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Thief II: The Metal Age v1.

19 update
====================================
Overview
-------This is an unofficial patch for Thief II: The Metal Age (T2) which updates the g
ame from v1.18 to
v1.19, providing improved support for modern hardware and correcting many known
bugs. T2 can be
purchased digitally from GOG (www.gog.com) and Steam (store.steampowered.com). I
f you prefer a
boxed copy, it can usually be found on Mastertronic and Amazon (or similar).
This patch is made available "as is" and without warranty of any kind. It was no
t developed by
Eidos/Square Enix, Looking Glass Studios, GOG, Steam, Mastertronic, or Amazon, a
nd is neither
supported nor endorsed by them or anyone else. The aforementioned parties cannot
be held responsible
for any problems or damages incurred by this software. If you do not agree with
these terms then do
not apply the update.
T2 and its resources/executables are the property of Eidos/Square Enix.
Installation
-----------You must have a valid install of T2 v1.18. If you have an old CD/DVD version of
the game you may
need to update it to v1.18 first.
Extract the contents of the "new_dark.zip" and "contrib.zip" archives into your
T2 directory, and you
are done.
v1.19 should be able to load savegames made with v1.18, but this is best avoided
. Savegames made
with v1.19 are however NOT compatible with v1.18.
If OpenAL is available on your system, it can be enabled in the Audio options me
nu through the option
"Hardware Acceleration", which will toggle between "ON", "OFF" and "OpenAL". If
you don't have OpenAL
but you want to use it, you will have to install the OpenAL libraries first (lin
k provided below).
IMPORTANT: The "Visual Studio 2008 SP1 C++" and "DirectX End-User Runtimes (June
2010)" runtime
DLLs are required to run (the DirectX ones are only required when run
ning with DX9,
which is default). While most systems probably already have them inst
alled, by default
or through other applications and games, they can be missing on some.
Below are the
official download links.
Visual Studio 2008 SP1 C++ runtimes:
http://www.microsoft.com/downloads/en/details.aspx?familyid=A5C84275-3B97-4AB7
-A40D-3802B2AF5FC2&displaylang=en

DirectX End-User Runtimes (June 2010):


http://www.microsoft.com/download/en/details.aspx?id=8109
OpenAL Installer:
http://connect.creativelabs.com/openal/Downloads/oalinst.zip
Disclaimer
---------THIS SOFTWARE IS PROVIDED "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDI
NG, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE A
RE DISCLAIMED. IN NO
EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIR
ECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSE
D AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
OR OTHERWISE) ARISING
IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY O
F SUCH DAMAGE.
A small sample of changes and fixes
----------------------------------Renderer:
- Added windowed mode
- Added single display mode option - no resolution change between menus and gam
e
- 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 e
ffectively 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 t
o 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 textu
re
- Fixed a bug where Transparency property didn't (correctly) apply on objects t
hat contain transparent polys
General:
- Replaced video player lib with an FFMpeg based one to play cutscenes. LGVid.a
x 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 foots
tep 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 screen
shots

- 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 longe
r drown when up to their waist in water.
- Lowered player crouch height by a tiny fraction so he's less likely to get st
uck on 4 unit tall spaces
- Added better support for binding actions to the mouse wheel (can bind wheel u
p 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 (whe
n 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 se
lected
- 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 coll
ision 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 whe
n 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 t
han there actually was.
- Added "Blocks frobs" property, allowing objects to block frobs of objects beh
ind 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 ter
rain object in the mission. An ignorable assert is thrown and the object is skip
ped gracefully instead of crashing.
- Prevented a crash if you apply a model of one creature type to an object assi
gned 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 d

istance 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 funct
ionality
- 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 te
xtures)
- 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 co
ronas
- 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 ob
ject 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 no
t 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 interpret
ed as an absolute size instead of a percentage (e.g. brush_to_room -0.1 would cr
eate 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 o
bject 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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