snobel on 11/1/2025 at 14:06
The second test map for the Merged City is out. An (
https://www.ttlg.com/forums/showthread.php?t=151942&p=2530240&viewfull=1#post2530240) update was posted last week in the project thread. Also see (
https://www.ttlg.com/forums/showthread.php?t=152854&p=2530320&viewfull=1#post2530320) this post for more details.
The main objective this time is to test if the dynamically spawning NPCs behave as they do in the original maps. The scripts are still not fixed so many things are still broken - but less so than test map 1, because the map will now run on a valid Game Day.
In this map you're invulnerable to attacks but you're not invisible. You enter the City through a small helper map where you can select which day, 1-9, you want to test. Things to keep in mind:
* Days 6-7 have Enforcers
* Day 8 has Pagans and Hammers fighting in Stonemarket
* Day 9 has Gamall...
* No need to test days 1-2 in Docks as they are identical to day 3
* Same thing for days 1-5 in Old Quarter (as day 6)
* No need to test interior areas either
Take out some of the NPCs (or wait for other NPCs to do it for you). See if new NPCs of the same type spawn in their place. If you need money for equipment, go buy a broadhead arrow in South Quarter - it's priced at -10000 G. (Don't try to buy more than one at a time - the game will crash!)
Remember that NPCs will not spawn if Garrett is too close, or looking in that direction. So you may have to move around and come back later.
As for things that can go wrong, the most likely issue is probably that the spawning will stop in one or more sections, maybe for a certain type of NPC only. Or maybe too many will spawn. Look out for anything weird. If you need a reference, launch the map on Easy difficulty - it will then launch into the non-merged City (T3 Gold or orig) instead of the merged map.
Bonus objective: On day 9, there's four Gamalls in the map - and you should never be able to see two at the same time. So try to make that happen...
Download (
https://www.moddb.com/mods/thief-3-sneaky-upgrade/downloads/merged-city-test-map-2) here, if you've already played Thief 3 (and otherwise stay well away...) and launch it like an FM, using one of the new loaders.
For this map you'll need a Sneaky Upgrade (
https://www.moddb.com/mods/thief-3-sneaky-upgrade/downloads/sneaky-upgrade-beta) pre-release, version 1.1.12.502.
Inline Image:
https://media.moddb.com/images/mods/1/27/26297/Sections.pngThe objectives for test map 1 still apply...
Things to look for:
* Invisible walls. These are the worst - if you find yourself blocked by, or sliding along something invisible, please do report it
* Broken portals. Usually very noticeable, because the skybox is visible where it shouldn't be. But sometimes you just suddenly fall through the floor
* Bad lighting, such as the light on parts of a surface looking very different for no apparent reason
* Things visibly popping in or out when moving across a section border
* Things from a neighbouring section interfering with the current section (such as a beam poking through a wall)
* Things from a neighbouring section which are visible in the skyline in an ugly way - especially when wall-climbing
* Z-fighting, especially on windows
* Wrong materials on buildings or objects
* Ambient sounds typical of one section which continue after crossing into another section
Things to test:
* Can you get to another section without triggering the welcome message? (In particular, can you get onto Orland's balcony by climbing the walls?)
* Performance: Acceptable loading time? Places with low FPS?
* Sell loot, buy stuff. (Some patching and workarounds were needed to allow multiple stores and fences)
* Save and load, even if it feels a bit pointless
Known issues:
* Glyph doors, once opened, stay open
Please report any issues either here, in the thread linked above or by PM. If you can, provide screenshots as needed.
marbleman on 11/1/2025 at 17:50
While I'm not sure I can test it (I hope to be able to test this when it gets integrated into the game proper), the part about Garrett's apartment has me worried about one thing. During the enforcer sequence, one of the enforcers spawns there and spots a dead body. I've been able to avoid that by making a bit of noise as soon as I load into the area and rushing in to take that body away while the enforcer is distracted. I'm not sure this'd still be possible if there is no loading zone there, and you'd have that dead body in the stats for the rest of the game. Of course this wouldn't be a problem in the first place if that never got reflected in the stats to begin with. :D
<Username> on 11/1/2025 at 18:50
I am testing v0.21. :thumb:
Got to Orland's balcony without noticing any issues. Welcome messages triggered outside Garrett's apartment, when entering Stonemarket, and inside the Keeper Library.
Is it possible to get rid of the blue mist where formerly separate pieces of the map intersect? I seem to remember Thief's Rising 2 did not have blue mist in the missions for which original street areas from T3 were combined.
downwinder on 12/1/2025 at 01:17
if this works does that mean someone can convert it to newdark t2 for future fan missions?
if so i hope it works
snobel on 12/1/2025 at 12:19
Quote Posted by marbleman
During the enforcer sequence, one of the enforcers spawns there and spots a dead body. I've been able to avoid that by making a bit of noise as soon as I load into the area and rushing in to take that body away while the enforcer is distracted. I'm not sure this'd still be possible if there is no loading zone there, and you'd have that dead body in the stats for the rest of the game. Of course this wouldn't be a problem in the first place if that never got reflected in the stats to begin with. :D
I'll make a note, but it's a script-fixing issue so it'll be saved for later.
Quote Posted by <Username>
I am testing v0.21. :thumb:
Thanks! :thumb:
Quote:
Got to Orland's balcony without noticing any issues.
Not by climbing the wall I hope?
Quote:
Is it possible to get rid of the blue mist where formerly separate pieces of the map intersect?
Where the remaining teleporters are? Yes, making it optional in the T3G settings (or equivalent) should be possible.
<Username> on 12/1/2025 at 12:42
Quote Posted by snobel
Not by climbing the wall I hope?
I didn't try yet, but I will. I will also try some of the spots where you had to climb in Savar's modified T3 maps.
Quote Posted by snobel
Where the remaining teleporters are? Yes, making it optional in the T3G settings (or equivalent) should be possible.
One example is the gate between South Quarter and Stonemarket: There was blue mist in the transition area.
In contrast, in Thief's Rising 2, The Docks and South Quarter are seamlessly connected. Adsk1's approach was a bit different I think: Instead of a teleporter, he built a small tunnel that connects both maps.
snobel on 12/1/2025 at 14:40
If at all possible, the two remaining teleporter connections will be replaced with new bits of map. But probably not in the first version - T3Ed won't have it. We need to find a way to reduce the original brushwork.
<Username> on 12/1/2025 at 15:15
I understand. In the meantime, I will see if I can find any issues with the existing v0.21 map. :)
Svperstar on 12/1/2025 at 19:56
I just updated my AngelLoader with the crazy fast I/O options to test this "map". Would it be possible if you upload a newer version for us to get all the in game maps for the city? Obviously not if this is going to be a ton of work but mine just shows South Quarter
Svperstar on 12/1/2025 at 20:21
Love the view from Orland's office :) I'm using a version of DXVK that ups the color depth for OLED 10-bit HDR monitors. No banding in the fog.
For some reason it took the climbing gloves a while to kick in for me. I don't remember off the top of my head how to get into the keeper compound besides Stonemarket Plaza. I know their are other entrances around.