The Ghost who walks, and sometimes drives,
and sometimes parties
with the desert creatures
Originally I removed those options because I moved extra options into all difficulties and the menu was starting to get really cluttered with stuff that is basically HUD options and not difficulty options. I am aware that some people like those options so I may add them back.
Unfortunately the armour icon disappearing and the gadget icon being present after death even though you don't actually have a gadget selected are hardcoded somewhere in the game's exe. Assembly hacking is beyond my skills, I'm afraid.
Thank you. I'll look into that.
>As a feature request: I would prefer if there was ability to turn off the tagging at all, including map and drone, because it spoils position of the enemies. Is it possible?
Unsure. Part of the problem is that the prologue features tagging as a mechanic. I'll see what can be done.
When you do think the mod will be released?
That should be fixed now.
I was testing the game the other day with a controller and had no issues picking up weapons with X. I'll take a look over the next day or so and release a hotfix update.
I've noticed a small issue with gamepad controls. Removing the wheel delay on PC also affected D-Pad functionality for turning flashlights on and off, for instance. This is fixable, however.
Still working on it. A few things haven't worked out, such as being able to toggle silencers -- it causes some iffy behavior.
I'm currently reworking, or trying to rework, some other aspects of the game's design. For instance, I think the vanilla game doesn't let you carry enough pistol ammo, and it also doesn't give you a way to resupply your ammo. You pick up the 1911 (called 1984 in the game) and you can only carry three magazines. That's 8x3 bullets. You shoot a few people, and then you're out of ammo. And the kicker? Nobody in the game carries .45 bullets. So you very quickly run out of bullets and are left with a useless, empty pistol. Your only recourse is to run back to the safe house to refill. Another thing -- almost all the enemies carry AK47s. So... good luck if you're using an assault rifle that doesn't use 7.62 rounds. And if you're using a shotgun? A tiny handful of enemies use shotguns and carry shotgun ammo. I'm exploring ways to rectify this. Firstly, by giving all enemies a chance of giving you all the ammo types when you search them. Secondly, by taking a look at the NPC archetypes and seeing whether I can diversify their weaponry a bit. But the latter is easier said than done. Ultimately, though, you should be able to resupply by searching dead bodies. Running back to the safe house constantly is bad game design.
I'm also nerfing shotguns a bit, and I've made sniper rifles sway a fair bit more -- I'm still tuning this. The basic idea is that in the vanilla game, the tripod is completely useless. You can shoot people at ridiculous distances by simply holding your breath while standing. By making the gun sway quite a bit more, you're forced to actually crouch or even go prone to ensure a steady shot. And using the tripod is actually meaningful.
What framerate problems in particular?
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.