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/vr/ - Retro Games

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4885351 No.4885351 [Reply] [Original]

>so his minions are these little monkey fellas

>> No.4885364

why does garrett hate everyone else so much?

>> No.4885365

First for Constantine did nothing wrong.

>> No.4885369
File: 2.89 MB, 3840x2880, 1510189255919.jpg [View same] [iqdb] [saucenao] [google]

Black Parade never ever.

>> No.4885375
File: 641 KB, 1360x768, dump001.png [View same] [iqdb] [saucenao] [google]

Just started playing this game. Pretty awesome. But is there a way to play without texture filtering but without jagged shadows?

>> No.4885376
File: 1.14 MB, 1121x1177, karras_mad2.png [View same] [iqdb] [saucenao] [google]


>> No.4885379

just finished thieves guild for the first time.

i went to the safe first, before getting the key. then i was utterly lost for about 2 hours. i wanted to fucking die

>> No.4885384

Get the latest version of newdark and it'll work.

>> No.4885390

smug radical centrist

>> No.4885424

Get lost, gearhead.

>> No.4885436
File: 1.08 MB, 1400x2000, Running Thief.png [View same] [iqdb] [saucenao] [google]

>> No.4885448
File: 1.16 MB, 2046x768, 1512237135606.png [View same] [iqdb] [saucenao] [google]

>top left
What a bunch of hack frauds.

>> No.4885472

Or maybe they like Nightcrawler and wanted that mission to be a sort of tribute?

>> No.4885509
File: 532 KB, 1360x768, dump003.png [View same] [iqdb] [saucenao] [google]

Thanks, looks great!

>> No.4885516

>implying it's physically possible to like Nightcrawler

>> No.4885519

Do you think us here at /vr/ helped get proper shadows in point filter mode? I doubt most people in the Thief community care besides here

>> No.4885526

Maybe not the mission itself but the aesthetic.

>> No.4885535

what's the worst thief 2 level?

>> No.4885542

Though choice. Maybe Trace the Courier - the other levels I don't like at least contain some things I like about them.

>> No.4885551

what are some redeeming factors of worse levels, in you opinion?

>> No.4885570

Kidnap, by far.

>> No.4885594

In Ambush, the scenario of sneaking into Garrett's apartment is pretty cool.
Solforge had a cool atmosphere and scenery (when it wasn't just grey hallways). I liked Karras's commentary and the story of the Mechanists waking up too late to Karras's madness.
Kidnap I was surprised to find enjoyable on my last replay so it's no longer one of my least favorite.
Casing the Joint and Masks I don't really have anything good to say about come to think of it. They're extremely bland and dragged out, either one of them would be overlong alone, even without the repeat.

>> No.4885610

half of them. the good ones are still unpleasant to play thanks to thief 2 aesthetics.

trace the courier managed to somewhat salvage the shitty city map from ambush by integrating it into another task than just "lol ur ambushed bonk all the guards and escape lmao". it's not a good mission, but it does beat ambush.

>> No.4885627

"Hack frauds" is a meemee.

>> No.4885629
File: 704 KB, 1384x2067, 1504813454246.jpg [View same] [iqdb] [saucenao] [google]

Near the temple street gate there is an attempt of an the illusion of depth. It's also seen in The Sword, but the term used in art escapes me.

Duke Creygan's room is locked on hard. I had a hard time finding an entry. I could not lockpick it and a key was not around. Check the fireplace. Up at that point there was a certain psychology to the FM. The placement of guards steered you through the level and you found the loot on the way. The locked door disrupted the flow. Creygan's journal shows that random people seem to know about the Keepers. They should be less than a rumor.

You don't need to get all the loot on hard. The FM allows you to make a choice whether or not you take the small offering of Lisa. It is a decision without real consequence, other than conscience. This was also seen in Sword of Drakul, where you could destroy the remains of Andrea, without it being an objective. Would you go back and bring her the medicine? I think it would be funny if she is the same girl seen at the of TDS.

I think the post by Vigil is something to keep in mind when we continue on. Where do trends appear?

>> No.4885736


Wait no filtering works now with Thief?

No fucked up shadows?

>> No.4885751
File: 2.14 MB, 2048x768, 1504322177603.png [View same] [iqdb] [saucenao] [google]


>> No.4885764

Shiet only in the latest version right? I want it both for 1 and 2.
Finally, these kind of late 90s textures work so much better with no filtering.

>> No.4885798

How do you disable it again?

>> No.4885839

just find the filtering options in cam_ext.cfg

>> No.4885841

I did but it does nothing.

>> No.4885868

Nvm found it.

You know unlike Quake and Half Life maybe Thief works better with filter, I mean its much sharper yes.

Maybe there are ways to maximize it?

>> No.4885869

Are you using the latest (1.26) version of NewDark? The cfg file should have the options tex_filter_mode and lm_filter_mode

>> No.4886003

Anyone have that gallery of Thief pre-release screenshots saved? Darkfate's still down.

>> No.4886063

thankfully it's crawled and available on archive.org:

note you can only see the thumbnails for the pics in the old_dp directory, but I believe they're all in the main directory as well.

>> No.4886073

>I believe they're all in the main directory as wel
turns out I was wrong, only some of them are. I hope someone saved the rest before it went down.

>> No.4886079

fug, those were the ones I was really after.

>> No.4886087

I just double checked, and apparently most of them are archived after all, you just have to open their urls instead of clicking on them as you'd normally do. most of them are still available in other words.

some of them are gone, though.

>> No.4887036

Where can I download Thief Rare and Unused Models (T1) by Catalyst?

>> No.4888113

I can't find a link because of 404.
I did stumble across three Japanese FMs that TTLG doesn't mention.
Only The Killing Time (demo) Ver 3 by Keeper can be played. The other two available must be played with Dromed.


>> No.4888283
File: 97 KB, 1200x794, yep.jpg [View same] [iqdb] [saucenao] [google]

which fan mission is shrek looking at?

>> No.4888354

Yume no Rozen

>> No.4888427 [SPOILER] 
File: 59 KB, 800x800, 1531007850479.jpg [View same] [iqdb] [saucenao] [google]

OK, this is epic

>> No.4888434

FTM life

>> No.4888489

my little taffer
thievery is magic

>> No.4888518


>> No.4888701

Back up

>> No.4888705
File: 12 KB, 400x300, thief1shot_055.jpg [View same] [iqdb] [saucenao] [google]

>that one
Fuck this one in particular. I saw it in a magazine, and I was sure for years that I missed a secret in the Lost City.

>> No.4888745

Is Thief really that good or should I play Dishonored instead

>> No.4889286

Dishonored has some good idea (like the Outsider being an eldritch abomination), but the sequel completely shitted on that idea and ruined the franchise.

>> No.4889325

>play Thief : Gold (steam)
>do Lord Bafford's mansion
>only use the blackjack
>come stats screen
>"other kills : 3"
Does it counts the spiders?

>> No.4889346

How did they do that lava flow?!

>> No.4889410
File: 1.12 MB, 1400x2180, 1520083080831.png [View same] [iqdb] [saucenao] [google]

They're both worth playing but I'd say Thief is the better game by a good distance.

>> No.4889538
File: 19 KB, 150x250, 1495477754543.png [View same] [iqdb] [saucenao] [google]


>> No.4889603
File: 388 KB, 1366x768, dump023.png [View same] [iqdb] [saucenao] [google]

today I decided to give the blue star another try. this time I was actually able to meet the loot quota, and JESUS FUCK, no wonder it was so hard. you literally have to find every single piece.

>> No.4889610

Alright mission but it's rather linear and I never did find the last piece of loot. There was a switch near a staircase I found but I never found what it did.

>> No.4889613

Damn right it does.

>> No.4889619

it opens a hidden compartment in the attic, where you find a couple of coinstacks.

I liked the visuals a lot, and I did enjoy using rope arrows to snatch the gem from the pedestal. but as you say, it's pretty linear. still a very solid mission, though.

>> No.4889640
File: 2.80 MB, 800x600, Bloopers.webm [View same] [iqdb] [saucenao] [google]

Thief 2 Gold never...

>> No.4889734
File: 374 KB, 640x480, 1512997529519.webm [View same] [iqdb] [saucenao] [google]

Dishonored is garbage. Arkane fucked up with it and prey trying to bring LGS to consoles\mainstream. You cant compromise with these type of games.
Thief will live as a masterpiece on while dishonored gets forgotten.
Btw I just realized there is a patch for both Thief 1 and 2 that fixes the EAX ambient echoes. This shit should be mandatory on Tfix and tafferpatcher, it really changes the way Thief sounds and adds all the cool reverb sounds for different rooms.

>> No.4889752

Dishonored just fucked up with its stealth design or lack thereof. Almost no shadow-based stealth, bad sound propagation, silent crouching and no surface material footstep volume. The character is so powerful that the game would have been much better if the powers were complemented with more advanced stealth systems instead of AI who can't look up. But anyone who says that the other parts of the game's design is garbage is talking shit. The simulation based approach to design is everywhere and the worldbuilding and environmental storytelling are in no way any worse than in Thief.

>> No.4889760

>Btw I just realized there is a patch for both Thief 1 and 2 that fixes the EAX ambient echoes. This shit should be mandatory on Tfix and tafferpatcher, it really changes the way Thief sounds and adds all the cool reverb sounds for different rooms.
I tried it, and I wasn't a big fan of it. it messes up some of the ambient sounds, and the reverb fails to behave like real life echo would. you also end up not hearing a lot of sounds that you really should be able to hear.

>> No.4889784

I have not felt like I missed anything, and the reverb really spices up some rooms. As far as I know I can hear distant and close up stuff no problem.

>> No.4889827

maybe it's just my sound card then?

to give one example of what I'm talking about:
in assassins, when you go to ramirez' mansion, you walk on a boardwalk, passing a waterfall on your right side.

when you play with hardware disabled, you will hear the sound of the waterfall from a ways down the boardwalk, and it will get progressively louder as you approachit, just like you'd expect it to irl. with EAX, however, the sound will start abruptly when you walk right in front of it. EAX mode is full of quirks like that.

like I said, maybe it's just my machine. I still prefer to play with hardware sound disabled.

>> No.4889874

Dishonored is balanced so that most players will resort to combat to get out of a blown stealth situation, since you can kill usually a handful of guards and still get the good ending.

>> No.4889910

>the worldbuilding and environmental storytelling are in no way any worse than in Thief.

No really fuck off.

Just went there and it worked fine.

>> No.4889916

Dishonored also contradicts itself in its story.

>> No.4889920

>No really fuck off.
You will demonstrate exactly why I'm wrong or you will go fuck yourself.

>> No.4890829

Took me some time to reply but just a moment to play the mission: the lenght is just right. On the short side, but it ends exactly when it should. The player faced an array of different situations and all the plotlines are wrapped up, a mission's ideal ending.
The world of the mission is small, every character involved in the story is either in the mansion or did something that affected the events. Even the Keepers have a specific role this time. This part of the City feels strangely isolated as a result but at least you get to know it completely, and in the time it takes to complete your task. A short story you hear by playing the game, and without a single forced narrative moment, except maybe the confrontation with Edmund.
Just before this mission we were talking about repetitive and nonthreatening bosses and here we have a new character that comes to life in a FM. Another hooded man, sure, but the way he's characterized through his diary, the story and how he acts when you meet him (and also the buildup for that moment) makes him feel like a real character and not a cutout from TDP. Not entirely.

>Check the fireplace
Oh. I just bashed the door open. I've been reading some of the Conan stuff and while I enjoy the rogue side of the character, I guess in return I'm starting to steal like a barbarian would.
It's also making me appreciate more and more the supernatural part of Thief. It's fantasy, but the kind of fantasy where what breaks the rules of logic and reality is cursed and dangerous. Magic is held by priests, ghosts and mages hidden in towers. The gods are dead, forgotten or vengeful. All the secrets hidden in the dark should stay there. The protagonist doesn't care: Conan has always lived free and Garrett just wants to earn something from it. It's thanks to this detachment that the protagonist always overcome the unnatural.
This FM perfectly summarizes this side of Thief (or maybe I'm biased), and plays like a tale of the Cimmerian.

>> No.4891002

Speaking of trends, I guess their origin varies.
They may start from discussions about the game and in general from the way the game is perceived; from attempts at recreating what the game did or at doing something that the game didn't do and, in both cases, from what those attempts create. The circle continues and eventually new trends start from the discussion of missions created because of a trend.
Sure enough most of the trends we've observed in these first FMs are dictated by the limitations of a single mission compared to a complete game. But that's typical of any fan mission of any game.
One example are the antagonists we've met so far. Edmund, Rothchest, Drakul, Bruno and more, wretched men corrupted by their lust for power (again, like the many Conan beheads at the end of his adventures). They need to be the cause of everything that happens in the mission, there's no time to introduce them later, there's no later at all. As a result, their presence looms over the player during the mission, recreating a sort of "short story" feel that not all OM have, since those can be tied together to create continuity.

>> No.4892735

Burrick bump.

>> No.4892951
File: 168 KB, 850x746, deus_Ex_JC_pony.jpg [View same] [iqdb] [saucenao] [google]

Dishonored tries to replicate the "immersive sim" loop but shit is very unbalanced and in the end it becomes a washed out version of the game that inspired it, much like how Bioshock is a poor man's system shock 2.

>> No.4893101

>Oh. I just bashed the door open.
What about the guards? What about your stealth?

>> No.4893106

I bashed them open too.

>> No.4894483
File: 32 KB, 404x302, 1523598363534.jpg [View same] [iqdb] [saucenao] [google]

Wait where did you get this file from?

>> No.4894486

Don't ask.

>> No.4894716
File: 326 KB, 1048x1325, manfool.jpg [View same] [iqdb] [saucenao] [google]

It's too late, I've lowered that bar and there's no going back. Now stealth for me is getting out of there rich and alive. Bonus points for killing a god in the process.

>> No.4894874

You should play the The Killing of Time by JIS!

>> No.4894880

Its more smugness than anything, he can't really respect anyone when he knows how simple every single trick to disappear from someones sight is. Everybody has to be retarded to keep falling for it.

>> No.4895168


Honest answer? Hes tough orphan with serious authority and mommy issues, or lack thereof. He mustve had a very hard childhood and coupling that with his ego while discovering the Keepers was a bad mix.

Like the cutscenes say actually. The most promising acolyte.

He really is the perfect archetype of the unwilling anti hero that gets pushed around by everybody so arrested development makes sense.

>> No.4895518
File: 244 KB, 409x647, 1517553315923.png [View same] [iqdb] [saucenao] [google]

*walks toward you*

>> No.4895583

Why don't modern games do shit like the Blooper Reel anymore?

>> No.4895593

Just found it funny that they figured to shoop JC's head on 0r0's lmao.

>> No.4895607

Because everything has to be super serious. Games are no longer something a bunch of friend do together, now there are brouzoufs at stake.

>> No.4895625

What I liked the most about the blooper reel was the little trivia, and amusing mistakes and difficulties that the developers encountered, like the Burricks farting themselves to death. I find that stuff extremely interesting. I'd love for more games to have a "Developer Commentary" mode, or something

>> No.4895630

I love these too. I tried making small games, and it makes me feel a lot better to know that even professional developpers can have strange, fun bugs.
Like Cutty standing up.

>> No.4895670

>beats to death with blackjack before he can run

>> No.4896087

Anybody give The Dark Mod a try?

>> No.4896295

RIP Frazetta, often imitated but never equaled

>> No.4896636

>Write notes on your map by clicking on it and typing
Holy shit I didn't know about that

>> No.4896637

I think you can only do it in Thief 2. That's why you have a blank map page.

>> No.4896705

You can in TG but that may be a NewDark feature.

>> No.4896821

I prefer to use a piece of paper and a pencil. I can draw a more detailed map layout and the patrol routes. The ingame map is so limited in what you can with on it.

>> No.4896871

only time I did this was when I played sepulchre of the sinistral, for the teleporting maze.

>> No.4896936

It is.

>> No.4897126

it's still janky as fuck and most missions seem to follow the modern corridor stealth approach

>> No.4897303

it’s probably just a separate textured mesh from the rest of the wall

>> No.4897695

The textures pack in tafferpatcher is actually not that bad for Thief 2.

It preserves the best textures while adding some decent ones, unlike that infamous HD pack.

>> No.4897934

>Near the temple street gate there is an attempt of an the illusion of depth. It's also seen in The Sword, but the term used in art escapes me.

>> No.4897982

>that image
Is that you Cervine?

>> No.4898872
File: 48 KB, 254x240, baffffffff.png [View same] [iqdb] [saucenao] [google]

>> No.4898949

Bafford's smile is nothing like the uncomfortable overcompensating and submissive onions grin. It's a mocking, confident and condescending laughter at his inferiors.

>> No.4899097

Dishonored doesn't suck. It has a good, but slightly predictable story that we've known from other Arkane games. It's about how difficult it is to move away from tyranny, and how a revolution will likely just bring forth another form of tyranny.

The stealth was okay. Just because it wasn't Thief-tier special doesn't mean it was dogshit. It was definitely better than the stealth of Dark Messiah. The only problems in that game were the lack of non-lethal tools such as a flashbomb, noise arrow and the like. Then you could use powers like teleportation and night vision constantly to see everything and move everywhere with ease.

The binary nature of the story also kind of fucks with your stealth gameplay. If you want the good ending you can't go around killing someone, even if it's the only calculated kill in the level. Killing stuff is more fun in Dishonored than taking people out non-lethally. Fights are over way to quickly in Dishonored because one alert potentially draws all the guards of that level to your position, making for a big, short fight.

This is why Dishonored really profited from the Dunwall City Trials. There were 2 missions that hinged entirely upon stealth and not being a savescummer, and a few on puzzles and combat. Especially backalley brawl and the time stop puzzle one really brought out how great the combat is in that game, and how you can make it last long. Mysterious guest for example looks great and is something that I'd wished I had seen more in the main game.

I think Arkane did their best under the current circumstances. I wouldn't willingly shit on the only developer willing to acknowledge the legacy of Thief and trying to keep some of that old flame alive. And don't forget that LGS were pioneers, not big-profit businessmen who dominated the market in their day. Everything comes at a price.

>> No.4899148

>If you want the good ending you can't go around killing someone, even if it's the only calculated kill in the level.
You can kill plenty of people without getting the binary bad ending. You'll probably have to kill about 25% of the people in the entire game to get the bad ending.

>> No.4899210

>I wouldn't willingly shit on the only developer willing to acknowledge the legacy of Thief and trying to keep some of that old flame alive

I would, because I excepted better. Fuck them and especially Smith, Now that Raphael left they are dead anyway.

>> No.4899309


What mission / fm are you taffers discussing?

>> No.4899312
File: 110 KB, 360x360, nu-guard.gif [View same] [iqdb] [saucenao] [google]


>> No.4899371
File: 596 KB, 1366x768, dump002.png [View same] [iqdb] [saucenao] [google]

Edmund has a diary that spells out his decline into evil. The entire FM has an emphasis on how rotten he is. He is a flat character.
I suppose that is the term.
Lord Edmund Entertains.

>> No.4899629

Thanks, that sated my thirst for blood for now. One hell of a taffin bloody palace, a gauntlet way fancier than the one this mission takes inspiration from, with themed rooms and an increasing level of difficulty.
Now the only thing I envy Conan for is his healthy diet of exotic beauties, but Thief won't provide me that I'm afraid.
Speaking of, this is the first mission I've played that features the original bugbeast.

>Edmund has a diary that spells out his decline into evil. The entire FM has an emphasis on how rotten he is. He is a flat character.

Sure, but it's all about how well the elements that describe a character work together. The story itself isn't unique (Shunned, Rothchest have similar themes). There will be time for exceptional writing, for now I'm happy to see the plot of a mission revealing itself organically as the player goes on. At first Edmund was a mystery, then I learned the truth and, when facing him, seeing him act accordingly to the character the readables describe was incredibly satisfying. Especially in a game where, no matter how evil they are, they always hop and fence the same way when fighting.
The whole thing also gains a sense of mystery because only the Duke, other than Edmond himself, points out the player the madness of the antagonist. For everyone else he's just a cruel man. Not even the briefing estabilishes him as a threat at first.

Speaking of Keepers and trends, even if they're at their peak form in TDP I can see why people wanted to give their own answer to the enigma that this faction was. Since the dawn of time loose ends are fertile ground for fan fiction.

>> No.4899854

Ahh - havent done that one.
I always get the title confused with another called 'Sir Lector Comes To Dine'

>> No.4900268

Has there been a brush count restriction contest before (like Quake's 100 brush competition)?

>> No.4900518

It's the only place I've seen people complain about it as fervently, so I hope so.

I want someone to make a shader to emulate how my POS 233Mhz PC had to run it in the 90's... With all the banding and what-not...

>> No.4900521
File: 54 KB, 640x480, OaI8k.jpg [View same] [iqdb] [saucenao] [google]

forgot pic

>> No.4900569

I don't think so.

>> No.4900640

Was there always a dead haunt in cragscleft mines?

>> No.4900731


>> No.4900845

Do want

I couldn't even get past the first gate objective. None of the AI scripts were activating.

Don't tease, who are you and what is it called?

>> No.4900853


>> No.4901427

I don't have an account on ttlg yet and its working title is "test17.mis".

>> No.4901450

Is it your first mission?
can you say anything about it? :D

>> No.4902030
File: 5 KB, 259x194, BFCF7526-AB0F-432B-B204-A5C516F5DB63.jpg [View same] [iqdb] [saucenao] [google]

What are your favorite T1/TG Fan missions and why?

What are the most beautiful or technichally impressive T1/TG fms?

>> No.4902065

You know what, it would be nice to have a reinterpretation of the classic thief 1 and 2 missions, with all the advancements we got from the tfix.

Not that I don't like the originals no, just for fun.

To me the Sword was an experience like no other. No book or movie grabbed me by the balls like that.

>> No.4902073

Are there any differences between the Thief and Thief 2 engines when it comes to DromEd? Does one FM work in one or the other? I think that's unlikely, but I don't know.

Someone also recommended me Cabal in another thread; I've been meaning to see if there are any Deadly Shadows FMs that scratch the itch. The engine has its faults, but its strengths, too.

>> No.4902075

Olddark DromEd is different between T1 and T2. With NewDark they're basically identical (based on T2's DromEd).
OldDark FMs work with NewDark but not the other way around. Also, an FM that is made with a later version of NewDark may not work for someone who has a previous version; in that case you get a message at the start of the FM when you launch it.

>> No.4902093

Thanks for the info. I'll download NewDark with DromEd to get the Fan Missions etc. I'd like to mess around with the editor at some point in the future but I think it will be some time before I wrap my head around it.

>> No.4902132

I haven't played enough T1 fan missions. Circle of Strain was the first FM I ever played and it was good. I also played Calendra's Cistern but I didn't really care for that one. When I was into FMs big time everyone was making Thief 2 stuff. It probably didn't help that the source code hadn't been discovered so old limitations were plaguing the older of the two games much more.

>> No.4902224
File: 69 KB, 555x605, 1525083983476.jpg [View same] [iqdb] [saucenao] [google]

I'd like to see one. The 64^3 contests are often interesting, it might also be if authors are given free range on scale but forced to ditch the greebles.

I don't know about most technicality impressive but for favorites:
>Gems of Provenance: probably my favorite set of FMs from either game. Perfect TG atmosphere/aesthetic, extremely creative layouts and scenarios. Good challenge, but never too much. What I really love is that the missions have a progression through different themes (such as the underground mansion -> daytime ruins, or hydro plant/museum -> sewers -> lost city) which recalls missions like The Sword or Song of the Caverns.
>Skacky's collection goes without saying.
>Augustine's Revenge: one of my favorite city missions. It has this layout that you flow through freely, but never get stuck going in circles. It has a lot of memorable surreal-ish areas like the crayman tower and its lone guard. It's certainly not the most impressive mission because the level of detail is easily less than that of the OMs, but it's far from ugly.
>Shadow of Doubt: this some nasty ass mission design but the atmosphere game ridiculous
>Brainchild: spooky
>Autumn in Lampfire Hills: comfy

>> No.4902465

There was definitely one at some point

>> No.4902698
File: 762 KB, 1024x768, 1501065261324.png [View same] [iqdb] [saucenao] [google]

Did you hear about he upon whom the gaze of the Guardians fell?
He was destroyed!

>> No.4902709

>Autumn in Lampfire Hills
It IS super comfy. That one I've played.

More lists like this please? I hadn't ever heard of Gems of provenance!

>> No.4902716

wat FM?

>> No.4902720

Down in the Bonehoard, highly obscure and underrated FM.

>> No.4902746

Missed that room somehow

>> No.4903371

Not gonna lie, Constantine's speech is really unnerving in French. He speaks slowly in a sarcastic tone, like a smug man talking to a child.
I don't know if it fits him.

Play in Expert. The Bonehoard is full of really strange stuff.

>> No.4903436

>'Waking the Dead ' - Idea for a Necromancer mission for T2Gold. Would have featured the Venom Blade, Ghouls, Summing chamber with Demon. This would have featured The Book of Ash as well as ties to the Trickster, and the Mages. An outline for the Briefing has Viktoria send Garrett on a mission to destroy the Book of Ash because of the Mechanists interest in teaming up with the Necromancers. An alternative briefing was to have Garrett found out, after the fact, that he should have stolen the Book of Ash and now has to go after it. This mission was also known as 'Necromancer's Castle (early stages)' and possible placement was directly after 'Casing the joint'.
>Raid at Willard Square - Idea for a mission for T2Gold, where the City watch cracking down on crime showing a more 'low down' section of the City. There appeared to be a problem with having a brothel in the mission.
>'College-University' - Idea for an undercover mission for T2Gold, with the Aristocracy. There appeared to have been an issue with why Garrett needs to go undercover in this mission. Appears to have been worked on by Mike Chrzanowski or Mike Ryan
>Fallen Hammers - Idea for Hammerite mission for T2Gold. possible placement was directly after 'Masks'.

>tfw never

>> No.4903721

Do the maps actually change on expert?

>> No.4903725

sauce on info?

>> No.4903741

I think there are minor changes, such as harder objectives still being accessibles and different monsters spawning, but it's been a while since I played the first Thief. I do know it's still possible to find the treasures in the Bonehoard, through the named treasures are replaced by generic treasures.


>> No.4903782

Most of them have minor changes (loot is moved around, there are more guards with potentially different patrols, some rooms aren't accessible anymore), but Bonehoard changes drastically depending on the difficulty.

>> No.4903806

the haunt room is pure kino

>> No.4903807

What color is the texture city/cris464 for you?

>> No.4904071

dark beige

>> No.4904078

The one where a haunt spawns in front of you just as you walk in? It was fucking spooky.

>> No.4904116
File: 450 KB, 1275x680, 1517100219425.png [View same] [iqdb] [saucenao] [google]

Does anyone know if the enhancement pack turns it blue? It's also beige for me but I noticed in some videos it's blue, even though they don't use a texture pack. pic related.

>> No.4904209

That screenshot uses several mods, so I wouldn't be surprised if that texture is somehow fucked up.

>> No.4904223

Don't use enhancement packs.

>> No.4904234

I don't, the difference just caught my eye and I thought I could use a plain blue texture, but I couldn't find it in my installation so I got curious.

>> No.4904238

What's the line?

>> No.4904242
File: 21 KB, 604x116, Filtr.jpg [View same] [iqdb] [saucenao] [google]

IS it one of these two?

>> No.4904245

Yes, set the first one to 0 and put a semicolon at the beginning of the second one.

>> No.4904278

What settings do I chose in Tfix 1.6 to avoid getting new AI meshes?

>> No.4904279

Thank you!

>> No.4904291

have you tried tfix lite?

>> No.4904356

What are the differences?

I might like to have the flaming extinguishable candles from Tfix proper.

>> No.4904548

wow, didn't even know there was a french dub of these games.

>> No.4904557

Except for Garret's voice being a bit weird, it's also honestly pretty good. Constantine sounds sarcastic, Victoria sounds like sex, and the guards sounds like thugs who hit first and ask question later. Which is weird when they assume a guard position instead of just grabbing your neck.

Ramirez's assassins sound laughably incompetent though.

>> No.4904563

yeah, i can see they even bothered translating the maps to french. it's rare to see such efforts in the 90's.

>> No.4904568

They did screw up Thief 2. Karras' voice actor is highly charismatic, which is in high contrast with his lisp in the original version. I was very surprised when I first heard him in the English version, he sounds like a small, bitter man with a lisp rather than the charismatic cult leader I knew.

The Pagans' speech patterns are also completely lost in the French version, only the Hammerite have some old-sounding lines.

>> No.4904687
File: 3 KB, 309x163, 136B0B4C-76D3-4600-A431-2FE71D6D972F.jpg [View same] [iqdb] [saucenao] [google]

Anybody played FrenchDecay's missions?

>> No.4904840

Breathing Corpses is one of the best undead missions out there. Haven't played his first one.

>> No.4904845

Oh yeah, speaking of FMs.
How are the Dracula missions? I'm in the mood for some vampires after watching that abomination that Twilight was.

>> No.4904859

It's pretty good, but Bathory is far better. Nosferatu is also really good but it's only one mission.

>> No.4904867

Adventure game-y (read:annoying). I've heard his later missions are better in that respect.

>> No.4905063

nosferatu is boring as shit, it's not a thief mission it's a point and click adventure on the dark engine, and I remember the author's other missions being similar

>> No.4905716

How do I get Shadow of Doubt running?
It's all broken and the guy won't open the first gate properly.

>> No.4905952

It just works for me. I've heard about how rickety the campaign is but I seem to have dodged all that. You're talking about the first gate, just past the wall right? I just walk to the guy, then he runs over to the lever, then I go to the gate and he opens it for me. Heads up: after that there's a locked sewer hatch, the lock is hard to see in the shadow.

>> No.4905995

Don't mind me, posting some nightmare fuel : https://www.youtube.com/watch?v=rNSh-MJRwAA

I fucking hate these. Unlike zombies and ghosts, these are actually intelligent.

>> No.4906057
File: 829 KB, 1920x1200, 1522043043929.png [View same] [iqdb] [saucenao] [google]

>> No.4906281

new dark is at least responsible for a bug in tears of blood that causes the mission to instantly fail if you play it on higher difficulties.

>> No.4906856

Would you rather live in Donal or Reuben's mansion?

>> No.4906861

Donal, I love the colors.

>> No.4907290

It's a shame, really. The atmosphere is top notch, but when I realized that my exploration of the castle wasn't gonna turn into a cat and mouse situation (Thief probably isn't made for that, though), the spell was broken and the charm lost. But the stealth stuff happens, just outside the castle: atmospheric, sure, and also the least interesting part of the mission. compared to the castle.
It has its moments, lots of those. It does well what it's meant to do, and I enjoyed it for that when I did enjoy it. It's just really weird not playing Thief while playing Thief, especially while in a well designed castle. I should just stay away from unorthodox stuff instead of getting my heart broken like this.

>> No.4907480

Only in Thief 2, but NewDark brings it back to Thief 1. It also sucks because the text you type is centered, so your text extends to the left and to the right of where you put your cursor, and text can't be edited once you click away.
I just use my phone, and even then I've only felt the need to take notes when playing Shipping so that I can keep track of who I've hit. I set up a checklist on Google Keep like 5 years ago that I just reset whenever I replay it.

>> No.4907618

WHat mission are we talking?

>> No.4907650

O NVM didnt realize you were talking about Thieves Guikld

>> No.4908186
File: 78 KB, 568x200, 200.gif [View same] [iqdb] [saucenao] [google]

ANybody still got screenshots of Thief that they took back in the day?

>> No.4909238

N'lahotep's Tomb. We return to The Lost City!

>> No.4909714
File: 514 KB, 1024x768, dump003.png [View same] [iqdb] [saucenao] [google]

Playing Broadsword of SHeol right now

Completely skipped Guilsatpeak due to terrible AI glitching

>> No.4909969

What are y'all playing?

>> No.4911206

Great mission, but you gon get memed on after this.

>> No.4911526

Replaying TG for the first time in a while. On The Haunted Cathedral now.

>> No.4911795

Why will I be memed?

>> No.4911826
File: 16 KB, 1007x776, 1506573247275.jpg [View same] [iqdb] [saucenao] [google]

You'll have to see.

And if you haven't installed the newdark dml fixes for the campaign then you should. The ai in Tears of Blood seems weird anyway but Newdark makes it worse and I think there might be issues in the last mission.

>> No.4911837

I did install them but I was having problems wit the first two guards stopping in doorways and preventing progress all the time.

Couldn't save because saving made them stop in their tracks permanently until their awareness state changed.

Got sick of restarting :P

>> No.4911870

is there an updated version?

In my version I had to pick the lock in ToB with a nail.

In this video they use a splinter.


>> No.4911897
File: 235 KB, 640x2398, 1500440561955.jpg [View same] [iqdb] [saucenao] [google]

I don't know about that difference. It was a splinter when I played, however I didn't use the ND fixes yet managed not to run into any of the common problems people had with the campaign except for Expert on Tears of Blood being impossible.
I think there was also a key in Nightcrawler that didn't work but I don't know if that had anything to do with newdark.

You do get a nail later on in the mission, maybe you misremembered? To my knowledge there's no alternate version of SoD that's been released, but Tears of Blood itself was released multiple times, as part of this campaign and earlier as a duo with Tuttocomb's Tomb. I don't know if there are any differences between those releases and if there is I don't think you would've ended up playing the other one.

(I say that there's no alternate SoD that's been released because there is actually a remake, which is apparently still going to be released someday, pic related).

>> No.4911901

Oh wow! Is SPERRY doing the remake or someone else?

>> No.4911910

One version of Tears of Blood has a whole underground area that's accessible while it's blocked off in the Shadow of Doubt version.

Sperry is doing it.

>> No.4911916
File: 282 KB, 640x2878, 1517247028697.jpg [View same] [iqdb] [saucenao] [google]

Yep, he's working on it. I mentioned this in the last thread but he's resurfaced in the last month, having made some posts on The Editor's Guild on ttlg and updating his blog for the first time in a few years. His posts on TEG related to pic related, and I asked him about it and he said that it's a prologue to the SoD remake and is relatively near completion. It'll probably be a long ass time before they come out, if they ever do.


>> No.4913251

what are the maximu, limitations on brushes, etc in thief gold era dromed after tfix and the dromed toolkit are installed?

>> No.4913267

You'll run into other limitations such as cells by the time you reach the brush limit. Don't worry about it. The cells limit is the one you need to keep an eye on. The hard limit is 32760. The map will not portalize anymore if you get past this threshold.

>> No.4913487

Do i need to raise that manually in a cfg somewhere?

>> No.4913541

No, cells is a hardcoded limit that can't be increased unless you have the source code, and even then it was only increased once with the release of NewDark.
The one thing you can increase however is the maximum amount of objects per mission. This is controlled in the DARK.CFG file in the root folder.
Its default values are:

>; object counts
>obj_min -6144
>obj_max 2048
>max_refs 8192

My own version is:
>; object counts
>obj_min -6144
>obj_max 8000
>max_refs 32768

Changing these values will prevent you from running out of object IDs, which can happen if you have tons of stuff in your mission.

>> No.4913546

Is this in the actual game?

>> No.4913551


>> No.4913554

>he hasn't played the blooper reel

>> No.4913560

Thief Gold.

>> No.4914028

Oh well, it's a start. A lot of people were still trying dromed out at this point and at least we finally start robbing the ruins of this ancient civilization, right under their creepy gods' noses, as a part of our journey.
Facing burricks in tunnel like these it's always a nightmare but, unless I missed some loot, weirdly enough that encounter was completely optional. The other kind of people I love meeting when it's absolutely impossible to run past them is zombies, so I liked the final surprise. More generally, I always enjoy the idea of a guardian being awoken by a thief's ungodly actions. No matter how bleak things become for me just when I'm trying to get out with my ancient relic, it just makes sense for the aforementioned ancient civilization to fight back a little. It's not that great if it's forced on the player, but I'm talking Rocksbourg 1 levels here. In this case it was just a zombie.
A little disappointed I couldn't read the scroll I wasn't supposed to read and let my curiosity be the ruin of me. Perhaps grabbing it through the wall was already enough, as far as forbidden Keeper techniques go. Is there actually a way to open the recess in the wall?

>> No.4914098

Thank you - I have altered mine thusly.

Pray tell, builder - art thou toiling on an fm presently?

>> No.4914741

How does it feel knowing that most map-makers are goobergate-spewing assholes? I hope to see some change someday.

>> No.4914751

>Pray tell, builder - art thou toiling on an fm presently?
Yeah, but it's going slowly. Not much to show yet.

>> No.4914898

How does it feel to ask dumbass questions wherever you go?

>> No.4914967

what did he mean by this?

>> No.4914979

Very cool - what's the premise?

>> No.4914986

It's pretty classic all around, not trying to reinvent the wheel. It's mostly a mansion with an underground passage that leads somewhere else, with some different objectives and events depending on the difficulty.

>> No.4915006

I love mansions. Is there a murder mystery going on?

>> No.4915025

Nope, nothing like that.

>> No.4915063

Love that style.

Are you building for the anniversary contest?

>> No.4915096

Yup. Hope to make it to the deadline.

>> No.4915101

Ahh! I'm going to do a collab with a friend and try to make it in as well.

>> No.4915543

"there have been interruptions, such as System Shock 2." Ahahaha. Yes, it is a very basic FM. Simple brushwork. Again, all the loot is located at one place. Forced encounter. Eh. These kinds of optional routes can add a sense of size and toy with your sense of direction. It depends on how they are connected.
It is interesting to note that ingame the mission is called Viktoria's revenge. I checked if there was a .str file of the scroll you weren't supposed to read. I found something else. "Garrett, you destroyed my master, that was your first mistake, I have stolen the Eye and your sword, come and get them, Viktoria". Perhaps there was an idea to answer a loose plotpoint? It was discarded.
The Model Name of an entire skeleton is "skeleton". You see people play around with individual parts. In this case the rib cage is missing.

I forgot to post this: https://www.youtube.com/watch?v=CyKoSHhCZwU

>> No.4916981

Don't let this thread disappear you taffers.

>> No.4917054

There will always be a new thread. All is as it's been written.

>> No.4917814

Yeah, what happened to Viktoria after "Escape!"?

Regarding Lytha's survey, what is the difference between sorting the OMs in the order of your preference and giving a score (1-10) to each OM separately? How does it impact the data and analysis?

>> No.4918026

What survey?

>> No.4918654


Found. How did a 1999 survey come up?

>> No.4919056 [DELETED] 

Use a water arrow.

>> No.4919058

Use a water arrow.

>> No.4919698

My second question is unrelated to the playthrough of fms those two anons are doing. Sometimes the survey is used as an argument in TDP vs TMA debates. I have my doubts about the quality.

>> No.4920028

Ohh I see.

Does anyone have a quick reference chart with the Dromed Hotkeys on it?

>> No.4920039
File: 534 KB, 2390x1080, 1522467596312.png [View same] [iqdb] [saucenao] [google]


>> No.4920068
File: 41 KB, 460x215, header.jpg [View same] [iqdb] [saucenao] [google]

It's going to flop isn't it?

>> No.4920076
File: 13 KB, 250x188, 1510030277791.jpg [View same] [iqdb] [saucenao] [google]

*blocks your path*

>> No.4920083

Thank you very much!

>> No.4920167
File: 14 KB, 468x40, Dromerror.jpg [View same] [iqdb] [saucenao] [google]

By the builders haaand!

What sort of error is this?

>> No.4920181
File: 644 KB, 1920x1200, 1507203185303.jpg [View same] [iqdb] [saucenao] [google]

Why does TDM do this? It also happens underwater.

Probably something not snapped to grid.

>> No.4920192

how did I unsnap something?

(I'm learning dromed as of this week)

>> No.4920201

If you moved a multibrush around, things can easily get unstuck from the grid. Or, if you weren't using the grid in the first place. Change to the lowest grid size that you've used and use hilight_check_snap and see if any brushes turn dark blue, and then snap those ones to that grid.

That said I'm not sure if that's actually the cause of the error. I'm also relatively new to this and I got that error for the first time the other day, but dromed crashed before I figured out why.

>> No.4920252
File: 203 KB, 640x480, thief cart.jpg [View same] [iqdb] [saucenao] [google]

>> No.4920267

Oh yes hard as fuck, despite some good lgs people working there some other are complete utter hacks.

Way to kill these games for a few more years like Prey did with its mediocrity.

>> No.4920286
File: 8 KB, 608x106, 1503384272190.png [View same] [iqdb] [saucenao] [google]

Time to replay Endless Rain.

>> No.4920290

Not seeing Celsius always makes my brain hurt.

>> No.4920320
File: 377 KB, 1920x1200, 1509964582227.png [View same] [iqdb] [saucenao] [google]

These things make me uncomfortable, like they're going to keep growing and slice you.

>> No.4920350

The one near the grass tunnels almost made me shit my pants when I first played tge game.

>> No.4920360

How do you play the game regarding saves? I did the first mission in Thief Gold on Expert and I tried doing it without saves but I ended up using just 1 save which put me inside the manor.

>> No.4920381

I did everything by now, and I must say 1 save per mission was my favourite when I was only mid skill.

Iron man is fun in Thief as well, missions are long but fair and you do have instruments to run away that you never use when ghosting.

>> No.4920387
File: 131 KB, 717x960, tmp_26839-33839839_1663984400345896_5558650075820851200_n703151410.jpg [View same] [iqdb] [saucenao] [google]

what's taffin' /vr/o's?

>> No.4920613

Fuck boys tried ironman in Thief Gold but it's too tough and frustrating for a firstcomer like me. What's a good and fair saving system for this game without you feeling like a savescummier and still being challenged by the game?

>> No.4920642

Save once at the beginning of the level, after a section of the level (e.g. after the mines going into the prison, after the city segment in Assassins), and any time you interact with a ladder or rope arrow.

>> No.4920647

The game is really challenging at first, once you first start to disregard modern videogame mechanics and rely on your spacial wit and sound cues.

So I would advise savescum away first.

>> No.4920656

Yeah as I mentioned earlier I did this in the first mission with entering the manor. Wish the game just had a checkpoint feature for expert.
But this makes the first playthrough pretty easy and meaningless. It's not really that hard to start paying attention to a guard whistling.

>> No.4920703

80 is too warm for a home, or a rainy day, but not hot for a sunny day.

>> No.4921516

Do these glyphs even do/activate anything?

>> No.4921573


>> No.4921574
File: 250 KB, 500x500, 1526926957957.jpg [View same] [iqdb] [saucenao] [google]

What kind of traps, anon?

>> No.4921608

Usually the guy that spawns a purple fireball in your face that takes 80% of your health and alerts every single tax collector in the vicinity to come fuck your shit up.

>> No.4921692

Ah, not bad. It's actually kind of clever: the player looks into the sarcophagus, the one thing that immediately catches the eye, and instead of a skeleton or some loot they only find a water arrow. A single watter arrow, at the end of a short mission almost without enemies, it's either completely useless or somewhat vital, and that's what I missed, busy as I was thinking this FM was someone's first attempt. But it's exactly the mission's simplicity that should have led me to think creatively.

Our first ancient tomb and I get outplayed like this. I hope the next one is gonna curse me or something fun like that.

>> No.4921965

Ok wew saved at the end of the tailing mission in Assassins, first time I felt me saving was justified

>> No.4921982

What would be considered a flop? If a game that tries to cater to a very tiny audience doesn't sell like a Ubisoft mediocrity simulator that was designed by committee to maximize the width of its audience, is that a flop?

>> No.4922308

We should do a mission chain together. Establish a theme and then we just pass the mission along and everyone adds a room.

>> No.4922337

wait until 20 year anniversary contest is over

>> No.4922342

Who not do it FOR the contest as an amusing anonymous entry?

>> No.4922346

I thought about that but you'd need somebody who knows what they're doing to keep things in order.

I'm already doing something and I don't know if multiple entries are permitted. I guess that wouldn't necessarily be relevant since its anonymous but still.

>> No.4922369

I'm assuming at least one person who is capable would be giving it a 'final pass' before submission.

It doesn't have to be a perfect mission, it would becool just to see what type of artefact it would become.

Plus it's one more new FM for T1

>> No.4922374

I could submit it not-anonymously and cite anonymous authors.

I believe multiple entries are permitted.

>> No.4922395

I checked. Collaborations, multiple entries, and anonymous entries would be allowed so I'd be on board.

For anyone who hasn't seen it, a similar mission was done before.

>> No.4922414

I recall :) What was it called?

Also let us talk mission themes.

I'm feeling that it might be wise to have someone who knows what they're doing pick a reasonable mission size and outline a structure and then that leaves room for lesser-adepts to carve out rooms inside the predefined space.

For my vote, I'd like to do a Hammer theme but not a church.

Maybe a training facility or large rectory, but not just a cathedral or church alone.

>> No.4922417

How about a factory? Perhaps with a rectory / barracks and chapel attached?

>> No.4922424

I meant to include the link

I'd rather let it be a clusterfuck like this one. A mission designed by many different people like this is going to be one anyway, so might as well go wild.

>> No.4922439

Multiple entries is allowed.

>> No.4922441

Another option is that we could to an open-ish map with a loot goal and let each player do their own block of the city.

Somebody who knows what they are doing could partition it.

>> No.4922447

Takeshi's Castle

>> No.4922453

Knightmare is siiiiiick but how the hell could it be pulled off as an FM?

>> No.4922456

I think this might be a good bet. Could be a batshit city but it would steel feel somewhat sensible to navigate.

There's buildings created to different standards of skill in any city anyways :P

>> No.4922508

Set a limit to your saves, say maximum 3 per level and use quicksave only when climbing ladders/ropes/etc.

>> No.4922995

When you spot the recess and the brazier, you may put two and two together. Could have used a hint.

>> No.4923206

Were the masks and the reference to Gervasius added to The Lost City in Gold, or was it a detail the picked up from TDP for 2?

>> No.4923257

The latter.

>> No.4923804

The Lost City was already in Thief The Dark Project, you uncultured taffer.

>> No.4923950

SO who is going to kick off our collab mission?

Can somebody who is adept in dromed outline a mission size/template or something?

>> No.4923981

It's low budget as fuck, so I doubt it'll lose money. And it looks like it's actually pretty solid.

>> No.4924103

He's talking about the commission you can take for Lord Gervaisius about collecting masks in the Lost City for like 150 Gold while shopping before the mission.

>> No.4924483

>3 hours to do Thieves Guild


>> No.4925003

Maybe a tip at the start of the mission. Those are the best, they make you wonder when the time to apply that knowledge will come. Also the fact that there's two braziers makes them look like a decoration and goes against the intuition-based riddle the author was going for. Naturally, it's good as an actual defense for the treasure, but so are some of the way too hidden keys and switches found (or not found) in other missions. What's the perfect middle ground between realism and a fun mission?

I like to see zombies used in missions with a lost civilization as its core, both in this one and (loosely) Shunned. Unfortunately they're the only undead not related to the hammerites (together with fire shadows if those are undead), but their being generic zombies also helps, they could be anything: in many FMs they're the servants of some dark lord, while that's never the case in TDP.
My own pipe dream is a wider choice of enemies related to the Lost City, that aren't simply beasts that now inhabit those ruins (or mages, or mechanists). The fire elementals aren't that interesting and the Kurshok don't have the subtlety of something that shouldn't be alive but it's still there, lurking those empty halls.

>> No.4925745

Faded memories wandering around as spirits? The Lost City is so old, even rotting flesh must have perished.

>> No.4926913

Did any OMs use QVars?

>> No.4927043

The ones with objectives, yes.

>> No.4927380

Just hit the Haunted Cathedral and I can't continue playing. Why does this level feel like I am just playing some mediocre action-adventure game from the late 90s and not Thief?

>> No.4927458

Because you're a plebeian. The Haunted Cathedral is one of the best missions in the game. You have an entire interconnected city block all for yourself with riches for the taking.

>> No.4927803

Sorry, I didn't specify it. What about a ControlDevice link to a QVar?

>> No.4927804
File: 105 KB, 1128x1002, 1510959352137.png [View same] [iqdb] [saucenao] [google]

>It correlates relatively high with the rating for the most non enjoyable mission (.17 **).
>That means: The people who gave the most non enjoyable mission a really bad rating, did not like THC.
>I have already analysed the group of people who rated the least preferred mission low in Training. No need to do it again (But they were in a short and harsh summary kiddies.)
>So, people who liked this mission were most probably mot very young. And they enjoyed the entire game more

>People who preferred the normal difficulty mode gave 'RTC' a lower score
>The preferred difficulty correlates with the number of times played (.19 **) (the more times played, the higher the preferred difficulty mode) and - most interesting! - with the education (-21 **) (the higher the educational level, the higher the preferred difficulty mode!)
>'RTC' correlates also highly with the number of times played (-.15 *) (the higher the number of times played the higher the rating for 'RTC').
>Now, a short analysis of the people who enjoyed 'RTC':
>They played the game many times. They had a high educational level. They gave the least preferred mission a good score. They, dear interested reader, could indeed be the people who replay the game for several times, and who enjoyed the entire game really much.

TLDR: undead haters are generally uneducated and/or underage, play the game on normal difficulty mode, and give exaggeratedly low scores to missions they don't like.

lytha doesn't mention it explicitly, but it wouldn't surprise me if undead haters also tend to play the game like an action game by killing everyone they encounter.

>> No.4927818

Hmm, I'm not sure. Most OMs have mission-specific scripts to control objectives.

>> No.4927827

Damn, I didn't remember how dedicated she was to this game but Builder bless her. I hope her tongue cancer didn't come back.

>> No.4927860

I have some questions about this and I hope you can answer them. Is the raw data and the syntax available? What kind of correlation is used? What is the alpha? What is the difference between sorting the OMs in the order of your preference and giving a score (1-10) to each OM separately? How does it impact the data and analysis?

>> No.4928413

>playing "casing the joint" for the first time
>no cool treasure, just shitty coins lying around
>library practically empty
>can't blackjack so backtracking is pretty boring

Will this end?

>> No.4928419

After the next level.

>> No.4928428

that mission is classic T2 retardation:
>only way to effectively play the mission is by linearily following the strings of hidden passages
>finding the passages is literally an objective on the harder difficulties
>still get a loud fucking "BING BING WAHOO YOU FOUND A SECRET CONGRATULATIONS!" every time you find one of the mandatory secrets

>> No.4928449
File: 130 KB, 300x400, garrett just.png [View same] [iqdb] [saucenao] [google]

>I'm gonna retire in style

>> No.4928791

It's the worst mission in the game, but it didn't really bother me as much as it seems to bother everyone else.
Eh. 10/10. It's okay.

>> No.4929085

Wat? Are you serious about the cancer?

>> No.4929152

Their website fascinates me. Its funny how with the dawn of mass social networking the internet feels less personal. Used to be visiting someone's website and their little community felt like walking into someone's house while they had friends over.

Who is this Lytha and are they still active? Their website seems dead as of 2002.

>> No.4929263

I tried digging up anything on Lytha and either she quit doing videos, let's plays and writing on her site for good, or she may have gone to whatever Thief-related afterlife awaits a dedicated taffer.

>> No.4929356

Lytha Juliania is or was one of the more dedicated members of the TTLG Thief community in the old days before Deadly Shadows. She's from Germany and vastly prefers Dark Project to Metal Age. Nobody knows if she's alive or not. The last video update she made was after a surgery related to her tongue cancer.

>> No.4929386

>can't blackjack so backtracking is pretty boring
Can anyone attempt to explain how it's possible to have this opinion? It just seems to be diametrically opposed to reality. When you can blackjack opponents and knock out everyone, that's when backtracking is boring because there are no threats anywhere and you know it. When you aren't allowed to blackjack anyone, that's when there's at least some excitement in backtracking because the threats are never gone.

>> No.4929569

Where are the videos?

>> No.4929573

>Lytha Juliania


>> No.4929593
File: 42 KB, 1801x146, lytha.jpg [View same] [iqdb] [saucenao] [google]

This was the last post by Lytha.

Seems like they were pretty unhappy with the forums / community and probably just left.

>> No.4929603

based orbiters

>> No.4929910


>> No.4929932

t. Mynell

>> No.4929981

That could be interesting, and I guess it's more doable than any new creature conjured to protect those atavic secrets. It's important for the once glorious, now dead lost city to still feel "empty" even when ruled by some undying curse or evil spirit. It's the feel that the good undead FMs recreate so well, and I think it could work fine even with this setting.

I shouldn't hold it like this against the Kurshok. I even find the idea of this species that fell from grace through the centuries intruiguing. It's probably just the mission itself that doesn't do them justice. And with the Pagains giving them battle that sense of emptyness is lost.

>> No.4930031

I just finished sepulchre of the sinistral, and holy shit, it's such great FM. it would be a clear "more T1" recommendation if the author didn't use his autistic "zombors" instead of zombies.

it's definitely one of my all tie favourites for T1.

>> No.4930639

What lightmap should I use?

>> No.4930647

Depends on what look you're trying to achieve. If you use only pure white lights, 16 is good enough. You should use 32 or 32X if you use colored lighting however, otherwise color banding will be very noticeable.

>> No.4930959
File: 464 KB, 640x406, thief_haunts.gif [View same] [iqdb] [saucenao] [google]

>>4928413 here

I haven't finished that fucking mission yet. I've been through the whole mansion and the only notes/books I could find (besides the plaques mounted on walls) was one in the library, but the thief wikia transcript page for this mission has much more text. Am I just too dumb or is it possible that my save got fucked? I've experienced weird ass bugs on the truart mission before.

I understand the appeal of ghosting and feel that blackjacking everyone out and then freely running around kind of cheapens the game, but blackjacking for me is just so satisfying that playing the game without that doesn't feel the same. Also, on T2 the missions where you are forced to ghost either have dark corridors everywhere (framed, for example) or have few/sparse guards with easy patrol routes (Casing the joint). The bank mission, in comparison, allows you to blackjack enemies but makes it hard by having noisy floors and large open spaces everywhere, making it very satisfying to pull it off.

>> No.4930978

Yeah the missions that were designed to be ghosted were designed to be easier to hide in. The bank mission was deliberately made so difficult that it doesn't even have a loot objective on Expert. Thief 2 gives you a lot of different challenges related to remaining undetected, as opposed to Thief 1 which has a lot more enemy types that require different tactics when dealing with them.

>> No.4931000

>based orbiters
What do you mean by 'orbiters'?

>> No.4931951

Wasn't that already in vanilla Thief? I remember some gaylord wanting masks, but I don't remember if he was named or not.

>> No.4932129

Gervaisius commissioned a person named Sangar to retrieve some exotic masks in the Lost City (in one of his 'expeditions'), and you can get a hold of this commission if you buy it in the loadout store. It turns some worthless masks in the theater into loot. It exists in both TDP and TG.

>> No.4932203

waitaminute... the total loot of all difficulty levels in every mission is the same. What happens to the total loot count when buying a commission at the loadout changes some of the objects into loot? Is it impossible to get 100% when you don't buy the commission, or do you get more than 100% when you do?

>> No.4932216

That's a good question, I honestly don't remember if there are two totals or only one. The masks have a value of 240 loot combined.

>> No.4932218

If you buy the commission the total amount of loot in the level goes up.

>> No.4932865


Bank can be completed without any glitches in about 6 and a half minutes.

run to left of bank and get into basement, run past robots into back to unlock vault. Run back out, get on the roof (I don't remember how to do this, but it's easy iirc) drop down to back balcony, use a rope arrow to get across the room it leads into, take a right into room with the vault, grab the macguffin and gtfo)

First time I played it took two or three hours. when I came back after getting good with the mechanics and managing to figure out the above strat and pull it off, I felt like a master taffer

>> No.4933308

Good thing that the records room visit is not a mandatory objective so Garrett can magically home in on the correct safety deposit box when the player knows the right number beforehand.

>> No.4934931


>> No.4935202

Guys, is it just me or does System Shock 2 feels similar to Thief?

>> No.4935213

I dunno, maybe them sharing the same engine, animations and most mechanics has something to do with it. Might be just you though.

>> No.4935435
File: 354 KB, 850x505, 1520226808513.jpg [View same] [iqdb] [saucenao] [google]

Ever since the Mechanists developed the submarine, there is a possibility of an underwater tomb raid mission. The presence of the Kurshok in TDS implies there is underwater flora and fauna opposing the 'earth theme' of the Trickster. The ideas about the Kurshok presented in TDS leave room for improvement. They aren't very memorable? They are dudes with swords living right under the sewer. Their home is a weak derivative of the Lost City. GORT made a model for Thief 2, but it doesn't look great. The facial expression is (still) goofy.

Played Creature Clash Gold. Fun little demo prone to crashing. How did the Hammerites lose to zombies?

>> No.4935442

Only hammerites priests can kill zombies for good. And Kushok don't make sense when you consider Thief 1.

>> No.4935456

Aren't the hammers blessed? The zombies explode after being hit a couple of times. Can you elaborate on your second point?

>> No.4935473

A bit tired and have to keep an eye on the cooking so I'll make it short.
DS makes it clear you can only kill zombies when blessed.

And Kushoks :
>kushok story says Trickster fucked them up real bad
>come humans
>suddenly trickster needs the eye for his ritual instead of using his magic
>doesn't necessarily wants to kill human, just have them living following his laws

>> No.4935514

more tolerable than the absolute tedium of thieves' guild at least

>> No.4935861

thieves guild gets better once you've played it a couple of times and know the layout of the mission, unlike casing where it just gets even more annoying

>> No.4935875

after clearing T2 once, reaching casing is a cue that the fun part of the game is over and that you might as well end your playthrough.

>> No.4937894

t. low-tier taffer

>> No.4937898

Can't find anything about that in the cutting floor room wiki.

>> No.4937931

You mean the Kurshok model by GORT?

>> No.4937936

Haaa, it's a fanmade model, okay.
Still a pity the cutting floor room wiki has nothing on Thief.

>> No.4938291

Information about cut and unused content is scattershot and incomplete.

>> No.4938505

Is it too late to ask the devs for more?

We live in the age of twitter

>> No.4938543

So how are your missions progressing, fellow taffers?

>> No.4938570
File: 21 KB, 256x128, DromEd_Object_Model_Painting_PAINT1.gif [View same] [iqdb] [saucenao] [google]

Why are Thief 1 and 2 so comfy?

Is it the modest UI, the lighting, the textures?

Those games are fucking art.

>> No.4938578

Sound design, lighting, textures and worldbuilding. That and most NPCs are interesting and lovable.

>> No.4938581
File: 566 KB, 1024x768, 1519221990657.png [View same] [iqdb] [saucenao] [google]

Burnt out a bit as I've (more or less) finished my manor but haven't put too much thought into how to handle the surrounding streets. I don't intend it to be a large streetcrawler mission, but it'll have a bit more to it than, say, the streets around Bafford's. But I know jack shit about designing cities and everything I come up with seems very arbitrary (because it is). I'm also not totally satisfied with how parts of the manor came out but I'm not sure how much of that is actual problems and how much of it is just me knowing the place inside and out. But I can't really start testing it until I get these streets laid out, and until I figure out how people handle playtesting.

All of the above.

>> No.4938585

This is a very nice library. 10/10 would display my books just for show.

>> No.4938592

Also I just realized that info_window records time spent building, and I leave dromed open 24/7 even on entire weeks when I don't touch it so people are going to think I'm a brainlet for spending months solid on my little mission.

>> No.4938610

I might meet the deadline

>> No.4938627

Very nice, very nice.

Yeah this happens to me from time to time too.

>> No.4938634
File: 264 KB, 1024x745, paris1550-1024x745.jpg [View same] [iqdb] [saucenao] [google]

Don't plan too much, put down a few buildings in places that make sense for them, then the streets around them, and then place more buildings working around the ones already there, rinse and repeat until its as dense as you want.

Actual old medieval cities weren't planned, the old quarters of European cities are full of winding street and nonsensical alleyways because new construction was thrown down wherever there was room and the streets had to just work around what was already there. Becuase of this they're more radial in design than organized into even blocks.

>> No.4938637
File: 13 KB, 800x600, dump006.png [View same] [iqdb] [saucenao] [google]

Not too great. My castle is a 152x152 Dromed Unit two level rectangle. One long hallway along each side. I have trouble breaking up this box into a believable castle with twisting hallways.

>> No.4938673

This is good advice.

You can maybe work with the layout of a real castle as a base. Of course it's pretty much impossible to replicate castle layouts in DromEd, but that should give you some ideas on how to break the square architecture.

>> No.4938730

I found it helpful to start by building a few key rooms such as a kitchen, dining room, and lounge room, finding a satisfying configuration between those and then building outward incrementally, while keeping a not-too-strict idea of the building's final shape and dimensions in mind in order to keep it from becoming deformed. So far I've found this easier to work with than setting boundaries at the start. I usually place rooms before hallways because then, if you've made your rooms not cubes, then winding hallways come naturally from the space between them but if I start by laying down 90 degree hallways, it pushes me toward making cubic rooms.

I've heard that about medieval cities before and that's basically what I've been going for, but I have trouble making my spaghetti streets interesting with changes in elevation and waterways and anything that would make them more than generic stone corridors. I've taken notes from missions like Assassins and Calendra's Cistern on how to spice things up but when I start working on it, I've got nothing.

>> No.4938747

One tip I have is to use solid wedges between buildings so your streets look more natural and create elevation differences. You can use this to have underpasses for example. It also wasn't uncommon for medieval streets to feature stairs as well.

>> No.4938783
File: 1.03 MB, 3100x1715, london1593ad.jpg [View same] [iqdb] [saucenao] [google]

Medival manors would be the center of what would basically amount to a factory town, everyone in the neighborhood would work for the noble or provide services for those who do. Whats the lore on this noble what made him rich? Does he own mines? He's going to have warehouses, smelters, and blacksmiths in his little neighborhood. Does he own a merchant company? Warehouses, shops, lots of wagons and the like about for moving things around, a canal for shipping barges.

And every neighborhood needs wells, bakeries, butchers, housewares, and a market. Every little neighborhood would be nearly self-contained and self-sustaining, without trams subways or cars you don't want to have to commute to the other side of the city for basic goods and services.

I have a good mind for this kind of design I wish I had the autism for the technical side of using dromed or scripting.

I'd enjoy sketching up something, to scale, if you'd like. What parameters would I have to work within?

>> No.4938816
File: 1.10 MB, 1024x768, 1515895178664.png [View same] [iqdb] [saucenao] [google]

pagans dab on the hammies

>> No.4938824


>> No.4938876

I install this one from time to time to check how a certain enemy works without having to find one in a mission. Or to recreate absurd Hammerite warfare scenarios. It feels wrong, witnessing an actual battle in a game like Thief, but it's sort of fun. The way everyone moves the same while fighting creates an harmonious, martial dance.
Couln't find the original Creature Clash by Kung Fu Gecko, the one this Creature Clash is based on. I hope not to many small FMs have been lost through the years. It's the only one we're missing for now (that we know of), so no big deal.

There's even a little background. The overzealous Keepers that created this Device that generates armies seem to be a little too worried about maintaining the balance. It's a theme that will become relevant in the main games only later on, but it's gonna be the premise of many FMs from this point onwards.
The various AIs are divided in thematic teams and the thieves share theirs with the civilian units. I guess the intention was to have them being hostile to guards (and as a result guards slaughter civilians with no remorse), but it's also interesting how this makes them neutral to Garrett. In a way, it's the first FM where our favorite taffer is in the company of friendly colleagues. A rare sight.

>The ideas about the Kurshok presented in TDS leave room for improvement
They deserved something better. Something new, something bigger maybe, probably something impossible due to the technical limitations of TDS.

>> No.4940182

I'm currently following a DromED tutorial and will soon dabble in FM making.

What makes a FM good, in your opinion? Or rather, are there things that instantly make a FM bad?

>> No.4940241

>What makes a FM good, in your opinion?
-Stock textures and models (there are tons of good custom ones but don't feel obliged to use them because everyone else is - unconventional use of a stock texture can be more interesting than a "just right" custom one)
-thematic changes (see: Song of the Caverns, Assassins)
-appropriate humor
>are there things that instantly make a FM bad
-Adventure game logic
-Overly long lockpicks, locked containers behind locked doors, locks for the sake of having things locked
-Key/switch hunts
-Loot goals that leave you scanning the edge of every room for an hour after you've already finished the main objectives
-Readables that are longer than a couple of pages
-big huge areas that you just have to walk across (long straight hallways, streets that are too big and empty, rooms that are too big)

>> No.4940253

>-big huge areas that you just have to walk across (long straight hallways, streets that are too big and empty, rooms that are too big)
Sometimes I find these comfy. I agree with the rest though.

>> No.4940256

This is just my opinion.

The good:
> Multiple entrances in the main objective location (a mansion for example)
> More than one entrance to any given important room
> Emphasis on emergent/creative solutions for problems within the context of the game
> Good AI patrols that watch each others' backs but with big enough gaps so the player can move around
> Open-ended layout
> Proper lighting, both for gameplay and for atmosphere
> Proper difficulty balance across the three modes
> Decent roombrushing (no leaking sound, proper sound propagation, etc)
> Proper sound design (no purely silent areas, proper sound distribution)
> Named keys so players know what they're for
> Properly written plot-related reading material: short, precise and to the point
> Proper lockpicking (pickable doors mostly in danger zones, such as lit areas with patrols nearby)

The bad:
> Excessive use of tile/metal/gravel
> Linear progression
> Obtuse puzzles, Thief isn't a puzzle game in the conventional sense (the puzzle in Thief is figuring out the best way to avoid enemies)
> Paths that are obviously far better than others, there should still be some sort of balance between them (front door obviously doesn't count, it's meant to be a terrible choice but still doable)
> Oddball/badly designed new gameplay mechanics
> Overly restrictive objectives/equipment on lower difficulty settings
> Excessive use of keys/gating
> Overabundance of NPCs
> Loud objects in chests (especially if the chests are locked)
> Overly long lockpicking/overabundance of lockpicking
> A loot goal that's too high
> Forced ghosting for the whole level (I think that's fine for one or two self-contained sections)
> Forced combat (players should be the ones choosing to engage the enemy, not the other way around)
> Oversensitive NPCs
> Overabundance of useless items that clog the inventory
> Overly long reading material, nobody cares for that

Might have missed a few things.

>> No.4940407

On my first TG playthrough. Finished sword and asked if I had more to look forward to, yall said SongOTC.

just finished it, breddy neat, breddy neat.

Anything else I can look forward to?

>> No.4940430
File: 50 KB, 540x398, todd.jpg [View same] [iqdb] [saucenao] [google]

it looks like such a generic skacky mission desu. it has everything down to the obligatory "dear citizens, remember the curfew" notes on the board.

I'm not saying there's anything wrong with skacky, because there isn't, but seriously, how many times can you release the same fan mission and get away with it?

>> No.4940431

Return to the Cathedral is a cool mission.

>> No.4940439

There are three missions in this pic, by the way.

>> No.4940464

For the bad, there are also the unopenable door objects.
That shit is so common, I'm starting to wonder if I'm not the only one disliking them. If your door isn't even clickable, why put a door there?

>> No.4940480

Ah yeah, that's right. The usual convention is to have decorative doors lack handles (and be textures). Of course these could also be doors opened with a switch, in which case it's a good idea to put a window or opening with the switch in plain sight so people know you can open this door eventually.

>> No.4940538


I keep having a problem where I portalize or optimize or what-have-you and then my camera movement keys stop working.

Anybody experience this?

>> No.4940559

>Creature Clash


>> No.4940561

Never encountered this. Have you tried reinstalling it?

>> No.4940610

No, this is on a clean GOG Thief Gold install + Dromed Toolkit + Tfix Lite + the latest version of Newdark editor

>> No.4940624

Thanks. In this one is easier to start a battle royale without having most creatures start already damaged, and I'm glad to see my burrick boy win square and fair. He always had it in him.

>> No.4940631
File: 1.25 MB, 1280x720, dump025.png [View same] [iqdb] [saucenao] [google]

Yeah - I just booted it up for old times sake. What's with the elite burrick? :P

You're welcome, looking for any other missions? I downloaded Komags archives a long time ago.

>> No.4940670

Yeah, Burricks are OP. I find it funny the Keepers still try to get Garrett back in their organization by offering a position.

>> No.4940730

You don't need TFix Lite with the GOG version since it already comes with it.
I'm not sure what could be causing this, did you modify anything in dromed.cfg?

>> No.4940816

window size, possibly a couple other small things

>> No.4941747

>You're welcome, looking for any other missions?
I don't know which ones are missing from this list http://www.taffersparadise.co.uk/thief1missions.html and I can't ask you to double check, so I'll hope to find everything in place while I play through them and ask around if something's missing.

They're the one faction that knows how capable Garrett is, after all, how he's destined to serve the City's balance in one way or another. Everyone else just sees him as a skillful thief, which could mean either friend or foe depending on the situation.
Still, I can't say I always like how soft they are with Garrett in some FMs. They're usually a plot device that introduces the player to the more weird kind of mission, but they almost treat him as one of them by giving him jobs or even helping him out. It's true that Garrett and the Keepers aren't enemies, but there's a slight distrust between them: they know he's gifted but off balance, and he just doesn't like them that much.

>> No.4942804

It seems to me the Keepers just want to control him in some way.

>> No.4943097
File: 526 KB, 1024x768, dump002.png [View same] [iqdb] [saucenao] [google]

Need screenshots. Post Thief content.

Reccomend your favorite FM that isn't a widely popular one.

>> No.4943103

They probably wanted to have as much influence over his actions as possible because of the frequency of him appearing in prophecies for no apparent reason. They didn't know what Garrett's true role was because Gamall had removed all of the relevant books from the library. So they didn't want to take risks.

>> No.4943119
File: 611 KB, 1024x768, 1520838751336.png [View same] [iqdb] [saucenao] [google]

Ebil Thievery

I assume you're >>4909714, did you finish that campaign?

>> No.4943132
File: 928 KB, 1280x720, dump010.png [View same] [iqdb] [saucenao] [google]

Y'all are forgetting that garrett is sort of the mary sure of the theif universe.

When you need the best, there's only one guy to call.

>> No.4943136
File: 1.12 MB, 1280x720, dump012.png [View same] [iqdb] [saucenao] [google]

>ebil thievery
Pic relevant?

Not yet ;) Soon
Did Circle of the Resurrection instead. Great mission.

>> No.4943141

*Mary Sue

>> No.4943174

Yeah that's a pic of Evil Thievery. The outside areas look pretty shit but the sewers, man... the sewers. They're some of the spookiest sewers ever.

>> No.4943180

I really like the way the exteriors look tbqh

>> No.4943201

Can someone who's played 7 sisters tell me how in the everloving fuck I get out of the hammerite place. I've gotten the book out of the library, gone down the fireplace ladder and it's a dead end. For a fucking city FM I hate how one-way this piece of shit is, there's invisible walls fucking everywhere.

>> No.4943229

iirc there's a secret passage through the bedroom at the end of the corridor.

>invisible walls fucking everywhere
are you talking about the piles of rubble blocking the way in the hammerite place? because that's the only instance I remember. I don't really agree on it being "one way" either. all areas are interconnected, and there are loops everywhere. overall it's a good campaign, but night three drags it down a bit.

>> No.4943232

There's invisible walls all around the inner walls of the cathedral as well, it may be I was never meant to get up there to begin with and it's just NewDark mantling fucking me up.

>> No.4943236

Well, duh. All missions made before NewDark never took newmantle into consideration. It's not the mission's fault if you break it this way.

>> No.4943292

And it's not my fault if it's impossible to tell if something is intentional or not.

>> No.4943315

Man, I was getting into this game and then came the fucking Bonehoard. There's barely even any fucking stealth in this mission, it's so awful. Hopefully the next mission is more fun.

>> No.4943324

bad memepinion

>> No.4943326

Oh and here's a fun fucking bug, the plague cures can apparently disappear from your inventory on game load, there's 2 hours fucking wasted.

>> No.4943447

Deadly darkness for thief gold was the first fm I ever played and to this day is still one of my favorites. Really cheesy and fun. It was later remade for thief 2 as profane ascension, a much more polished fm but nowhere near as charming.

>> No.4943503

never happened to me. did they disappear from all your saves?

>> No.4944041

I liked this interpretation from a previous thread:

>> No.4944194
File: 684 KB, 1280x720, dump026.png [View same] [iqdb] [saucenao] [google]

Oh what a nice hallway

>> No.4944195
File: 711 KB, 1280x720, dump028.png [View same] [iqdb] [saucenao] [google]


>> No.4944213

made me shit bricks. I love how you know exactly what's coming and it forces you to go forward anyway.

>> No.4944225

I didn't think the first Burrickrayman I met in the circular chamber was very scary at all, but this one was really effectively used

>> No.4944315
File: 264 KB, 1280x720, dump030.png [View same] [iqdb] [saucenao] [google]

some of the designs in this mission are top tier.... best I've seen in thief 1

>> No.4944317
File: 915 KB, 1280x720, dump029.png [View same] [iqdb] [saucenao] [google]

this room is sick too.
The areas are incredibly simple, but lit and soundscaped so well and with such planned geometry that it is really effective

>> No.4944319
File: 241 KB, 1280x720, dump031.png [View same] [iqdb] [saucenao] [google]

so is this key all I need from this motherfucker?

>> No.4944924

I like how the author put the low spiked ceiling in that narrow hallway so you get killed if you try to bunnyhop away

>> No.4945754

Something about dungeon FMs is that a lot of them go for a fairly generic fantasy dungeon look, or retread the bonehoard with its octagonal vaults. And then there's this one, which has like 3 distinct styles that it goes through that are totally different from other dungeons yet feel at home together. I think my favorite area is the dirt chasm, which seems to be the part you're at there. It's sort of serene but after what came just before it you're still totally on edge.

>> No.4946046

What is the key I got from above the sarcophagus for?

>> No.4946052

I don't remember. What's it look like?

>> No.4946104

Grey with no name.

Is there a path that I missed above the sarcophagus or am I supposed to backtrack out once I get the key?

>> No.4946124

Yes backtrack. It opens a chest which will help with the explosive charge.

>> No.4946129
File: 1008 KB, 1280x720, dump033.png [View same] [iqdb] [saucenao] [google]

already got the charge and opened that passage

>> No.4946131

Oh. Did you try the other chest by the spider?

>> No.4946135
File: 328 KB, 1280x720, dump034.png [View same] [iqdb] [saucenao] [google]

key was sitting here in the area past the crawlspace above chamber in the pic above

I misremembered and it's called 'Key'

>> No.4946137

Yep, murdered that beyotch.

I have the area to the double doors open now and the speed potion and this key.

It doesn't seem to open that lock though :s

>> No.4946142

The area where you got that key is across the chasm right? There's that room with the keyhole on the ceiling that leads to it, but there's a door that goes in the opposite direction. Did you go that way yet?

>> No.4946145
File: 694 KB, 1280x720, dump035.png [View same] [iqdb] [saucenao] [google]

This is the door that I *thought* it would open

>> No.4946147

I think so , that goes to the underwater area with the 4 levers, right?

>> No.4946151

There's also a chamber with gears in it or something. I think that key might go to there.

>> No.4946181

Ahh I remember that room. I thought I'd need a cog or sprocket :P

>> No.4946247
File: 359 KB, 1280x720, dump036.png [View same] [iqdb] [saucenao] [google]

The gears are turning - do I throw the lever and stop them?

>> No.4946259

The gears open the door to >>4946145
, but wtf opens the lock?

>> No.4946271

There's a button in the room with the chests.

>> No.4946280

Motherfucker - it has to be lockpicked, doesn't it?

That's evil.

>> No.4946290
File: 720 KB, 1280x720, dump038.png [View same] [iqdb] [saucenao] [google]

Fucking goddamn awful

>> No.4946391

>mary sure
Please stop talking.

>> No.4946774
File: 547 KB, 1280x720, dump014.png [View same] [iqdb] [saucenao] [google]

Don' be like that.
I corrected myself the very next post down.
Play an FM.

>> No.4946776

Oops - talking to this person.

>> No.4946795

>Play an FM.
I refuse. I have yet to install and finish Thief Gold. There are missions I never did.

>> No.4946830
File: 618 KB, 1280x720, dump016.png [View same] [iqdb] [saucenao] [google]

Your opinion is moot then, heretic

>> No.4946895
File: 563 KB, 1280x720, dump039.png [View same] [iqdb] [saucenao] [google]


Give it to me

>> No.4946896
File: 439 KB, 1280x720, dump040.png [View same] [iqdb] [saucenao] [google]

Oh no.... what the plup?

>> No.4946898
File: 790 KB, 1280x720, dump041.png [View same] [iqdb] [saucenao] [google]

What the taff?


>> No.4946902
File: 827 KB, 1280x720, dump042.png [View same] [iqdb] [saucenao] [google]


>> No.4946903

To the guy last thread who said that Garrett was arrogant.
I kinda disagree. He is very efficient. But his problems, in my opinion, is that he's sloppy and lazy. He routinely has money issues, he's usually underprepared for whatever happens to him (even if he slowly learns to stop ignoring magic), and he rarely has a plan B.
Even Viktoria calls him arrogant, yet notes he underestimate his own importance.

>> No.4946906
File: 2.33 MB, 446x246, 1530163268595.gif [View same] [iqdb] [saucenao] [google]


>> No.4946908

>broadsword of sheol
The demon or the giant spider from Blood?

>> No.4946910
File: 2.73 MB, 1280x720, OH TAFF.gif [View same] [iqdb] [saucenao] [google]

>> No.4946912

That is the unused sword model right?

>> No.4946913

That gif makes me wish I still had photoshop.

>> No.4946914
File: 47 KB, 888x499, 2f2xt7.jpg [View same] [iqdb] [saucenao] [google]

>> No.4946916

These days you don't even need it


>> No.4946919

Well that's handy. Thanks mate. Normally I use Comic Paint, it's great for drawing, but unbelievably shitty for animation.

>> No.4946920
File: 759 KB, 1280x720, dump047.png [View same] [iqdb] [saucenao] [google]


>> No.4946923
File: 3.71 MB, 1280x720, DARGH.gif [View same] [iqdb] [saucenao] [google]


>> No.4946925
File: 50 KB, 888x499, 2f2y55.jpg [View same] [iqdb] [saucenao] [google]


>> No.4946951
File: 901 KB, 1280x720, dump052.png [View same] [iqdb] [saucenao] [google]

hmm... strangely detailed spider tex.

>> No.4946952
File: 2.85 MB, 1280x720, download.gif [View same] [iqdb] [saucenao] [google]


>> No.4946957
File: 1.26 MB, 1280x720, nooooooo.png [View same] [iqdb] [saucenao] [google]

I didn't even realize you guys were warning me

>> No.4946959
File: 1.09 MB, 874x767, ___spider beating up chaff.png [View same] [iqdb] [saucenao] [google]

[arachnophobia intensifies]

>> No.4946993

a month late but
>Liking Nightcrawler

>> No.4947035

It's because that spider texture was originally supposed to be used on a bipedal humanoid spider demon

>> No.4947039
File: 92 KB, 397x656, have at you.jpg [View same] [iqdb] [saucenao] [google]


>> No.4947103
File: 568 KB, 1366x768, dump009.png [View same] [iqdb] [saucenao] [google]

I'm not sure I want to use 'brick1', because it is too much yellow. What other textures can I choose?

>> No.4947123

These two textures go pretty well together. You can try blustn if you want to have the same brick pattern but with a blue color instead, to have a nice contrast.

>> No.4947153

This is a good guide to a decent Thief mission.

There's so many terrible FMs because they're designed like extremely linear point&click adventures with bullshit puzzles, keyhunts and the like.

>> No.4947186

I feel that people who design such missions either didn't take the time to really look into the original level design and overall principles, or wanted to do something else entirely. The Dark Engine is rather versatile and you can change pretty much the entire game's systems from within the editor, which a whole lot of others games can't do.

>> No.4947246

What about a brown texture, disregarding wood and metal? 'wetbrick' or?

>> No.4947257

wetbrick is more suited for poorer areas, like maintenance corridors or things like that, and it's also more suited for floors than walls. The core family may have a few brown-ish textures that could work well.

>> No.4947259

You could also look in the newmage family, there are a few really useful and cool brick textures.

>> No.4947413

I can't find a decent dark brown stone texture. Whack. 'brick1' it is.

>> No.4947728

Keep in mind that it'll generally look darker once you set up lighting. Just look at the background in >>4895518

>> No.4947757

nevermind, thought you were talking about the other bricks. concastle/cobblew is dark brown but not brick.

>> No.4948331


>> No.4948337

I like it, don't change it

>> No.4948358

Why don't you just takwe that texture, open it in photoshop and change the colour?

The contest specifies that you can make new content as long as it it derived from stock content.

>> No.4948502

best unknown T1 FM?

>> No.4948905
File: 673 KB, 1366x768, dump011.png [View same] [iqdb] [saucenao] [google]

Thanks. Building rooms are a bit easier now.
You are right. However, custom textures are something I want to meddle with after the contest. I'll take my chances with this one.

>> No.4948959

Why do they have completely no marketing?

>> No.4949095

How do TfixLite and GoldToDark go together?

>> No.4949154

how did you pull off those very nice columns?

>> No.4949249
File: 440 KB, 1280x720, dump058.png [View same] [iqdb] [saucenao] [google]

This is a special type of bastardy

Went in circles trying to figure out what my keys were for.

>> No.4949250
File: 359 KB, 1280x720, dump059.png [View same] [iqdb] [saucenao] [google]

Danger alarm

>> No.4949309


>> No.4949484
File: 402 KB, 1280x720, dump060.png [View same] [iqdb] [saucenao] [google]

so guise, am I stuck down here?

>> No.4949569

First experience playing Gathering at the Bar/inn

>> No.4949573
File: 1.10 MB, 360x203, 2f5tsk.gif [View same] [iqdb] [saucenao] [google]

Forgot gif

>> No.4949676
File: 2.48 MB, 800x450, output_jBJr39.gif [View same] [iqdb] [saucenao] [google]


>> No.4950097

I hope I'm replying to the right post.
Anyway, next up is The Gem. At first, it looks like a return to form after the last two peculiar FMs, but it turns out this one will make our detour last a little longer. The mission is very simple, but it's the first one mainly based on narration and a linear progression.

The Pillars of Hercules of the mission. It's interesting how a couple of weird secrets to look for in the streets around the inn can make the whole place worth exploring and a little more memorable.

>> No.4950129

I told you to watch out for the memes bro

>> No.4950297

I watched Nexus Letum's playthrough for a bit. The map of assassins is reused. This FM is a follow up to A Keeper's Training, dealing with Garrett's first gig. Also the first FM to include long ingame cutscenes?

>> No.4951145

Yeah, a lot of "firsts" this time around. Can't say I like what this mission started, but a stroll in those everchanging dark alleys always puts me in a good mood.
I've been waiting for a mission based on an OM since I first noticed the base field in the construction info. This one doesn't add much to Assassins, but at least it lets you enter the one building that looked interesting other than Ramirez Manor. There's almost nothing to do in there though.
The author doesn't want the player to interfere with those cutscenes, not even in a way that wouldn't go against the "no killing" rule, hence the lack of blackjack on any difficulty. The mission is still devoid of challenge but that's part of the premise. I thought the beggar's scene would spawn some guards in the streets, a callback to Assassins, but that was wishful thinking again.
Even if Stephen Russell is on a league of his own (and I suspect there's a Garrett line for every life situation), I'm not against a new set of lines for a young Garrett, as long as they're used to comment on what both the character and the player see and value some of the mission's moments; in this case, it was more for a narrative purpose.

>> No.4951235

What kind of marketing do you mean? Trailers on youtube videos that everyone skips, especially when they see that a game doesn't have Naughty Dog graphics?
Also there's a lot of third party marketing via online content creators who played the backer alpha on streams. Most notable is probably TTLG's own xAcerbusx aka Captain Spandex aka Razörfist who praised it to the high heavens live in front of thousands of viewers. Those viewers follow Otherside on twitter and re-retweet the coverage of Underworld that Otherside zealously retweets themselves.

>> No.4951251

I want to make Brutal Thief, where everyone pops like a zombie when you bonk them.

>> No.4951258
File: 58 KB, 1229x1160, confess wojak.png [View same] [iqdb] [saucenao] [google]

DF confessions?

I sometimes start up thief on normal so I can make a "thiaf run" where I 360 noscope all guards and servants.

>> No.4951259


>> No.4951324
File: 293 KB, 1280x720, dump127.png [View same] [iqdb] [saucenao] [google]

So I blackjack this fucking merchant in bed and the bastard falls over, gets up, runs out the doors, plays the knockout animation , keeps running , rings the alarm gong and then falls flat on the floor again.

>> No.4951325
File: 491 KB, 1280x720, dump124.png [View same] [iqdb] [saucenao] [google]

also what does this secret key I found outside the level do?

>> No.4951351
File: 805 KB, 1280x720, dump132.png [View same] [iqdb] [saucenao] [google]

>> No.4951392

What kind of accent makes voice recognition typing confuse "thief" with "DF"?

>> No.4951402

That's because the actions were set to Absolute, which completely ignores an AI's state. He'd do the same if he was dead.

>> No.4951413

I spend a lot of time in the DF general on /vg/. using the acronym feels natural.

>> No.4951430

Copy pasted from my notebook:
Use an air cube to carve the entirety of the arch surface. Create a high, thin solid brush. This will be the column. Put one in each corner. Then create solid wedges that follow an arc. Each for one side of the square. Now, look at the ceiling. Use solid corner-apex pyramids, in all four angles. That's a lot of terrain brushes but the cell count is much lower than when using two air cylinders. Put two corner-apex pyramids, one flat and wide and one thin and longer, on top of each other. Make sure you select Align by sides when making these.

Is it clear?

>> No.4951483
File: 738 KB, 1366x768, nter.png [View same] [iqdb] [saucenao] [google]

Everything is clear except these lines:

>Put two corner-apex pyramids, one flat and wide and one thin and longer, on top of each other. Make sure you select Align by sides when making these.

It's not quite clear where these pyramids are placed. Are they going into the corners created by the wedges?

The other thing I'm not clear on is the ceiling area of your screenshot. is that just fattened apexes?

See attached image for my interpretation.

>> No.4951559
File: 413 KB, 1682x1116, beepboop.png [View same] [iqdb] [saucenao] [google]

>Are they going into the corners created by the wedges?
>Is that just flattened apexes?

>> No.4951969

I throw female city watch in the canals of the city levels in 2

>> No.4951970

And I don't mean that in an edgy manner, I just like the noises they make when they drown

>> No.4952285

It opens one of the locked doors outside the inn. I'm not sure why exactly that door, one would think that the key in the inn's safe is gonna be useful while inside the inn. Maybe Garrett's comment is meant to be a hint and direct your attention elsewhere.
The mission also features the first keyhunt ever in the history of FMs but it's unrelated to the main objective, or any objective at all, and quite odd overall. Ironically enough, the first keyhunt is a pointless one. I don't even know if we can call it that: it doesn't slow the mission to a crawl, it's just an optional challenge.

>> No.4952471 [DELETED] 

Sword of Drakul is a better example of the challenge to find a key that borders on irritation.

>> No.4952476 [DELETED] 

Sword of Drakul is a better example of a near irritating challenge to find a key and the door it opens

>> No.4952482

Sword of Drakul is a better example of a near irritating challenge to find a key and the door it opens.

>> No.4952540 [DELETED] 

I portalize and the object 'texture 121' appears.
class --> t_fam/tgtest/BRONZPAT
I shouldn't use the textures from TGTest?

>> No.4952545

I portalize and the object 'texture 121' appears.
class --> Missing --> t_fam/tgtest/BRONZPAT
I shouldn't use the textures from TGTest?

>> No.4952550

Don't worry, it just means the texture don't have a sound (yet), you'll have to set a sound to each of them.

>> No.4953036

ahh wow, thank you so much!

>> No.4953052

What are some thief 1 FMs with huge buildings?

I know t2 has Angelwatch, but I am looking for T1 examples as inspo for my level.

>> No.4953345


>> No.4953363

The Order of the Vine has a massive compound, but it's not like Angelwatch. Gems of Provenance mission 2 has some huge ruins.

You need to locate the texture in the Textures Archetypes (F5 -> Show Tree -> Textures) and drag it into the material you wish it to have (e.g. StoneTex for stone, WoodTex for wood...).

>> No.4953414

1. purge_missing_objs
2. load single texture
3. F5 -> Show Tree -> Textures
4. Drag bronzpat to MetalTex
Any other steps?

>> No.4953461

Save the gamesys after that (obviously don't name it dark.gam).

>> No.4953478

Good luck!

>> No.4953529
File: 153 KB, 861x449, 1532424118923.png [View same] [iqdb] [saucenao] [google]


>> No.4953554


>> No.4953563

Very nice.

>> No.4953626

Don't use textures from TGtest, all the textures in that family can be found in Opera, Newmage, and Sewer2. TGtest has messed up palettes and is missing material tags on all its textures.

>> No.4954205

'bronzpat' from TGtest is darker compared to the version in NewMage. It seemed nicer. As someone said above, I need to account for the ambient light, so it will look darker. The texture was meant to be used for a railing. You are right. I will use the one from NewMage.

>> No.4954231

True, and if memory serves me right it's also a fairly linear mission, which means that you either find the key and proceed or you get stuck, hopping around and frobbing every corner. The search for the three rings that open the three doors in Gathering, other than sounding like an old prophecy, is more like an easter egg. The three rings can all be found in places where an observant taffer would look while inside the inn, like behind a banner. So, if you find the three of them while also completing your objectives, you get ot out there with an additional prize: the chance to open a secret room. A rooms that isn't that interesting, though. But having it contain something weird (frog beasts, if memory serves me well) rather than loot, which the player shouldn't need by the end of the mission, is more rewarding than a final boost in the loot count. Weird and interesting would be better (like a certain little big world) but weird is a start.

>> No.4955358

skacky where the fuck is the black parade i wanna play it before i'm in my grave

>> No.4955452
File: 65 KB, 320x240, vsnap-00001.png [View same] [iqdb] [saucenao] [google]

>> No.4955545
File: 220 KB, 974x1500, MV5BMWM4YWFkMTQtZmQ4YS00YTgzLWJjNTAtNmMxYWUyN2E5NmJlXkEyXkFqcGdeQXVyNDk3NzU2MTQ@._V1_.jpg [View same] [iqdb] [saucenao] [google]

>> No.4955656

play endless rain a dozen times in a row
there, I saved you the wait

>> No.4955676

I find it cute how you assume every mission in The Black Parade is going to be a clone of Endless Rain. As if that's the only thing they can do.

>> No.4955724


>> No.4955735

If you had paid a bit of attention, you would've realised that this statement is horseshit.
Chalice of Souls is a very diverse FM and Skacky made the brothel and the caverns, not the city. Also, the two atmosphere teasers they posted show a massive Hammerite church and a huge manor. That's totally Endless Rain.

>> No.4955753

Thief FMs with monolithic structures - reccomendations?

>> No.4955780

Gems of Provenance mission 2.

>> No.4955860

In >>4885369 there's a city mission, a cathedral mission, and a mansion mission, where the mansion is undergoing renovation and consequently has a mix of Dark Project and Metal Age styles. So, no.

>> No.4955896

all of skacky's missions feature some sort of building you have to infiltrate, that doesn't change the obvious fact that the city exploration is the whole point of the mission and the manor/cathedral/whatever is an afterthought, something tacked on at the end to hold the rest of the mission together.

>> No.4955929
File: 118 KB, 662x698, 1510934906111.jpg [View same] [iqdb] [saucenao] [google]

I think that pic related is an overhead shot of the cathedral. It's very much the focus. I'm also going from memory but I think one of them described the mansion as having "some" streets, implying that it's also the focus.
For what it's worth The Unseen also had nothing to do with the city.

>> No.4955937

Yeah because you obviously have played the Black Parade missions. If you think he's a one trick pony you're sorely mistaken.

>> No.4955938
File: 241 KB, 1292x756, 1529686869525.jpg [View same] [iqdb] [saucenao] [google]

I also have pic related saved but it's obviously unfinished so who knows if it'll end up nestled in a larger city mission.

>> No.4955942

Go back to dromed Skacky

>> No.4956081

Thanks for your hard work, skacky. Ignore the trolls.

>> No.4956127

go back to ttlg and stay there faggot

>> No.4956130

Nigger I'm not skacky nor is entirely valid criticism "trolling". I agree with >>4955896 that his missions thus far are mostly repetitive, I'm just pointing out that BP probably won't be.

>> No.4956156

Do you guys seriously believe that the Black Parade team would settle with 10 city missions with little to no variation? Not only would that be boring to play but that's also boring from a design standpoint. They said that they want this to be a love letter to TDP, so you can bet your ass you're going to see other locales. They even say this in the campaign announcement, and they also showed tons of non-city footage. Don't be stupid.

>> No.4956195

Well obviously I don't because that's what I just said.

>> No.4956345