Sneaky Upgrade Editor Edition: Unofficial patches for T3Ed and friends - by snobel
Bikerdude on 22/12/2020 at 13:05
So have fired up T3 again and found that even with SneakyUpgrade 1.1.10 an I am still get the jump-stuck-floating pose. I thought this has been fixed years ago, or am I missing a step..?
snobel on 22/12/2020 at 15:59
I'm afraid you are - I've never even attempted to fix it because I don't know how to approach it. I don't think anybody else has found a fix but I'd love to be wrong about that.
Hopefully you're aware of the workaround? Select any arrow, then very briefly draw the bow. That'll get you unstuck, and the draw will be canceled when you let go so you won't waste an arrow. If you draw too far, hit Escape to cancel it.
Bikerdude on 22/12/2020 at 21:28
I didn't know the full details of that work around, so thanks for that.
Regarding the issue, it only happen for me when I try to mantle onto something, T1/2 and TDM have much better manteling so maybe start there..? Or if not that then the player animation..?
snobel on 23/12/2020 at 09:46
The problem is that I don't have the source code and figuring out the mantling mechanics etc. by reversing the binary is very difficult. (Someone get me the source code please. :))
Bikerdude on 23/12/2020 at 15:22
I understand, I think the movement mechanics of this game are the main thing that ruins it. Followed by the terribly low res textures and the wonky Ai animations. If T3 was ever made CC I would attempt to remake it in TDM.
Stefan_Key on 2/1/2021 at 19:46
Quote Posted by snobel
Hopefully you're aware of the workaround? Select any arrow, then very briefly draw the bow. That'll get you unstuck, and the draw will be canceled when you let go so you won't waste an arrow. If you draw too far, hit Escape to cancel it.
Well known workaround that I've discovered inadvertently. Or if you "fall" from a certain height (stairs, etc...) it might work, you land on your feet and you go again.
But if you don't have any arrow in your gear, you're done. (e.g Thief's rising GE, only blackjack...) Got to reload and sometimes a far save :wot:.... Happened to me like a hundred of times.
Every author should give at least one arrow (like a simple arrow at least) to unblock the frustrating jump issue...
snobel on 28/9/2023 at 05:14
Version 1.1.11 is out. Besides including files from the 1.1.11 game edition, here's what's new:
* New triggerscript actions for setting ambient light, skybox light and fog, and the internal map name
* The IBT export function now has a filename scheme for versioning and testing
* The 'opt' version of the game exe has a better fly mode, accessed by pressing Delete
* In fly mode, the PrintScrn key takes full sets of screenshots for cubemaps / environment maps
The new triggerscript actions (ab)use the unused "execute command" action to provide new functionality. This is used in T3 Gold 1.4, where the merged mission maps, on all transitions between the two original half-maps, now have a pair of volumes in place which change the internal map name used for looking up the map title, savegame name and loading screen. (Also, original ambient light and fog is preserved but this is hardly noticeable.) See the readme for more.
When exporting a map as IBT, the IBT filename will now be derived from the UNR name by discarding anything from '#' or '@' onwards. This is intended for versioning and testing respectively: exporting SomeMap#17.unr or SomeMap@PortalTest.unr will both produce SomeMap.ibt and SomeMap.gmp, so there's no need for updating Entry.gmp or manual renaming.
Running the game with the 'opt' exe, fly mode can now be activated simply by pressing Delete (and press it again to walk). Pressing Shift+Delete will not change the mode but will return you to where you last changed it. There's no camera discontinuity on mode change, like with the console commands. (I realised after implementing this that there's already a keyboard shortcut to change the mode - but this version is still better...)
While in fly mode, pressing PrintScrn will produce a set of six quadratic screenshots, ready for use in cubemaps or environment maps. Here's an example provided by peter_spy:
Inline Image:
https://media.moddb.com/images/mods/1/27/26297/cubemap_by_peter_spy.jpgThe installer will also now fix an unfortunate typo in the Default.ini file that comes with the editor pack: CameraOverlay_0
t=MechEyeOverlay should be CameraOverlay_0=MechEyeOverlay. With the invalid entry the editor thinks no overlay is in use, so it doesn't include the OverlayFx11.nvo shader file in Kernel_GFXALL.ibt. (This is probably the root of the tradition of packing all the shader files into FMs...)
Kerrle on 6/10/2023 at 23:40
I just tried the new sneaky upgrade installer and everything seemed to work great, but when I go to bind my controls there's nothing listed in the Inputs menu to change.
If I launch the "without Sneaky Upgrade" shortcut, they're back and work, but any changes made aren't reflected when running with Sneaky Upgrade.
I don't mind manually changing values but I'm not sure which file it looks for.
snobel on 7/10/2023 at 06:48
This is about the game edition? Disappearing text is a known (and original) problem but the Fonts mod makes it worse, especially in the keybinds table. Try disabling the Fonts mod while you're setting up the controls.
Kerrle on 7/10/2023 at 10:04
Yeah, and sorry about posting about the game edition here; it was the thread I found, but I see this is more about the editor.
I bound them by finding the options.ini and setting them directly, but thanks. I'll try the fonts and see if that fixes it.