bukary on 17/2/2006 at 17:59
Quote Posted by jtbalogh
Overly dramatic for people throw T3Enh in the trash. Imagine Dromed being thrown away because of the hud in T1/2. It is unfortunate the hud is important when making FM's, because I might not see the great art work.
Not so dramatic, because there is also vanilla T3Ed. These persons (T3Ed users) uninstalled T3Enhanced and returned to T3Ed. They will try to reconstruct some NH's tweaks in the original editor. I think I'll do the same.
I said it's a pity, because if NH decided to leave his HUD for Minimalist Project (there are really so many people who would like to ged rid of lockpick visual representation?), his work would be much more appreciated and many more people would use T3EnhancEd... T3EnhancEd could become a standard, our main editor used by almost everyone. It could... but it probably won't. It's sad that NH does not remember how he did some tricks and can not write some instructions. :(
Of course, I don't blame NH. He can do whatever he wants. It's his work. And he said that he did T3EnhancEd not for all T3Ed users. It's only for "hardcore fans". ;) I guess I am not one of them...
New Horizon on 17/2/2006 at 19:51
Something minor I would like to address. The lock pick hud. The reason for removing the lock pick hud, is because it is completely redundant. There is no need for it.
IF body awareness had not been used, then yes...you would absolutely NEED a hud, but body awareness eliminates the need for a lockpick hud. At least that's what I see when I look at how well they designed it.
Somebody thought that a redundant visual feedback system would be a great idea...well, I strongly disagree.
Watch the player models hands and then watch the lockpicks in the hud. They're in sync. Not only that, but you get visual feedback from the latch on the lock...and...from the sound the lock makes.
The lock pick hud is pointless visual flair on an otherwise 'outstanding' lock picking system. They did such an amazing job detailing the hand movements, that you really can pick locks on visual clues alone. When I'm picking, I can imagine that I'm really doing it now. THAT is what Thief is about, it immerses you in the task at hand.
That is why I removed it from T3EnhancED. It drawas attention to one of the strongest systems in T3.
deadman on 17/2/2006 at 20:29
Quote Posted by bukary
I see you started using T3Enh, deadman. No more retro-HUD problems? ;) I recently talked to two Polish T3edites. They also uninstalled T3Enh, because they could not stand the old HUD. :( It's a pity so much work ends in wastebasket...
I'd still like to go back to non-enhanced T3Ed with some tweaks, but for now, I'm going through Komag's tut, so it's no big deal *shrug*.
For the record, I find removing the lockpick visuals is perfectly fine. It is redundant; now it is just harder because you must guess how many levels are in the lock.
Ziemanskye on 17/2/2006 at 21:51
I thought the number of levels was set by the shape?
And the location of the "sweetspots" by the material.
STiFU on 19/2/2006 at 10:22
Arent the sweetspots randomized? I mean I don't know anything about that, but I would guess that they are. But anyway I totally agree with removing the lockpick hud. I removed it in my install too. But you only hid it via the t3ui.ini didn't you? So it can be reactivated easily for those who want to.
I didn't read the whole thread, so sorry if someone already asked the following question: Is it possible to bind a key to the lockpicks? I think this would be absolutely needed, because it would take far too much time to cycle through the whole inventory until you can start lockpicking. If that isn't possible until now, I have an idea how to realize it. Perhaps some minor important archetype like the oilflask could be swapped with the lockpicks so that binding a key (F6 would probably be the best choice :))to the oilflask ingame, means actually binding it to the inventory lockpicks.
If that is doable I'd kiss you if I was gay and if you lived in Dortmund, Germany, which both isn't true... ;)
Rantako on 19/2/2006 at 10:48
The sweetspots are set by the lock info actors in the gamesys somewhere (if you look at the actual locks, you will see they have links to lock infos). I don't know if there is any coherent system of different shapes = different difficulties, but it would be easy to find out. You can actually change the number of levels and location of sweet spots by editing the lock info actors.
[/rant on locks]
Try looking through the options.ini in your savegame folder - that seems to be what controls key bindings.
jay pettitt on 19/2/2006 at 14:30
Playing without the Lock Pick HUD is pretty cool. It can be switched off by tweaking the System/T3UI.ini file. I did it thusly:
Open T3UI.ini in notepad (make a backup first). Look for the section that starts:
Code:
[LockPickHUDWindow]
Type=T3LockpickHUDWindow
Width=80
Height=80
Scale_X=1.0
Scale_Y=1.0
Scale_Z=1.0
And change the draw scale...
Code:
[LockPickHUDWindow]
Type=T3LockpickHUDWindow
Width=80
Height=80
Scale_X=0
Scale_Y=0
Scale_Z=0
Save and enjoy.
STiFU on 19/2/2006 at 14:49
Yepp that's it. But i think you will have to remove the lockpickstages as well... But I am not quiet sure about that.
jay pettitt on 19/2/2006 at 14:55
No need. The stages are relative to their parent window. 0 x 0.5 = 0
ascottk on 19/2/2006 at 17:33
Here's a possible solution for EnhancED compatibility (I also posted in the thieves highway forum):
I think we could use a separate gamesys for enhanced specified in user.ini. Separate directories could be specified as well.
The vanilla install would say:
[Engine.Engine]
GamesysPackage=T3Gamesys
The EnhancED would say:
[Engine.Engine]
GamesysPackage=T3EnGamesys
From that stand point the end user would not have to un/install the patch every single time.