Played Thief for years before discovering... - by Cigam
fortuni on 25/10/2023 at 17:14
FireMages die if you KO them and they fall into lava, even if he was walking through the lava 5 minutes ago and didn't die then.
Best was the fact I didn't fail the No Kill objective.
Guess then that WaterMages can drown in water, need to check.
mxleader on 25/10/2023 at 17:19
Quote Posted by fortuni
FireMages die if you KO them and they fall into lava, even if he was walking through the lava 5 minutes ago and didn't die then.
Best was the fact I didn't fail the No Kill objective.
Guess then that WaterMages can drown in water, need to check.
Interesting. Does it count as a kill or just a KO?
gamophyte on 25/10/2023 at 17:37
I can talk in water without getting hurt, but if trying to be unconscious under it I will drown ;)
fortuni on 25/10/2023 at 18:07
Quote Posted by mxleader
Interesting. Does it count as a kill or just a KO?
My stats say Innocents killed 0, Others killed 1, but that's how they were before the Fire Mage dies, so guess his death was recorded as a KO only.
Just checked with Water Mage, picked up a already KO'd water mage and dropped her in a pool and she dies, I then failed the 'no kill' objective. :(
Edit: Found another Fire Mage so KO'd him and carried him to the lava, dropped him in, he died and I fail the 'No KO' objective, so it appears that if you KO a Fire Mage whilst he's walking in lava you get away with it, but you'll fail the mission if you intentionally kill him by dropping a KO'd Mage into the lava
btw as anybody ever come across a female Fire Mage? I can only ever remember seeing male Fire Mages, I've come across female Water Mages and Female Earth Mages (not sure about Air Mages but think females do exist).
gamophyte on 26/10/2023 at 23:45
I've never seen this screen until now.
Inline Image:
https://i.imgur.com/iHI5URJ.pngI never really looked into INTERFACE.CRF file by file, but I was looking at very old 1998 demos and saw this file wondering if there was differences in the CRF. It is called "DEMOFF.PCX".
Google with quotes finds nothing. It's in the full thief gold, and thief2 interface.crf too. Anyone know? Is this just a setting screen I've not ran into? Maybe some interface to play back the recorded demos?
vfig on 27/10/2023 at 00:11
this is a level select screen. the code for it is compiled out of the game exe, but i think you can get to it with a console command (sorry i forget which and am not my pc right now) in dromed. i believe it was either for QA or for internal demo builds.
gamophyte on 27/10/2023 at 01:11
Quote Posted by vfig
this is a level select screen. the code for it is compiled out of the game exe, but i think you can get to it with a console command (sorry i forget which and am not my pc right now) in dromed. i believe it was either for QA or for internal demo builds.
Cool! I thought it might be but didn't trust how neat the numbers where, in that 7 top and bottom. Thanks for letting me know! This reminds me of finding extra elements to hud they never used.
vfig on 27/10/2023 at 19:29
Quote Posted by vfig
this is a level select screen. the code for it is compiled out of the game exe, but i think you can get to it with a console command (sorry i forget which and am not my pc right now) in dromed. i believe it was either for QA or for internal demo builds.
anyone want a slightly-used memory? mine is for sale, i need a new one. so, okay, i was slightly wrong about almost all the details here. let the record henceforth be corrected:
demoff.pcx is a level select screen. you can activate it even in the released thief[2].exe by activating the console*, typing "metagame" and pressing enter. clicking one of the buttons sets the internal "next mission" variable; however in the released game this variable ends up being reset by the normal mission progression, so this screen effectively does nothing. the crucial code that would have summoned this screen is compiled out in builds that do not have the "PLAYTEST" build setting defined, hence my assertion that this was for QA builds; but in fact probably all the daily builds of the game for the dev team to use would have had this setting defined. (*to activate the console, add the line "bind : edit_command" to your user.bnd; then press : once in the game; this does not work in the menus.)
however, dromed
was built with the PLAYTEST setting, so you can see this screen in action there. first you need to add this line to your user.cfg:
then run dromed, go into game mode, press esc to get to the game menu and hit New Game. after you click Start Game (or in t1 dromed, either of the Start Training or Skip Training buttons), this level select screen will appear. click the mission number you want to play, and voilà. normally the button 1 means mission 1 and so, but if you redefine the "metagame_mission_map" config variable that is in dark.cfg, you can make any button number correspond to any mission number.
Constance on 28/10/2023 at 06:59
I only learned recently, while watching a Let's Play, that (
https://youtu.be/x09L31AXQHE?t=414) some loot items can be destroyed.
And if they are, their value is deducted from the total available loot on the stats screen at the end of the mission.
Niborius on 28/10/2023 at 13:10
That's amazing, I never knew this either, and what's more amazing to me is what you said about the total available loot being deducted. Sounds like an accidental feature (cause then you're not gonna miss out on getting "100%" loot)