Nupraptor on 2/6/2004 at 04:17
Quote Posted by T.Rex
It's been asked a few pages back and I figured it had been overlooked or something. Anywhere in the city, guards you will blackjack or kill will respawn in less than a minute which makes gameplay annoying (for me anyway). Is there any way to make it more like T1 and T2 where eliminated guards didn't respawn??
A) Enemy spawning is probably something hardcoded into the game. Short of getting a level editor and releasing a version of the map without spawning guards, I don't see this as possible.
B) They respawn for a reason. Try avoiding them, instead.
Tekmoor on 2/6/2004 at 04:49
I'm really enjoying this thread, tweaking my game like crazy :cheeky:
I'm having a problem with DXTool though, no matter what I do whenever I import a file it makes the alpha channel entirely white. Even if I don't edit the files in any way (just extract, then import again). Am I doing something wrong?
Quote:
There are other frob-hacks around if you prefer something else (like John P's frob texture replacement).
Someone have a link to this? Can't find it... I'd like the dim the frob but about half the time I'm in 3rd person so Myagi's patch doesn't suit me.
I also made a new menu, this one is more themed like T3's other menus. Sorry I don't have a host. (
http://img36.photobucket.com/albums/v108/Tekmoor/thiefmenu.jpg) Preview (wish I knew how to edit the low quality logo).
Garrett OneEye on 2/6/2004 at 04:55
These changes will move the 'Loot found' message to the bottom center of the HUD and the messages will not 'scroll' when picking up multiple items in a short period of time.
My Compass/Visibility Gem has been shrunk and moved lower, so this location may not be quite right depending on your compass size/location. Make Pos_Y smaller than 320 if you have a larger compass.
These changes are done to T3UI.ini file:
Change this section:
[PickupPair1]
Type=T3PickupPairWindow
Pos_Y=320 ;was 192
Pos_X=230 ;was 0
Scale_X=0.75 ;added to shrink message (not required)
Scale_Y=0.75 ; " " " " " "
Scale_Z=0.75 ; " " " " " "
Width=96
Height=48
ChildWindow_0=PickupActor
ChildWindow_1=PickupQuantity
ChildWindow_2=PickupGlow
And change this section:
[PickupWindow]
Type=T3PickupWindow
Pos_X=75
Pos_Y=100
Active=VISIBLE
Width=100
Height=250
FadeTime=5
ChildWindow_0=PickupPair1
ChildWindow_1=PickupPair1 ;was PickupPair2
ChildWindow_2=PickupPair1 ;was PickupPair3
ChildWindow_3=PickupPair1 ;was PickupPair4
ChildWindow_4=PickupPair1 ;was PickupPair5
_gotcha_ on 2/6/2004 at 06:36
Quote Posted by Tekmoor
I'm really enjoying this thread, tweaking my game like crazy :cheeky:
I'm having a problem with DXTool though, no matter what I do whenever I import a file it makes the alpha channel entirely white. Even if I don't edit the files in any way (just extract, then import again). Am I doing something wrong?
some files are DX1 and other DX3, DX3 cannot be replaced with simple bitmaps, the alpha channel doesn't work properly then, is that maybe your problem?
Raven on 2/6/2004 at 07:24
I took a look at the camera settings ini - instead of studying for my physics of fluids exam, which is in an hour - way to throw your degree out the window taffer - and it seems that the standard way of changing FOV by moving the camera back is just not going to work due to body awareness. The ini file is just a front for entering settings into what seems to be source code which we can't alter - even with a level editor, looks like we are stuck with the FOV now is playing 3rd person REALLY such a crime *sob*
Supergreg on 2/6/2004 at 09:07
Is there a way to boost the overall movement rate of all the T3 participants?IE Garrett *and* the AIs. The default movement in thief3 is just too slow. I think the gameplay would benefit the running speed was increased to x1.3 or even x1.5 of what it is now. Walk speed increased to x.66 or x.75 of current running speed. Is it doable?
SG
User was banned by Digital Nightfall on 30-11-2007
darky on 2/6/2004 at 09:13
yesterday i tried to swim and died. is there a "fast and easy" way to add swimming to thief3 ?
i found the translation for a "rope arrow" in the translation, so might it be that the rope arrow is still in the game but not in use ?
Quote:
Eye Zoom Tweaks
Contributed by Mentalepsy
Here are a few more eye tweaks. Open default.ini and find [MechEyeOverlay].
You can change the tint of the lens by adjusting Tint_R, Tint_G, and Tint_B. They range from 0 to 1. Here's an example of a red lens tint, which I think actually looks pretty cool. I'm happy with the default sepia tint myself, but I thought some people might want to play with different colors.
You can also raise or lower the amount of static on the display by adjusting the NoiseMin and NoiseMax values.
And, as LittleFlower brought up on another thread, adjusting the Gamma will increase or decrease the "night vision" effect of the eye zoom. To disable night vision completely, set it to 1.0. This will essentially eliminate the visual static, however.
any idea what the code for green is ? i like to have the green effect from thief2 :) not grey !
Philky on 2/6/2004 at 10:39
The original colours used in the thief menus (thats the colours im assuming you want?) are these colour codes
Dark green: 63, 148, 17
bright green: 146, 255, 87
darky on 2/6/2004 at 11:18
Quote Posted by Philky
The original colours used in the thief menus (thats the colours im assuming you want?) are these colour codes
Dark green: 63, 148, 17
bright green: 146, 255, 87
i dont know ... the only what i know is this ...
"You can change the tint of the lens by adjusting Tint_R, Tint_G, and Tint_B. They range from 0 to 1"
There are to many options to try it without knowing how to reach dark green, i try your numbers but i think there is another way to change them to another numberformat ?! ... (sorry for my bad english):
-edit-
i found a nice tweak guide... its the same like here but good written.
(
http://www.tweakguides.com/TDS_6.html)
Myagi on 2/6/2004 at 12:32
Quote Posted by darky
i found the translation for a "rope arrow" in the translation, so might it be that the rope arrow is still in the game but not in use ?
Sadly the game code is sprinkled with rope arrow code, it must have been pretty close to being in the game, but from what I could see they're not in any state that they could be "enabled" (without an SDK).