Une surprise est apparue lundi sur un forum de fans de Thief : un nouveau patch pour Thief II et un autre pour System Shock 2. Il y a aussi de nouvelles démos de Thief et System Shock 2. Personne ne sait qui est reponsable de ce patch, mais vous pouvez le remercier chaudement : pour ces deux classiques, ces patchs qui corrigent et ajoutent une tonne de choses sont une bénédiction. Petit extrait du changelog : [–SUITE–]

– Added windowed mode
– Added single display mode option – no resolution change between menus and game
– Added ingame support for all common resolutions, including widescreen
– Added support for 32-bit color
– Textures can now be automatically promoted to 32-bit, improving quality and effectively eliminating the palette limit
– Added UI framerate cap option to avoid GPU fan spinning up in UI
– Added DDS/PNG image support
– Added full 24/32-bit TGA/BMP image support
– Increased the maximum number of frames allowed in animated textures from 20 to 99, and increased the allowable filename length for animated textures (before the underscore) to support more than 7
– Animated texture rate can now be specified via a material file for that texture
– Fixed a bug where Transparency property didn’t (correctly) apply on objects that contain transparent polys

– Replaced video player lib with an FFMpeg based one to play cutscenes. LGVid.ax or other codecs are no longer required
– Option to use OpenAL (if available) instead of DirectSound. Includes support for audio effects in Windows 7 without an EAX-enabled driver (e.g. ALchemy)
– Added “head_bob” config var to control amount of head bob
– Added mousewheel support to options menu
– Fixed player ground contact tracking when walking off an object (caused footstep sounds to get “stuck” on previous material)
– Fixed sound cap per schema type bug and upped max sound channels to 48
– Changed screenshot output format to BMP and also added support for PNG screenshots
– Changed mouselook sensitivity to be resolution independent
– Added check to avoid trying to open files with reserved system name like com ports
– AIs now breathe from their head instead of their stomachs. They will no longer drown when up to their waist in water.
– Lowered player crouch height by a tiny fraction so he’s less likely to get stuck on 4 unit tall spaces
– Added better support for binding actions to the mouse wheel (can bind wheel up and wheel down as separate actions, with modifier key support)
– Fixed star rendering
– Added “log_player_pos” command that dumps current player pos to log file (when enabled)
– Added the ability to detach from ladders by crouching
– Improved mantling a bit and added optional new mantling algorithm with lower failure rate
– Fixed a bug which limited number of sound channels to 16 even if more were selected
– Fixed a bug that sometimes caused doors to float away into infinity
– Fixed (or at least greatly improved) a bug with edge triggered OBBs sometimes failing to detect collision (in particular for slow moving objects)
– Fixed framerate dependent speed issue for camvators/moving terrain (with collision type: none)
– Added “fixed_star_size” option for resolution independent star size
– Fixed some bugs when attaching to a ladder from water.
– AIs who are facing very close to a wall will no longer turn to face south when the game begins
– Health bar drawing adjusted in widescreen
– Added option to fix arm rendering
– Added AA to rendering of loadout screen items
– Fixed pickpocket count bug that would always show 1 more maximum pickpocket than there actually was.
– Added “Blocks frobs” property, allowing objects to block frobs of objects behind them (e.g. to stop frobbing items through safe doors)
– Added option to left-align map notes text
– Made navigation of map/objectives screen a little bit more in-game friendly (screen can also be closed with space, arrow key navigation and return to switch map/obj)