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Posts posted by Gadavre



    Open Hex Editor. I recommend HxD. Find  thiefgame.u.

    To disable shroud - Make a backup of thiefgame.u and then search (in Hex value) for:

        02 CD CC 4C 3F 36 CC 66 36 BC 00 01 9C DE F4 3E
        Replace with: 02 00 00 00 00 35 CC 66 36 BC 00 01 9C DE F4 3E

         to disable white flash :

        33 33 33 3F 36 18 4D 01 CD CC CC 3E 38 A9 4C C0
        Replace with: 33 33 33 3F 36 18 4D 01 00 00 00 00 38 A9 4C C0

  2. On 2/28/2014 at 2:50 PM, Bikerdude said:
    • Disable in-game fog -
      • Go to Thief\ThiefGame\Config ThiefGame.ini and then find [Engine.WorldInfo] andgo to line 66
      • And then change mbEnable=TRUE to mbEnable=FALSE and then save the file as read only.

    Your advice causes new bugs...  For example, in the first Сutscene of the game, the smoke from the pipes does not become realistic.

    The right Solution:


    DefaultPostProcessSettings=(mSSAO=(mbEnable=TRUE, mIntensity=1.0), mWind=(mbEnable=TRUE, mbAffectVelocity=TRUE, mVelocity=(X=25, Y=10, Z=10)), mFog=(mbEnable=TRUE, mbEnableOutdoor=FALSE, mbEnableColor=TRUE, mOutdoorTex1=LA_000_Core_Fog.Layer01, mOutdoorTex2=LA_000_Core_Fog.Layer01, mOutdoorTex3=LA_000_Core_Fog.Layer01, mLayerOpacityCurve=PROG_3D_PostProcess.FogNearPlaneDensityCurve))

    This needs to be done in two files: ThiefGame.ini and DefaultGame.ini

    The fog is being removed in many places... It is not possible to completely disable fog in this game through the config

  3. HMart

    I tested the old version 2.07, it doesn't have this bug...   For some reason, creating new versions of the game leads to new bugs.
    I already thought about trying to transfer all the new textures, models, scripts and sounds from the new version 2.10 to the old version 2.07. But I'm not a programmer, it's very complicated.

    • Haha 2
  4. 1 hour ago, nbohr1more said:
    // movement settings
        "pm_bobroll"                 "0.0015" //side to side roll
        "pm_bobpitch"                 "0.001" //forward roll
        "pm_bobup"                     "0.03"  //upward bounce
        "pm_runroll"                 "0.003" //running side roll
        "pm_runpitch"                 "0.001" //run forward pitch
        "pm_runbob"                 "0.35" //speed of run bob
        "pm_walkbob"                 "0.3" //speed of walk bob
        "pm_crouchbob"                 "0.2"    //speed of crouch bob

    and ensure that the cvar values associated to them are archived so that they persist.


    Tnank you!

    How can I look this up in a text editor? I want to see the archiving status of this values

  5. 12 hours ago, stgatilov said:

    The following cvars are marked as "archive", meaning that they should be saved between sessions:

    But these  head-bob variables are not saved. This problem was already noticed in version 2.07.

    Let's do this experiment:
    1. Move my autocommands.cfg to the game folder

    2. Open the console and look at the values of head-bob variables in the game menu (screen1.jpg)

    3. Load the mission (Mission 2: Tears of St. Lucia) and open the console. Looking at the values of the variables (screen2.jpg)

    Conclusion: the values of these variables are reset for some strange reason. Perhaps this can be somehow fixed in the next patch for 2.10

    screen 1.jpg

    screen 2.jpg


  6. Hello dear developers! I tested version 2.10 and noticed a performance improvement over version 2.09. This pleases us! But I also noticed a bug with the sound... The player, when walking to the left (button A), the volume of the sound of his steps goes down. In some missions even this sound is inaudible...
    Please, if possible, make the volume of the step sounds the same for all four directions for realism.

    I ask you, if possible, to make a fix to version 2.10, as it is a very long time to wait for the release of version 2.11


    • Like 3
  7. 6 hours ago, JackFarmer said:

    Try this (note: still unoffical, but already named "version 2"):


    Much better (48-60 fps).

    Before that I had 20-35 fps.

    But I want to repeat my idea. The best solution is to give the player graphical tweaks that improve performance. After all, future mission developers will probably use resource-intensive technology... Do we players have to write about performance degradation every time? Give us a tool to manage graphics in missions and we will solve the performance issue ourselves

    • Sad 1
  8. On 12/28/2021 at 12:45 PM, STRUNK said:

    could you try entering killmonsters in the lava cave?


    You're right... The developer of mission did something wrong with the models.

    I entered the command "killmonsters" in the console and FPS went up to 60 !!!!!!!!!!!


    P.S. It would be good to come up with a variable. which could lower the quality of the models. it's not fun to play without models )


  9. 8 hours ago, duzenko said:


    Did you try the parallel jobs cvar like I advised above?

    I don't know what you mean. Which variable do I need to change?

    I wrote above that I got a big boost in fps with this line,

    r_SkipUpdates 1

    but this line also introduced bugs to the mission... Turning off the shadows completely didn't help

  10. 2 hours ago, jaxa said:

    BTW, for reference, what are your specs?

    is that a question for me? I've already answered it. I have good specs except for the video card. nvidia GT1030 2GB VRAM GDDR5. all missions on the old version of the game 2.07 go without lag (until approximately 2018).

    New modern missions have become very large and video card demanding

    • Thanks 1
  11. @JackFarmer Question with fog resolved.


    In a dungeon where there is lava  fps drops.  Can you come up with a patch for owners of weak video cards? Maybe if the smoke or lava is of low quality will be for me, the fps will be stable and high.

    I went through large locations with lava in the game (Doom 3 and Doom 3 BFG) and fps was high. it is possible

    r_skipParticles  1 dont helps.




    • Haha 1
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