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/vr/ - Retro Games

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4956343 No.4956343 [Reply] [Original]


>> No.4956346 [SPOILER] 
File: 14 KB, 256x512, 1533505728302.png [View same] [iqdb] [saucenao] [google]

>> No.4956347

A refreshment, Mr. Garrett? I'm in the possession of a superior brandy, that has the most... restorative effect.

>> No.4956352


>> No.4956357

Stop clicking on spoilers.

>> No.4956374
File: 231 KB, 1024x768, 1512401501124.png [View same] [iqdb] [saucenao] [google]

>> No.4956378

Stop opening doors.

>> No.4956380

>playing on easy

>> No.4956404

That's a small tub.

>> No.4956418

Ackchyually it's a big sink.

>> No.4956725
File: 10 KB, 720x256, DromEd_Spiders.jpg [View same] [iqdb] [saucenao] [google]


>> No.4956929

some anon was posting recently with screenshots showing how he had disabled the bilinear/trilinear texture filtering thief gold has by default, giving it back that nice crisp mipmap pixel type look as opposed to smeared with a toddler's thumb.

how do I do this? working with thief gold tfix 1.26

knowing how to do it in general (for dark games, or all games) would be pretty tight desu

>> No.4957235

Open cam_ext.cfg
mipmap_mode 0
tex_filter_mode 0
;pixel parts_as_disks
movie_sw_scale_quality 0

>> No.4957952

Kinda works, but also ends up making the shadows pixelly and blocky too, which looks incredibly bad. There was a way to do it so you could control texture filtering while still having "smooth" shadows.

>> No.4958005

Are you sure you're using 1.26?

>> No.4958006

just install the last tfix version and it will just werk

>> No.4958035

>If you updated to the version that just came out it should work as long as you didn't touch any of the options prefixed by "lm_". If you didn't update, it won't work and blocky shadows are expected.

>> No.4958162

sorry guys, that was my bad, I had been fiddling around with it earlier and must have disabled it somehow.

Any way to do this for Thief 2, as well?

>> No.4958180

Yeah, install 1.26 on T2 and use the same parameters. You must grab a raw release as Tafferpatcher is still running under 1.25.

>> No.4958182

How do TfixLite and GoldToDark go together?

>> No.4958310

Hmmm, you know, after playing with the texture filtering off for a couple of missions I think I like the texture filtering on instead. I'm still vanilla, though, right? When people played it in 1998/2000 they had trilinear filtering, right?

Thief should be painted, quiet, and humorous, and without the texture filtering it becomes gritty and noisy. I might try it for System Shock, though, where the aesthetic might fit a bit better.

>> No.4958342

>Thief should be painted and humorous

In 1998 we played it with gritty software textures.

2000 on the other hand was indeed all painted and trilinear-humorous...

>> No.4958345

>turning off texture filtering
>not running in software mode
shiggy stardust

>> No.4958369

The Dark Engine is primarily a software-based engine, the hardware renderer is pretty hacky.

>> No.4958409

How2run thif in sftwr md?

>> No.4958415
File: 81 KB, 504x425, 1520068435707.png [View same] [iqdb] [saucenao] [google]


>> No.4958535

What was the link containing all the fixes for FMs broken by NewDark?

>> No.4958642

You can't in NewDark. I'm not sure Thief 2 even has a software rendering mode.


>> No.4958852

How do you do it without Newdark?

>> No.4958897

In OldDark Thief 1 you can switch to Software in the video options menu.

>> No.4958981

4 u

>> No.4959017

>liking nearest neighbor shit

>> No.4959209

Why can't it be done in newdark?

I bet theres a way.


>> No.4959728
File: 310 KB, 1280x720, dump161.png [View same] [iqdb] [saucenao] [google]

Yeah - I wanna know too. It's completely gone from the menu.

>> No.4959745

Because Thief 2 and by extension NewDark (which is based on that version of the Dark Engine) is Hardware only. You could possibly have it back if you tinker with the source code though, but good luck with that.

>> No.4959769

In a previous thread someone complained about the "excessive emphasis on story that is in detriment of gameplay". This FM is all about the cutscenes and most of the time is taken up by listening to NPCs. The interactions are similar to Raoul in Song of the Caverns. Yes, there is no challenge. The break-in is very simple. The solution to the safe is just around the corner. The echo of the beggar screaming 'thief' was cool though. Haunting. Garrett's first gig was botched. He was spotted. It is also funny you can walk into the trapped home of Farkas where he will scold at you. Another FM where the is no continuation. Lorgan's Web will really take the cake with all the buildings in Hightowne you can enter.
I think this FM can be seen as an (unsuccesful) experiment by someone to tell a story. Instead of scrolls or eavesdropping, Datoyminaytah relies a lot, perhaps too much, on conversations between NPCs and the player. This slows down gameplay a lot. If you don't listen to all of it, you can clear the mission in around 3 minutes.

>> No.4959949

Which fm?

>> No.4960004 [DELETED] 

The Gem. If you want to play it, you need to paste the convict.osm from the "
Thief FM NewDark fixes repository" in the folder of the FM in the FM root.

>> No.4960005 [DELETED] 

The Gem. If you want to play it, you need to paste the convict.osm from the "Thief FM NewDark fixes repository" in the folder of the FM in the FM root.
https://www.youtube.com/watch?v=3JUQOylEpzw [Embed]

>> No.4960007 [DELETED] 

The Gem. If you want to play it, you need to paste the convict.osm from the "Thief FM NewDark fixes repository" in the folder of the FM in the FM root.

>> No.4960008

The Gem. If you want to play it, you need to paste the convict.osm from the "Thief FM NewDark fixes repository" in the folder of the FM in the FM root.

>> No.4960047

Next time, post original buglady wbm

>> No.4960636
File: 266 KB, 262x261, 1502929088932.gif [View same] [iqdb] [saucenao] [google]

>tfw hiding spiders in unexpected places in my mission

>> No.4961106
File: 316 KB, 900x1321, 1392270535802.jpg [View same] [iqdb] [saucenao] [google]

I'm about to play Thief Gold for the first time. Would it be worth it to install Tfix or any of the other community mods like the sound effects enhancement patch? I just don't want to run into bugs and have it support widescreen primarily, but, I'm open to other mods too if they only enhance the core experience.

>> No.4961127



Just played it. There was nothing I didn't like about it - felt like an OM! nothing was longer than the Cutty convo.

>> No.4961134

Install Tfix LITE, not TFIX.

Play it as was meant to be played. After one playthrough, experiment!

If you like the no-texture-filtering look, see >>4957235

>> No.4961138

Sorry- that's vague to a newcomer. I mean to say that Tfix LITE does not install unnecessary visuals, just fixes and compatibility stuff.

After you finish the original campaign , THEN try some of the other mods.

>> No.4961186
File: 401 KB, 1000x667, 1497028865918.jpg [View same] [iqdb] [saucenao] [google]

Thanks, I'll do that then.

>> No.4961202

refer to >>4889410

>> No.4961212

Thank you! Is there a way I can tell it's been installed after I do the instructions?

>> No.4961252

If cutscenes play and you can choose widescreen resolutions in the options menu.

>> No.4961267

Everything seems to be in order then. Thanks again, I'll let you guys know how I feel about it when I get done playing it.

>> No.4961998

Just like an OM?

>> No.4962306

Yeah, if a bit short.

If it were between Training and Bafford and had just a little more polish it would have fit right in.

It would have seemed strange that there was never such a short storybuilding mission again though

>> No.4962307

How do I find the unused models and creatures in the THIEF GOLD files?

>> No.4962350

Because maintaining two versions of the renderer takes a lot of time and effort and you can't expect one person without financial support to do all that work. Plus like another guy mentioned, software rendering mode was dropped in Thief 2's version of the Dark Engine.

>> No.4962372

Look around in the obj.crf and mesh.crf files. Create a random object (like a statue) and assign it the model name.

>> No.4962419

Can I make an AI this way?

>> No.4962437

Figured it out. Next question:
Is there a way to do this but not change the archtype when I change the model name?

>> No.4962454

Is anyone else getting blocky lights when they remove texture filtering for Thief 2? Thief 1 looks fine and lights still look great but in T2 they're just blocks and completely black.

>> No.4962526

You can do it two different ways.
1. Create a new child archetype from an archetype and change the model name in it
2. Place an object in the mission and **add** the property Shape > Model Name. Don't modify the existing one in the tree.

The first way will ensure that every time you place this object archetype in the mission, it'll have that model every time you put it in the mission. The second way will make it so only this particular object will have the model.

Make sure Thief 2 is running under 1.26. Also do not modify the lm_ settings in cam_ext.cfg.

>> No.4962562

Thank you very much.

Is there any quick ref guide to models / modelnames?

Voices / sounds?

basically a list with either images or descriptions

>> No.4962572

There's an object viewer but I've never used it. There isn't a list of sounds but you can extract them from snd.crf and look at the schemas in the schemas/ folder to see how they're used.
Here's a complete list of transcriptions for voices and conversations with the archetype names, very very useful: http://thief.wikia.com/wiki/Voice_File_Transcriptions

>> No.4962627

For thief gold?

>> No.4962742

What for Thief Gold?

>> No.4962754

Is there an object viewer for Thief 1 / Gold?

>> No.4962762

I've never used it, but I imagine it works for both games since they use exactly the same mesh formats.

>> No.4962825

There is an FM that showcases unused objects called "Thief Rare and Unused Models (T1)" by Catalyst. There's another one that features the various AI's by Winter Cat. Also check out the Thief wikia page: http://thief.wikia.com/wiki/Category:Cut_Material

>> No.4962841 [SPOILER] 
File: 50 KB, 700x530, 1533745835277.jpg [View same] [iqdb] [saucenao] [google]

>> No.4962905

I played the sword but dont understand this

>> No.4962909

>playing with the enhancement pack

>> No.4962919

this missoin wouldve been so much better if it had stayed with you exploring caves.

>> No.4962975

Can you link me to the object viewer? I can onyl find a Thief 2 specific one.

>> No.4963089
File: 1.49 MB, 2448x2448, IMG_20180808_142520.jpg [View same] [iqdb] [saucenao] [google]

I am making an FM for Thief Gold but I accidentily loaded GEN.OSM

How do I drop it / get rid of it?

>> No.4963105

eh? That's a screenshot off the wiki

>> No.4963106

gen is fine for TG, but you can use the command script_unload gen.osm to get rid of it.

>> No.4963107

everyone would have complained about that. The whole big twist of Song of the Caverns is that it is a monster mission that's actually a city mission

>> No.4963117

Maybe it's just me but I hated the twist of exploring a mansion instead of spelunking. The briefing got me so excited to do some real looting in caves.

>> No.4963120

>Thief 2 Gold will never be released
What could have been.

>> No.4963125

>The echo of the beggar screaming 'thief' was cool though.
That's a good way of mixing narration and gameplay. The ongoing "scene" interacts with you as a reaction to what you're doing, which was running away in this case. Standing still and talking with those characters I usually hide from will always feel a bit unnatural.
What makes that moment for me is how he breaks a fundamental stealth rule: npcs acknowledge your presence only if they see you; even the Trickster or Karras stay oblivious as long as you don't make a mistake. No matter how careful you were while leaving the building, you couldn't see him but he saw you. It stings, both the thief and the player. Then it becomes obvious that it's just a scripted sequence, and the fact that his yelling doesn't translate into a real threat for the player doesn't help either. But a mission like this is all about good scripted sequences that suspend your disbelief for a moment, I suppose. This scene worked because it played with the way Thief works, but asking for directions wasn't as interesting as consulting a map on the other hand.

>> No.4964050

one day im not gonna be a guard anymore...

>> No.4964186

... I'm gonna be a manor lord...

>> No.4964290
File: 199 KB, 858x432, 1529089413008.png [View same] [iqdb] [saucenao] [google]

>> No.4964357

Having fun with AlignExt I see.

>> No.4964592
File: 550 KB, 1360x768, dump201808082232350.png [View same] [iqdb] [saucenao] [google]

Playing through the game for the first time. Damn that was a close one.

>> No.4964676


>> No.4964937

It's a texture alignment mode introduced with NewDark that is far more precise and flexible than AlignNorm and AlignBr. I thought you were using in this pic.

>> No.4964941
File: 53 KB, 518x430, 1504905949788.png [View same] [iqdb] [saucenao] [google]

I'm starting to think my layout doesn't make much sense.

>> No.4964946

Thief is surreal by nature so nonsensical layouts are fine as long as they don't end up maze-like.

>> No.4964949

I was. I (>>4964290) didn't post >>4964676.
I've been using AlignNorm the whole time because I figured it would lead to some "authentic" texture misalignment as in the OMs but I decided to stop torturing myself.

>> No.4964972

Ah, fair enough. But yeah AlignExt is such a godsend. AlignBr was the only way to have normalized UVs on a face at the expense of rotation, which was pretty stupid.

>> No.4965009

My Thief 2 is running under 1.25. Seems like the Tfix which patches to 1.26 only applies to T1? Tafferpatcher is still on newdark 1.25.

>> No.4965012

Nevermind, a quick google solved it. Disregard.

>> No.4965089

maze-like is the best

>> No.4965115

You've had plenty of spelunking in the rest of the game. The opera house segment was kino.

>> No.4965116

It really depends how it's done. Samey maze-like is shit/boring, but maze-like with regonizable landmarks is good.

>> No.4965995

wot mission?

>> No.4966019

That's Thieves' Guild, in Reuben's mansion.

>> No.4966151

Thief1. When in time does the original take place? And what is the main goal of the Player character?

>> No.4966304

i didnt like it. it felt random and out of place. like a fan mission. kino is like into the maw or trail of blood

>> No.4966381

What are the must-play fan missions?

>> No.4966407

Cam someone explain to be why FM creators have a fetish for creating their missions in TG, instead of in T2?

I really prefer it when secrets are "marked" like in T2.

Also with NewDark, aren't the games virtually the same gameplay wise? Anything that they are going for should be doable in T2, right?

What am i missing?

>> No.4966424

>Qomeone explain to be why FM creators have a fetish for creating their missions in TG, instead of in T2?
Better game and better stock resources. You don't need to import hundreds of things that bloat the mission's archive size if you want to have TG assets in T2.

>so with NewDark, aren't the games virtually the same gameplay wise? Anything that they are going for should be doable in T2, right?
Yes, that's correct, but they're still different games with different quirks even if they run in the same engine.

>> No.4966467

The larger two look like the Annelid Arachnids from SS2.

>> No.4966516

not really surprising considering the engine and devs involved. Annelid Arachnids have three body segments, though. Unlike actual spiders (and Thief's)

>> No.4967241

I liked the directions. It seemed way more complicated than the reality of navigating to the house when Farkas was explaining it, which is how I experience directions IRL.

>> No.4967269

I still use Darkloader.

>> No.4967880


>> No.4968052

I agree that The Dark Project > The Metal Age, but what does that have anything to do with building an FM?

Aren't original Thief stock files so small that it doesn't matter nowadays? I mean people have no problem downloading substantially bigger sized TDM FMs.

I also don't like fetishization of the stock resources. It's cool to use them, but its also cool to add something new and create fresh variations by mixing and matching but staying within the old Thief style.

>> No.4968098

>I also don't like fetishization of the stock resources. It's cool to use them, but its also cool to add something new and create fresh variations by mixing and matching but staying within the old Thief style.

Agree, I want Dark Project visuals but I want some fresh ones. It's easier than ever these days.

>> No.4968106
File: 544 KB, 1280x720, dump162.png [View same] [iqdb] [saucenao] [google]

So I'm having a strange problem.

I'm playing Lorgans Web.

The game seems to be running at a weird speed and it's making some odd glitches. For example, using lockpicks is irritating because when I 'Use' them on the door they randomly go back into my inventory even though I am still holding the 'Use' key.

also it doesn't look like my FM folder is cleaning up properly. Since I played Tears of Blood my lockpicks have been called 'A Nail' and 'A Fork' in every FM.

What's up with that? Anyone else experiencing this wierd shit?

Is the speed problem normal for Lorgans Web? I haven't experienced it before this ....

>> No.4968175

>there is NewDark but no VanillaDark, DarkChocolate, DarkGL nor ZDark sourceports

>> No.4968398

People don't have access to the Thief source code like they do for Doom.

>> No.4968458

>Cam someone explain to be why FM creators have a fetish for creating their missions in TG, instead of in T2?
Only a tiny fraction of FM authors make TG missions.

>> No.4968464

That tiny fraction seems to be the best of them though.

>> No.4968468

Medieval steampunk > boring victorian.

>> No.4968579

I want to know what the best ones for Thief Gold / Thief 1?

>> No.4968853

But Thief 1 and 2 both run on the same engine as System Shock 2 does. Yes I know that the latter game got its source code found in the mid-late 2000s, and even the first System Shock game had its source code re-discovered around late last year-early this year. However, you don't need the source code files for every single idtech 1-idtech 3 game to have stuff work.

>> No.4969373


>> No.4969627

Where did the lot of the others go off to?

>> No.4969730

Come in, fellow Thieves of the hood

>> No.4969921

Anyone help meh?

>> No.4970265

Are you using Darkloader by any chance?

>> No.4970313

Can you stop with those rick and morty references

>> No.4970314

tfix lite is great and just dont download those "HD texture" craps. also whats the source of your pic?

>> No.4970316

>Not wanting our god and saviour Raoul

>> No.4970321

Oh I fucking hate that mission, Ruined the whole gold for me

>> No.4970326

time : some medieval + steampunk fantasy. but extremely fresh and unique

goal : earn shitload of money and retire with some STYLE

>> No.4970419
File: 135 KB, 1255x919, 1527033904124.jpg [View same] [iqdb] [saucenao] [google]

>tfw I have never once spelled medieval correctly on the first try

>> No.4970475

I wonder if the game that was under development from 1997-early 1999 that became System Shock 2 at the 70-75% mark was originally going to be Thief 2?

>> No.4970628

I am! Is Darkloader to blame?

>> No.4970667

Confession: I don't enjoy Thief Gold level design, it's generally filled with samey corridors with little to no landmarks. Much of the design is about blackjacking all the guards in your way and then figuring out how to navigate the levels. The problem is emphasized on huge levels like Bonehoard and Thieves Guild. For a game that is always touted for its level design, I'm kinda disappointed.

>> No.4970802


>> No.4970826

Which one?

>> No.4971067

That's what you get for playing Tears of Shit.

>> No.4971221


>> No.4971790

Yeah, Darkloader is outdated and basically copies all the FM files in the root folder and then cleans them up when you load another FM. The problem is this process isn't perfect, so sometimes you have rogue files lying around. Unload the FM, delete the folders "books", "senpai", "intrface", "mesh", "obj", "schemas", "snd" and "strings" if they're there and try again.

>> No.4973312

Burrick bump.

>> No.4973672

Now that you mention it, subjectivity in general is indeed a fundamental component of how you present a mission. It's the best way to coat the mission with the kind of vibe you want to give to it. Surreal, dark, realistic, thrilling. If it works well enough, the impression will stay even after the first exploration.
It can be conveyed in a lot of ways, a confused or incomplete map being just one of them. Having the thief ask for directions and even lie like that about his motives is a good way to set up a story about a rookie and still give the player the much needed information. It would work as a briefing cutscene too maybe, but that would require more work than an in game dialogue.

I probably don't like the idea of a young Garrett that leaves the Keepers without first learning how to discreetly find a building in the maze that is the City.

>> No.4975240
File: 985 KB, 1276x2692, 1518285828810.jpg [View same] [iqdb] [saucenao] [google]

What are the items on Constantine's shelf?

>> No.4975256

The text on that image describes them pretty much as well as they can be described. Some details are left out though, how the clock has a centipede rim and the four cardinal numbers are indicated by insects.

>> No.4975285

Any more images like dis? These are interesting.

>> No.4975294

Don't post the timeline picture because the information on it is incorrect.

>> No.4975304

It's definitely inconsistent if you look at it realizing Garrett was a vagrant pickpocket & beggar before the keepers.

BUT if you look at it from a human perspective, Farkas was asking a lot of questions and that building was on Garretts mind, so perhaps he was putting on airs for Farkas who we find out (by the end of the conversation) smelled garrett out and was willing to humour whatever cover Garrett came up with (however shitty)

>> No.4975305

I mean to say that instead of making up whatever NEW story on the spot, Garrett just told a half-truth because he couldn't think.

>> No.4976368

so why apebeasts?

craymen? bugbeasts?

>> No.4976373

Well, who would believe a beggar? Nonetheless, getting caught by him feels unfair. It was not because of your error in judgement.
What could be a possible backstory of these items?

>> No.4976375
File: 8 KB, 125x100, Pureed_Cramen.gif [View same] [iqdb] [saucenao] [google]

There's obviously a crossover in Omikron The Nomad Soul.

You can eat pureed Crayman, I found it in Kay'ls apartment.


>> No.4976547

i'm surprised at how well thief plays with a controller to be honest

i'm using a DS4 with steam's keyboard emulation

>> No.4976810
File: 729 KB, 1149x515, SS2crew.png [View same] [iqdb] [saucenao] [google]

How would Garrett fare on the Von Braun?
With or without cybernetic implants?

>> No.4976824

i'm surprised that's not a SS2 fan mission already

speaking of SS2, is there a way to get sharp shadows with unfiltered textures in that version of newdark or does only thief have it

>> No.4977549


>> No.4977595


>> No.4977629
File: 3.15 MB, 1178x478, Toasthand-min.gif [View same] [iqdb] [saucenao] [google]

That comic relief expression garrett has when he realizes his hand is toasted

>> No.4977635
File: 2.04 MB, 1178x478, garret.gif [View same] [iqdb] [saucenao] [google]

>> No.4977642
File: 2.89 MB, 1178x478, salty-min.gif [View same] [iqdb] [saucenao] [google]

>> No.4977679


>> No.4978192

Why is room brushing so nightmarish

>> No.4978206
File: 83 KB, 640x480, Gamall_revealed_08.jpg [View same] [iqdb] [saucenao] [google]

what would you call this animation style?

>> No.4978242

monty python

>> No.4978275

What's the deal with space underneath stairs. I just had a problem with ai failing to walk up a few steps because I forgot to fill in the space underneath, but I know from existing missions that spiral staircases, tall winding stairwells, and the like work even though there's necessarily space underneath the stairs.

>> No.4978386

Make sure to build pathfinding often, the AI probably used a previous version before you had built the stairs.

>> No.4978389

Is there some website somewhere I can see every default texture without having to explore all families?

Same for objects.

>> No.4978470


Texture indexes for T1, TG, and T2. The TG version is missing a few textures from NewMage but everything else is fine afaik.
I think there's an object viewer out there somewhere as well, check TTLG.

>> No.4978479
File: 1012 KB, 720x865, hammerite-blank.png [View same] [iqdb] [saucenao] [google]

Thank you brother, exactly what I wanted.

>> No.4978594

I made to do so, and optimize and build rooms and all the other options. And these stairs were coincidentally one of the first things I built in the mission.

>> No.4979017

It's just a drawn image animated using something like aftereffects. In thief DS i call it shit. In Thief 1 /2 it was peak

>> No.4979021

>object viewer

Yeah, you mentioned it but I havent seen it for T1

>> No.4979110

even the way the hand slides up is cartoony

it's like clone high

>> No.4979143

>there are plebs who really think that the dungeon crawling levels in thief gold are good

you guys are OBJECTIVELY wrong

not only is the dungeon crawling INCREDIBLY incongruous with the rest of the game's mechanics, its actually a turbopleb thing to like. Attempting to sneak past, around guards is significantly more challenging and engaging than running away from burricks and zombies or trying to navigate jumping puzzles. Assuming you're not a savescumming CUNT and you are playing through a mission blind, stealthing past HUMAN guards requires cleverness, situational cognizance, a good sense of direction and even quick reflexes, again assuming that you're not the kind of pussy who just hangs out in the shadows for an hour. The core gameplay loop of "observe patterns in patrol routes, exploit patterns" is dynamic and interesting when dealing with guards, it is NOT interesting when dealing with the supernatural enemies in the game; the weaknesses of zombies and burricks being fat slow faggots is far too easy to abuse and every jumping puzzle is simply an extended execution test, there is nothing there to engage you on a strategic level except trying to work around the Dark Engine physics which were designed to make you feel clumsy and imprecise. By contrast, 2 or 3 human enemies is more than enough to push your shit in on the harder difficulties, which means engaging with them directly is forbidden, especially if playing on Expert, where no kills are allowed

all the dungeon crawling levels in thief are nothing more than mazes and endurance tests. if you like them you are GAY and should stick to doing puzzles on the back of cereal boxes

>> No.4979732

You need to put the OBJECTIVELY in lower case at the end otherwise everyone will instantly recognize your bait.

>> No.4979923
File: 12 KB, 181x278, 4C8BE99A-0107-4054-921B-1AB628E40E03.jpg [View same] [iqdb] [saucenao] [google]

Dont express youself using buzzwords, it cheapens your argument and we taffers are all about value.

>> No.4980018
File: 47 KB, 700x933, 363.jpg [View same] [iqdb] [saucenao] [google]

>gives his opinion

>> No.4980197

In general, including characters that only have a small role in the OMs in these missions can be a good, safe move. It explores their potential, and it's harmless in terms of playing with parts of an estabilished storyline, as opposed to making the Trickster return for a third time. I'd like to see more FMs where the player takes a job from the likes of Cutty rather than the Keepers, employing those secondary characters in a creative way.
Of course Benny will always be top priority, with Basso's sister in second place.

>Nonetheless, getting caught by him feels unfair
Indeed. I wonder if, in a different kind of mission, a moment like that one could still be implemented in some way. One where getting back home is almost more dangerous than finding the manor, exactly because now you're carring a treasure you stole. The streets, calm at first, could now pose a danger. The player should be warned somehow that by leaving the building a new phase of the mission starts, for starters. A remark from Garrett or some minor scripted event could do.

>> No.4980240

Why is there no TUMP for Thief 1/Gold(aka QUMP but made for Thief 1)?

>> No.4980247

Why wasn't either Thief game ported to either the PSX, N64, or Dreamcast?

>> No.4980280

You could enter the 20th anniversary contest, which is open to everyone.

Thief was most probably going to be ported to the Dreamcast considering the leaked source code for the Dark Engine is a Dreamcast build.

>> No.4980318

>Thief was most probably going to be ported to the Dreamcast

>> No.4980384
File: 10 KB, 184x138, haunt2.jpg [View same] [iqdb] [saucenao] [google]

Funny how all this text can be countered with this one image

>> No.4980385
File: 1.50 MB, 1359x1920, 084.png [View same] [iqdb] [saucenao] [google]

Thief isn't freeware, right?

>> No.4980394

>T. Sony packrat from /v/

>> No.4980413

Legally, no. Morally yes. Not only has Looking Glass been bankrupt for almost two decades, but even Eidos no longer exists considering that it's all under Square Enix now. So there's no way that a single cent of any legal purchase of Thief is going to someone who deserves it. Despite it being worth all the money.

>> No.4980478


>> No.4980479
File: 166 KB, 554x860, p061ehaNJR1wrg86ro5_r1_1280.png [View same] [iqdb] [saucenao] [google]

>tfw not apart of a super-autistic order of religious knights obsessed with building

>> No.4980490

Would it be too much of a problem to create a link from where you can download the game and patches?

>> No.4980559

Imagine you were in charge of designing Thief 5. How would you make sure it captures the same feeling as the originals? What mechanics would you add, and which would you keep? Which game, or fan mission, would be your biggest source of inspiration? How would you attract new players?

>> No.4980598

Bring back original actor for the voice of Garrett, but have Garrett in an aging mentor role
Have the player character be the girl from the ending of Deadly Shadows
Reassemble Looking Glass as much as possible, primarily emulate the first two games
Bring in new players with promotional material with an "are you up to the challenge" angle, as well as emphasizing the horror elements and the protagonist's sex appeal (subtly)

>> No.4980601

>Thief 5
There was a 4th one?

>> No.4980607

There was some talk about something like that in the last thread
Although that idea was for a single mission that everyone piles onto rather than a set of missions, which would probably be more manageable.

>> No.4980617

> How would you make sure it captures the same feeling as the originals?
Don't use too much colored lighting but let the textures do the work. Use short ambient loops much like Thief 1 and 2 and don't go for a melodic soundtrack. Return to the classic briefing and cutscenes.

>What mechanics would you add, and which would you keep?
I'd love to see silhouette implementation, where NPCs can see you if you're against a bright light even if you are in a shadowed area. I'd also like to see stuff like wet footprints for a while if you walked in water. Guards being able to wake other guards, coordinated searches and proper dogs.
I'd ditch the hub progression and return to a classic mission-per-mission format.

>Which game, or fan mission, would be your biggest source of inspiration?
Thief Gold would be my biggest inspiration. I'd say 'classic' fan missions would also serve as inspiration.

>How would you attract new players?
Provide a full range of customization for flexible challenge, basically a hybrid of TDM's and System Shock's difficulty settings.

>> No.4980681

how does the fan mission scene look for thiaf, anyway? does it have one?

>> No.4980692


>> No.4980705

No modding tools.

>> No.4980767

>How would you make sure it captures the same feeling as the originals?
I couldn't.
There was something intrinsically important in the 1999 graphics to Thief. I don't think modern graphics could recapture that same feeling.

At most, you'd go with low poly and detailed textures, with dark lighting, but vibrant colors.

>> No.4981113

what i'd like the most is environmental noise actually mattering

>> No.4981161

What do you like about stealth games/Thief?

>> No.4981328

Intruding on other peoples' lives, being somewhere I don't belong, eavesdropping conversations, feeling like a voyeur (not in the sexual sense).

>> No.4981334

i always wanted to rob rich people so these games scratch that itch for me

>> No.4981343

How do I selects and move all my brushes at once in dromed?

I built too close to the world limits by accident

>> No.4981365

So I multibrushed and moved my junk, now portalization keeps failing. did I unsnap or something?

>> No.4981382

Multibrushes are very very janky. Unless you use vbrush_snap, everything you move will be unsnapped like hell, which in turn fails portalization. Check brush snapping (pick a grid size like 11).

>> No.4981392

what does vbrus_snap do?

Is there a good way to resnap everything?

>> No.4981397

vbrush_snap is command you can activate in user.cfg that makes it so multibrushes get snapped when you move them, though it sometimes doesn't work and you have to make sure the brushes are snapped.
The easiest way to re-snap everything is to pick a small grid size, highlight unsnapped brushes-> snap highlighted. You should have these two options in the menus. Unsnapped brushes will be displayed in blue. After you've snapped them, re-portalize.

>> No.4981403

setting and level design

>> No.4981416

I think stealth games are extremely fun puzzle games

>> No.4981512
File: 59 KB, 956x404, Capture.jpg [View same] [iqdb] [saucenao] [google]

Is there an easy weay to determine what brushes the OM authors used?

I want to mimic some styles.

Also, couldn't I just export them as multibrushes?

>> No.4981518

Aside from just looking at them in dromed?

>> No.4981520

Take a look at the unstripped mission files, they're in the GOODIES\DROMED\ folder.
You can export brushes as multibrushes, yeah. Select the brushes you want to export and use save group.

>> No.4981545

I guess that one is just a pyramid with extra sides, isn't it? :p


Really appreciate all the dromed help as a newbie, folks - I'm enjoying this.

>> No.4981550
File: 105 KB, 956x406, alighnment.jpg [View same] [iqdb] [saucenao] [google]

Also I really love the misaligned textures in the OMs. Makes me feel pretty confident :P

>> No.4981581
File: 71 KB, 962x407, Starwindow.jpg [View same] [iqdb] [saucenao] [google]

Those taffers.... I always imagined this was a bunch of wedges.

>> No.4981584

what was the command to highlight unsnapped brushes?
also is the total time displayed in info_player records correct? I remember reading it would start over if you went past a ceratin limit

>> No.4981586
File: 45 KB, 250x280, 1490622576331.jpg [View same] [iqdb] [saucenao] [google]


>> No.4981590
File: 107 KB, 960x410, Schwert.jpg [View same] [iqdb] [saucenao] [google]

Did thief inspire any of you taffers to own a sword?

>> No.4981616

>what was the command to highlight unsnapped brushes?
hilight_check_unsnapped, from the top of my head. You should have it in the menus if you installed the Dromed toolkit.
The time is correct, I've never heard of it resetting but I imagine that's possible.

>> No.4981670

Is there an easy way to key through a level and see it in the order it was built?

>> No.4981976

Select a brush and hold tab.

>> No.4982247
File: 135 KB, 426x340, Tis the blackest dark I've ever known.jpg [View same] [iqdb] [saucenao] [google]


Found this in the Doom general


What's the most vanilla patch around? I'm re-installing and I recall that the patches I used added a lot of visual fluff which slowed down the game a lot.

Also the cutscenes never seem to work

>> No.4982271
File: 1.12 MB, 1400x2180, 1531041667439.png [View same] [iqdb] [saucenao] [google]

lmao it is just the GOG download and they only have Thief GOLD. There is GoldToDark, but I don't know how well it goes together with TfixLite.

>> No.4982286

Keep in mind that DromEd changes some objects' Time value upon optimizing so selecting object Time 1 and then tabbing doesn't 100% accurately show you the order in which the level was built.

>> No.4982287


Is vanilla Thief really that preferred by some people?

>> No.4982514


>> No.4982606

Couldn't newdark tonemap to emulate software anyway? If someone writes a shader for it, that is.

>> No.4982631

would you fuck viktoria in the ass?

>> No.4982636

Thief helped me to appreciate short swords.

>> No.4982875

Certainly in the vagina. Imagine what those vines can do.

>> No.4983010

In her human form I guess. Wouldn't want dick splinters.

>> No.4983071 [DELETED] 

And I thought Thief fan were above that sexist crap...

>> No.4983076 [DELETED] 

there's nothing sexist about having sex with women

>> No.4983084 [DELETED] 

Piss off.

>> No.4983151

Never click and drag to move brushes when multibrushing, they'll always become unsnapped. If you use the numpad or just manually enter position values however multibrushes work perfectly.

>> No.4983158

They'll stay snapped 90% of the time if you drag and have vbrush_snap activated.

>> No.4983193 [DELETED] 
File: 131 KB, 717x960, tmp_25009-33839839_1663984400345896_5558650075820851200_n1659079038.jpg [View same] [iqdb] [saucenao] [google]

fuck off faggot, find another franchise to fan police

>> No.4983305

get taffed, kiddo

>> No.4983314

imagine viktorias nipples.

O i bet kuntstantine and viktoria shagged

hes the woodsie lord afterall

>> No.4983317
File: 15 KB, 237x234, oops.jpg [View same] [iqdb] [saucenao] [google]


Absolute smut. Begone, craven.

>> No.4983321
File: 15 KB, 183x276, Z.jpg [View same] [iqdb] [saucenao] [google]

>imagine viktorias nipples.

>> No.4983847

List your favorite Thief 1 FMs. Maybe i will do sme blind playthroughs

>> No.4983851

Also I kinda LIKE downwinder. They have an irritsting diction but at leats they love thief snd post regularily.

>> No.4983869 [DELETED] 

Rope up.

>> No.4984079

Geller's Pride, Gems of Provenance, Augustine's Revenge, Calendra's Cistern, Dirty Money, Trial by Night (just don't play it on expert, the loot goal is retarded), The Hand of Glory, The Saint of Redmound, The Secret Way, Returning a Favor, Invitation to Castle Morgoth

These should keep you busy for a while.

>> No.4984410 [DELETED] 

>tries to kill himself with a noose made with Thief rope physics
>gets splattered against a wall before the noose is even ready
Cheap and efficient.

>> No.4984667

Redmound and Favor I already did, great missions.


>> No.4984689 [DELETED] 

There's nothing to 'fan police', it's just called being a decent human being, something that most fan mission authors should strive for instead of releasing transphobic fan-missions.

Who hurt you?

>> No.4984960 [DELETED] 

How goes your deserted Discord server, you fucktard?

>> No.4985018 [DELETED] 

Shadows of Lord Rothchest and Project Hammer: Secret Connections.

>> No.4985026

Are you going to make videos?
Shadow of Lord Rothchest and Project Hammer: Secret Connections.

>> No.4985121 [DELETED] 
File: 64 KB, 472x356, Cox_Realises.jpg [View same] [iqdb] [saucenao] [google]


>> No.4985150 [DELETED] 

I have not seen any alleged "transphobic" fan missions. Or are you that cunt from the SCP wiki who shuts down all criticism with accusations of transphobia?

>> No.4985163 [DELETED] 

Maybe xe should play FTM Life, it's the pinnacle of Thief fan missions and should be right up xir's alley.

>> No.4985283

I used GTD and TfixLite together just fine.

I used it because I wanted to play the original release. Not a fan of George Lucas Special Editions when I'm looking to play a game for the first time.

>> No.4985292 [DELETED] 


Fags aren't even human. Kill them all.

>> No.4985298

A seperate install?
Does it go on top of TfixLite?
How does it influence playing FMs?

>> No.4985305


Which channel?

>> No.4986337

why do dark engine games have such good movement

you really feel like you're moving a person and not a camera

>> No.4986365

Garrett has two hitboxes (body and head) versus just one for a vast majority of games, which makes it so every step has a weight to it.

>> No.4986432

based thief posters

>> No.4986479

I was thinking about it, i am bad at it and have a shit rig though.

Anybody have a good method for recording thief ?

>> No.4987391

>*gets stuck on ladder*
>*jumps off and dies*

>*tries to slip onto a platform below*
>*accelerates too fast in the air and misses the platform by several feet*

>> No.4987646


Phone camera suggestively focused on screen.

>> No.4988182

If you have an NVidia graphics card you can download Geforce Experience and record using Shadowplay (Share). It works by directly encoding the raw data stream processed by your graphics card into MP4 just before it's sent to your display so it barely takes any processing power at all.
Personally I've been having a problem with it though. NVidia updated GeForce Experience ages ago and Shadowplay hasn't worked since. The current version is and I can only get the recording to function on version The newest version simply does not work at all, the old version works flawlessly. Though it's kind of a hassle because I need to edit the shortcut to directly launch Shadowplay without going through GeForce Experience, and I still need to temporarily disable my internet connection so the program fails to auto-update and lets me do the thing that I explicitly acquired the old program for.
But yeah, other than that broken and inexcusable bullshit, Shadowplay is the recording program that takes the absolute least processing power and produces great results.

>> No.4988206
File: 300 KB, 1024x768, 1528181716921.png [View same] [iqdb] [saucenao] [google]

>> No.4988210 [SPOILER] 
File: 304 KB, 1024x768, 1534629004931.png [View same] [iqdb] [saucenao] [google]


>> No.4988282

How many people ITT are currently working on an FM, or are trying to learn DromEd so they can later?

>> No.4988479

I'm working on my mission for the contest, making good progress on it.

>> No.4988642

ladders suck in 90% of first person games

>> No.4988664

I am making a contest FM and learning.

>> No.4988706

I'm also making a mission for the contest. I'm almost done with it

>> No.4988808

Ooh - do tell

>> No.4988876

Not much to tell at the moment, just finishing it up, putting sounds and finalizing patrols.

>> No.4989423

I work on anniversary map, but i ran out of steam lately. I plan to pick it up next month tho, From what i remember its all done, but something is bugging out and it crashes in game on loading

>> No.4989456

Took a break from Thief for a good few months, any notable new FMs released recently?

>> No.4989508

The last one that stood out was Cracks in the Glass (T2). There aren't many fms this year because most people who are making one are working on the contest.

>> No.4989510

Cool, more than I expected. That makes 5 of us.

>> No.4989538

I've also been dragging my feet on mine for the last month. It's about 80% built so I've been doing room brushing and guard placement and such and it's at the stage where I have no idea if any of this is fun, but it's not ready for testing so I have to keep putting time into this thing that may be a total shit, and would probably be a pain to change singnificantly.

>> No.4990940

Calendra's Legacy had a creature from a dimension that would follow if you picked up a certain magical item.

>> No.4990950

Why is the part of the "unarmed female thief" skin transparent?

>> No.4991162

Because the color index used for transparency is used in that skin. Convert the image to PNG and you should be good.

>> No.4992403

It'd be fine to me if games would handle it this way:
-option menu user setting whether simply touching a ladder should cause the character to use it or the use button should be required to achieve that
-while on a ladder: forward for moving up, backwards for moving down, left / right still works to dodge incoming projectiles
-glued to ladder unless using crouch to drop down or jump to jump off it (using view direction to determine jump distance and direction) or unless moving up / down enough to get to the upper / lower area of it

The issue with ladder interactions are:
-unintended ladder use by moving too close to one without any intention to use it
-unable to let go off it (glued to)
-unable to use it correctly when it's intended (mainly up to down movement & ladder contact issues then -> character just walking ladder, falling down or sth.)

>> No.4992684

Is there any game or movie soundtrack that is similar to Thief's soundtrack? It really gets me in the mood to study

>> No.4992686

>forward for moving up, backwards for moving down
I think it's deliberately not that because it's a contextual action. When you're not holding onto a ladder, pressing forward doesn't make you walk upwards, but forwards. So it shouldn't do that on a ladder either. Which is why you look up and press forward to climb up a ladder.
That's not to say that Thief is perfect with contextual actions, considering the fact that using items and frobbing the environment are bound to the same key and can often result in unintentional item usage.

>> No.4993013

portal and half-life I guess. I dunno.
I don't play a whole lot of fpses with ambient atmosphere these days.
Though maybe System Shock 2's soundtrack.

>> No.4993056

I hope that plays as well as it sounds, it's exactly the kind of thing I hoped to find in a FM sooner or later. Guess I'll try this one out ahead of schedule.

>> No.4993063

some industrial, maybe?

>> No.4993074

I think this could be a good source of custom ambients.

>> No.4993419

That's pretty good anon, thanks. I don't really know too many dark ambient artists

>> No.4993810

It is more of a inconvenience you sometimes bump into during all the chaos.

>> No.4993820

The original Resident Evil has a similar ambient soundtrack. A bit more melodic than Thief but not bad. The RE remake is almost the same. Also Amnesia: The Dark Descent is a good one.

System Shock 2 soundtrack is filled with heavy electronic drum beats. It's pretty much the polar opposite of the Thief soundtrack for the most part.

>> No.4994157

>System Shock 2 soundtrack is filled with heavy electronic drum beats.
there's a lot of ambient tracks though

>> No.4994336
File: 224 KB, 623x765, kissgz_1.jpg [View same] [iqdb] [saucenao] [google]

Emphasize with the power of modern engines even more the virtual immersion aspect of sound.
Make it more crazy German expressionist living City without going overboard.

Keep it simple in objectives ( games are an iterative business) but try to maintain the core complex level design.

Shill it as a VR experience to sell, but it would likely just bomb.
Thief was a one time experience, it will never happen again. Maybe now that Doom eternal is getting a bit decent we might get something better than Dishnored in the far future who kneos, but I dont buy it. Triple A Videogames are going service and it will stay there.

>> No.4994838

Well, I guess something like that would work only in a mission partially built around it, or one where an element like that one wouldn't be out of place. But I'm saying this without knowing if that's the case.

>> No.4995841

It's a mix of things. For starters, the feeling of being somewhere where I shouldn't be, with no one noticing, the fact that the level doesn't revolve around the player. Enemies seem more dangerous when you're the intruder, but the fact that they mind their own business as long as they don't find you makes the building/dungeon/quarter feel full of life. It's a fundamental part of the explorative side of Thief.
More in general, I like the idea of stealth as the optimal way of facing impossible odds, mostly because I've discovered it through games where stealth was optional. It devolved into an obsession for ghosting at first but then I realized that stealth becomes meaningless if those odds are straight up bypassed rather than defied. It's all about the high risk high reward element.

>> No.4996619
File: 49 KB, 615x615, 525.jpg [View same] [iqdb] [saucenao] [google]

>> No.4996663

At the end of Deadly Shadows, you see Garret Have a similar experience to the keeper who discovered him. This naturally sets up a new protagonist, the girl.

I would write an older, wiser, NPC Garret as having left his earlier nihilism behind and fully embracing the importance of balance, and the duty of those who can to make the world a more peaceful and balanced place, however, he'd still be the ruthlessly practical deadpan snarker, hardly an idealist.

I wouldn't overwrite the new protag, just hint at her worldview through in-game quips to herself, she'd be mentored by Garret, also from absolute poverty, and also someone who makes a living going unseen, and thus equally distrustful and wouldn't play herself out for all to see, so like Garret you'd slowly get to know her through little comments during gameplay. I'd give the voice actor wide latitude.

The standard plot for most thief games is: IDGAF I'm just here to pay rent -> oh
fuck I'm forced to take part in worldly events -> I accept that I have to do this thing. An obvious place to start after the end of Thief 3 (striking th4f from the canon here, I haven't even played it) is the keeper order falling apart and losing their hold on ancient forces and dangers and magics. The city would be going through a magic renaissance, as long-hidden and sealed artifacts of power would begin surfacing. Magic was always a natural thing that seemed to come from the world, imbued in significant places and significant objects in older Thief games. It wasn't in your face, there were no mana points or books of thunderbolt. The City is in upheaval as fortunes are turned, dynasties rising and crumbling, powers and forces in a race to protect themselves and acquire magic, new fears and supersition among the common folk as the rare commoner finding some magic trinket becomes urban myth.

>> No.4996719

Amid this backdrop, Garret would be doing his best to maintain balance and the peace from the shadows. He wouldn't be a keeper exactly, it would be a new, less formal effort he builds out of his own personal clout and networking in the streets, among the pagans, and the hammers. After the events of the first 3 games and another decade or two of "career development", he's getting a little long in the tooth for breaking and entering after a lifetime of physical and mental strain. Garret is a networker now, respected by the underworld, pagans, and hammerites he has his fingers on the pulse of the city. He makes a living exchanging information, exchanging goods, he knows what others want to find out and can hook anyone up with just about anything. Along the way, he pulls a little here and nudges a little there to try and keep things on a track that does the least harm. As his protege, you will start the game doing some fairly basic cloak and dagger stuff, but with more variety than just straight stealing. With advances in AI and the ability to make maps larger and more interactive, and with Garret having diversified, all kinds of cool objectives could be in the game. Secret meetings, dead drops, tailing and stakeouts, There are all kinds of objectives that naturally come about when you ask "What is something that you try not to be seen doing?" All the disparate missions unrelated on the surface all have the common theme of being about discovering the truth about magical artifacts, and gaining control of them. Then, some massive conspiracy that tied all the magical artifacts together is uncovered by Garret, who needs you stop it.

>> No.4996767

Garrett doesn't invite the girl to join him unlike Artemus did. Also the girl isn't particularly gifted because the glyph magic that Artemus used that Garrett saw through doesn't even exist not to mention that Garrett doesn't use it. Also taking an apprentice would be a total character reversal for no reason and it would also create more questions regarding how Garrett can make ends meet. And Garrett didn't "become a keeper" at the end of Deadly Shadows. He discovered that he had been one all this time. In fact he had been the only one. When he thought he was a thief he was a keeper. Now all keepers are gone and he's actually just a thief. The other keepers are just scholars without magical powers. Garrett, The Eye, the Heart, Crown, Paw and Chalise no longer serve a purpose. There is literally no reason for Garrett to start training an apprentice. Plus Garrett seems too cynical and nihilistic to wish for someone to continue "his legacy". That's some sentimental taff for sentimental taffers. His one wish has never changed. To retire in style. Because he's going to die alone. Might as well die alone comfy while he's at it.

>> No.4997834

The turnout for this contest is gonna be great, looks like it will be similar to Komags stuff back in the day.

Just do it . Any content for T1 is appreciated content, youre just too close to the sun to feel its rays anymore (its burned all your skin off st this point). You have project fatigue and just need to finish, is what im saying.

Post screenshots, it will help you motivate.

>> No.4998372

Honestly I like some stuff from Deadly Shadows but for me Thief ended with that cliffhanger.

>> No.4998678

I can't post more screenshots or I'll have spoiled too much of my tiny mission. I will finish it though, I've spent too much time on it not to.

>> No.4998726

What did you already post?

>> No.4999019
File: 653 KB, 1024x768, 1529193371043.png [View same] [iqdb] [saucenao] [google]

Some rooms from a far too gold manor.

>> No.4999023

>a far too gold manor
Bad taste is awesome for manors, you're doing good Anon.

>> No.4999030

This looks great, the anon citing project fatigue is right. Keep going!

>> No.4999089

I know it's just project fatigue but it's the layout and fun-ness that I don't know about. I'm satisfied with the look of the thing. The good thing is that I sorted out a lot of areas that were giving me trouble since I posted >>4989538

>> No.4999178

There are some really good beta-testers on TTLG that can give you very precise feedback on what works and what doesn't, once you reach that phase.

>> No.4999570

are you supposed to actually bind the walk forward button in these games? if you bind that AND hold down shift, you're pretty much a slug but you're completely quiet, even on tile/metal surfaces.

>> No.5000387

>be watching cittan_count speedrun the game
>he constantly shits on it and LGS because it's so broken and buggy

>> No.5000551

That dude is pretty special to be the least.

>> No.5000584

Everybody did that creep slow walk, its one of those bugs that becomes a feature.

Like crouching before steeping out of a wall makes you land silently.

>> No.5000758

I think he'd do alright but likely fail if there's anything that relies on him understanding computers, etc.

>> No.5001071

I just don't bind the run forward button, you shouldn't run that often anyway and it makes it easier to creep like you mentioned. IIRC you can creep with the run forward button while pressing the toggle run and creep buttons.

>> No.5001256

eh not really. smashing and shooting solved most problems

>> No.5001318

reminds me of how i've been playing SS2 without hacking recently

definitely possible but you have less resources. garrett would probably struggle with the more advanced weaponry

>> No.5001853
File: 258 KB, 1920x1080, Gems Of Provenance.jpg [View same] [iqdb] [saucenao] [google]

So I've picked back up my Gems of Provenance play through and I got to say this plague text on the third mission really bothers me. Aren't the Keepers supposed to be a secret society that no one knew about until after the events of Deadly Shadows? Also this third mission I think is mostly unenjoyable. Besides a fire shadow or some equivalent managed to kill seven people causing everyone left alive to agro towards me. The level layout annoyed the crap out of me with what felt like long routes to get to key areas which was made even worse when I needed to grab the obelisk for the emblem area which I was confused on how to reach in the first place. Sorry to go on a long winded rant but this third mission along with the first two mission in Gems of Provenance overall are decent but have some frustrating moments that lowered my enjoyment. I plan on playing the last mission later but I don't expect much out of it.

>> No.5001940

It's basically impossibe for outsiders to know about the existence of the keepers. The concealment glyph makes you ignore everything related to them. As far as the world and The City are concerned, it was the Hammerites who fought back the undead hordes and stopped teir advance by building the wall around the cathedral. There is no reason for anyone to think that there was a third party and even if there was, they literally couldn't think that there is a third party because of the magic meant to conceal it.
If I made that FM I would have instead made a statue that is the sister monument to The Watchman's Grave. Making it so that The Watchman's Grave is where Sheriff and the High Priest decided that the quarter is lost and they need to retreat in order to save what's left of the city. The sister monument would be "The Watchman's Stand" where the Watch and the Hammerites were finally able to turn the tide and reverse the advance of the undead. It would be like the Liquidator Monument in Chernobyl.
...And naturally the keepers would be left entirely without credit.

>> No.5002000

Gems of Provenance has a lot of good ideas, cool environments and some nice adventure aspects to it but I agree about the third mission. Sewer levels are always just terrible.

Been a while since I played it but that's what stands out to me in my memory, I remember finding enjoyment in all of the other missions of it apart from that one.

>> No.5002197

I thought that mission was pretty great, although I had to good fortune of the neutral zone not fucking up somehow. The next mission has a more traditional style though you won't like the very end.

>> No.5002262
File: 679 KB, 1024x768, 1510333900494.png [View same] [iqdb] [saucenao] [google]


>> No.5002429

Looks amazing anon!

>> No.5002465

>wonder why there's all these copper cans around
>realize they're stacks of coins

>> No.5002581


>> No.5002638

Why would you want to take away all of your nice memories and experiences regarding Thief, not to mention the skill you've likely acquired? You silly goose you

>> No.5002770

i wondered the same for a long time, i didn't understand why copper was so valuable

>> No.5002797

The sad thing is the industry keeps going away from its formula more and more.

Its all about atrocious HUDs, games as service and fucking wallhacks.

The simulation aspect of Thief, if and when it makes a come back it will rock the world.

And sell like shit again.Although from what I remember Thief sold pretty well for LGS standards.

>> No.5002804

>Although from what I remember Thief sold pretty well for LGS standards.
probably because its the only game of theirs that didn't need a supercomputer on release. i guess we can thank hardware rendering for that.

>> No.5003053

>won't like the very end
I assume you're talking about climbing over the wall? I found that part to be odd since a lot of missions simply have you return to the starting area at the end. The last mission was enjoyable for me and I felt like while the elemental puzzle section was an interesting idea the execution could of been better. I feel the portion with the glyphs could of been removed and the level quality would not of been impacted too much as it feels tacked on to have two puzzle sections right after another.

>> No.5003071

I meant the underwater parts and the flinging jump pads.

>> No.5003080

Oh yeah those were my least favorite parts of the mission. The jump pads are my main gripe with the glyph section since they really don't add much and can easily kill you if accidentally touch one.

>> No.5003159
File: 976 KB, 1682x901, 1506294754410.png [View same] [iqdb] [saucenao] [google]

It's very rough right now, but does anyone recognize this place?

I thought they were fun in a gimmicky way but I wouldn't call them "good".

>> No.5003337

I don't recognize the place but that looks pretty damn neat regardless.

>> No.5003412
File: 452 KB, 1024x768, 1534679711606.png [View same] [iqdb] [saucenao] [google]

Playan Shadow of Lord Rothchest, or apparently Lord Rothchest's Shadow.

>> No.5003418
File: 1.09 MB, 1024x768, 1524338673790.png [View same] [iqdb] [saucenao] [google]

What's weird so far is that the author doesn't seem to know what a night sky is.

>> No.5003979 [SPOILER] 
File: 2.73 MB, 1920x1080, 1535273594302.png [View same] [iqdb] [saucenao] [google]

It's Saburov's house, from Pathologic.

While I was working on >>5002262 I noticed that most of the lost city textures are in the lost city family are grey which is weird since you usually associate the lost city with those beige bricks, yet there aren't many grey textures in the other families. So I had an idea to make a mission that uses the lost city family extensively, and today I noticed that pic related translates to them pretty directly, and then that clicked with another idea for a mission that I had, and now I know exactly what I'm going to do once I'm done with that contest mission.

>> No.5004435

Ah so that's why, never played Pathologic. Your rendition looks pretty damn faithful.

>> No.5004498

yeah, that struck me as weird, as well. I liked the castle though (although the master bedroom was ugly af). the facade climbing was great fun, too.

the crypts were poorly designed and a boring ending to the mission. the goal description had made me expect a second underground structure to make your escape through, and then it turns out it's just some random passage in the (awfully boring and uninspired) crypts.

>> No.5004510
File: 837 KB, 1024x768, 1520029704359.png [View same] [iqdb] [saucenao] [google]

I think they were going for a starless night but it obviously doesn't work. It's weird because there's another mission which does the same thing but with a red stone texture, when there's a plain pitch black texture they could've used in the lost city family. So I don't know if that's a newdark thing or if they just didn't notice it.
The whole mission is ugly really but in a likable way. You can see Autumn in Lampfire hills in it.

>> No.5004517
File: 1.02 MB, 1024x768, 1517775245022.png [View same] [iqdb] [saucenao] [google]

This is from the days when people gave negative fucks about clean texturing, which I like in a way. Coincidentally I recently made a pool room which uses the same centaur texture.

>> No.5004662

The one thing I like about Shadow of Lord Rothchest is the freedom in climbing and traversing.

>> No.5004678

Those textures are nice.

I always had an idea that I never got to make because I truly hate dromed, where you start in a outskirts of the city near a Hammer cathedral, and its there to hide the passage into a sort of undergroundish Greek\Roman Temple thingy.

I never saw many FM with full Roman art style.

>> No.5004747
File: 425 KB, 512x512, 1428299827585.gif [View same] [iqdb] [saucenao] [google]

Do you fags have any rituals prepared for Thief's inevitable 20th anniversary? I'm going to replay the games and then check out some FMs, shocking I know

>> No.5004778
File: 354 KB, 1050x1589, kotn.jpg [View same] [iqdb] [saucenao] [google]

I want to draw a cool anniversary piece but unfortunately I already spent all my cool points on this one

>> No.5004780

I would replay the game but I already did a couple months ago. Will probably just enjoy the contest missions.

>> No.5004789

I'll probably just uninstall forever after I release my contest mission to be honest.

>> No.5004860

Doesn't seem to know what a skybox is or how to implement it either.

>> No.5004980
File: 439 KB, 640x480, FBCCFE6D-D12F-4A60-A147-6CDB7D800B25.png [View same] [iqdb] [saucenao] [google]

Fuck off :p i was going to make that for the FM contest but settled for a hammer scriptorium

>> No.5004981

Sick, make more.
Request hammer theme.

>> No.5004987
File: 446 KB, 640x480, 16EBEB67-928C-4670-9871-1EFB5E3D837B.png [View same] [iqdb] [saucenao] [google]


>> No.5004994
File: 346 KB, 1231x961, C6490D6F-2A9F-431B-9AC8-36FA0FA961DA.jpg [View same] [iqdb] [saucenao] [google]


>> No.5004996
File: 339 KB, 1268x956, BE263CE1-FD7A-4504-BDBF-D4DA6177DAE1.jpg [View same] [iqdb] [saucenao] [google]

Just some WIP shots. My first fm.

>> No.5005000

All the grey concrete textures are placeholder

>> No.5005196

Took me too long to recognize that "window" texture. Think you're going to finish it?

>> No.5005350

The thing is that in Thief you generally apply the sky like any other texture (there are things you can adjust but for a basic sky you paint brush faces with the sky hack) and it's one of the two or three things loaded by default into the texture palette so I don't know how you could miss it.

>> No.5005361

>Pathologic themed fm
Would play the shit out of that anon

>> No.5005362

Yes :)

>> No.5005376

It's not Pathologic themed, I just noticed that that house is a perfect fit for the palette of textures I want to work with. Not to spoil anything but the mission will be more than that house, which is much to small.

>> No.5005964

Your post is moronic mouthshitting and the only thing more amazing than you spending that much time typing out such useless gibberish is the notion you expect anyone to care.

>> No.5006987

What is your favorite texture and why?

What FM had the most interesting idea and why?

What is an FM idea you've had but never got around to making?

What will Thief 5 be like?

>> No.5006991

So hey, new to DromEd here.
How do I texture properly / how do I build everything so texture alignment is easy?

>> No.5007004
File: 4 KB, 69x98, 1520737691182.png [View same] [iqdb] [saucenao] [google]

>What is your favorite texture and why?
pic related, carpetkino
>What FM had the most interesting idea and why?
I guess The Flying Age if only for the sheer ridiculousness.
>What is an FM idea you've had but never got around to making?
One based off tc_hydro from TF2 (will get around to it)
>What will Thief 5 be like?

>> No.5007005

Use a relatively big grid size to build the bulk or your architecture. 14 and 13 are good for this because the textures are designed to align properly on these sizes. You can use lower grid sizes for finer detail.

>> No.5007013

I just adjust textures afterward. I usually stick to grid 13 since it moves in increments that line up to the thinner "banded" types of textures. AlignExt makes alignment easier (especially because it makes the textures stay in the same place when you move the brush) but sometimes it makes things harder, like when you have to align the same texture on two faces that are right next to each other, they won't line up cleanly like in the default mode until you mess with it.

>> No.5007028

>What is your favorite texture and why?
blustn all the way, baby. It can go for both rundown areas and more posh locales if used in combination with other textures.

>What FM had the most interesting idea and why?
Upside Down is hilarious in its concept.

>What is an FM idea you've had but never got around to making?
An FM set in the homeland of the Hand mages.

>What will Thief 5 be like?
Thief what now?

>> No.5007046
File: 245 KB, 538x451, 1534897671991.png [View same] [iqdb] [saucenao] [google]

>What will Thief 5 be like?

Let Thief rest, the story is completely over and done with. Rebooting the whole thing was the only real option left for the series, and I don't need to go into how that turned out.

I just want a new game that emulates the same kind of gameplay while refining it further and utilizing fancy modern tech for better lighting, sound and AI to make the stealth even more intricate, but I'm clearly asking for too much.

>> No.5007081

>story is completely over and done with
yep, since gold was released

>> No.5007103

You're a funny guy anon, I like you, that's why I'm going to kill (You) last

>> No.5007275

It's been years since I used it but Dromed absolutely has skyboxes, it's under sky rendering mode. It uses an inaccessible box so you can't add 3D objects in it like Unreal etc, but it's still a skybox.

>> No.5007520

I know that, but actually making the sky visible in the level (at least the default sky) works by painting brush faces with a special texture. My point is that I have to believe their not using it was deliberate.

>> No.5007658

Even if I like how the series comes full circle with TDS, nothing beats TDP's ending for me. In a way the fatalism expressed by the keeper made the story come full circle even before it became the start of a series: you saved us all, but nothing has changed and from this safer world something terrible will be born again. What felt like facing fate was just fulfilling destiny, entering the era the Trickster feared. It's not just bleak, it's absolute, perfect. A story about chaos and low things like thievery is also a story about order and the natural course of things. The balance TDS is about was well represented here.
Maybe I'm reading too much into it and it's just meant to title drop the sequel in a cool way, but sure I'm glad they managed to pull that off and get me hooked like that. I had a hard time moving on to TFA after that ending.

>> No.5007731

All these three letters acronyms starting with T are starting to fuck with my head. Obviously I meant T2.

>> No.5008113

Have you started playing The Death of Garrett?

>> No.5008116

I know that mansion...

>> No.5008397

So where is the Thief Gold object viewer?

Texture browser?

>> No.5008671

Not yet. I admit I was waiting for a signal, in august you never know who's home and who's not. But august is almost over and it's time for Garrett to die.
Or maybe not. The premise of this mission reminds me of the old kind of bait and switch comic books covers, that assure the would be reader that this time the adventure will end tragically for the hero.

>> No.5008901
File: 978 KB, 1360x768, dump201808281241450.png [View same] [iqdb] [saucenao] [google]

How the fuck are you supposed to escape this water in the Haunted Cathedral? It won't let me climb this and every other way seems to be a dead end.

>> No.5008931

Don't tell me you've played all this time with broken shadows.

>> No.5008950

I tried changing lm_filtermode but the shadows stay blocky.

>> No.5008954

You sure you're running on 1.26?

>> No.5008975

lm_filtermode is the one you shouldn't change isn't it. Seems like you should be able to climb out there.

>> No.5008987

keep looking, there are at least three different routes you can take to advance. one is directly connected to that waterway.

>> No.5008990

I think you can with newdark mantling. I'm 100% sure it's impossible in the original game, though.

>> No.5008994

Thief is a run of the fun mill kinda game i can recommend to my mothers friends who are huge theif fans. The sometimes come over to my room when theyre visiting my mom and sometimes play with me, kino af my internent denzians

>> No.5009004

I have 1.25 but the cfg file includes the lm_filtermode option so it's odd it wouldn't work. But I'll install 1.26.

>> No.5009013

Repost from above:

mipmap_mode 0
tex_filter_mode 0
;pixel parts_as_disks
movie_sw_scale_quality 0

If you updated to the version that just came out it should work as long as you didn't touch any of the options prefixed by "lm_". If you didn't update, it won't work and blocky shadows are expected.

>> No.5009054

Ah so that's why. No filtered textures with proper lightmaps only works on 1.26.

>> No.5009241

Update to 1.26, man... UPDATE TO 1.26

>> No.5009245

Thief gold texture broswer?

Object browser?

Can't find

>> No.5009282

Dude, just load every texture family in DromEd and see for yourself, or open SENPAI.CRF and extract the textures somewhere else.
Also the Object browser only exists for T2.

Now piss off.

>> No.5009305


>> No.5009320

You rude.

Drink rust gas

>> No.5009391

Yes, I had precisely the same response. TPD ending was an ideal close and left us with a perfectly contained gem of a story. Full circle and thematically perfect-pitch, as you say.

I remember explaining this to a friend at the time, and he couldn't understand my reluctance towards the sequel. Illustrates the difference between a patrician and a fanboy I suppose. Now Metal Age is a good game, it just seemed that continuing Garrett's story detracted from the perfect ending of TDP. A new protagonist would've been a better artistic choice.

>> No.5009413
File: 1.04 MB, 1360x768, dump201808281645030.png [View same] [iqdb] [saucenao] [google]

Thanks lads, everything's going well now. Also holy fuck there's some scary stuff in this mission.

>> No.5009845

much better!

>> No.5009926

Post a screenshot of the last loot you stole

>> No.5010253

Does anyone remember if the strings at 5:23 are music that plays in game?

>> No.5010295

Coincidentally, >>5003159 has to do with the homeland of a Hand mage, in a sense.

>> No.5010636


>> No.5011273


>> No.5011381

Are simple "infiltrate Lord x's manor and steal y object" missions still worth doing?

I've been familiarizing myself with DromED, but I don't have much inspiration for a complex or interesting plot.

>> No.5011395

As long as they're well made and give the player plenty of different opportunities and ways to get to the objective, then they're very welcome.

>> No.5011427

They better be because that's what I'm doing.
I think they're a necessary balance to the bigger and often overwrought missions that come out. It's not a problem if a mission can be completed in less than an hour.

>> No.5011442

I was thinking about this with Dishonored and Prey. Modern graphics mean every room has to be filled with 5000 non-interactive objects. Thief has a purity to it, most rooms only have a few objects in so you can immediately see what's there and can recognize what's interactive. Dedicated graphics cards were a mistake.

>> No.5011449
File: 68 KB, 602x368, 1531665979055.png [View same] [iqdb] [saucenao] [google]


>> No.5011471

The lighting and color too.
Feels like that even in modern games, dark is never quite dark enough or it's washed out and misty.
In the late 90's, dark lighting would be used to obscure low polycounts of rooms and models, now it feels like making a dark room is just a matter of turning a slider down.

I feel this is very noticeable in games like Thief and the N64 Zeldas

>> No.5011518

Those are the best. Fuck missions with laundry lists of filler objectives and scripted sequences out the ass.

>> No.5011603

Pretty much. Missions that only have a few objectives that will take you across the entire mission are the best kind of missions, imo.

>> No.5011787

As if I feel sorry for that fuck and Harvey Smith, and their shit sjw infested half heated piece of garbage attempts at making LGS style games.

In a perverse way I glad they fucking bombed. And now we really wont get devs attempting these type of games.

>> No.5011885

Something tells me you haven't even played them in the first place.

>> No.5012131

>run of the fun mill

>> No.5012885
File: 381 KB, 640x480, dump228.png [View same] [iqdb] [saucenao] [google]

>> No.5012886
File: 689 KB, 1280x720, dump223.png [View same] [iqdb] [saucenao] [google]

>> No.5012907
File: 146 KB, 1280x720, dump226.png [View same] [iqdb] [saucenao] [google]

>> No.5012908
File: 470 KB, 640x480, dump230.png [View same] [iqdb] [saucenao] [google]

>> No.5012917
File: 565 KB, 1280x720, dump171.png [View same] [iqdb] [saucenao] [google]

>> No.5012918
File: 594 KB, 1280x720, dump170.png [View same] [iqdb] [saucenao] [google]


>> No.5012928

Does it exist an Fm mission with modern setting?

>> No.5012932

I have. Mediocre and fucking terrible at times.

Prey had good parts.

>> No.5012965

So what are the SJW-infested aspects of these games, then?

>> No.5012973

would you?

>> No.5013059

no bagina

>> No.5013096
File: 20 KB, 400x300, screen32.jpg [View same] [iqdb] [saucenao] [google]

>> No.5013098
File: 42 KB, 638x477, Thiefpre0.jpg [View same] [iqdb] [saucenao] [google]

>> No.5013104
File: 764 KB, 1280x720, dump151.png [View same] [iqdb] [saucenao] [google]

>> No.5013471

I'm using new dark 1.26
When I right click, garrett drinks all my health potions, opens and closes the door 100 tines, uses my flashbombs all at once or shakes the lockpicks like he has Parkinson.

Is my game running at the wrong tickrate or something?

>> No.5013680

maybe you're not actually running new dark
could try messing with the options in cam_ext.cfg, like vsync d3d etc

>> No.5013786

Hmm... I am using FMSEL to play missions aND installed 1.26 to my directory. Maybe a fresh install is in order.

>> No.5013990

Anyone else have a issue with the game running too fast / taking too many inputs from a single click?

>> No.5014004

Nope, never encountered this ever, on both OldDark and NewDark. Do you have another mouse you can try, see if it's the game or your mouse?

>> No.5014012

>A new protagonist would've been a better artistic choice.
I can hardly imagine Thief without Garrett, but it could be interesting. His neutral alignment is what makes him the ideal protagonist but it's still something that could be done differently with a different character. There's more than a kind of thief. An anthology series where each chapter tells the story of a different rogue of the City could have preserved that feeling of completeness that the ending of TDP creates.
It's just a pipe dream, but it's good enough that that ending still makes us wonder about what could be, even if that story has already been told. The mystery behind those last words is undying. It's like the Trickster's dream came true, after all.

>> No.5014024

Basso DLC

>> No.5014592
File: 1.18 MB, 1366x768, dump002.png [View same] [iqdb] [saucenao] [google]

I played 'dRuNkEn demo' by Gonchong and I saw this lighting effect. I opened the FM in Dromed but there is nothing there. How does it work? How do I recreate it?

>> No.5015086

Looks like a particle. You can save in front of it and open the save file in dromed to find out.

>> No.5015547
File: 136 KB, 640x480, 1509145282552.gif [View same] [iqdb] [saucenao] [google]

Old haunted cathedral.

>> No.5015550

Could be cool. Our man wants to live a peaceful life with his wife, but his old life of crime won't let him go that easily and, since he can't rely on Garrett anymore (he's busy with the Mechanists or something), he has to put an end to it by himself. Maybe a good occasion to redeem the thieves' guild name with a decent mission, or introdue a new faction Basso has to get away from.

>> No.5015880

Where'd you find this?

>> No.5015972


>> No.5017661

I like the change of settings, but I find the latter part quite challenging?

>> No.5017992
File: 604 KB, 1024x768, 1505990491186.png [View same] [iqdb] [saucenao] [google]

>> No.5018048


>> No.5018463

Give me a quick rundown on the new version of NewDark and how to change the textures to unfiltered while keeping the shadows smooth. Does it work in both TG & T2?

>> No.5018534

my WIP, see also >>4989538 >>5002262

>> No.5018797

Aha! Looks very, VERY good. I'm very excited to play your work.

>> No.5018809
File: 12 KB, 500x375, 1504827833713.jpg [View same] [iqdb] [saucenao] [google]

How do you taffers feel about using Constantine guards for a non-pagan mission? They're easily the best fit for the style of a mission I'm working on, but it has nothing to do with pagans and their relation to apemen is inescapable. Yes I realize it's autistic to get caught up over this.

>> No.5018821

they have a certain exotic and mysterious feel to them that the bafford and ramirez guards lack. they look more threatening. it's understandable that they're popular in fan missions, especially if they work for an eccentric aristocrat.

>> No.5018852

Eccentric definitely, but mage rather than pagan.

>> No.5018934



>> No.5018952
File: 1.77 MB, 1920x1080, 1524346641118.png [View same] [iqdb] [saucenao] [google]

I don't know of any really modern ones, Waterfront Racket is probably the closest you'll get. Pic related also exists, but is not yet released and if it ever is, it surely won't be for a while.

>> No.5018964

rebellion of the builder has a few modern day missions, but it's one of the most cruel and autistic campaigns in thief history. I wouldn't really recommend it to anyone.

behind closed doors offers an interpretation of the city that feels very 20th century-like. there's no technology that doesn't exist in the original game, though, it's mostly a design and architecture thing.

>> No.5018997

Just do it. Most people will not look at the Conguard and think 'Oh thats an apeman waiting to transform'

They just see a guard.

>> No.5019002

One of the Fishkill missions has a full bathroom with a running shower in it

>> No.5019067

Try FTM life and then realize what your asking for is fucking stupid

>> No.5019080

The time period was the last thing wrong with that mission.

>> No.5019085

>FTM life
is that the walking simulator FM where you play as a tranny? is it worth playing at all?

>> No.5019159

>is that the walking simulator FM where you play as a tranny?

>is it worth playing at all?
Do you even have to ask?

>> No.5019195

Which version of DromED do you guys use for Thief 1?

The one I have seems buggy, clicking on the commands of the drop-down menus at the top don't work (like Portalize) and in game mode Garrett runs super fast.

>> No.5019197

To this day I had no idea the monkey model was supposed to be this guard transformed. Never noticed the teared uniform on the monkey... Is there a monkey model without uniform too?

>> No.5019201

He's furious because there is a lesbian romance subplot in Prey.

>> No.5019207
File: 78 KB, 639x479, 1528222578863.jpg [View same] [iqdb] [saucenao] [google]

They were cut and put in the blooper reel.

>> No.5019208

Yeah, the model name is expcog.bin, you can use it pretty easily. It doesn't have a sword.

Make sure you have a CMDS folder in your Thief folder with .cmd files in it. If DromEd can't do any operation that means it cannot find the command line files.

>> No.5019286

If you're just getting into dromed this is the hugest yet simplest protip I wish I knew from be beginning: You can ctrl+click in the 2d views to select brushes precisely, and ctrl+click repeatedly to cycle through overlapping brushes.

>> No.5019470

When I walk around my level the camera sort of stutters and skips. I assumed this was due to some arches I recently made because arches are usually the source of my troubles but I deleted them and it still happens after optimizing. How do I make this not happen? monolog isn't saying anything unusual.

>> No.5019528

That's a bad portal in this location. Unfortunately there's pretty much nothing you can do about it. With high framerate this issue is a lot more visible than back in the day. You could try reducing the height of the room and portalize, but I doubt this'd change anything.

>> No.5019573

Well then is there a way to see where that bad portal is? Now I'm not sure if the cause is the room I thought it is because the problem persists even after deleting it or isolating other areas with area brushes and re optimizing. And yet, this started today as I was adding a new room.
For what it's worth everything is snapped to grid 12, I checked with the command.

>> No.5019638
File: 428 KB, 1024x768, 1522601305348.png [View same] [iqdb] [saucenao] [google]

And now I've gone back to the earliest versions of my map which have ~20 brushes and they too stutter. Furthermore I loaded up a save in Bafford's manor on my steam installation of TG which is totally separate from my editing copy and that stutters too. So I don't know if that's a problem with me or if I've just not noticed this stuttering in all my hundreds of hours of playing Thief.

>> No.5019647

Do you mean when you go into game mode from Dromed? Im >>5019195 and mine does that too, its like Garrett is walking on little bumps.

Also my garrett runs super fast.

>> No.5019652

This issue is pretty independent to all of that and to be honest pretty much nobody knows what causes it and there is almost zero documentation about it. As far as I know there's no way to check for it. It just happens. There are some areas in the OMs that also behave like this.

>> No.5019672


I'm starting to see why people don't like Dromed. As I said (>>5019638) I'm starting to think it might not actually be a problem with my mission but if it is, it affects the whole thing so it would be pretty much fucked.

>> No.5019708

I liked the swift change of setting too. It's seamless, the mission doesn't point out to you that you were actually under some noble's manor, through some readable or objective. It's something the players finds out, and I think the sense of discovery is part of what makes Thief great.
While The Gem was completely focused on a lineral narrative, this one seems to experiment with environmental storytelling. The plot of the FM is simple and only four redables are about the whole Death of Garrett affair. Aside from that, the manor is all about the things you can find in it. There are weirdly incomplete books (I really like the inscriptions above the library's door), a couple of easter eggs and electric lights in most rooms, way before the dawn of the Metal Age. The final part with the chalice has a few creative solutions, like the spiral swords trap. There's some back and forth to do to finally open those doors, but all the keys and switches are in the same zone. To top it all off, Thayer's ledger gives two hints about the chalice that the player doesn't necessarily need: while knowing that the chalice emits his own light helps identifying the fake as such, but on the other hand the whole situation smells like a trap. It's the best kind of hint, helpful but not necessary to succeed.
The "tiles only" floor slows everything down as usual, but at least the wooden balcony works egregiously as a workaround. Everything becomes easier if the first floor is cleared first, but every main objective can be completed by starting immediately with the second floor.

>> No.5020256


>> No.5020270

>that screenshot
Looks aesthetically pleasing but I don't think it's a good idea to have such vast differences in texel density especially without texture filtering. A single bookcase pixel looks like it's about 8 carpet pixels.

>> No.5020621
File: 518 KB, 1024x768, 1517936606325.png [View same] [iqdb] [saucenao] [google]

I agree. I don't ordinarily scale textures that much but I like mixing carpets like that and in such a small room it proved necessary.

>> No.5020623

Speaking of which, is there a good way to apply texture attributes like rotation and scale to all faces of a brush like you can with the texture itself by pressing reset?

>> No.5020979

How come this game never gets old?

It's arguably very repetitive. And its not really challenging either.

>> No.5021052
File: 759 KB, 1024x768, 1513614773723.png [View same] [iqdb] [saucenao] [google]

At a basic level it just feels good to play. The rhythm of footsteps and head bob is just right. It's also sort of a collectathon, people just like clearing out all the trinkets (loot in this case) from a level and the loot jingle is satisfying. In a lot of levels you could probably strip out all the guards and still have fun exploring and finding loot.
It's split into largely self-contained missions so there's no commitment to playing. A problem a lot of people have with more longform games is when they have to stop playing for a while and come back with little recollection of where they are in the story or what their equipment/abilities are. Since every mission has a briefing and Garret's capabilities are static, Thief doesn't have this problem, it can be very "pick up and play". At the same time, missions are substantial. They're large and open ended enough that you can leave things undiscovered, to find later in a subsequent play through.
The score screen makes it easy to come up with self imposed challenges (ghosting variations, iron man, swordsman, speedrun, 100%, etc.) but doesn't impose anything on you.
And of course there's a long list of fan missions, which are themselves self-contained.

>> No.5021060

Yes, and textures and sounds make it incredibly comfy.

In some missions, sometimes I just stand in the streets for a minute and listen to the night sound, imagining the vastness and silence of the City, beyond the scope of the mission I'm in.

>> No.5021132

>In a lot of levels you could probably strip out all the guards and still have fun exploring and finding loot.
I noticed this seems to be a very prevalent trend in modern missions with an excessive emphasis on verticality that basically removes enemies from the game since they just can't keep up with the player. Stripping away a whole layer of gameplay in favor of only exploration is terrible no matter how you look at it, and in my opinion, isn't really that fun.

>> No.5021447

Nah, you have to select every single face individually to edit its texture values. You can cycle through faces when selecting a brush which is good but it'd be better if you could select multiple faces.

>> No.5021893

Add more bowmen?

>> No.5022780
File: 3.18 MB, 384x240, output_hdSLaS.gif [View same] [iqdb] [saucenao] [google]

TFW thy creation rebels against the builders will

>> No.5022813


>> No.5022979


>> No.5023045

If you're decent with texture editing, give them a different uniform with a similar style, and keep the face

>> No.5023237

would garrett ever kill himself?

>> No.5023448

The problem is that not every FM has good enemy placement/patrols. Shoalsgate is one of my favorite missions in Thief 2 mainly because you can't knock anyone out, but most FM's with that restriction either have infuriatingly 'challenging' enemy placement, usually just resulting in more use of quickload and no actual increase in challenge, or they fall pray to the usual bad mission choices, such as making every damn door have 5 layered locks even when you're in no danger of being caught.

>> No.5023639

He did in Shalebridge Cradle.

>> No.5023714


>> No.5023852

It depends if him being unable to climb down ladders and ropes without a 50% chance of randomly dying is him trying to kill himself.

>> No.5023870

Just finished Behind Closed Doors ook 3 hours, and that is with resorting to a guide for one of the optional objectives (the key in the sewer)

All in all it looks really cool, sunset lighting is sorely underused in fan missions though it was very hard at times to tell which areas were dark enough to hide you and which weren't, it felt kind of random in-fact. That's my major complaint.

Apart from the map design being confusing as fuck, the routes through some areas are pretty unorthodox and it made navigation a pain because of all the backtracking. On top of all that Nicked decided samey looking sewer tunnels linked by sewer hatches around the area were a good idea when it convolutes it even more. Just seems like he tried to cram too much into the mission (evident by the amount of objectives)

Other than getting lost a lot and struggling with a few objectives it was decent though. I enjoy Nicked's approach to the setting and the little storylines he sets up in them. Though, I think I like his other missions more. Death's Turbid Veil, Whispers in the Desert and Sturmdrang Peak are all amazing.

>> No.5023954
File: 545 KB, 1083x1026, 1532261740743.png [View same] [iqdb] [saucenao] [google]

I happened to just notice another conspicuous use of that texture in Calendra's Cistern, their later mission. Perhaps a way to make plain dark windows while saving on brushes/cells (not having to model the interior) on olddark?

>> No.5024194
File: 17 KB, 633x772, 1434859099144.png [View same] [iqdb] [saucenao] [google]

>you will never see rowena's re-interpretation of the sealed section in Home Sweet Home
feels bad man. the first mission was such a tease.

>> No.5025015

What kind of texture is 'b08'? Wood paneling?

>> No.5025371

I thought so but you can't stick an arrow into it. Which is odd because b20 is the same texture but with metal over it and you can stick arrows into that, which is the opposite of what you'd expect.

>> No.5027175
File: 33 KB, 538x680, 1527173016884.png [View same] [iqdb] [saucenao] [google]

Which do you look forward to?

>> No.5027298

Anyone got that picture of the three haunts where one is dying of laughter, one got distracted by something way too interesting off-screen and the middle one looks like he's got an incredibly uncomfortable fake smile due to immediately regretting something?

>> No.5027351

probably skacky and melan just for the aesthetics, although I kinda hate their actual level design.

>> No.5027353

stinkykitty > power gap > gort = haplo = bbb > power gap > the rest

>> No.5027360

Haplo and Firemage because I distinctly associate them with custom things that are not allowed by the contest, so I want to see what they end up doing. Same with Gort if it isn't 1.8 gigs of autism like TROTB.

>> No.5028987

the contributions of the anons from here

>> No.5029064

The mystery author is the one I'm looking forwards to the most. These screenshots look mindblowing.

>> No.5030387 [SPOILER] 
File: 1.11 MB, 1920x1080, 1536412247031.png [View same] [iqdb] [saucenao] [google]

>uninstall WoW
>figure out what to do with my life
>find my FM backlog and load up whatever's at the top of the list
>Rowena's Curse mite b cool
>avoiding her room like the plague because I'm genuinely spooked off my ass, but I'm running out of places to go
>mfw the note appears at the foot of the door of the Red Room, the last room I have a key for before Rowena's

I didn't even know objects could be spawned in after a trigger. I can't do this. I have to wait until tomorrow morning so I don't get too scared to leave my room.

What's this about?

>> No.5030406

Status of known participants for http://www.ttlg.com/forums/showthread.php?t=148475

>> No.5030407

the thief anniversary contest. it's an FM contest for T1 where everyone is forced to use original resources. hopefully it will generate some nice "more thief 1 after thief 1" style missions.

>> No.5030442

So it looks like Cheap Thief Missions doesn't have any FMs created after a certain date, at least for Thief 1 / Gold.

Is there an easy place to find T1 FMs from after 2013 or do I just have to browse TTLG in the FM section?

>> No.5030449

taffersparadise should be up to date. Doesn't have a search function, just ctrl+f it.

>> No.5030450

darkfate, although it doesn't let you sort by release date

as of recently, there's also thief guild, although it only shows screenshots for the the newer missions. I have no idea who maintains it/writes the entries.

>> No.5030578
File: 14 KB, 99x99, 1534245374543.png [View same] [iqdb] [saucenao] [google]

Newfag to Thief here. Installed Thief Gold and Thief 2. Also installed TFix 1.26 for the former.

Loving the game, but I have a question - is it supposed to be completely pitch black in some areas? because it can make dickthieving around looking for loot a bit annoying if Garett's eyes don't adapt to the darkness even a little.

I tried upping the Gamma from the video menu but it seemingly did nothing. What am I doing wrong?

>> No.5030587

If you enabled (borderless) windowed mode in cam_ext.cfg, that'll prevent gamma changes from taking effect unless you also uncomment the line

If that's not it, I'm not sure.

>> No.5030602

Based anon, that was it. Uncommented and it werked. Funny thing is I never enabled borderless windowed mode. Oh well, maybe it's a quirk of running it on Wine. Thanks.

>> No.5030623

Why are you guys against the HD Textures from TFix on Thief 1?

I don't find it taking anything away from the experience, it actually enhances it for me. Is it a nostalgia-fag sort of thing?

Also, what made T1 better than T2 in your opinion (if indeed that is your opinion)?

>> No.5030631

go fuck yourself and your passive agressive questions

>> No.5030634

Is there any way to have the Creep/Walk/Run options in Thief Gold, or are you limited to Creep/Run in that version of the game?

>> No.5030635

What about the questions was passive aggressive? I didn't have that intention

>> No.5030637

the HD textures change the entire art direction of the game. this is sad, because the black/cyan/purple/orange palette of the original game is stylish af. the HD textures just turn it into a brownish gray soup.

>> No.5030645

Hm, I see. Maybe I didn't notice it because I haven't seen all the maps yet. Do I have to reinstall the game if I want to test it out again without the HD textures, or is it just a matter of running the TFix installer again with that unchecked?

>> No.5030647

>Is it a nostalgia fag thing?
>(if that is your opinion)

Yes, one sure would really have to wonder if you're implying preferences or asking neutral questions.

>> No.5030648
File: 1.54 MB, 3077x4372, 1517651250661.jpg [View same] [iqdb] [saucenao] [google]

My main problem with the HD pack is that it has no regard for color. Thief was a dark game because of the lighting but many of the underlying textures were vivid colors, even in decrepit areas like the haunted cathedral. At times it resembles medieval art. The HD pack uses more desaturated greys and browns in their place. It saps a lot of distinctive style out of the game. For instance, the city streets in the original use a lot of blue textures. This was an intentional stylistic choice, the textures are called things like blubrik or blustn and it's a distinctive look. The HD pack makes them plain grey.
The other problem is that some of the replacements don't even try to match up, so you end up with some structures that, for example, should be built out of giant slabs but in the HD pack is made out of small, loose stones and it doesn't look right.

No nostalgia, got into the series around 2013.

For why I prefer Thief Gold, it has a much better paced story and it has an occult, wicked vibe that I found unique. The world in Thief 2 is comparatively mundane.
Both games go downhill at the end, but when it happens in Thief Gold the missions get shorter. In Thief 2 they stretch out to unbearable lengths and start repeating themselves.
I liked the dungeon levels. It's often said that Thief Gold has more variety while Thief 2 has more consistent quality, but I think that Thief Gold is both of those. Things start getting shaky for Thief 2 as soon as it hits Ambush.

>> No.5030651

Anon I think you're a little bit too sensitive to be on 4chan. Nothing about those two excerpts are mean spirited at all

>> No.5030656

not sure. I would just reinstall the whole game.

also, I'd use tfix lite instead of the normal installer. the author is on a power trip where he changed random things in the original missions. with lite you still get the original missions.

>> No.5030657

Does Tfix lite also re-add the unused Garett lines? To be honest that was one of the main allures Tfix had for me, restoring unused content.

>> No.5030663

What's the difference between using Tafferpatcher versus installing just NewDark on a Thief2 install?

>> No.5030665

I don't think it does. I think that's part of the mission changes. other legitimate changes include the "crazy getup" line in bafford, and fixing the missing front entrance in cragscleft.

would be great if the author had just stopped there. didn't he even add random coloured lighting in one mission, despite the fact that coloured lighting literally didn't exist in the T1 engine?

>> No.5030668

Oh well. Does it at least come with the version of the engine that does let you try Software Rendering, or do you need to get the full TFix and just uncheck everything except OldDark in the install?

>> No.5030681

Nevermind, TFix lite does indeed do the job for that. Thanks anon

>> No.5030683

Yeah, Speed Toggle in TG is Walk.

It doesn't, and honestly that's better. Garrett talking at the same time as the Bear Pits conversation is fucking retarded.

Tafferpatcher is the TFix of T2, albeit less autistic. Just keep everything unchecked when you install it. ESPECIALLY NTEX if it still comes bundled with it.

You don't need TFix to do that. Just grab an unedited NewDark 1.26 release and you're done.

>> No.5030686

thank you my guy

>> No.5030720
File: 1.44 MB, 1920x1080, 2018-09-08-121632_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]

Just checking, is this The Way It's Meant To Be Played(tm)?

Followed these options >>4957235 with TFix Lite 1.26

>> No.5030737
File: 49 KB, 511x672, 1521812938592.jpg [View same] [iqdb] [saucenao] [google]


>> No.5030739

This looks fine to me.

>> No.5030741

How is it that such amazing sound design quality was achieved in the old thief games? How did they do it?

>> No.5030758

Sound volumes. Every sound passes through volumes and travel realistically from one to another. No leaking through walls or surfaces like 99.99% of games out there unless you do it wrong.

>> No.5030763

It always bugs me when people ask these questions but don't comment after an answer is given.

Hope the original questioner comes back.

>> No.5030764

That was me >>5030645
I read >>5030648 as well and that was what led me to >>5030720

>> No.5030774

Ahh, gotcha. Awesome :) Hope you enjoy it

>> No.5030775
File: 481 KB, 1200x1155, 1535872727205.jpg [View same] [iqdb] [saucenao] [google]

I am, thanks anon

>> No.5030785

I'm sorry it takes a while to respond to you. Haven't been able to sit down at night and just play in peace.

>> No.5031096


>> No.5031198
File: 531 KB, 1280x800, dump013.png [View same] [iqdb] [saucenao] [google]

Playing Calendra's Cistern for the first time.

I taff'd up and forgot to grab Lady Cal's key from the party. There's a big gate between me and the weeping Angel now, and I'm not sure how to get back over there.

Do I gotta be restart, lads??

>> No.5031231

There's a path back to the party down the well isn't there?

>> No.5031265


Chalice of Souls:


>> No.5031310

Yeah, you should be able to return to the party through the sewers outside of Lady Calendra's house.

>> No.5031327
File: 175 KB, 1280x800, dump016.png [View same] [iqdb] [saucenao] [google]

Got it.

Now I just have to find that Hammerfuks parts. Great. Backtracking I never asked for :P

>> No.5031335
File: 651 KB, 1280x800, dump017.png [View same] [iqdb] [saucenao] [google]

Honestly my first reaction in the initial phase of the mission was 'why do people like this mission so much?'

I sorta get it now. There's some cool concepts, linear storytelling, etc. It's novel. Obviously took a lot of skill to put it together.

I wish the party guests were better developed - I ran into a glitch where they wandered around saying random phrases over and over.

'It was good!' ' HAMMERS GOT IT GOOD, THEY JUST SMASH EM FLAT' 'Yeah it was good' ' That Cinder Gurl sure put up a fight, huh' 'YEAH WAS GUD'

>> No.5031419

So how are your missions coming along, taffers?

>> No.5031647

I finished mine already, just waiting for the deadline to get closer before I submit it

>> No.5031712

Did you get it tested? That's a pretty important step.

>> No.5031893
File: 1.13 MB, 1920x1200, 1514309135425.png [View same] [iqdb] [saucenao] [google]

I had a bit of another lull in productivity but I'm finally getting the hang of exteriors which was the main thing hanging me up. Aiming to have all level geometry done by the end of next week, item placement, room brushing, and patrols by the end of the month, and then get testing.

>> No.5031963
File: 385 KB, 640x480, dump003.png [View same] [iqdb] [saucenao] [google]

So did the game look like this in 1998 or did it ship with texture filtering as an option? Was there a software renderer?

>> No.5032246


>> No.5032248

There was a software renderer which had unfiltered textures, and there were also other differences. I think it otherwise had filtered textures.

>> No.5032383

Why do I stand 1 meter mid air when I climb a bed?

>> No.5032424

Resize it's bounding box, its default is enormous. Go to Properties -> Dimensions and in Z put something like
>Offset -2
>Size 1

>> No.5032610

New >>5032609