Sneaky Upgrade Editor Edition: Unofficial patches for T3Ed and friends - by snobel
peter_spy on 27/12/2023 at 12:32
Hi guys, is there any fix for the input lag when you select things in editor viewports on Windows 10? It works okay on a new map, but if you open an OM for example, it can take like 2-3 seconds to select something, even with things being hidden. Is there any known workaround for that?
snobel on 29/12/2023 at 17:15
I had a brief look at it some time ago, hoping for an easy fix - but nothing stood out. It's probably the effect of 37 layers of Windows compatibility code...
peter_spy on 29/12/2023 at 21:03
Hah, makes sense. I wonder if running T3ed via WinXP VM would change anything, but I lost my tools ages ago. Thanks for the info :)
peter_spy on 24/1/2025 at 21:13
I haven't ran it in VM environment, but I checked the performance with MSI Afterburner – it seems like selecting stuff in viewports causes big GPU spikes, like to 85% load and such. Also the framerate in viewports is typically under 45 fps, I think with modern hardware it should easily be solid 60 or just your monitor refresh rate. Maybe something's locked up in the software.
It's also worth noting that my resolution is 4k. I did an experiment and went down to 1280 x 720, which is obviously ridiculous – but the lag was almost gone. So maybe it's something in the editor itself, it lacks necessary optimisations to run in high resolutions, or something like that. I'd expect something like single CPU threading and perhaps internal FPS limits to blame, but those were GPU spikes, not CPU. :o
snobel on 6/7/2025 at 15:23
Version 1.1.12 is out. The only real change apart from refreshing the files from the game edition is the increased number of zones for ambient sound and performance. This patch has existed for some time but was previously experimental - thanks to Adsk1 for testing it with his Wolfenstein map...
This version onward takes advantage of the Sneaky.ini file in order to simplify things a bit. Also, the patched exe and the tweak tool now run under the same names as in the game install.
chopin42 on 24/8/2025 at 00:47
Quote Posted by snobel
Version 1.1.12 is out. The only real change apart from refreshing the files from the game edition is the increased number of zones for ambient sound and performance. This patch has existed for some time but was previously experimental - thanks to Adsk1 for testing it with his Wolfenstein map...
This version onward takes advantage of the Sneaky.ini file in order to simplify things a bit. Also, the patched exe and the tweak tool now run under the same names as in the game install.
Hi Snobel! Ty for the awesome tools for modding this bastard...
I think there is a bug for last version: the Execute command: SetSkyZone commands dont work now as before, at least for me. Before the last uptate its worked all right.
If I load a map and dont use the script, the sky looks right. But soon I use the a script for sky, the fog seems gone, just black sky behind the clouds.
If I DONT use the
SetSkyZoneFogRange:<Start>,<End>, just the
SetSkyZoneLight, and
SetSkyZoneFogColor, the sky changes fine as before, but IF I use all three, the sky fog gone, but the other things still work as I wanted. Is there a solution for this, or not a bug just for me?:angel:
Ty
snobel on 24/8/2025 at 04:46
Hi there... :) Good to see you back - it's been a long while. Are you still working on your classic mod?
Quote Posted by chopin42
I think there is a bug for last version: the Execute command: SetSkyZone commands dont work now as before, at least for me. Before the last uptate its worked all right.
If the previous version worked, then there must be a bug.
Quote:
If I DONT use the
SetSkyZoneFogRange:<Start>,<End>, just the
SetSkyZoneLight, and
SetSkyZoneFogColor, the sky changes fine as before, but IF I use all three, the sky fog gone
I assume you get the same issue when using SetSkyZoneFogRange alone? Please post the values you use in the script, and also the DistanceFogStart/End values from your SkyZoneInfo. I'll see if I can reproduce it.
chopin42 on 24/8/2025 at 10:32
Quote Posted by snobel
Hi there... :) Good to see you back - it's been a long while. Are you still working on your classic mod?
If the previous version worked, then there must be a bug.
I assume you get the same issue when using SetSkyZoneFogRange alone? Please post the values you use in the script, and also the DistanceFogStart/End values from your SkyZoneInfo. I'll see if I can reproduce it.
Hi! Yes, I am working on it, I will contact you in the near furture about.
The script look like this:
Conditions:
When linked volume(s) [MYSELF] are breached by [Category_player]
Actions:
ExecuteCommand [SetSectionName:SouthQuarter1]
ExecuteCommand [SetLevelLight:8,0,0]
ExecuteCommand [SetSkyZoneLight:51,160,140]
ExecuteCommand [SetSkyZoneFogColor:12,12,25]
ExecuteCommand [SetSkyZoneFogRange:0,200]
Reset script conditions and actions
If its look like this without ExecuteCommand [SetSkyZoneFogRange:0,200])
Conditions:
When linked volume(s) [MYSELF] are breached by [Category_player]
Actions:
ExecuteCommand [SetSectionName:SouthQuarter1]
ExecuteCommand [SetLevelLight:8,0,0]
ExecuteCommand [SetSkyZoneLight:51,160,140]
ExecuteCommand [SetSkyZoneFogColor:12,12,25]
Reset script conditions and actions
Works just fine.
Also, tried the script with only ExecuteCommand [SetSkyZoneFogRange:0,200],
Reset script conditions and actions as you suggested.
Also remove the fog completely, so I think this command is broken since last version.
The values I have got for this is from the SouthQuarter1 map's skyzoneinfo. Thank you for looking it!
Also, it is possible to add different commands in future versions like modify player speed/vulnerability/etc?
snobel on 25/8/2025 at 10:33
Quote Posted by chopin42
Also, tried the script with only ExecuteCommand [SetSkyZoneFogRange:0,200],
Reset script conditions and actions as you suggested.
Also remove the fog completely, so I think this command is broken since last version.
It was an obvious copy/paste error. :o Thanks for reporting it - apparently it doesn't really make a difference in the merged City map...
I'll upload a fixed beta as soon as possible...
As for making more custom script actions: Yes, possible, but may be time consuming. If a tweak exists, it's probably not too much work.
chopin42 on 25/8/2025 at 21:42
Wow, ty! I also use it for my own merged City maps
Custom commands: for now i like to use like a speed command (for speed potion), and a maybe a fall damage resistance, for custom potions. Also missing notetracks for crouch, and I just recently noticed there isnt any air mantle (like thief 1-2).