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Topic Summary

Posted by: voodoo47
« on: 26. June 2019, 19:23:20 »

a regular user shouldn't do anything, and wait for the community tools to get up to date (SS2tool already is, and yes, no problem with any of the mods). basically, if you are asking what to do with the files, then you shouldn't be messing with them in the first place.

The T2 osm issue means that single player will not work properly, if you patch it with the mp patch. as mentioned, keeping an extra install of T2 just for mp (not a problem, considering the average capacity of a hdd nowadays) will circumvent it.
Posted by: JDoran
« on: 26. June 2019, 19:11:45 »

Is the Thief 2 bug only for multiplayer? In that case, we single player players should definitely install this new patch, shouldn't we? And I take it that installing the new SS2 patch won't cause problems with SCP beta 4 or any other mod or addon?
Posted by: voodoo47
« on: 26. June 2019, 15:20:19 »

the mp osm issue is confirmed - that means you need to have a separate T2 install for mp, which is something you should be doing anyway, if you are any smart.

the Raven is still anonymous, and considering all the legal stuff involved, it's no surprise - remember, the Dark Engine is owned by squeenix, and they are not known for not nuking everything and everyone who dares to look at their ips in a funny way into the stone age.

I'm really curious how NDS are going to tackle this problem - they intend to release the SS2 source code, and I don't see that happening unless they get a goahead from the big evil guys.
Posted by: JDoran
« on: 26. June 2019, 12:34:07 »

JML, you forgot to post the link! This seems to be it:

https://www.ttlg.com/forums/showthread.php?t=149856

There's discussion in that thread of a possible bug in the Thief 2 update when playing multiplayer, so anyone who wants to try that should read through the thread first. Me, I love Thief 2 but I don't think I'd like multiplayer in it (though maybe...), but I do intend one day to go swimming in it's sea of apparently sometimes extremely good mods. For some reason (lack of time, my addiction to first person shooters, whatever), I don't think I've ever played a fan-made mod for any Thief game, though I love all three of the games (but not the fourth game, obviously).


Edit: It the person/people making these updates still unknown (as it was rumoured, since they are supposed to be using unreleased source code for the patches, so they want to hide their identity) or have they revealed themselves?
Posted by: JML
« on: 26. June 2019, 09:33:10 »

Great news then!
Posted by: voodoo47
« on: 26. June 2019, 08:54:20 »

for the regular user, it's just stability and compatibility, for modders and mission creators, improved tools and options. it is now possible to create dml archetypes - this vastly expands dml modding capabilities, very complex dml mods are now possible, for example, a skilled dml modder could merge all the various old SS2 gamesys mods into one, apply some Secmod bits to SCP or vice versa, all without touching anything directly. it will be fairly easy to get rid of SCP dependence in various minimods.
Posted by: JML
« on: 26. June 2019, 08:38:15 »

Changes and fixes for v1.27---------------------------

General:
 - fixed an issue with wrong texture palette being used on world textures, from families without a full.pcx,
   after loading savegames
 - fixed original bug where under some circumstances random objects started playing voices from a recently
   destroyed AI
 - fixed an original bug in some loading code that could on occasion cause trouble when loading savegames or
   during level transitions in SS2
 - updated "doc\T1.7z" package with a motiondb patch to fix a small issue in T1 mode (see the contained readme)
 - added "hide_maxed_hpbar" config var that will hide the health bar when player has full health

DromEd:
 - fixed room(/EAX) type not being copied when cloning room brush
 - added incremental save support (see "incremental_save_dir" in "doc\new_config_vars.txt" and the supplied
   sample "dromed.cfg")
 - added "load_world_gam" command that tries to load a cow (or mis) file, but will prompt user to load a
   gamesys file, might be useful for rescue or debugging (the loaded result must be carefully inspected
   as gamesys data will likely differ from what was in the cow)
 - added "load_terrain" command that tries to load only terrain, no objects, from a mis/cow, might be useful
   for rescue or debugging
 - added "reload_motion_info" command, to reload data from a mi-file without having to rebuild entire motiondb
 - added "dump_motions_schemas" command (see "doc\motion_schema_syntax.txt")
 - added CTRL and ALT modifiers when clicking in solid view while the texture palette is open
   (CTRL allows changing selected surface without assigning a texture, ALT picks the texture from the clicked
   surface and sets it as the current selection in the texture palette)
 - added positional info to some portalization merge errors

Other:
 - fixed a bug in SQUIRREL.OSM with SendMessage function and the data3 param
 - fixed incorrectly documented game/API version for a couple of functions in the DarkGame script service
 - updated a parameter for the ObjRaycast function in the Engine script service (should be backward compatible
   with existing code that uses it)
 - Notepad++ files for Squirrel updated to reflect latest fixes
 - added PossessedSimple function to the Property script service
 - added stun an freeze functions to the AI script service
 - added Create and CreateArch commands to DMLs
 - added multiplayer beta (separate executable)
(which is SS2 ND 2.48)
Can anyone explain if this is made of win too? Fixes when loading sounds good, but what does all the rest do? Anything especially cool?
Posted by: voodoo47
« on: 08. April 2017, 22:12:16 »

yes it did, 2048*2048 should be no problem, maybe even more. check the docs.
Posted by: Dark-Star
« on: 08. April 2017, 21:40:26 »

One thing I don't see and had to ask - did the individual texture size limit get bumped up in NewDark as well or is it still like 512x512?
Posted by: voodoo47
« on: 22. March 2017, 00:55:47 »

doesn't seem like it. but hey, we have a new scripting language now, shiny-shiny.
Posted by: Carrot
« on: 21. March 2017, 19:29:22 »

Is it naive to get excited every time I see one of these, hoping it's a multi-player fix?
Posted by: Kolya
« on: 21. March 2017, 18:52:37 »

I added the latest New Dark update to the first post.
See: http://www.ttlg.com/forums/showthread.php?t=147689
Posted by: voodoo47
« on: 20. June 2015, 19:56:19 »

we do have a dedicated topic somewhere.. ah, there it is. I think I'll merge this with it a bit later today.


//and done.
Posted by: Olfred
« on: 20. June 2015, 18:55:21 »

I was also a bit confused at first that there's no post about this or some old thread about it getting a revival.
But I knew to check over at TTLG so I were fine.
Posted by: voodoo47
« on: 20. June 2015, 18:16:25 »

we know - a thousand eyes look.

it's mostly being discussed at Engineering in relevant mod development topics. but yeah, we probably should update a bunch of stickies while at it.
Posted by: JDoran
« on: 20. June 2015, 18:13:15 »

According to

http://www.ttlg.com/forums/showthread.php?t=145511

there's a new patch for System Shock 2 (V2.44), and also for Thief 2 (V1.23). Apologies if everyone else already knows about this, by the way!



Edit: Changed "System Shock" to "System Shock 2" in the thread title (sorry!)
Posted by: Kolya
« on: 16. August 2013, 14:32:59 »

NewDark made no multiplayer-specific improvements.
Posted by: Barbach
« on: 16. August 2013, 13:05:45 »

I was talking about the NewDark actually
Posted by: bluemess
« on: 16. August 2013, 12:58:31 »

Define new patch.
Posted by: Barbach
« on: 16. August 2013, 11:47:46 »

Does the new patch reduces crashes/freezes between bulkheads ? I would love more stability, especially regarding multiplayer...
Posted by: voodoo47
« on: 11. May 2013, 08:37:48 »

yeah, the steam requirements are a direct copy of the ones on GOG.
Posted by: Hikari
« on: 11. May 2013, 06:52:14 »

The GoG page lists it at being 2.4 so yea, newdark.
Posted by: Tarvis
« on: 11. May 2013, 05:19:11 »

An interesting note:

Here is the System Requirements section of the Steam listing:

System Requirements
Minimum:

OS:Windows XP / Vista / 7 / 8
Processor:1.8 GHz Processor
Memory:2 GB RAM
Graphics:3D graphics card
DirectX®:9.0c
Hard Drive:2 GB HD space
Additional:Patched to version 2.4

Seems like the Steam release has NewDark. Does the GoG release have it?
Posted by: Dan
« on: 21. April 2013, 15:19:42 »

It's awesome to see an update to the unofficial patch released, but I still really wish they would release a diff of the source code changes for the unofficial patch against the originally leaked source (rather than dealing with legal issues of releasing the whole thing together) for others to play with. I'd love to see a native Linux port happen from that, and would take a stab at it myself.

-Dan
Posted by: FrozenLuffy
« on: 18. April 2013, 21:09:37 »

Thanks!
Posted by: Kolya
« on: 18. April 2013, 00:52:17 »

Yes, you won't need it. SS2Tool is meant to make your game ready to play, apart from any mods you may want to use.
Posted by: FrozenLuffy
« on: 18. April 2013, 00:34:58 »

Since the SS2Tool includes NewDark does that mean I don't have to extract the contents of the contrib.zip archive after I've used SS2Tool?
Posted by: Drowning witch
« on: 15. March 2013, 18:54:36 »

according to the readme, 2.4 saves should be fully compatible with 2.41.

should have downloaded myself and read the readme... thx for not being mean about it :)
Posted by: Hikari
« on: 15. March 2013, 16:21:42 »

Feared as much but thought perhaps best to go ahead and make note of the issue in somewhere the NewDark team might easily find it in case 'nothing can be done' turns out ot not be the case.

Otherwise finding gameplay to work as good as ever.
Posted by: voodoo47
« on: 15. March 2013, 15:40:45 »

this is an intel driver issue, and therefore out of anyone's hands. all I can say is that texture mods seem to make it worse.

anyway, it shouldn't be game breaking, so if you don't have access to better hardware, you can just live with it.
Posted by: Hikari
« on: 15. March 2013, 15:05:59 »

Intel GMA user. Still getting the random whiteout hud bug. Still only annoying instead of game breaking.

Not actually sure how to fix it other than not using intel graphics (IE get a better box.)
Posted by: voodoo47
« on: 14. March 2013, 21:29:19 »

according to the readme, 2.4 saves should be fully compatible with 2.41.
Posted by: Drowning witch
« on: 14. March 2013, 21:09:01 »

will installing patch 2.41 invalidate my save file?
thx in advance.

Posted by: Kolya
« on: 14. March 2013, 20:18:22 »

I've added the new patch releases to the first post, straight from the release post on ariane4ever.free.fr.

Apparently there's a newer version of OpenAL
I'm aware of this and the new OpenAL files are already part of the next SS2Tool 5.1.
Posted by: Marvin
« on: 14. March 2013, 18:36:13 »

Changelog:
Code: [Select]
Changes and fixes for v2.41
---------------------------

General:
 - fixed sky (non-)rendering bug when texture palette contained more than 246 textures
 - fixed crash when using movie_disable/fm_movie_disable/movie_crop_exclude/fm_movie_crop_exclude config vars
 - fixed bug with game dir write access test (gave false positives if game directory was assigned a custom icon in Windows)
 - fixed issue with garbled HUD text on some older video cards
 - fixed rare crash when using HUD buttons to change ammo type or reload
 - fixed issue with crouching on crates
 - fixed alpha calculation bug on scaled bitmap particles
 - fixed bug with pendulum tweq stopping for angles larger than 32 degrees
 - fixed issue with duplicate receptrons when added by a DML file
 - fixed bug with force_ani_settings material flag not having any effect
 - fixed crash when Corona property has no texture name specified
 - fixed crash bug with "ForceCameraOverlayNormal" config var
 - fixed song sound load failure if other format than in specified song file (i.e. if file is ogg but song file has wav)
 - fixed crash when song sound file was not found
 - fixed bug with display device selection on multi-device systems (probably picked the opposite device than the default/selected)
 - fixed occasional crash related to 4096 sized textures
 - fixed walk forward bind in options menu, in patch_ext.crf, so walk speed is normal (requires re-bind to take effect)
 - changed so horizontal and vertical mouse sensitivity is equal when "mouse_sensitivity_y_scale" is 1
 - added "mouse_sensitivity_use_aspect" bind var to enable old behavior where horizontal/vertical mouse sensitivity differ based on resolution aspect ratio
 - added support for RLE compressed BMP images (RLE4/RLE8)
 - added localization support to FMSel (so FMSel UI can be translated)
 - added FM language support to game and updated FMSel to make use of it
 - added support for the original indeo5 codec (ir50_32.dll), may improve movie playback on slower CPUs
 - added option to use enhanced ray trace for AI body/suspicious obj detection ("enhanced_aidetect_trace")

DromEd:
 - fixed rare mono console related bug that caused editor to hang (was remedied by enabling monolog, no longer necessary)
 - fixed/changed angle parameters in Gun->"AI Gun Description", Gun->"Player Gun Description" and Gun->"Kickback" properties (IMPORTANT: any exsiting DML files with these params will need to be updated to specify values in degrees)
 - fixed a less common crash when compiling rooms, caused by newly created room brushes that were excluded from compile usually by a me-only area brush (crash was preceded by a "Attempt to get room 0 of 0" assert)
 - fixed crash bug when selecting sky surface if texture palette contains more than 246 textures and editor is using software rendering
 - fixed a couple of crash bugs related to editing the Creature Type property
 - fixed bug where loading a stripped mission could result in wrong texture assignments on terrain surfaces
 - fixed bug in reconstruct_rooms that it assigned default room instead of reconstructing the original room types
 - fixed crash that could occur during extensive UV editing when running editor with HW rendering
 - fixed so creating a new stimulus archetype doesn't require editor restart for propagators to work
 - fixed sunlight object shadow bug
 - fixed crash that under certain circumstances could occur during UV align editing
 - fixed crash when loading file at editor startup through "file" config var
 - fixed crash with Scaled bitmap particles when invalid bitmap and added mono warnings
 - fixed issue with precision select and tiny point sized brushes
 - fixed issue with uvmap_cylinder when using non-symmetric textures and rot 90 (and allowed it to be used on pyramid brushes)
 - fixed prim_special command to only allow setting valid types, to prevent more or less obvious bad things from happening (even if it appeared to work in previous versions, it could cause memory overwrites which are very bad)
 - added prim_cylinder/pyramid/cpyramid commands for quick type set and sides
 - added proper support for negative Extra Light property again (worked in T1 but was removed after)
 - added "Use Model 5" flag for random model tweqs, so randomization includes Model 5 (2.4 falsely always included it, which could break existing content)
 - added support for "Bitmap disk" particles to use the default disk texture if no bitmap name is specified
 - added support for mission (and location) defined env maps
 - added viewport bg image support
 - added lg.ini option to enable word wrapping for Editor Comments property
 - added "default_tx_scale" config var for user defined default brush texture scale
 - added option to show texture index in texture palette
 - added hilight brushes using texture command to texture palette context menu
 - added support for user configurable precision of sdesc formatted floats ("sdesc_decimals")
 - added extended option for sunlight to allow all shadowed/unshadowed quad/non-quad combinations
 - added config option "show_world_limits" to draw world limits in 2D viewports (line color can be changed with "edit_color_grid_lim")
 - increased max length for "bitmap\" images (with ani frames) from 6 to 28
 - changed room building so room brushes with invalid room types still get used, with the default room type, instead of being ignored

(No changes to multiplayer.)
Posted by: Marvin
« on: 14. March 2013, 18:24:59 »

Hot Diggity Daffodil, yes!  :awesome:
Posted by: Kolya
« on: 14. March 2013, 17:01:43 »

Posted by: Elbart
« on: 14. March 2013, 16:44:22 »

Apparently there's a newer version of OpenAL (2.1.0.0) than what is being used by SS2Tool (2.0.7.0):
http://forums.creative.com/showthread.php?t=548634

EDIT:
I assume it's a legit version, as it's officially being linked by a game-dev here: http://forum.runaway-thegame.com/viewtopic.php?p=34976#p34976
Posted by: voodoo47
« on: 14. March 2013, 16:39:05 »

here we go again.
Posted by: Infinitron
« on: 14. March 2013, 16:06:28 »

Posted by: M1
« on: 10. March 2013, 21:43:06 »

I didn't understand that it was such a fundamental change to the engine. Thanks for the answers.
Posted by: Marvin
« on: 10. March 2013, 20:10:14 »

THere is a difference between using cheats or using exploits when speedruns are concerned. Not a big deal.
Posted by: Kolya
« on: 10. March 2013, 19:23:23 »

I think it's pretty common and within the generally accepted rules to use exploits, eg combining forward running + strafing in SS2.
Posted by: ZylonBane
« on: 10. March 2013, 19:13:21 »

Christ, relying on an exploit like that for a speed run is how you know you've completely disappeared up your own asshole. May as well make a save game at the final boss, load it-- success! SS2 speed run in 1 second!
Posted by: Kolya
« on: 10. March 2013, 18:07:25 »

Since NewDark exchanges the game engine speedruns cannot be compared to runs done in the old engine.
Posted by: voodoo47
« on: 10. March 2013, 16:17:18 »

well, this is an exploit, and NewDark is known to fix exploits. quite a number of other (Thief) players have reported that the old exploits (like rope boost jump or backward mantle) do not work anymore. so I would say that you are out of luck.
Posted by: M1
« on: 10. March 2013, 16:04:20 »

You too pal  :proud:

The major difference is that I can't do the trick I'm attempting here:
http://www.twitch.tv/m1_account/c/2009797
Other players have been able to frob the Ops Override panel through the glass window by quicksaving while looking at it, quickloading while looking at it from the room below, and holding down a key bound to use which makes it rapid-fire. The panel should be frobbable for 1 frame after quickloading. I can't ever get it to work for me though.

What makes me think frob mode 0 is slightly different is that, after switching from HOTU to installing with SSTools, a few similar tricks are harder.
Example: http://www.youtube.com/watch?v=WYXIr1IeO1M&t=5m01s
I used to be able to frob the desk through the window, but now there is only a small space in the wall to the left where I have to grab it from.

I can't run the game without NewDark on this machine so I can't test it. It's not really a big deal since I think a "no quicksaving" rule would be good for speed running this game anyway, but I'm so curious I can't stop thinking about it.

sorry for being wordy but I like being detailed
Posted by: Kolya
« on: 10. March 2013, 11:34:42 »

It sure sounds like setting it to zero was original behaviour. What slight difference did you notice?
Nice avatar by the way. It really ties the post together. :)
Posted by: M1
« on: 10. March 2013, 05:50:04 »

I've searched for this and have found basically no info on it.

The changelist in the ttlg thread contains the following line:
- Added "Blocks frobs" property, allowing objects to block frobs of objects behind them (e.g. to stop frobbing items through safe doors)

In SHOCK\doc\new_config_vars.txt , there is an entry regarding that as follows:

frob_mode <0 - 2>

I believe this feature is preventing me from using a particular speed running strategy, in which certain things are frobbed through a wall immediately after quickloading.
The entry continues:
frob line of sight mode, default is 0. This allows enabling of a more strict obstruction check for a potential
    frob target, to prevent frobbing through walls scenarios. That does however mean that sometimes objects which
    are only partially visible won't be frobbable, like an object on a shelf (made of terrain polys) above head
    height, unless you jump or climb onto something, or an object around a corner that's only partially visible.
    Use at your own risk, it could potentially break missions that placed "hidden" frobbable objects in such way
    that the player can never see more than a small fraction.
    Modes: 0 = standard (only objects marked as blocking will obstruct)
           1 = all terrain and objects marked as blocking will obstruct
           2 = (Shock only) like mode 1 but prevents HUD brackets/info to appear on obstructed objects, unlike
               mode 1 where the brackets/info will appear the same way as they do in mode 0, even if the object
               can't actually be interacted with. For Shock this mode is recommended over 1 because it's less
               confusing. (In Thief this mode is the same as 1.)

I'm not sure exactly what the wording here means. Does it mean that when set to 0, things work exactly as in the original game? Or that there is still a slight difference? Because even when set to 0 (when entered into cam_ext.cfg in the SHOCK folder), I experience a slight difference from what I used to, and from what I've observed in other players' cases. Does anyone know how to disable this feature entirely? It's necessary for speed running, but I don't want to give up all the other benefits of NewDark if I don't have to.
Posted by: Kolya
« on: 19. January 2013, 10:24:35 »

See the post above yours. Follow the instructions after the link.
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