xaphod_x on 3/6/2004 at 02:46
That's what I've been altering. Just wondering if there were any"searchtime" or "stamina" stats I could alter to make the guards a bit tougher.
If it doesn't work in the demo then that would explain it I guess. I even upped sight and hearing to 2000 and all I have to do is run out of the room and they just don't follow me. It seems harder to get them to pay attention to me in the first place as well.
noisycricket on 3/6/2004 at 03:10
I 3rd the FOV in normal view request, that would be great if possible.
The Rogue Wolf on 3/6/2004 at 03:46
Quote Posted by keeper_Silvas
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.
Email them to me (rogue_wolf@hotmail.com) with the title "Loot Glint" and I'll host them for you. Though I'll let you know now that I already have a lightened glint effect up... but if you've done it a different way, I'd be happy to give it a home. :thumb:
_gotcha_ on 3/6/2004 at 06:00
bump, and you are welcome to send them to me also, [email]gotcha123@planet.nl[/email]. Whatever you want!
This thread is starting to be forum of its own!
Smurphit on 3/6/2004 at 06:03
OK i figured out the Tsearch program pretty quickly, cool program for grabbing memory address changes for applications and games.
I got the memory addresses for many of the weapons and inventory items
Im still learning how to make the trainer and and going to try the Trainer Maker program to apply these to an actual program. But aside from using it for unlimited weapons, I'd rather use it for fixing all the problems this game has. Can some of you give me input and ideas as to how and what problems can be fixed using memory changing?
So far I've been grabbing the memory change for all the weapons and inventory items available in the first 4 levels:
Water, Broadhead, moss, noise, fire
gasbomb, flashbomb, Oil Flask, Health
I've been able to set them all to 99 and stay 99 even when i use them. This can all be done with Tsearch for temporary use. But don't get me wrong, I dont care about making unlimited weapons, Im not doing this to cheat, Im just doing this to test out the program. I really want to find addresses and memory changes for:
Jump Height
Player Speed
Game Speed
Arrow Trails
Eye Zoom Color
Arrow Speed
AI health
AI Speed
AI sight
AI hearing
AI Damage-to-player
AI intelligence
AI Search time
Frob Color
Hopefully Movement
Level skip
Whatever other ideas folks have.
While much of this can be done currently with the ini file tweaks, i'd rather make it all temporary memory resident for those who want to try it out to see how it works before committing it permanently to the file.
But i also need ideas from you what other things can be altered in the memory tables. So far it seems that the weapons and items change the address for each map, but they all reside somewhere in the range of 7C000000 - 7C6FFFFF
Help me out and we can get this going. Please don't flame me for creating a hack, thats not my intention.
_gotcha_ on 3/6/2004 at 06:49
Quote Posted by JVieira
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,
place the xml and bmp in some directory, open dxtool and click on the import batch button, point to the xml and it will execute the instructions in the xml file... :cheeky:
Jahandar on 3/6/2004 at 07:23
Quote Posted by stickyfingers
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.
Sticky is right, this not a hood, rather it is caused by bad drawing. What you're actually seeing is the inside of Garrett's face.
Cobaalt on 3/6/2004 at 08:51
About the "No load zone confirmation" patch.
It seems that some loading zones cannot be activated with it, and you will remain stuck in front of an invisible wall, overwhelmed by this shitty blueish, out of nowhere smoke.. (The load zone of the Sunken Cathedral is a good example.)
No big deal though, just restore your T3Main.exe, load the game, Zone, save, and apply your modified exe again.
Damn! I liked this tweak!
Eep on 3/6/2004 at 10:35
Yea, I think so, because I've run into another bug with the frobbing: (
http://www.ttlg.com/forums/showthread.php?p=1045142#post1045142) :/
Quote Posted by Myagi
I had hoped they'd use that shader a little more carefully :) maybe replacing the frob highlight textures is the better solution in the long run.
Abysmal on 3/6/2004 at 11:49
How about making the flashbombs even brighter and "blinding" if you look at them?
And just to reiterate, see if loot can be made to "sheen" like other items, instead of glint. And change that loading fog color, please...