Thief 3 Gold - Public beta test (TDS Spoilers ahead, obviously!) - by Beleg Cúthalion
AntiMatter_16 on 5/9/2014 at 20:49
Wow, nice work, Savar. I'm sure Beleg Cúthalion will have a heyday with these.
Are you testing the gold levels that have been released though? You mentioned the pipe having no shadows in "Hammer Intro", but the levels have been merged in the Gold Version, so there's no loading zones.
Increasing the item carry limits constitutes a gameplay change, and I don't think the project will do that.
I'm not sure about changing textures either. I expect it would have to obviously be a bug, because there is such thing as accent walls.
Why do you suggest deleting the wall decoration? A lot of people have decorative plates and platters mounted on their walls.
inset_judgement on 7/9/2014 at 17:30
Quote Posted by Darth Slaughter
In St. Edgar's church, one of the objectives is:
-Attach the stamped gear and the holy symbol to the mechanism protecting the Chalice.
Well, I do that and the objective does not get checked, then I get the chalice (that objective line gets checked) and try end the mission, but can't because of that objective unchecked.
Oh, and I notice some equipment with huge gears in the factory section of the church were misaligned, and strangelly realigned themselves after a reload.
Edit:
O yes, kudos for this project and Beleg, I (almost) forget the "thank you". this project is a dream come true... finally a real thief 3.
I am still getting this bug in the release candidate of Thief 3 Gold (1.0) , because of this issue I cannot finish this mission since the objective to put the gear and symbol is not checked off.
Edit: Tried again, the objective never came up so I never had to finish it. While replaying I noticed quite a few errors, not sure how many are related to the mod. For one Greidus will often freeze on his patrol route at some random location. Second, saves can corrupt especially around the barracks area. Third, the NPCs seem to be inconsistent in their positioning, for example the priest involved in the Inspector Drept conversation stood by the door to the factory the first time in such a way that I could sneak by him by walking through the lit area on the far right. On my second playthrough he angled himself more towards that area and it was thus impossible to ghost past him forcing me to gas bomb him.
Beleg Cúthalion on 8/9/2014 at 08:24
And I almost thought I could watch those DVDs I had bought. :p Well, in reversed order:
inset_judgement: Unfortunately we haven't heard of Darth Slaughter again and IIRC the bug wasn't reproducible. Have you tried restarting the mission? If it still has this bug, try to remember in which order you solved the objectives, frobbed the objects in question etc. This should help finding a bug that might occur when things are done in a not-expected order. Otherwise I'd be looking for a needle in a haystack. Next idea would be to make sure your install/setup is clean, cf. what I suggest to Savar.
Savar: Thanks for your efforts, I'll slowly work myself through all that. The bugs with the Auldale fence which you cannot leave and the empty City are a thing that I should have fixed quite some time ago. I cannot remember the circumstances right now, but with a clean TDS/SneakyUpgrade/T3Gold install it shouldn't happen. :weird: Since you have a lot of weird other stuff happening as well, I suspect it's a question of a clean install and not T3G itself.
I went through all this over the weekend. I cannot completely fix the disappearing architecture in the Pagan tunnels because the level geometry and how the portal/render system works in T3Ed would require a major re-design of the maps. I've managed to decrease the major annoyance you posted but everything else would take a long time and probably result in worse performance since I'd have to make the game render more scenes at once. The plants are strange, they are something like AI but only get "activated" when touched. I tried to apply some stimulus to them with a script but that didn't work. Maybe I'll find another way, otherwise it has to stay as it is. The "inaudible" treebeast is another thing where I have barely an idea how to solve it.
Darth Slaughter on 9/9/2014 at 00:27
Quote Posted by Beleg Cúthalion
And I almost thought I could watch those DVDs I had bought. :p Well, in reversed order:
inset_judgement: Unfortunately we haven't heard of Darth Slaughter again and IIRC the bug wasn't reproducible. Have you tried restarting the mission? If it still has this bug, try to remember in which order you solved the objectives, frobbed the objects in question etc. This should help finding a bug that might occur when things are done in a not-expected order. Otherwise I'd be looking for a needle in a haystack. Next idea would be to make sure your install/setup is clean, cf. what I suggest to Savar.
Sorry about disappearing!!! :sweat: One thing I might add is that when that bug occurred, I had the sneaky upgrade installed, with PART of minimalist project installed:
I the case of minimalist project, I like the Hud being similar to old thiefs, but I hated the new difficulty settings, that kind of "forced" playstiles, so I reverted to the old file from game vanilla with the previous difficulty settings (vanilla ones). That's the only difference in my installation of thief 3.
That bug occurred in that condition, in the former beta. I restarted the game again with 1.0, but I lost my old saves, and so It may take a while for me to get back to hammerite intro again.
Well, let's see if I can reproduce the bug... I forgot by now the order I did things before.
On the subject of minimalist mod, will the sneaky upgrade installer implement it with the possibility of using just the graphical changes? Or will it be just the full implementation?
See ya...:thumb:
inset_judgement on 9/9/2014 at 01:10
I don't quite remember the order, but I know that the second time I did it I never got that objective to begin with. To reproduce it I think you need to look at what actually causes that objective to appear.
snobel on 9/9/2014 at 05:19
Quote Posted by Darth Slaughter
On the subject of minimalist mod, will the sneaky upgrade installer implement it with the possibility of using just the graphical changes? Or will it be just the full implementation?
There will be more configurability than in the original and by default the difficulty settings will be lower (but not vanilla). I'll consider adding an option to force vanilla difficulty. The gamesys changes (guards not getting tired etc.) would still be active, though.
Darth Slaughter on 9/9/2014 at 23:23
Quote Posted by snobel
There will be more configurability than in the original and by default the difficulty settings will be lower (but not vanilla). I'll consider adding an option to force vanilla difficulty. The gamesys changes (guards not getting tired etc.) would still be active, though.
I have no problem with it not being vanilla, my problem was with it having the difficulty settings exchanged for different play styles. In fact, all of the diferent play styles actually had the same difficulty setting. I sometimes like changing play styles during the level.
My point is, graphically, minimalist project changes thief 3 UI into something like thief 1 and 2. I'd love if gameplay was similar to the originals. Increasing difficulty is ok, as long as requirements stay more free... and of course, I'm in favor of an option that maintain minimalist mod settings. Anyway, I believe this is something to discuss in the sneaky upgrade thread...
I'm almost at pagan intro and I'll focus on that bug...
inset_judgement on 11/9/2014 at 02:19
Ive played up to the Cradle now. I wanted to ask: What are the plans for unghostable AI positions? There's quite a few throughout the game and it was far less of an issue in Thief 1 and 2.
Beleg Cúthalion on 11/9/2014 at 06:12
Quote Posted by inset_judgement
Ive played up to the Cradle now. I wanted to ask: What are the plans for unghostable AI positions? There's quite a few throughout the game and it was far less of an issue in Thief 1 and 2.
I've already fixed a few, e.g. in the Clocktower mission and Rutherford Castle (where it was in fact a not-finished patrol). If you can provide me with the exact locations and if you make sure that e.g. the ghosting vids on YouTube show the same problems as you had, I'd consider making a small-scale fix. However, I wouldn't completely smooth out the gameplay, as I've said before.
inset_judgement on 11/9/2014 at 21:24
Quote Posted by Beleg Cúthalion
I've already fixed a few, e.g. in the Clocktower mission and Rutherford Castle (where it was in fact a not-finished patrol). If you can provide me with the exact locations and if you make sure that e.g. the ghosting vids on YouTube show the same problems as you had, I'd consider making a small-scale fix. However, I wouldn't completely smooth out the gameplay, as I've said before.
The one stands out to me is the sleeping puppet in the morgue, this has been noted in ghosting videos before as well. See:
(
https://www.youtube.com/watch?v=Q0st8DBP3FE)
1 hour 14 minutes around