The Ghost who walks, and sometimes drives,
and sometimes parties
with the desert creatures
Glad to see your mod is still alive.
Interesting mod. Would be cool if you could integrate all the design changes from the 360/PS3 version such as rebalanced trigen.
As a minor note, if you have problems with the mod freezing for long periods when opening menus, switch from borderless to fullscreen in the launcher.
You could click "Read more" on this page to see that information.
This is an exceptionally good mod, IMO. Thief: Deadly Shadows ia an extremely good game that cops way too much **** for "Waaagh, not as good as muh Thief 1/2." It strikes an excellent middle ground between depth and accessibility and has extremely good atmosphere and general game design that is polished to a shine by mods. Once the level breaks were removed and the bugs were fixed the game was absolutely fine.
Vehicle steering is configurable in the options menu and should work fine with arrow keys. I've updated the mod with a fix for drone strafing. The drone's movement is based on normal movement using a grouping system, so rebind left and right again if it isn't fixed automatically.
It's almost not going to work at that distance. The game divides the world up into traditional CryEngine layers, and then turns them on/off as the player moves around the world. (Whenever the game hitches, it's often loading or unloading a layer.) That's why you sometimes see entire clusters of buildings disappear from certain angles. The mountains hide it a bit. These are completely separate from the normal AI spawning stuff. The AI and their AI zones are part of these layers. But screwing with the layer stuff would be stupidly complicated and probably cause performance problems.
I have a GTX 1060, and I get close to 200fps running with the mod. have you made any other changes to the game?
I haven't properly looked into it, but the potential problem I can see is that you won't be able to open the wheel without switching gadgets.
What do you mean? The drone's movement is controlled by WASD. This is fully rebindable. (I removed the option to custom bind drone directions by merging them with character direction. This includes jump = up, crouch = down. I couldn't figure out an intuitive binding for thermal and night vision on the drone, so I left them on the arrow keys. If people want to use the arrow keys for movement or something like that, they can rebind them. Or they should be able to, at least.
In the more recent versions of the mod, I've reduced AI spawn zones/distances from 800 to 650 meters, which will hopefully prevent some excessive wandering.
Please be aware that the holstering is slightly buggy. Trying to use gadgets will cause John to re-holster his weapon afterwards. To prevent this, always unholster by holding R, instead of scrolling the mouse wheel or pressing 1/2/3.
Can't promise anything. I have taken a look at the menu stuff, but it's all rather complicated. Also, I don't think the game supports different AA types. It seems to be using SMAA. Film grain could possibly be overridden elsewhere, though.
That's really not easy to fix because there are hundreds of AI spawn zones and you've only got vague labels to work on. The AI will roam, for better or worse.
The problem is that the next patch is introducing multiplayer, and I've got no idea whether mods like this could be a problem whatever anti-cheat solution they go with. I really just have to wait and see. But I am planning on releasing an updated version of the mod if possible, yes.
You open the archive in WinRar, and then drag the Levels folder and Scripts.p6.pak file out of the Winrar window into the GameSDK folder. Make sure you do both of them. If you're unsure whether the levels files are correctly installed, navigate to GameSDK\Levels\dam_1 and make sure there's a file in there called level.p1.pak (This is the file that overrides the existing level file without overwriting it.) Bear in mind that if you want to uninstall the mod, you need to remove the level.p1.pak files from each mission/level folder. Scripts.p6.pak will likely be forcibly overwritten by the next patch coming next month, but the level files won't.
Winrar's rar archive format is one of the most commonly used archive formats around. The software itself is shareware that basically nobody except companies actually buys. You can alternatively use 7-zip, which is less user friendly but free.
Here. Install this. Rarlab.com
Do you not know how to open Winrar files?
Install by placing files into Sniper Ghost Warrior 3/GameSDK folder. Be aware that this mod takes advantage of the fact CryEngine loads files sequentially. When CI Games release the next patch, you'll need a new version of this mod. You'll also need to delete all level.p1.pak files.
(They're taking their sweet time with the patch, BTW. I've been procrastinating on adding tweaks for the Sabotage DLC because a new patch means I'll have to do it over again.)
In case any of that is confusing, you basically find SGW3's main folder, find the GameSDK folder, and place Scripts.p6.pak and the Levels folder inside.
What do you mean?
That's kind of out of my control. The game's day/night cycle seems to be some kind of cutscene played really slowly. It's not clear how it's put together. The nights are bright because of moonlight.
Through the script files, you mainly have access to variables, no the underlying code. That limits modding somewhat. As for gore, I believe the game was intentionally censored, and I haven't really spent much time looking into how that side of things works.
Been a long time. I never got around to releasing the patch that fixed a few bugs and refined some of the narrative elements. I am proud of what I made, though. Hugely ambitious, very personal project.
I noticed the existence of multiple endings the moment I glanced in the asset folders. But I'm yet to find them in the game. My gut feeling is that they're related to the lamps, and multiple doorways.
If you make a patched version at any point, it's possible to execute commands when shutting down the mod. You could set the mouse smoothing to normal when exiting the mod. Just a suggestion.
Been playing the demo. I'm not very good at these sorts of games, but it's a pretty neat total conversion.
I love the wet footstep sounds.
This is being released in 2 days? If so, I'm eagerly anticipating it.
If you have a phat PSP, you need to copy the EBOOT from the folder into the main directory.
After deleting the playdemo line, I could get it running.
However, it crashed with the memory error a few maps in.