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Posts posted by Goldchocobo
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Again, it is a crime that no screen-shots from NHAT are present either in the Showcase, the Mission Archive, or at Moddb... (I should've emphasized that when I pestered HC to update the Moddb site... sorry )
(The screen-shots could easily be stole from the original campaign promotion thread. )
I wish my CPU had the muscle to handle this campaign... but someday...
(actually it looks like there are a couple... but heavily post-processed and almost unrecognizable...)
Hey,
If you want to help making a Moddb site, that would be fantastic! I'm still on a TDM holiday at the moment.
Feel free to yank any screens/articles from the promotion threads to do so
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Thanks.. I didn't even see that place before
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O.k. Folks I'm Done.. How can you guys leave me hanging like that I Need the Next Chapter !!!!! I do hope I don't have to wait too long.
Brilliant. It really captures the feel of Thief that I love with kick butt Graphics..
you know..I still wonder how we ever played (still play) 1 and 2 with 16 bit graphics!
Thank You for this awesome Mission pack !
Thanks for your kind words.
I can feel Dark Radiant's, erm, darkness lulling me back into map making. I have another mission half complete... i may as well finish it?
Time will tell.
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Er.. Morning folks.. yeah it's Me again..
I have to ask about this issue that others have noticed as well.
in mission 2 in the sewers at the end of the walkway (where the thieves are smuggling loot) there is a chest with a letter in it. That letter is blank. I thought this was a secret message in invisible ink, but holding it to a flame didn't reveal any message. I thought it may be a reply letter to the guy in the beginning of mission 1 who wrote this guy a letter. I'm in Mission 3 now and have yet to find the significance of this blank letter. Was this a glitch or will the contents of said letter be revealed in time?
Blank? Strange...
Pretty much it is a simple correspondence with the letter you find back at the hotel (the starting point). The smugglers want to leave since the Citywatch/builders are on to them.
Sorry for the glitch, i wonder if other ppl are having a problem with it as well?
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Oo me too!
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Nevermind. I am officially the TDM Forum Idiot. I expected to see weapons in the inventory area.. never once did I think to hit the number keys.. I have been playing this whole time wondering when I was gonna find a weapon. LOL.. Looks like I picked the wrong week to stop sniffing glue.
Lol! I hope your finding NHAT/TDM fun!
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sure, I'll test v.2 tomorrow.
I would love to help test if you still have room
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If those doors are supposed to be pickable and it's causing me to miss something important, then i'm sunk. if not.. could someone point me in the right direction? .. Don't tell just hint.
Thanks!
Cross the zombie pit.
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Quoting MD from another thread but figured this best be asked about/ discussed here...
Just to let you know my experience and see if it it might be of use as feedback, MD.
As I recall I think I might have made a little commotion upon my approach to the pub(can't remember exactly what, but I do feel it was basically low-key). I don't think I knew the pub was ahead, but when I got there there were 3 or 4 guards (or patrol) (or a mix) standing outside the entrance to the pub as if they were anticipating a bit of trouble. It looked good (well, not for me, the thief, pragmatically; but aesthetically) -- "natural" considering the commotion I'd made.
So, I'm not sure if this is a result of your scripting, but it felt "organic" or "natural" or whatever word relays an appropriate thumbs-up.
I'm really glad someone noticed the effects of MD's scripting. They took a while to write... It really helped a lot of the friendly/neutral AI behaviors and making them more realistic.
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I want the objective to be added when the readable is dropped. That's the only moment when I can assume the player's read it.
Using an immobile readable is a bit more "stable". That way if the reader's read it, well, that's the only thing he can do with an immobile readable.
Make an invisible button and link your readale to it with "frob_peer" "whateverthebuttonsnameis", and have the button target a objective visibility entity. Not too hard - took me forever to figure it out though (anoot has like 5 of them)
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Interesting thread.
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Ah, original TDM voices...
Not to put a damper on the project, but I highly doubt I'll be able to get any of them back. Busy guys
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*fixed. Don't wanna take the credit for doing the *Hard* work.
Basically, I did whatever technicalities GC couldn't handle (There is a lot of experimental content in NHAT)
Oooh yes. Please with a truckload of cherries on top, Springheel? And Happycheez @ Moddb?
Er, sorry, I meant MORE then 10fps
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Am I mistaken or did Mortem Desino help with this campaign?
Heck yes he did. I didn't do any mapping per say, but instead all the scripting, cutscenes, worked with custom sounds, massive work on optimization (you can pretty much blame him for NHAT performing more then 10fps).
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Ah, I could finally find the root of the problem with "idPVS::FreeCurrentPVS: invalid handle". I'll have to think about a bugfix, but I'm pretty sure I can find one.
That would be magnificent
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Thanks guys! I'm glad your all enjoying it
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MD is closest.
Its 2 particle effects and a noshadows light, bound to a invisible func_pendulum waaay in the sky, swinging it back and forth.
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I dare someone to combine all 3 of these missions into one huge mega-mission with the objectives progressing as you go.
One giant map where you could go through the sewers into the cathedral, then through the city and then out through the woods (and all the way back again if you wanted to).
These missions are already causing a lot of technical issues as is... they wouldn't even DMAP with 2 of them combined
would be cool though...
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I'm beginning to think these various crashes are relevant to the systems ppl are playing them on. Maybe these levels are too big for the current TDM build to handle? Ah speculation...
Ah well, too late. Cat's outta the bag ... and it's not like I could have shrunk them
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btw the normal dl stops always at 120 until 121 mb... even with DL manager...
Frustrating. I think I may package them up as an actual installer - maybe the damned thing won't get "confused" through the interwebs and keep stopping at 120 megs.
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Do you get an error message on the crash?
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OH hell, didn´t expect so much problems before even starting the mission. Not me, I had no probs.
As for the loot in mission 1, I already have the ring in the spider-cave. ´Cause I betatested it want some hard to find loot tips, please! 100, there is it? Don´t know where to search.
I had to pay tribute for all the betatesting the last days it seems. I slept almost 9 hours today! In a couple of hours I´ll continue the second mission. I hope there will be no crashes this time. (I guess the cause is too much quicksaving & reloading)
And what is with this Linux-thing? What existing politics? I don´t get that. *just got back alive though*
Did you
move the boxes underneath the staircase, in that basement part of the cathedral
?
Or how
about finding the secret floor tile in one of priest's rooms in the courtyard
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It looks like I'm going to have to dmap mission 3. I got the AAS32 out of date error when the mission loaded. I didn't play it very far and am not sure what was affected... I saw guys patrolling like normal.
Just wondering if fellow Linux users get the AAS32 error when loading mission 3.
I've heard of linux users getting aas errors on packaged games... a simple dmap will fix it though
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Finished this just before, combined total of maybe 4 and a half hours,
LOVED the rope arrow segments in Politics, I got stuck in that elevator shaft just past the zombies, because I was so used to NOT having to use rope arrows in the previous FM's.... they're really cool, and I think I'll be adding rope arrow segments to my FM at some point.
The entire campaign? That's pretty fast!
Yeah,
that rope arrow portion was fun to make!
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Have the same problem , will have to wait until it's sorted out.
You can download the separate files (see first post), and that is a surefire fix. I also re-uploaded a new NHAT.zip that has been re-archived/compressed with winzip, rather then winrar, and that seemed to fix the issue people were having as well.
Fan Mission: No Honor Among Thieves (2010/04/29)
in Fan Missions
Posted
Did you actually drop the stash crate out of your inventory (default key "r" i believe). It should "zap" out of your inventory and onto Kutty's table.