FnordSchattenjger


Posts : 2752 Joined: 15 SEP 2008 Location: SE, Stockholm
Status : Offline | Out of nowhere came this: http://www.ttlg.com/forums/showthread.php?t=140085 A new fan patch for Thief 2 & System Shock 2, that makes a massive upgrade to the games.
A small sample of changes and fixes
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Renderer: - Added windowed mode - Added single display mode option - no resolution change between menus and game - Added ingame support for all common resolutions, including widescreen - Added support for 32-bit color - Textures can now be automatically promoted to 32-bit, improving quality and effectively eliminating the palette limit - Added UI framerate cap option to avoid GPU fan spinning up in UI - Added DDS/PNG image support - Added full 24/32-bit TGA/BMP image support - Increased the maximum number of frames allowed in animated textures from 20 to 99, and increased the allowable filename length for animated textures (before the underscore) to support more than 7 - Animated texture rate can now be specified via a material file for that texture - Fixed a bug where Transparency property didn't (correctly) apply on objects that contain transparent polys
General: - Replaced video player lib with an FFMpeg based one to play cutscenes. LGVid.ax or other codecs are no longer required - Option to use OpenAL (if available) instead of DirectSound. Includes support for audio effects in Windows 7 without an EAX-enabled driver (e.g. ALchemy) - Added "head_bob" config var to control amount of head bob - Added mousewheel support to options menu - Fixed player ground contact tracking when walking off an object (caused footstep sounds to get "stuck" on previous material) - Fixed sound cap per schema type bug and upped max sound channels to 48 - Changed screenshot output format to BMP and also added support for PNG screenshots - Changed mouselook sensitivity to be resolution independent - Added check to avoid trying to open files with reserved system name like com ports - AIs now breathe from their head instead of their stomachs. They will no longer drown when up to their waist in water. - Lowered player crouch height by a tiny fraction so he's less likely to get stuck on 4 unit tall spaces - Added better support for binding actions to the mouse wheel (can bind wheel up and wheel down as separate actions, with modifier key support) - Fixed star rendering - Added "log_player_pos" command that dumps current player pos to log file (when enabled) - Added the ability to detach from ladders by crouching - Improved mantling a bit and added optional new mantling algorithm with lower failure rate - Fixed a bug which limited number of sound channels to 16 even if more were selected - Fixed a bug that sometimes caused doors to float away into infinity - Fixed (or at least greatly improved) a bug with edge triggered OBBs sometimes failing to detect collision (in particular for slow moving objects) - Fixed framerate dependent speed issue for camvators/moving terrain (with collision type: none) - Added "fixed_star_size" option for resolution independent star size - Fixed some bugs when attaching to a ladder from water. - AIs who are facing very close to a wall will no longer turn to face south when the game begins - Health bar drawing adjusted in widescreen - Added option to fix arm rendering - Added AA to rendering of loadout screen items - Fixed pickpocket count bug that would always show 1 more maximum pickpocket than there actually was. - Added "Blocks frobs" property, allowing objects to block frobs of objects behind them (e.g. to stop frobbing items through safe doors) - Added option to left-align map notes text - Made navigation of map/objectives screen a little bit more in-game friendly (screen can also be closed with space, arrow key navigation and return to switch map/obj)
DromEd: - Lightmaps are now properly displayed in the editor 3D view - Added support for HW rendering in editor viewports - Increased the maximum number of visible on-screen terrain polies from 1024 to 20480 - Increased the maximum number of visible on-screen objects from 128 to 1280 - Added some safety checks to object scaling operations to prevent objects with 1.#INF scale - Fixed a crash when computing pathfinding with an improperly linked moving terrain object in the mission. An ignorable assert is thrown and the object is skipped gracefully instead of crashing. - Prevented a crash if you apply a model of one creature type to an object assigned a different creature type - Fixed "Attempt to mark from invalid room id 0" assertion to actually show the room id that is invalid, instead of always showing 0. - Integrated csgmerge tool into editor exe - Added support for 32-bit lightmaps - Fixed the bug where cloning a multibrush with particles would duplicate every object in the mission - Fixed a bug where the game would crash when deleting a large multibrush - Added fallback check to find Motiondb.bin in resource paths - Fixed resource lock errors when loading TGA images (for object textures and distance art) - Fixed solo view editor issues when going back to edit mode from game mode - Added ability to change the brush colors in DromEd via values in DromEd.cfg. - Added light-based transparency property - Added ability to enable/disable eye zoom in Thief 2 - Vast improvements to editor dialogs, including crash fixes and improved functionality - Increased brush limit from 7068 to 16384 - Increased rooms limit from 1024 to 4096 - Increased ambient sound limit from 256 to 1024 - Increased cell limit from 28672 to 32760 - Increased the maximum number of sides in a cylinder from 10 to 26. - Increased automap location limit from 64 to 256 locations per page - The texture rotation control can now interpret negative values - Fixed a crash while generating reports - Added a warning dialog when attempting to save one filetype (mis/gam/cow) as another - Added new Windows-style texture palette (which also supports more than 256 textures) - Added support for all editor window sizes - Added Pendulum (/sinusoidal) curve type to tweqs - Added DetailAttachement link type - Added Distance Alpha property - Added Bitmap Color property for custom modulation color on bitmap objects - Added "Face camera (axial)" setting to Bitmap Worldspace - Added color param, additive blending and spotlight cone falloff support to coronas - Added "Editor Comments" property - Added "show_vhots" command for debug visuals of vhot placement and numbering on objects - Manually deleting links in the link view dialog no longer deletes attached object for ParticleAttachement/DetailAttachement links - Added the ability to place graphical decals on book pages - Corpses with Contains links no longer count as pickpockets - The Auto-Multibrush property no longer crashes DromEd if the .vbr file was not found. - The stimulus on existing receptrons can now be changed - The intensity for sources is no longer reset when changing the propagator - The receptrons list now correctly shows the max intensity value for existing receptrons - Meshes can now be scaled with the Scale property - Scaled objects now cast properly scaled shadows - Objects can now obscure coronas - Bitmap Worldspace objects can now be locally lit - Precipitation will now collide with OBB objects as well as terrain - The brush_to_room command can now be given a negative number, to be interpreted as an absolute size instead of a percentage (e.g. brush_to_room -0.1 would create a room brush 0.1 units larger than the selected brush.) - It is no longer necessary to explicitly add the Hidden property to a secret object for the secret to be properly counted - Added numeric keypad input support - DromEd will no longer stop working after 03:14:07 on Tuesday, 19 January 2038 - Added "scroll here" option to the right-click menu for solo views, similar to the "teleport camera" option for non-solo views - Fixed some issues with calculating which room cells are in (which might have caused problems with precipitation and fogging) - Increased the time range of Tweqs to 0-65535 - The same property can no longer be added to an object multiple times - Fixed a crash when adding the Texture Anim Data property to a concrete object
- See the included modders_notes.txt for more details on editor changes
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