Thief 3 Gold - Public beta test (TDS Spoilers ahead, obviously!) - by Beleg Cúthalion
Beleg Cúthalion on 6/5/2014 at 16:21
Erm, wow! :wot: Thanks for the support, in fact I was going to tackle some of the reported issues tonight.
Renzatic on 6/5/2014 at 19:42
I came here from RPS myself. You're famous, Beleg! Congrats! :thumb:
Beleg Cúthalion on 6/5/2014 at 20:57
Maybe it points more people to my FM so that more persons play it outside beta test than as beta testers. :p
Quote Posted by Yara
ClocktowerGarret didn't say anything about "way down"
Quote Posted by Yara
Keeper CompoundI used some old savegame to start this mission. I did not encouner any bugs except the old one: invisible diamond tiara in the Caduca's chest. You can't see it but can get it if keep frobbing.
Both issues fixed.
Easy. Well, not exactly easy, but, I was expecting more interference from T3Ed.
New Horizon on 6/5/2014 at 23:29
I noticed that even Minimalist Project got a shout out in the article...nice surprise after 10 years.
lowenz on 7/5/2014 at 08:03
Quote Posted by New Horizon
I noticed that even Minimalist Project got a shout out in the article...nice surprise after 10 years.
Time is a great healer :v
Beleg Cúthalion on 7/5/2014 at 10:28
I've just updated the first port with the bug lists. On a not-even-related note, I think I managed to get a savegame working last night which was from one of the older Cradle versions. Because for some reason the whole level was deranged, static meshes being in wrong places, BSP render erros with the skybox shining through and all that. I would have thought it would crash before even loading, but for some reason...?! I just hope it wasn't actually a correct savegame and something major was messed up. :weird:
@Yara, my foremost of beta testers: What exactly do you mean by "the chair in the room with the fireplace"? Could it be a section where an NPC is there or not based on a) the stitch mode as a patient and b) stitch mode as Garrett himself, respectively?
Beleg Cúthalion on 20/5/2014 at 21:48
The AI is definitely in the map and its scripts don't indicate that it should disappear. It doesn't even have a patrol route, just the "sitting" link to the chair. Can anyone else confirm the missing AI?
I have also tested the current beta version (e.g. not the editor map) for the missing patrol of the observatory puppet in the Cradle. It
does its patrol on my PC, even though some nav mesh issues prevent it from completing it. I will have a look into that although it looks like one of those weird cases where AIs run into walls which are clearly not part of the navigation mesh. :weird: I'll have a look into the other non-functioning patrols even though I have a feeling I won't find anything broken.
Edit: I've fixed the nav mesh so the observatory puppet wouldn't get stuck in the telescope on that staircase in the middle. When testing the puppet did half of its patrol but shortly after passing the telescope it turned around, went down the stairs to the ground floor and executed its jewel fixing animation (which is part of the patrol) exactly beneath the corresponding patrol point – albeit in the dining hall.
Inline Image:
https://mondaybynoon.com/wp-content/uploads/xVyoSl.jpg
DJ Riff on 22/5/2014 at 18:55
Quote Posted by Beleg Cúthalion
The AI is definitely in the map and its scripts don't indicate that it should disappear. It doesn't even have a patrol route, just the "sitting" link to the chair. Can anyone else confirm the missing AI?
Tried the map and the AI's there, sitting on the chair.
Quote Posted by Beleg Cúthalion
Edit: I've fixed the nav mesh so the observatory puppet wouldn't get stuck in the telescope on that staircase in the middle. When testing the puppet did half of its patrol but shortly after passing the telescope it turned around, went down the stairs to the ground floor and executed its jewel fixing animation (which is part of the patrol) exactly beneath the corresponding patrol point – albeit in the dining hall.
I have seen this behavior too. I think It's something wrong with the pathfind or the patrol marker — when the AI tries to reach that painting, it doesn't find the direct path. But, If it's spawned beside that painting, it can't find the path away from it either so it just stands there, like Yara has seen it.