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System Shock 2 and Thief 2 - patched!

  • 26-09-2012 11:00am
    #1
    Registered Users, Registered Users 2 Posts: 7,496 ✭✭✭


    Seemingly out of nowhere:

    http://www.rockpapershotgun.com/2012/09/26/hooray-system-shock-2-thief-2-get-usability-patches/#more-125677
    A small sample of changes and fixes

    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


Comments

  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,400 CMod ✭✭✭✭Retr0gamer


    Great, just playing Thief 2 at the moment. It was an absolute pain to set up with EAX effects and with fog effects. Going to give this a go, hope it works with my save file.


  • Closed Accounts Posts: 1,184 ✭✭✭marshbaboon


    I never made it to the garden deck in SS2 so I've never finished the game. Game crashed every time when leaving the shopping district/living quarters deck. Would love to finish it someday.


  • Registered Users, Registered Users 2 Posts: 2,528 ✭✭✭TomCo


    I never made it to the garden deck in SS2 so I've never finished the game. Game crashed every time when leaving the shopping district/living quarters deck. Would love to finish it someday.

    Hydroponics deck is the most terrifying part of the game.


  • Registered Users, Registered Users 2 Posts: 17,371 ✭✭✭✭Zillah


    Wait...it enables a bunch of better graphical possibilities, but does it, for example, actually improve the textures, or just make it so that the engine can accommodate better textures if some enterprising modder wants to overhaul them?


  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,400 CMod ✭✭✭✭Retr0gamer


    There's already texture mods for System Shock 2.


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  • Registered Users, Registered Users 2 Posts: 1,839 ✭✭✭balkieb2002


    This should probably go in the "my gaming regrets" thread but I've never played either of these (or didn't dedicate enough time to them to remember!)


  • Registered Users, Registered Users 2 Posts: 6,912 ✭✭✭SeantheMan


    I'm the same, tried SS2 and it was too buggy running on Windows7/ XP Mode.
    Not tried Thief2, tried Deadly Shadows though...not sure why i stopped


  • Moderators, Computer Games Moderators Posts: 23,282 Mod ✭✭✭✭Kiith


    I enjoyed Thief 2, and looking forward to giving it another go.

    System Shock 2 is gaming at it's absolute best though. Fantastic game, and really set the bar for fps/rpg hybrids. Also it's bloody creepy with, imo, gamings greatest villian in Shodan.


  • Registered Users, Registered Users 2 Posts: 19,976 ✭✭✭✭humanji


    "YOU'RE NOT ONE OF US!!!"

    I still have nightmares about that. I'll have to give these another play through if I can find the time.


  • Registered Users, Registered Users 2 Posts: 6,912 ✭✭✭SeantheMan


    It's not available on STEAM or GOG or anything though is it ?
    And there's no way to get in Stores these days...


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  • Registered Users, Registered Users 2 Posts: 2,997 ✭✭✭Adyx


    SeantheMan wrote: »
    It's not available on STEAM or GOG or anything though is it ?
    And there's no way to get in Stores these days...
    Thief 2 (and 1 and 3)is on GOG and you'll get System Shock on Amazon or eBay.

    My current installation of SS is heavily modded so I hope this works with it.


  • Registered Users, Registered Users 2 Posts: 345 ✭✭spankmaster2000


    All 3 Thief games are on Steam.

    Retr0gamer wrote: »
    There's already texture mods for System Shock 2.

    Do they affect this mod?
    i.e. install this mod first, then apply those later?


  • Registered Users, Registered Users 2 Posts: 7,496 ✭✭✭quarryman


    Just got round to testing this on Thief 2. Works perfect.

    Here's screenshots at 1920x1080.


  • Legal Moderators, Society & Culture Moderators Posts: 5,400 Mod ✭✭✭✭Maximilian


    Looks like it's time for my nth playthrough of both.


  • Moderators, Category Moderators, Entertainment Moderators Posts: 36,711 CMod ✭✭✭✭pixelburp


    This is going to sound like heresy or WUMing, but when I went back to play SS2 some time ago - without this patch mind you - and I found it really hard to get past the crude, angular graphics & certainly found them to lessen any sense of tension or fear the game might have held. The gameplay's solid & the mechanics were something you just don't get anymore, but visually the game's so crude-looking it constantly broke my sense of disbelief.


  • Registered Users, Registered Users 2 Posts: 7,496 ✭✭✭quarryman


    pixelburp wrote: »
    This is going to sound like heresy or WUMing, but when I went back to play SS2 some time ago - without this patch mind you - and I found it really hard to get past the crude, angular graphics & certainly found them to lessen any sense of tension or fear the game might have held. The gameplay's solid & the mechanics were something you just don't get anymore, but visually the game's so crude-looking it constantly broke my sense of disbelief.

    Post reported.








    I'm a bit the same actually wrt SS2.


  • Moderators, Category Moderators, Computer Games Moderators, Society & Culture Moderators Posts: 8,601 CMod ✭✭✭✭Sierra Oscar


    Excellent, I was only looking for an excuse to start playing Thief 2 again.

    Makes me want Thief 4 so bad though . . .


  • Registered Users, Registered Users 2 Posts: 2,997 ✭✭✭Adyx


    pixelburp wrote: »
    This is going to sound like heresy or WUMing, but when I went back to play SS2 some time ago - without this patch mind you - and I found it really hard to get past the crude, angular graphics & certainly found them to lessen any sense of tension or fear the game might have held. The gameplay's solid & the mechanics were something you just don't get anymore, but visually the game's so crude-looking it constantly broke my sense of disbelief.
    To be fair to you it wasn't even that good-looking when it came out. That said I've always been able to get over the graphics though. As someone mentioned above, the Hydroponics level and the cargo hold with the robots bursting out of their cases still freak me out.

    New graphics would be nice and if we're not going to get SS3 it would be nice if someone remade it, either commercially or like Black Mesa. Huge undertaking though and there's of course it's EA who own the trademark (I think) so I wouldn't be holding my breath.


  • Moderators, Category Moderators, Entertainment Moderators Posts: 36,711 CMod ✭✭✭✭pixelburp


    Adyx wrote: »
    [...]
    New graphics would be nice and if we're not going to get SS3 it would be nice if someone remade it, either commercially or like Black Mesa. Huge undertaking though and there's of course it's EA who own the trademark (I think) so I wouldn't be holding my breath.

    Well I think there was at least one attempt to get a SS2 remake off the ground, but it was hit by a Cease & Desist from EA pretty promptly (though now I'm wondering if mods can qualify as 'fair use'). So it's never going to happen unless the IP changes hands or EA change heart on their attitude towards dead franchises.


  • Registered Users, Registered Users 2 Posts: 3,031 ✭✭✭Cravez


    I loaded up my copy of System Shock 2 and applied the patch and it works perfectly :). Will give this a shot (again) over the coming weekend.


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  • Registered Users, Registered Users 2 Posts: 2,943 ✭✭✭Burning Eclipse


    I played SS2 for the first time earlier this year. It is one of the best games I've ever played, no question. Found the graphics easy to see past tbh, didn't break my sense of immersion at all. Hydroponics still scares the crap out of me.

    What struck me afterwards is how similar so many games are to it. I realise it pre-dates both these games, but it's like Deus Ex and Dead Space combined into one. I'm convinced Dead Space started life as SS3.


  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,400 CMod ✭✭✭✭Retr0gamer


    I'm convinced Dead Space started life as SS3.

    Might not be to far from the truth. EA tried to get the rights to SS a few months before Dead Space was released and there were rumours around that time that the developer of Dead Space was working on a System Shock game around the same time as well.


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