Albert on 28/9/2012 at 00:14
Quote Posted by Xuio
Yes, this is hm... unbelievable? The amount of work, testing, and thought putted into this patches strongly suggest that the author(s) was(were) no amateur(s) :sly:. And all these bonuses: internal fanmission loader, documentation? Brilliant.
It narrows the possibilities as to who the mystery developer(s) is/are, that's for sure. :sly:
SIDENOTE: Heh, because it now uses the T2 codebase, T1/TG no longer has the knockout glitch with hitting enemies using the scroll-wheel click.
SECOND SIDENOTE: In that same gist, the T2 eye zoom also works when I copy the bnds for it to TG (Canon? What canon?). Though adding that into the TG user.bnd is good too. Also, is it just me or does the servant walking down the street in the first OM (Baffords' Mansion) seem to arrive at the front gates alot sooner?
THIRD SIDENOTE: Also, anyone else notice just so many things different in, well, TG? There's alot of dialogue I've never heard before, even for as long as I've played Thief so intermittently.
Sliptip on 28/9/2012 at 01:38
I still can't seem to get the sunlight system to render object shadows :confused: Am I missing something obvious? . . ..driving me nuts here.
LarryG on 28/9/2012 at 02:02
Quote Posted by Sliptip
I still can't seem to get the sunlight system to render object shadows :confused: Am I missing something obvious? . . ..driving me nuts here.
You probably should post this over in TEG. And give some more information. Meanwhile "Object System>Immobile: True" ring a bell? I also noticed that there is "Renderer>Shadow:0" was that there before? I would expect that to govern the transparency (maybe) of the shadow.
Sliptip on 28/9/2012 at 02:12
I posted here because it's a new issue - so I figured it had something to do with the patch (specifically a new feature)
. . .but you're probably right, I'll bring this one to TEG
aknot on 28/9/2012 at 03:13
My Items like "Sword" have a strange Arabic or Farsi looking language after the patch of T2. The scroll and book text is English as usual. The New T2 Demo has the same issue. I did not try to patch T1 or TG and the HUD is in English. I did need to download and install the newest June 2010 DirectX to fix that D3DX9_43.dll error. What could I try to fix this.
muncadunc on 28/9/2012 at 03:27
Hah, I fired up my old Thief savegame in the new patch. The stars are rotating across the sky at a decent clip. :)
Some inner data structure in the savegame didn't line up, I'm guessing.
Taffer418 on 28/9/2012 at 04:58
Quote Posted by Brethren
One minor detail I noticed - when recording in-game footage with FRAPS, everything looks normal now in regards to brightness. I remember in the past, I had to jack up the gamma to get anything beyond pitch blackness on my recording, but it all works like it should now.
Or had this already changed with DDFix..?
Could be that this line in cam_ext.cfg fixes it:
; enable software (ie. shader) based gamma and color processing (improves quality at the expense of performance,
; and also enables in-game gamma to be applied in windowed mode)
d3d_disp_sw_cc
MoroseTroll on 28/9/2012 at 05:20
Quote Posted by Ryu Connor
3DNow! and MMX are both deprecated.
3DNow! - yes, it has been depricated in the modern Bobcat and Bulldozer-based AMD CPUs. But MMX is still available on
every CPUs released since 1997.
Quote Posted by Ryu Connor
The use of SSE or AVX would exclude certain older CPUs.
Well, AVX is a relatively new instruction set (and it requires WinVista SP2 or Win7 SP1), so yes, it's quite clear for me why the new exe-files do not support it. But SSE1-4 are much more widespread instruction sets, so I suppose the author(s) just had no time to implement them.
Quote Posted by Ryu Connor
The author seemed to have taken a certain purist view of this.
Maybe.
demagogue on 28/9/2012 at 05:50
I don't know if this has been posted already... I noticed that the FM Selector didn't automatically recognize the .zip files for FMs like DarkLoader did, and I had to unzip the folder myself into the main FMs directory. Is this what I'm supposed to do?
And where do the saves go? I had a bunch of saves from previous play-throughs still in DarkLoader's AllSaves folder. Can I drop them in somewhere to keep them, or are they useless now (not the worst; I'm just curious)?