Thief 3 Gold - Public beta test (TDS Spoilers ahead, obviously!) - by Beleg Cúthalion
Beleg Cúthalion on 24/10/2022 at 13:55
Well, that goes way beyond the Thief 3 Gold concept (and my skills); you know you can get out of the floating bug thing by drawing an arrow and then pressing the jump key to take it down...? Making movement more bearable would be great, not only regarding the 'floating' bug but also the instances where after mantling Garrett turns by 180° etc.
Pat1991 on 25/10/2022 at 21:36
Quote Posted by Beleg Cúthalion
Thanks, I'll look into it. But it does not appear to be T3G-specific but rather a consequence of some voice over scripts triggering in such a way that the files are played simultaneously. AFAIK there is no function that would prevent things like this. Can you reproduce it on a second playthrough?
Just replayed the level, I may have taken it from an older savegame though. Same issue.
Also, another minor bug (?): When in the curators office, there is a book and a scroll. One contains information on the curators monocle, the other some generic information on missing items. Garrett remarks: "Never found, eh? Maybe no one has looked hard enough!"
This makes no sense, as no object of value that has "never been found" is mentioned in either document.
(Unless I missed something?!)
Pat1991 on 26/10/2022 at 22:36
Find a short video of the museum bug here: (
https://youtu.be/3iRCACT36js)
Garretts audio comment does not make any sense, and is most likely an error by the original game designers.
I have not been able to reproduce the "two audios at the same time" as of yet.
snobel on 29/10/2022 at 13:19
While we're posting bugs, I'll add those I know of - mostly City bugs, as could be expected, and mostly original bugs. There's a few more, I'll add them to this post as I come across them.
* OldQuarter1 (orig): The book D_290__0 has a script, HawknorWasKnockedOutBook (TS_524.tsd), which will change the book's content on map start if said Hawknor (or Hauknor) is unconscious. But the replacement readable does not exist so you get the message "Book 'OQ_HauknorReformed' not found" when you frob it.
Since the content of OQ_HauknorReformed is unknown, possible fixes are to delete the script (i.e. don't change the content) or to set the book out-of-world? (I don't really remember this sidequest - if it's very obvious what the readable should contain, then adding it is probably better)
* OldQuarter3 (orig): On Volume__6 the TeleportDisplayName is "Old Quarter", which doesn't work - it should be "T_LevelEnterTextOldQuarter1" like on the other volumes teleporting to OQ1
* Docks2 (orig): A part of the street between the SQ and OQ gates has no footsteps sound. (Maybe because of the steep inclination - so not fixable?)
* Stonemarket1 (T3G): Enforcers are visible, even if the invisibility option was enabled
* Inn (T3G): There's something weird going on with the knockout stats (and maybe the kill stats): If you play through on Normal difficulty, only picking up sufficient loot and knocking out the guy at the reception, then stats show 3 knockouts at the end of the mission. If instead you knock out the first guard in the map, then the stats are correct. So it may be just the receptionist causing issues
Also pending is Glypher's compendium material fix.
Pat1991 on 29/10/2022 at 17:50
Sidequest "bug":
- When first arriving at Old Quarter, the shaman who is raising the undead does not appear, unless you first listen to the dialogue of the two hammerites in Fort Ironwood. Video: (
https://www.youtube.com/watch?v=5AiwkRV6yRY)
Pat1991 on 30/10/2022 at 18:35
Reproduced the museum audio bug nr. 2 ("The Eye" and Garrett talking at the same time):
(
https://youtu.be/GKLPMW2XfIY)
Beleg Cúthalion on 30/10/2022 at 19:23
Quote Posted by Pat1991
Reproduced the museum audio bug nr. 2 ("The Eye" and Garrett talking at the same time):
(
https://youtu.be/GKLPMW2XfIY)
Thanks a lot, found and fixed it. For the record, a delay action in script "MUS_GarretVOPicksUpEye1" has been set from 7.25 to 15.25 seconds.
The shaman side quest isn't really a bug IMHO. One could try to make it work without hearing the conversation, but then one would have to make sure that all elements that relate to this quest are adjusted accordingly (e. g. the Hammerites not talking about it after you killed the shaman, or at least not when two or three days have passed), and there is the danger of missing something and making the entire issue more complicated than necessary. What do the others think?
Quote Posted by Pat1991
Find a short video of the museum bug here: (
https://youtu.be/3iRCACT36js)
Garretts audio comment does not make any sense, and is most likely an error by the original game designers.
I have added three seconds of delay to give Garrett some time to read the notes before commenting. But yes, it does not make sense given the content of the book. Unfortunately, we have no abandoned material from the devs where an original version could be found AFAIK. If we don't want to make things up, I can simply delete the script or pick a more appropriate line... if there is one. It's a shame to render yet another line of Garrett unused, there are already a few from the Cradle which never made it into the map IIRC.
Pat1991 on 30/10/2022 at 22:49
Quote:
It's a shame to render yet another line of Garrett unused, there are already a few from the Cradle which never made it into the map IIRC.
Which ones? I already found a few from Lauryl and put them into a video, but from Garrett?