Thief 3 Gold - Public beta test (TDS Spoilers ahead, obviously!) - by Beleg Cúthalion
Darth Slaughter on 2/4/2014 at 01:07
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.
Beleg Cúthalion on 2/4/2014 at 09:44
I cannot remember having this objective bug on my playthrough. I will try to see if I can reproduce it, maybe others can do, too. Together with the mis- and re-aligned gears I can only think of some general mess-up (which would be interesting to track down nonetheless!). Have you tried a second time?
Darth Slaughter on 2/4/2014 at 11:32
Quote Posted by Beleg Cúthalion
I cannot remember having this objective bug on my playthrough. I will try to see if I can reproduce it, maybe others can do, too. Together with the mis- and re-aligned gears I can only think of some general mess-up (which would be interesting to track down nonetheless!). Have you tried a second time?
Not yet, I'll replay this weekend.
Beleg Cúthalion on 2/4/2014 at 21:21
I'll keep a buglist in the first post as long as it remains readable. Thanks for the report, although I assume that this is a standard T3 bug.
Edit: It seems like in rare cases the guard's task to follow the priest prevents him from execution regular door opening actions. I'll see if something can be done about it.
Beleg Cúthalion on 4/4/2014 at 07:43
The Kurshok Citadel columns have been fixed. There might be several more of these in the Keeper maps because I've only fixed a few instances there... and everything looks the same. The problem with the Pagan hood (or rigid attachments of body parts in general) will take some time. Maybe it helps to make the hoods bigger to avoid clipping errors when the head mesh from underneath kicks through but I fear this would have to be solved with more means than I have. :erg:
I think the plants are supposed to be like that, weird Pagan stuff and all that. :weird: Any opinions?
bikerdude on 4/4/2014 at 19:47
Just started play-testing this, how deed should the bug testing be? And by that I mean everything or medium and above or show stoppers only?
And some feedback, is it me or are the level loading far faster than they ever did before, the loading progress bar just shoots across now.
snobel on 5/4/2014 at 06:51
I guess there's no harm in posting whatever you find. Even if it doesn't make the first round of fixes it would be good to have it on record.
As for the speed-up: A chap called Lolwutman pointed out that there was a link between vsync and loading time, and it turned out that 1) a function which updates the progress bar was called way more often than necessary and 2) that function calls a certain D3D function, which I guess will wait for the next frame and then flip the buffers when vsync is on. So there was a fix for this in one of the SU 1.1.3.x updates.