Thief 3 Gold - Public beta test (TDS Spoilers ahead, obviously!) - by Beleg Cúthalion
Yara on 22/5/2014 at 20:13
Just checked this mission again after reinstalling the localization. Sitting guard was there and puppet in the Observatory walked down the stairs. Seems something was broken in my copy of the game.
Beleg Cúthalion on 23/5/2014 at 05:02
OK, thanks for the Information. I will in any case try to simplify the nav mesh in some cases where its complexity might cause problems. I just don't have much space/memory left for the Cradle since snobel already had to give the game a little boost to run it.
Yara, what about the other missing patrols? I would still have a look at the Auldale convo, the museum showcase and maybe the door blocking issue in the Cradle.
Beleg Cúthalion on 23/5/2014 at 21:29
Oh crap, BSP errors. :tsktsk: I can only try to squeeze in some bug fixing this weekend. Thanks for the reports, you are invaluable! :thumb:
Edit1: Snobel and myself are already tackling the Auldale convo problem. Seems like the two necessary scripts have been deleted... which is odd because I am pretty sure I have seen them before and also heard the convo in a beta test of T3G.
Beleg Cúthalion on 25/5/2014 at 19:37
BSP error should be fixed, there was a zone portal too much in the doorway. I also moved the two goblets in the show case further away from the border so they should be less easy to frob. I could make them frobbable only after smashing the glass but that'd require a custom script and the museum map is quite large already. I can try, though, if necessary.
By the way, Yara, do you happen to have a savegame right before the not-working Auldale convo? Maybe shortly before the museum mission? That way I could check the two things with the new maps and not only with the editor version.
Beleg Cúthalion on 26/5/2014 at 21:18
Thanks a lot! I found both issues. I think the best solution for the two guards would be to make them appear only on the day where they have their conversation. It is possible to catch these fellows in different quarters with the convo immediately continuing (there are five convos about the infested wound) even though the content indicates that a few days must have passed between the two stages. But it would probably be too much of a change to "fix" this behaviour.
Beleg Cúthalion on 1/6/2014 at 20:57
A little update: I tested the current beta version with Yara's savegames and it turns out that the guards are a) there when first entering Auldale (is this original?) and b) still there on the final day, however no statues as if something wasn't transferred properly. I need some more time for that.
For the time being, I added a script to the two museum display case glasses which make the loot frobable only after destroying the glass. Seems to work fine now. :)
New Horizon on 2/6/2014 at 12:22
Out of curiosity, are the savegames from previous builds of the gold beta? I'm just wondering if old savegames will have compatibility issues.
Beleg Cúthalion on 3/6/2014 at 05:45
I haven't released any modified missions after the first public call for beta testers and all savegames provided in the first post should be from that version (and I have the very same package which snobel wrapped up running on my machine). That's why the missing statues are a bit weird but on the other hand I might have lost track of all the stuff going on simultaneously. Usually TDS responds with a CTD when savegames are not matching the map to be loaded but I've seen (
http://www.ttlg.com/forums/showthread.php?t=143658&page=2&p=2249746&viewfull=1#post2249746) creepy exceptions. As I said, it'll take some more time to figure out, especially since e.g. the two Auldale guards have their convo scripts deleted even in the original mission file. :weird: