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Maethius

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Everything posted by Maethius

  1. Exceptional mission... I just never wanted to find the edge of the map because I wanted to keep exploring! The details were great and the objectives each had a fun little twist. I also liked that you didn't get bogged down in some epic story... the the title says, it was just a night in the life of a thief! Like the old T1/T2 missions, there were times when the map felt bigger than it was, and that's a great feature. Wonderful work on this! Business as Usual is in my top 5 for sure.
  2. I think I had played this one when it first came out, but that was when I was a younger taffer! I decided to start playing TDM again after a long (new child related) hiatus, starting alphabetically. I loaded this one up and got the "Press Attack to Start Mission" dialogue... and TDM locked solid. I had to end the process to get back to Windows. Tried a couple more times and the dialogue didn't even come up. Darndest thing. I had just downloaded all of my missions from a clean slate about a month ago, too. Any ideas?
  3. I don't get to play games much these days, but when I do, I play Dark Mod! Just played through this one and liked it very much. The atmosphere was good, there didn't seem to be too many or too few AIs walking about. Rooms felt thoughtfully done, guidance was not overdone or too vague. One minor thing I noted:
  4. Yep, that's the one! I just did a search of all .PK4 files and found the only two that took identical memory. Thanks for the explanation... it really was very helpful.
  5. Thanks, gnartsch, that's kind of what I wondered, but I didn't want to start doing a lot of folder surgery if I didn't have to. Besides, some missions have sequels, and I didn't want to delete any potential "part two" missions. *edit* Cleaned up everything but I am left with one mystery... "Sneak & Destroy" still shows up twice, but has one folder. Both missions state 159MB. I noticed several other missions became duplicated because the new versions had entirely different folder names ("Rift" v. "The Rift", "Awaiting_the_Storm" v. "Storm"). That sort of thing.
  6. Doesn't seem so. The file size discrepancy alone makes me wonder what is going on. How can one FM have 18MB of data and another 54MB, but both still run? It's very strange!
  7. So I just decided to sorta start clean (that is, download the latest edition of TDM which, since it really isn't a mod but a stand alone game could just be called, "The Dark Stand Alone" but that would be rather awkward... but I digress). After loading it up I went in and updated all of the available missions, and this is when I made an interesting discovery. MFMF! So I have two and sometimes three instances of the same mission in my directory. Some of them have a check for having been completed, others of the same name do not. A few are obviously updated versions, but several have identical file names with no indication of a version number. The real treat, however, is file size. I have three versions of "Somewhere Above the City"; one is an update, two are not, and all three have vastly different file sizes. When I run into these duplicates I have some that read 18MB right alongside a version reading 226MB! While I'm guessing the easiest thing to do is wipe entirely and use the downloader to rebuild my list, I was wondering what could cause the huge discrepancy in file sizes (yes, each version seems to work, even if one is lacking 100MB in content) and is there a way to prevent TDM from downloading duplicates in the future?
  8. Happy anniversary, TDM! And congrats and thanks to the incredible community that has made TDM what it is... basically, what the new Thief is not.
  9. One day, I'll find some soft-soled boots....

    1. nbohr1more
    2. Sir Taffsalot

      Sir Taffsalot

      I wear New Rocks. Knee high leather boots with steel vampire buckles all over them. I'm the worlds noisiest thief. I may be evil and steal all that you hold dear but you cant say that I don't give you a fair chance.

    3. SteveL
  10. I don't know why this just popped into my head; probably reading about the new AI and sound features. I was wondering if there would be any merit to a new inventory item; a slingshot. Hear me out before using a gas arrow on me! Basically this would be a small, lightweight tool for use in distraction. Now, yes, the player can have noisemaker arrows, but they are expensive and, let's face it, a guard is going to see the thing and be alerted right away. A slingshot, however, could allow the player to target a plate across the room, snipe a metal cup from a table, causing it to fall with a clink. It would allow for a different kind of distraction that left much less of a trace... a small pebble. Just a thought. On to reading more about the great improvements to TDM!
  11. To me consitency of the environmental elements is pretty important; it doesn't matter if a vine "goes somewhere" or just leads up into a dead-end tree. If I see ropes, vines, and chains I always want to see if I can climb them just to see where they go. If the element is always up to the mapper it can be confusing, but if the interaction is "always on" I can see mappers will have to be careful sometimes or they could map a route right around (or over) their plot line. Still, my vote is Yes/Yes/Yes.
  12. A lot of input on this thread about using a campaign to fill out the world, and I just thought I would drop one of my two cents here about that. Think about such, eh, similar titles, such as TDP. The first game WAS a tour through the world. It set up the environment of the City, outlined the factions and let the player see how they interacted, touched on the Precursors and other historic concepts, gave a sampling of the bestiary, demonstrated how majic worked, revealed the antagonist, and resolved the central plot while leaving the whole world open. TDMA was not so much about new factions as an historic turning point in that world; a new antagonist and new technologies, to be sure, but by this point the world was very well established. The player is experienceing changes that are only impactful because he knows the world... "the Hammers are divided?!" mixed with a little, "oh, crap... more metal flooring...." Dark Mod has set up some nice factions and the wiki has some good details, and the campaign is a great way to see how they interact in story. It would be a good chance to just glimpse at a few protagonist/antagonist and supporting characters... even when you can't see the dark enemy in LOTR, we know his name. Even when we didn't know his proper name or read about any specific events dealing with him in The Hobbit, we heard of "the Necromancer." As I see it, the campagin is the community's chance to fill out a rich world: Levels = a physical view of the architecture and different locations. In Theif we were introduced to the City, the underground, the forest, etc. Many folks were disappointed in TDS because it felt like a different world. Lesson? TDM needs to cement the feel for places in its physical world. Dialogue = a taste of the cultures. This can be really challenging (especially for voice actors). I have written quite a bit of fantasy fiction with heavy cultural influences, and it can be difficult to really use terms, spellings, idoms, and slang that represent a multicultural experience. How can you get a feel from one or two dock workers that there is another country across the sea, and meet someone ten maps later that just their inflection tells you they are from that distant land? "Tellin' you, Carver, those who crossin' the Daeks float the waters... best you watch where'n your foot falls." TDM needs to define some dialog for its city and for any foreigners to add a sense that the world is larger than what we see. Plots = our steady story that guides as through the other elements. The plot is there to devolop and resolve itself, yes, but it is also the tool used to introduce the player to the physical locations, meet the characters, and see how it all interacts. In this when the campaign is being outlined the developers need to be aware of splashes of content they can add; foreshadowings of possible future events, characters, technologies, etc. The exciting part of such a project is that the community gets to define this world! The daunting work of this project... is that the community gets to define this world! I just wish I had a bit more time to get involved.
  13. Hm. This topic deserves to have a poll stuck on it, don't you think? Of course it would boil down to 1 vote in 5... unless you can vote for everything.
  14. I always found the TTC hammer method helpful, but people play for different reasons. Some don't like the larger, vague exploration missions, and others love 'em. Some like undead missions, others hate 'em. Might help to have a system similar to the polls, but how it would translate would require an admin to update it. I'm not sure how the hammer score system was updated over time... or it if was.
  15. Excellent news, and some real talent in the works. Placing bets now that TCoO will be out before Thief 4. Maybe after the renovation of our garage is done it would make a suitable studio to record some vocals? Never tried voice acting in an official capacity, but some friends of mine say I have a knack for it. (Mind you, I'm hoping these aren't the same kinds of friends who get those atrocious people on American Idol!) By the way, interesting title choice; as a crucible is a vessel in which refinement is conducted "The Crucible of Omens" would translate into "the refinement of the signs of a dark future."
  16. Well, count me out of the loop! I guess running around pre-holidays as a family man kept me from TDM for too long. Missed the contest, but finally had a chance to download TWO updates and a slew of FMs. My copy of Dragon's Claw, unfortunately, did more than have a few seconds of freezing in the Plague Ward... it became almost CTRL-ALT-DEL system crash unplayable. I'm still trying to get through there. I would like to give an offering to b1k3rdud, though; The architecture is some of the best I've seen in a FM. Great feel to the streets; it actually feels like a you are in a fairly large section of an even more massive city. Nice use of building height, modeling and texture work. I know its a speed build and all, but really would love to see some opening doors/windows, side objectives, etc. As it was, I really enjoyed what I could run. I enjoy missions with a lot of action but also with exploration and story. To me it was less scary but more eerie, and in some places it was sad. Overall, I really enjoyed it. I would love to see you expand this FM or even split it in two and make a detailed mission with the city portion. Really nice work!
  17. Fantastic experience, great level design, details, and atmosphere. Really love this FM!
  18. Just thought I would throw these out here, since at TDM ... people actually DO SOMETHING with ideas! I posted these on the official Eidos forums: Now, let's just prove that I'm not the kind of fan that thinks all things have been perfected in T1 and were ruined in TDS. I've been thinking about a few things we've been used to that, perhaps, should change. Don't crucify me or shoot from the hip... think about these things and the play potential of changing them. Non-arcing arrows... make them arc! Perhaps gas arrows would have different weight, perhaps not, but the infinite "fly straight until the end of the world" thing can go away. Would you not like to arc a fire arrow over a wall, or through a window? KILL HIM! ... Why must it always come down to you are invisible to a guard or he has to kill you? I actually prefer that sometimes you do get arrested and have to break out of jail... maybe if just for the first time (after that you can be KOS) Blood splatter matters- ever wonder why Garrett can use a water arrow to clean up blood and not leave an obvious as hell puddle? Why not leave water on the floor? The difference? Blood puddle = chance to notice 95%, water puddle = chance to notice 50%. Or why not use a rag? Item = RAG; takes 10 seconds to wipe up a spill, reducing detection by 10% per second Lights out - perhaps as much level design as anything, but really, should there be a synthetic light source Garrett can't put out? Pinch candles, douse torches (by arrow or by taking it, dunking it in the water, and replacing it), turn off gas lamps and electric lights (they should just switch off, you know?) Interact with Machinery - again, level design can do this, but the majority of machines could simply have a way to shut them off. This would kill the noise, making hearing easier for you, and would alert anyone who expected the machine to be running. A Hammer might even make a comment and restart the machine behind you. Arrows... only? - Anyone see a reason why you MUST shoot your special arrows? Could I not hold a fire arrow out to light a torch? Could I not activate a noise arrow and slide it under a door like a mine? Heck, wouldn't it be fun to set a fire crystal against a door and have someone open it, then the crystal explodes against the wall? Just a few random thoughts. ...... A lot of good points coming up here, I'm glad! Yes, I would still like to see all arrows arc, though perhaps not in the same amounts. I love the idea of having more non-lethal toys. Hell, I know I'll catch flak for it, but it's just throwing a thought out there, but what if Garrett could combine the old eye (you know, the one that uses scouting orbs?) with an orb with little spider legs that he could guide through air ducts, etc. If a guard saw it, unlike the orb, he would smash it with his heel like a bug. Some new toys? Just tossing these out there; like 'em, love 'em, or flush 'em! Flash mines - as opposed to orbs Skitter-Ticker - little windup "robot" that skitters down hallways and takes random direction changes, distracting guards until they find it or it winds down. Glass Gloves - lets Garrett mantle up completely smooth, slick surfaces Stethoscope - used for eavesdropping and opening COMBO locks (not button locks, not key locks) Sap Arrow - creates a sticky puddle that can slow guards, adhere objects to the floor/walls/ceilings, or be lit on fire. Hive Bomb - carefully placed, the first thing that disturbs this hive gets a cloud of stinging insects in the face. The bugs then buzz about that area the rest of the level... perhaps in reduced numbers until they are intruded upon again. Viktoria's Secret - Retrieved from Soulforge, this special seed allows Garrett to remain unharmed by natural creatures and regain health just by standing near any plant life. Oh... and it also carries a "soul seed" as a plot devise... when returned to magical wilderness, it is the seed for a new "Viktoria" to grow. In a way, to bring her daughter, not herself, into the world. ...... Now, as these are concepts for "Thief" we will interpret them as for that "Master Burglar with the Blackjack" game.
  19. I think the whole point of the current mechanic is that if it's valuable Garrett pockets it (hence straight into inventory) and he picks it up and deems it not valuable he has to do something else with it. This works, keep it.
  20. Somehow I missed this FM at first, too... just downloaded it and played it through on "Easy" (yes, I, too, enjoy schmacking people in the head, though I usually go through official maps through on the hardest difficulty and then "play" later). I thought this was an excellent mission; at first the map felt a little cramped (ala TDS) but it was so well designed with so many places to go, so many elevations to crawl around, so much to do, and so visually interesting that I ended up taking my time and enjoying it. Yes, it still felt a little cramped, but that seemed accurate for the architecture and, as I recall, it's actually a feature in the story. Someone back on this thread said it felt very much like a T2 mission, and I have to agree... but more toward T1. The point is valid though, it felt great! I was so very pleased by the tasteful inclusion of machinery and the choice of sounds, it was really nostalgic... brought a smile to my face. Very well done! Now I have to crank up the difficulty to full and go through it again... or, dare I say, "really play through it"? Thanks for the great FM! It's this kind of work that will take down the sting a few notches if Eidos botches T4.
  21. You know, it occurs to me that it would be nice for a "Victorian" mine as well... a little flower or something that you could set about that would function as a mine but work almost silently.
  22. After downloading and installing 1.05 I decided to do a little skulking about. Now, I still have a few things to test, but I wanted to go to war on a mod rather than entirely sneak it. Hey, sometimes I wanna ghost, sometimes I wanna make head shots from across the market square! One thing that remained an issue, I feel was my experience with the good ol' fashioned explosive mine. I saw a juicy guard path and set my mine right in the middle of it. I then snuck to a dark corner, wringing my hands and cackling inwardly. The guard walked right over the mine. /twitch. I followed him about and got distracted by some other disreputable distractions, and found myself back down that same ally... realizing it too late. BOOM!!!! Apparently the mines work just fine... on the player. Anyone else find this a problem? Oh, and since I wasn't successful with it, can you slide a mine into a room like you could in... other sneaking games? Or use your lockpicks to disarm one? (Personally I used to love the tension of disarming a mine! I think it would rock if you tried to use your picks and if you missed your "unlocking window" the mine would go off!)
  23. Interesting... I would say I have mixed feelings on the matter. First, in my experience, decorative doors appear 90% or more of the time in city street maps, correct? Usually these maps have a few specific locations to loot that are story/side story related. If an area were truly, fully mapped, a master thief could potentially break into 100% of the spaces. Using flat doors to indicate where you can go speeds the game along in such places. In the old Thief games, I still found myself checking almost every door, almost as a story element, just to be sure. These doors were almost never a part of the story; I was looking for side quests and bonus loot. It's more realistic to have them, even if it slows the game. A crawl, a quick "click" or nothing to frob, tells me there's nothing there... keep moving. I'm fine with that. Within building maps, the use of decorative, unopenable doors seems... lame. I"m already IN your house... and the front door should have been the toughest nut to crack! To me it is a cardinal sin to be in a mansion and have doors that I can never open; just a personal thing. So, in the end, I say use them... but be a good mapper, and use them WELL. If a street is littered with doors that don't open, that's fine... so long as you do what was done in some of the cooler T1/T2 maps; building porches, recesses, stairs up or down, etc, to offer good hiding spaces in. Oh, and maybe let us in once in a while!
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