Thief 3 Gold - Public beta test (TDS Spoilers ahead, obviously!) - by Beleg Cúthalion
Beleg Cúthalion on 14/11/2015 at 11:15
Thanks Savar! The problem with T3G is, however, that we cannot introduce any new textures because it has to be compatible with the old files... and overall game consistency etc...
Good news is... the Inn map is fully running on Normal/Hard/Expert (I've tested only the first but the scripts apply to all three) without traces of the tutorial. Wasn't exactly easy but now I can turn to expanding it carefully if that is still a request of this community. It's one of myself, actually. :p
snobel on 14/11/2015 at 14:14
Quote Posted by Beleg Cúthalion
The problem with T3G is, however, that we cannot introduce any new textures because it has to be compatible with the old files... and overall game consistency etc...
The important thing is not changing the gamesys. Replacement textures
could be added, with configurability, by sort of adding a texture pack into T3G. Would require quite a few changes in the SneakyTweaker, though.
@Savar: Is that texture one that's not covered by the Collective Texture Pack? I'm sure John P wouldn't mind if additional textures were added, as long as it's clear which ones are the originals.
Quote:
Good news is... the Inn map is fully running on Normal/Hard/Expert (I've tested only the first but the scripts apply to all three) without traces of the tutorial.
That is good news. :) Wouldn't mind testing on Hard or Expert if you want?
Quote:
now I can turn to expanding it carefully if that is still a request of this community.
Oh, it is - very much so. :cheeky:
bikerdude on 16/11/2015 at 10:53
Quote Posted by Beleg Cúthalion
now I can turn to expanding it carefully if that is still a request of this community. It's one of myself, actually. :p
Yes please!, I have always wanted to get to the other parts of the inn that can bee seen from the outside.
Beleg Cúthalion on 23/12/2015 at 08:23
It's not much of a Christmas present, but here's (
http://www.jaybmusic.net/Eidos/Thief3Gold/T3G_NewInn.7z) the de-tutorialed Inn mission. Copy it into your Program Data\Sneaky Upgrade\Installed Mods...something\T3G\CONTENT\T3\Maps folder to enable playing it with your T3G setup. It allows difficulty selection for the first mission and puts all the tutorial stuff into EASY mode (except for a few global fixes and minor issues that I have overlooked, these might also be different on EASY). Please note that an increased difficulty level in the SU also affects this mission, so it might be harder to play because of that.
Otherwise, knock yourselves out. Please report any bugs or inconsistencies since I want to get this clean before starting to expand it. Merry Christmas!
snobel on 23/12/2015 at 09:38
Merry Christmas! I'll give it a whirl as soon as possible.
snobel on 27/12/2015 at 09:35
Played through on Expert. Good job! :thumb: Some minor issues:
* You see the loot and special loot objectives when still in the menu. I guess those are not active? They probably should be on difficulties above Easy, only special loot should be one item for all difficulties?
* The guards in the street can be knocked out, but if you get close in order to carry them away, they'll wake up! :eek:
* The first footprints-in-circle decal reappeared after loading. I've not been able to reproduce that yet
* When Morris and Lord J get up they'll stand on their chairs. (Don't know if that can be avoided?)
* If you retrace your steps, ambient sounds can keep playing on top of the new ambient
* If you leave the way you got in you'll get the "About to end mission" pop-up (which is good) but you'll also get it if you choose "No" and re-enter the inn
Edit: Played on Easy. Seems like the original experience, except that the first footprints-in-circle decal is missing. Maybe there's a connection there?
AntiMatter_16 on 2/1/2016 at 01:10
Played through the new Inn mission. It was much more immersive and enjoyable.
I did find this:
Inline Image:
http://i.imgur.com/jjLji7Z.jpgA tiny hole if you follow the wall up past the first guard.
Also, I still *YEARN* to put out this torch from behind the railing, but the water arrow hits it.
Inline Image:
http://i.imgur.com/238DGiL.jpgIs it possible to give the railing a pore size like in DromEd so objects smaller than the pore size can pass through?
Beleg Cúthalion on 2/1/2016 at 07:43
Hi there, happy new year etc.... I just fixed the two things reported by AntiMatter_16 because they were easier. :p Funnily, you can shoot water arrows through the bars but broadheads get stuck in the invisible matter in between.
bikerdude on 2/1/2016 at 13:20
@BC, is there an updated download link..?