snobel on 11/1/2025 at 14:06
The third test map for the Merged City is out - now actually playable...
This map should play like the original game, including Auldale, Pavelock and the Abysmal Gale - but excluding the missions, which are placeholders that will just fulfil your objectives and give you loot. The "welcome" messages are still in, hopefully for the last time.
Note: if you accidentally cancel the pop-up window in one of the placeholder missions, just hit Shift+Ctrl+Alt+End to proceed.
The main storyline has been fairly well tested already so please concentrate on all the other things: statistics (in the Crime Reports and Total For Game part of mission debriefings), side quests, faction stuff etc. But please report anything that deviates from the original game and is not obviously a bugfix or a consequence of the merging of the maps.
Auldale is now one map. The two new passages between South Quarter and Docks and into the Library now have independent glyph doors at both ends - so they're now similar to the original passage to the Forbidden Library.
Known issue: When you cross a border between City sections there's now typically a brief stutter, due to all the scripts executing. This can be improved but probably not be completely eliminated.
Download (
https://www.moddb.com/mods/thief-3-sneaky-upgrade/downloads/merged-city-test-map-3) here, if you've already played Thief 3 (and otherwise stay well away...) and launch it like an FM, using one of the new loaders.
For this map you'll need a Sneaky Upgrade (
https://www.moddb.com/mods/thief-3-sneaky-upgrade/downloads/sneaky-upgrade-beta) pre-release, version 1.1.12.502. (The same as for test map 2.)
Please report any issues either here, in the thread linked above or by PM. If you can, provide screenshots as needed.
Main project thread (
https://www.ttlg.com/forums/showthread.php?t=151942) here. The objectives for the previous test maps still apply:
Things to look for:
* Invisible walls. These are the worst - if you find yourself blocked by, or sliding along something invisible, please do report it
* Broken portals. Usually very noticeable, because the skybox is visible where it shouldn't be. But sometimes you just suddenly fall through the floor
* Bad lighting, such as the light on parts of a surface looking very different for no apparent reason
* Things visibly popping in or out when moving across a section border
* Things from a neighbouring section interfering with the current section (such as a beam poking through a wall)
* Things from a neighbouring section which are visible in the skyline in an ugly way - especially when wall-climbing
* Z-fighting, especially on windows
* Wrong materials on buildings or objects
* Ambient sounds typical of one section which continue after crossing into another section
* Dynamic NPCs stop spawning, or are otherwise broken
Things to test:
* Can you get to another section without triggering the welcome message? (In particular, can you get onto Orland's balcony by climbing the walls?)
* Performance: Acceptable loading time? Places with low FPS?
* Sell loot, buy stuff. (Some patching and workarounds were needed to allow multiple stores and fences)
* Can you get two instances of Gamall lured close enough that both are visible at the same time?
marbleman on 11/1/2025 at 17:50
While I'm not sure I can test it (I hope to be able to test this when it gets integrated into the game proper), the part about Garrett's apartment has me worried about one thing. During the enforcer sequence, one of the enforcers spawns there and spots a dead body. I've been able to avoid that by making a bit of noise as soon as I load into the area and rushing in to take that body away while the enforcer is distracted. I'm not sure this'd still be possible if there is no loading zone there, and you'd have that dead body in the stats for the rest of the game. Of course this wouldn't be a problem in the first place if that never got reflected in the stats to begin with. :D
<Username> on 11/1/2025 at 18:50
I am testing v0.21. :thumb:
Got to Orland's balcony without noticing any issues. Welcome messages triggered outside Garrett's apartment, when entering Stonemarket, and inside the Keeper Library.
Is it possible to get rid of the blue mist where formerly separate pieces of the map intersect? I seem to remember Thief's Rising 2 did not have blue mist in the missions for which original street areas from T3 were combined.
downwinder on 12/1/2025 at 01:17
if this works does that mean someone can convert it to newdark t2 for future fan missions?
if so i hope it works
snobel on 12/1/2025 at 12:19
Quote Posted by marbleman
During the enforcer sequence, one of the enforcers spawns there and spots a dead body. I've been able to avoid that by making a bit of noise as soon as I load into the area and rushing in to take that body away while the enforcer is distracted. I'm not sure this'd still be possible if there is no loading zone there, and you'd have that dead body in the stats for the rest of the game. Of course this wouldn't be a problem in the first place if that never got reflected in the stats to begin with. :D
I'll make a note, but it's a script-fixing issue so it'll be saved for later.
Quote Posted by <Username>
I am testing v0.21. :thumb:
Thanks! :thumb:
Quote:
Got to Orland's balcony without noticing any issues.
Not by climbing the wall I hope?
Quote:
Is it possible to get rid of the blue mist where formerly separate pieces of the map intersect?
Where the remaining teleporters are? Yes, making it optional in the T3G settings (or equivalent) should be possible.
<Username> on 12/1/2025 at 12:42
Quote Posted by snobel
Not by climbing the wall I hope?
I didn't try yet, but I will. I will also try some of the spots where you had to climb in Savar's modified T3 maps.
Quote Posted by snobel
Where the remaining teleporters are? Yes, making it optional in the T3G settings (or equivalent) should be possible.
One example is the gate between South Quarter and Stonemarket: There was blue mist in the transition area.
In contrast, in Thief's Rising 2, The Docks and South Quarter are seamlessly connected. Adsk1's approach was a bit different I think: Instead of a teleporter, he built a small tunnel that connects both maps.
snobel on 12/1/2025 at 14:40
If at all possible, the two remaining teleporter connections will be replaced with new bits of map. But probably not in the first version - T3Ed won't have it. We need to find a way to reduce the original brushwork.
<Username> on 12/1/2025 at 15:15
I understand. In the meantime, I will see if I can find any issues with the existing v0.21 map. :)
Svperstar on 12/1/2025 at 19:56
I just updated my AngelLoader with the crazy fast I/O options to test this "map". Would it be possible if you upload a newer version for us to get all the in game maps for the city? Obviously not if this is going to be a ton of work but mine just shows South Quarter
Svperstar on 12/1/2025 at 20:21
Love the view from Orland's office :) I'm using a version of DXVK that ups the color depth for OLED 10-bit HDR monitors. No banding in the fog.
For some reason it took the climbing gloves a while to kick in for me. I don't remember off the top of my head how to get into the keeper compound besides Stonemarket Plaza. I know their are other entrances around.