stickyfingers on 2/6/2004 at 16:58
Quote Posted by Omegacron
I realize this is probably supposed to simulate the fact that Garrett's wearing a hood, but it's really annoying.
I'm using an ATI Radeon 9600 128MB if that helps.
Any ideas?
I've seen this running the t3 demo on a laptop with a radeon card. I don't think it's a hood at all - I think it's a rather bad radeon drawing error.
SneaksieDave on 2/6/2004 at 17:15
I'm at "work" right now, so I can't check very easily, but I just had an idea/suggestion for a tweak. For those who want to play with no hud, but want the compass to pop up only when they want it to, T1&2 style: is there a way to use the functionality that makes the health bar pop up only when hurt or a health potion is selected, to make the compass appear/disappear too? Perhaps when a certain item is selected (something we should always have, like a blackjack - and if we lost (jail) it'd make sense to lose the compass anyway) the compass pops up.
Not sure if this will be possible, but someone else might read this and say, "Hey, yep that's easy."
Tekmoor on 2/6/2004 at 18:01
Quote Posted by _gotcha_
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?
Yeah that must be the problem, anyway to get around it?
_gotcha_ on 2/6/2004 at 19:17
Quote Posted by Tekmoor
Yeah that must be the problem, anyway to get around it?
dxtool cannot import DX3 files. If it works like the arrow trail you should look up the texture filename in Kernel_GFXALL.ibt with XVI and change the byte of the starting letter, so that bit 7 is checked (see a post of me above). This should make TDS look for the texture as a dds file in the directory
T3\PCTextures\DynamicallyLoaded
Tekmoor on 2/6/2004 at 20:59
Ahh, interesting. I'll try that, thanks!
keeper_Silvas on 2/6/2004 at 22:18
I'd be happy to attach my reduced glint textures... if someone can give me a website address to attach either 1) a zip file of both the .dds and .bmp , or
2) each file individually.
The .dds version is used the same way as the arrowtrails - by using the hex editor to change the bit value and putting the texture in dynamic loaded folder.
Anyway, I only did the texture quickly to test it so it isnt the best. :cheeky:
The 'problem' with reducing the glint is that you sometimes cannot actually see it because it is hidden by the object.
JVieira on 2/6/2004 at 22:36
Quote Posted by Tekmoor
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.
John P. and Indigo both posted replacement textures and instructions in the "By Popular Request, Dxtool For Thief 3, and it aint even christmas yet..." thread over at the Ion Storm forums, on page 4. I tried them both, and I like Johns better (it's a brownish color). Indigo's is a dark greenish color.
If you wanna see their original messages:
Indigo's message and details / link:
(
http://forums.ionstorm.com/index.php?showtopic=210800&st=47)
John's message and details / link:
(
http://forums.ionstorm.com/index.php?showtopic=210800&st=52)
Here are direct links to their downloads:
Indigo's greenish color frob:
(
http://members.chello.nl/g.lei/thief/frob.zip)
John P's brownish color frob:
(
http://www.graphics-by-john-p.com/textures/Thief-DS/New_Frob_Highlights.zip)
Indigo made it a bit easier using an XML script to import them all at once, but there are not any instructions on how to do it in the archive, if you aren't familiar with DXTool. Also, I believe it would take some modification to make that script work with John's textures, if you prefer the brown color as I did. But John's pack has a readme.txt with instructions on how to import them into the game. I did it the hard way, importing all 16 of them one by one. Didn't take that long.
Tekmoor on 3/6/2004 at 00:15
Thanks! John P's work pretty good, can't wait till he makes his new Garrett skin.
xaphod_x on 3/6/2004 at 00:59
Is there any way of beefing up the AI?
I've tried increasing the settings for expert in default.ini, but I can't find a way to increase the AI's persistance - making him chase me for longer, or look for me for longer.. nor can I find out how to increase the time before the guards get tired.
It's just so easy to run rings around them. Admittedly I'm using the demo, so I appreciate AI might get better later.. and admittedly the AI in thief 1 and 2 did similar things.. but it didn't seem this bad - they would actually chase me around.. in Thief 3 it's as if they can't be bothered to chase me once I get out of the room. :erg:
Smurphit on 3/6/2004 at 02:36
Quote Posted by xaphod_x
Is there any way of beefing up the AI?
Quote Posted by Lockpicker
Just saw this ...
will copy & paste
"Go to the Thief - Deadly ShadowsSystem directory
Copy the DEFAULT.INI file for backup
Then Open the DEFAULT.INI with a texteditor like notepad.
Scroll to the [Difficulty] section. or use the find option
AI visual acuity multiplier - how well AIs can see
AI auditory acuity multiplier - how well AIs can hear
AI tactile acuity multiplier - how well AIs can feel
AI hitpoints multiplier - all AI starting hitpoints will be scaled by this
AI-to-player damage multiplier - all damage applied to the player by the AI is scaled by this
change the multiplier for see/hear/feel/hitpoints//damage to whatever u feel like, (0)zero usually does it hehe.
As u can see the settings are for easy/normal/hard or expert level. If u want u can change them all, but its not necessary just remember which one u changed.
-from Dev"
Not sure if it works in Demo.