Thief 3 Gold - Public beta test (TDS Spoilers ahead, obviously!) - by Beleg Cúthalion
Beleg Cúthalion on 14/12/2014 at 19:53
I've prepared a museum map file that fixes the empty endgame bug. Now I'll turn to the dozens of other (hopefully) small issues. With luck, things should be ready before Christmas.
Edit: New ibt export feature worked well! :thumb:
snobel on 14/12/2014 at 22:21
Quote Posted by Beleg Cúthalion
I've prepared a museum map file that fixes the empty endgame bug.
That's great news - what was the problem?
Quote:
Edit: New ibt export feature worked well! :thumb:
Thanks! Then I can get the EE released...
DiMarzio on 15/12/2014 at 19:31
Just an anticipating player dropping by. What do you think, when the final release will be available? I kind of want to replay TDS (and really finish it this time), but I'm not sure should I just wait a bit longer, or...
Great work everybody!
Beleg Cúthalion on 16/12/2014 at 11:55
I would love to get it off my back before Christmas, if alone for my own mental stability. :p I'll see what I can do this evening, it more or less depends on if the bugs I've noticed are indeed small-scale or symptoms of something bigger.
Quote Posted by snobel
That's great news - what was the problem?
No real idea, but I've removed the game day script from one of the Difficulty actors. The others didn't have it as far as I could see so I don't know where the second is hiding.
Edit: Made it through app. half of the list. The fixes include several original ones, the most notable of which are the missing blue glyph emitters in the Keeper Compound after destroying Orland's seal. I'm not sure about a female elder and a male scribe near Artemus's room. They have "patrols" to just stand there and look at things which seems rather odd. However, it would be a major intervention to give them more natural patrols. What do you guys think?
AntiMatter_16 on 17/12/2014 at 10:41
Unless it's a bug, or other oddity, I wouldn't bother "fixing" it. If the designers set them up to stand around and look at things, they might have been simply trying to increase the variety of things that NPCs do.
bikerdude on 17/12/2014 at 11:10
Apologies if this has been asked already, but how close if at all is all ther training stuff to being removed from the tavern at the start of the game?
Beleg Cúthalion on 17/12/2014 at 12:08
It would be easy to simply remove e.g. the footprints but my idea was to completely disable the dozens (!) of tutorial features for any difficulty above EASY or NORMAL. However, this task will take considerably longer and would only be doable until Christmas if I had nothing else on my schedule. I'll try to get something done but it will be for an update somewhere in the future.
bikerdude on 21/12/2014 at 21:37
Quote Posted by Beleg Cúthalion
I'll try to get something done but it will be for an update somewhere in the future.
Grand, thanks mister.
Beleg Cúthalion on 22/12/2014 at 07:56
Meanwhile, a couple of bug fixes, among them the clipping error with the sliding museum floor panel and a navmesh bug which caused one of the enforcers in Old Quarter to walk against the solid Keeper door (although I'm thinking to remove it permanently from the navmesh since most AIs are not supposed to see the way through the wall anyway). I'm also inclined to add a new notification once you've read Carmen's advice about the artefact replicas (or bought them) because it's rather unintuitive to frob the pedestals in the museum after stealing the original, especially since the plaques and buttons make it less likely to be highlighted straight away.
I'll probably have to go back to the vanilla SouthQuarter and do all changes (hehe...which were it again? :tsktsk:) if the Perry thing talking about Lady E constantly cannot be fixed otherwise. I'll surely be busy on Wednesday morning. :p
Edit: Maps have been sent to snobel. Not everything is shiny yet but the endgame bug should be gone and several other issues. :) Merry Christmas everyone!