being silent when crouching is realistic?
Being completely silent, to the point where you can do a dance behind a guard while crouching, is not realistic. If you're directly behind them they should hear something. Yes, I would like that tweaked. For testing purposes, I've cranked the difficulty settings up to 10 for audio and they still hear nothing. Try crouching and creeping around a room in real life, you still make
some noise. :) Guards shouldn't be able to hear you creeping from accross the room of course.
At any rate, I'm not going to get into a trash this game, trash that game dispute. All I did was politely state my desire to see a few things tightened up if it's possible with the tools we've been given. I've spent a lot of time and energy during the last year, trying to do just that without any tools to work with. I think now that the editor is upon us we can put this defensive nonsense aside and focus on making TDS an even better game than it already is.
Mandrake on 12/3/2005 at 01:39
Quote Posted by New Horizon
Knocking someone out who is alert is hardly a bug, it's realistic.
No, its a bug in the context of the game, and its certainly not something LGS intended.
Knocking people out with the blackjack is only supposed to work in the first two games if they're unaware of you, or in a low level "suspicious" search mode, not when they're in level 3 attack and chase you down mode.
It's a bug where the sensory cone of the AI to garrett in darkness is just slightly shorter range than Garretts reach when leaning forward. Meaning that if you lean forward and time your swing perfectly you can knock them out when you're JUST out of their "sight range".
(As soon as they get slightly closer and in "sight range" they become unknockoutable again)
In fact I wouldn't even call it a bug as such, but perhaps a "design oversight" due to not testing every possible corner case of the AI sensory/perception code...
SneaksieDave on 12/3/2005 at 01:44
NH, did you happen to see the post by Harwin where he mentions that the T3MainReleaseVersion.exe that comes in the editor package allows for the use of custom sounds? That means you could put the old loot chime into Minimalist if you wanted to. I have it working on my system, so it definitely works. :thumb:
'course, it makes me wonder why the mechanical eye zoom sound could be changed with the old exe, but not the chime... but, whatever.
*twitch*
ZylonBane on 12/3/2005 at 02:39
Quote Posted by Mandrake
In fact I wouldn't even call it a bug as such, but perhaps a "design oversight"
The word you're looking for is "exploit".
Dario on 12/3/2005 at 03:11
One thing that makes me laugh is how video games always make crouching so quiet and sneaky.
Have you ever crouched and tried to walk? LOUD, MAN!! :D THONK, THONK, THONK, THONK...
New Horizon on 12/3/2005 at 04:41
Quote Posted by SneaksieDave
NH, did you happen to see the post by Harwin where he mentions that the T3MainReleaseVersion.exe that comes in the editor package allows for the use of custom sounds? That means you could put the old loot chime into Minimalist if you wanted to. I have it working on my system, so it definitely works. :thumb:
'course, it makes me wonder why the mechanical eye zoom sound could be changed with the old exe, but not the chime... but, whatever.
*twitch*
Cool, how did you achieve that? I've been trying to get that working here as well. Do I just comment out pu_loot in the packaged sound files? Doesn't seem to work for me.
SneaksieDave on 12/3/2005 at 05:38
Quote Posted by New Horizon
Cool, how did you achieve that? I've been trying to get that working here as well. Do I just comment out pu_loot in the packaged sound files? Doesn't seem to work for me.
Really nothing to it, do it exactly the same as the mechanical eye sound change (if you did that).
Drop the T1 loot chime wav file into the T3/sounds folder, rename the file pu_loot.wav, then change (edit with hex editor) the two instances of "pu_loot" in the SchemaMetafile_HardDrive.csc file in the same folder to something incorrect, like "pu_poop" or whatever - then the game will look elsewhere for pu_loot, and will find the file you dropped into the folder. For some oddball reason, it only works with the new file from the editor package.
New Horizon on 12/3/2005 at 05:41
hmmm, strange. I've done that but I can't get it to work. Very odd. I'll keep trying.
How do you have your system setup with the editor? Did you put it in a separate install folder or did you put the editor directly into your main installation folder?
Don't know if that would make much difference