Nanol on 4/11/2004 at 23:32
Quote Posted by EthanGilchrist
Anyone have a working link to this file? The two I was able to locate on the boards here do not work. Heck if the file's less than a meg I'll turn around and host it myself. I've got paid space.
Hi, here's my updated link, sorry I changed my DNS A records around last week. If someone wants to change it in the Tweak thread i'll carry on hosting it, since this new link will stay put now.
(
http://ozlife.alexnolan.co.uk/T3Menu.ini) Updated Link
--=--
Nanol.
EthanGilchrist on 5/11/2004 at 03:55
Thank you. :) Works great. I'll upload it to my server as well as soon as I get the chance that way if anything happens you won't have to worry. The link (once I upload it) will be (
www.randominformation.com/t3menu.zip)
All set it's uploaded and that url will stay valid as long as my site's up. It's not going anywhere anytime soon though if it does change I'll be sure to drop a line here.
SneaksieDave on 13/11/2004 at 18:05
Quote Posted by Eep
OK, I replaced the mechanicaleye_activate and pu_loot (pickup loot) sounds with a silent-idle mech eye activation (no annoying hum when activated) and old-style loot pickup (ala Thief 2) by changing the names of the appropriate sound names in the ..CONTENT\T3\Sounds\SchemaMetafile_HardDrive.csc file with a hex editor. Just search for the sound names (should be 2 of each) and replace it with the included WAVs' names (or rename them--but don't add any more characters to the CSC file or it may screw up) and put the WAVs in the same directory.
This technique, until we get a sound injector, should work for any sound.
(
http://tnlc.com/eep/thief/t3soundfix.zip) Thief 3 Soundfix (131K)
Oops...had to convert Thief 2's loot pickup sound to PCM 16-bit mono format because otherwise Thief 3 couldn't play it as IMA ADPCM 4-bit format. Doh!
OK, this is getting annoying. Thief 3 still isn't playing the loot pickup WAV even as the same format as the extracted pu_loot.wav (via DXIW Sound Drone)! Both WAVs are the EXACT same format so I don't understand why Thief 3 won't play the "new" one... So then I tried making it the exact same format as mechanicaleye_activate.wav but STILL it won't play. :erg:
Has anyone made any progress on this lately? I've been wanting to get at it again and figure out what's up. I've been trying some things, from the sensible (searching for other instances of the filename, trying other files) to the idiotic/desperate (copy and paste the header from a working sound file to the old loot chime sound), and it's not working.
However! I have one new(?) piece of info. The mechanicaleye_activat1.wav file we've got running doesn't work either. That's right - to determine whether it's the actual sound, the format, or whatever, I renamed the working eye sound to the loot sound name, and it doesn't work either. That suggests the problem is
not the wave file itself. Somewhere within Thief's resource files, the file/sound must be addressed in a different way (a binary search of the entire directory shows nothing else). So, back to it.
Anyway, I'm asking here, so that I don't waste too much time on it if someone's already figured it out. This
should be a trivial mod.
EDIT:Um, hehe. Just found something out. The mechanical eye sound fix doesn't work either. For the mechanical eye, I mean. Yep, try it - delete the file altogether, and it will sound the same. Turns out the "mechanicaleye_zoom" sound is doing the sound you hear in-game with the fix, and the modified "mechanicaleye_activate" sound is not being played at all. Yep, just like the old loot sound is not being played at all. So the problem is not the file. The problem is not the format. The problem is that this type of tweak doesn't work at all. Okay, technically it could be the file format, however there's no way to tell for sure right now. To get around it, I've tried creating folders within /Sounds,
/DynamicallyLoaded
/DynamicallyLoaded/HardDrive
/DynamicallyLoaded/SchemaMetafile_HardDrive
/HardDrive/DynamicallyLoaded
/SchemaMetafile_HardDrive/DynamicallyLoaded
and populated all of those with the appropriate files, the way the PCTextures and Matlib folders do. And it sadly has not worked. But this is probably a step in the right direction. Further ideas? Chripes, hasn't anyone successfully hacked sounds into DE2? Well, back to it.
Jeez, between this tweak falling down and the assertion that the T3Physics
Sound.ini tweak has nothing to do with ragdoll physics, I'm beginning to feel like the unfortunate tweak de-bunker.
New Horizon on 15/11/2004 at 15:14
Hey SneaksieDave.
I had an idea, but haven't tried it yet. With the Myagi shader patch he went into the T3Main.exe and renamed the appropriate Frob shaders to something odd. Instead of Membrane he named them Zembrane. Then he created a shaders folder in the system folder with Zembrane.pso shaders in there. This worked because when the T3main.exe couldn't find the Zembrane.pso shader in the original location it looked in the shaders folder.
I'm wondering if there is a similar list of sounds somewhere and if we were to change the name in that list to something else, would the alternately named file be picked up if it were in some other location?
I'lll look into it further.
EJSAUNDERS on 13/7/2005 at 22:35
Hi guys
I had to format and reinstall my T3 today so whilst I was reminding myself of the useful hacks that can be gotten from editing the files I stumbed across this board.
the two settings (and my subsequent changes as you can see) that are quite useful for those who like to rush are:
CreepMultiplier=5.33
WalkMultiplier=10.5
Setting them high, and then picking up a body will allow Garret to go at astounding speeds. It doesn't work sans body however, and obviously don't edit both if you like to be stealthy (I usually only edit the walk multi and change creep to about 1 or .5 for convenience).
If I see any more commands whilst I'm tinkering that I know what they do, I'll fill you in.
Oh and AFAIK the body one you're wondering about seems to remove dead/unconked bodies after a certain period, didn't seem to do anything to the carrying of bodies afaict.
Elliott
Oh PS: Print screen does exist somewhere, I've managed to find the console before now (think its something like CTRL ALT and key next to one (or maybe control/shift control/shift/alt or plain control and ; but I think that's Thief 1/2, so try the first one first). Afair it uses the same keys as Unreal2 (the engine its based on) if you bind them, so taking the binding for printscreen from Unreal's ini and pasting it into the Thief ini works (I believe I've done this just to see, also tried some of the Unreal hacks and tweaks which for the most part worked)
jtbalogh on 7/3/2006 at 03:06
Regarding maps:
1. Turn the page of a map by clicking anywhere on the left or right side of the screen and not just using the arrows.
2. Turn pages with a single click instead of a double click. Sometimes clicking on the arrows a few times required a double click which is annoying.
3. Lower buttons to bottom of screen in case larger maps are used in FMs. EDIT: Note that map may be a different size when viewed from the 'Menu-Gear-Map' options versus viewed in game with the map keybind.
Code:
In T3UI.INI,
[InvMapPrevButton]
Placement_X=LEFT
Placement_Y=BOTTOM
Pos_X=100
Pos_Y=-25
Scale_X=1.0
Scale_Y=1.0
Scale_Z=1.0
ButtonPressX=1 ; 0=double click, 1=single click
ButtonPressY=1
ButtonPressZ=1
UOffset=0.50 ; same for both buttons
VOffset=0.875
BBOffset_Left=-200 ; larger overlay
BBOffset_Right=200
BBOffset_Bottom=-600
BBOffset_Top=600
[InvMapNextButton]
Placement_X=RIGHT
Placement_Y=BOTTOM
Pos_X=-100
Pos_Y=-25
Scale_X=1.0
Scale_Y=1.0
Scale_Z=1.0
ButtonPressX=1 ; 0=double click, 1=single click
ButtonPressY=1
ButtonPressZ=1
UOffset=0.50 ; same for both buttons
VOffset=0.875
BBOffset_Left=-200 ; larger overlay
BBOffset_Right=200
BBOffset_Bottom=-600
BBOffset_Top=600
frits on 7/3/2006 at 16:55
Does anyone know how to swap mouse buttons in Thief DS? I'm very left-handed!
Frits
jtbalogh on 7/3/2006 at 16:58
Swap buttons by going into the thief options. Find the input for 'interact' and bind it to a right button. Find 'use weapon' and bind it to a left button.
tiger@sound.net on 20/3/2006 at 10:55
(Well, it looks like I'm a couple of years, too late, in trying to become a Deadly Shadows Thief.) ;) But since I am waiting on my T-DS (T3) order, I decided to attempt some very simple user tricks, that should be quite "normal" and/or easy?
(BTW I have added these and many more to Postal2STP's UnReal User.ini)
And here is my most recent attempt and failure with their current T-DS engine.
(I added these lines to the bottom of their User.ini)
[Engine.Input]
Aliases[1]=(Command="Toggle bWalk",alias="WalkToggle")
Aliases[2]=(Command="Toggle bCreep",alias="CreepToggle")
Aliases[3]=(Command="Button bWalk|Button bCreep",alias="Normal")
(And I modified these keys, within their options.ini)
Shift=WalkToggle
Ctrl=CreepToggle
N=Normal
Also I have done complete system searches within the T-DS Demo.
(And searching here, didn't help any.)
So T-DS doesn't use Aliases, perhaps, as one of those XBox Curses?
:confused:
(And it's a shame after they did such a nice job with their Crouch, BowZoomToggle, ZoomIn and ZoomOut toggled-comands.)
And their WallFlatten command is a work-of-art for a Movement Mode!
***
PS, I am going to suggest, to our Postal2 modifiers, T-DS's 3rdPersonView mode as one VERY NICE 3d-mode, folks!
New Horizon on 20/3/2006 at 11:57
Quote Posted by tiger@sound.net
(Well, it looks like I'm a couple of years, too late, in trying to become a Deadly Shadows Thief.) ;) But since I am waiting on my T-DS (T3) order, I decided to attempt some very simple user tricks, that should be quite "normal" and/or easy?
(BTW I have added these and many more to Postal2STP's UnReal User.ini)
And here is my most recent attempt and failure with their current T-DS engine.
(I added these lines to the bottom of their User.ini)
[Engine.Input]
Aliases[1]=(Command="Toggle bWalk",alias="WalkToggle")
Aliases[2]=(Command="Toggle bCreep",alias="CreepToggle")
Aliases[3]=(Command="Button bWalk|Button bCreep",alias="Normal")
(And I modified these keys, within their options.ini)
Shift=WalkToggle
Ctrl=CreepToggle
N=Normal
Also I have done complete system searches within the T-DS Demo.
(And searching here, didn't help any.)
So T-DS doesn't use Aliases, perhaps, as one of those XBox Curses?
:confused:
(And it's a shame after they did such a nice job with their Crouch, BowZoomToggle, ZoomIn and ZoomOut toggled-comands.)
And their WallFlatten command is a work-of-art for a Movement Mode!
***
PS, I am going to suggest, to our Postal2 modifiers, T-DS's 3rdPersonView mode as one VERY NICE 3d-mode, folks!
Are aliases specific to the unreal engine? If so, then they likely won't work because TDS doesn't really use Unreal anymore. It uses the unreal Editor...to a degree, but even that is highly modifiied. There is no unreal script used anymore.