Pat1991 on 8/10/2022 at 14:56
Hello,
so I have been replaying Thief:DS using the Sneaky Patch. This time however, I noticed that something had changed: The audio!
- In the Museum, after Garrett picks up the Eye, he actually has an audio line! "Got it, easy. Well, not exactly easy, but..."
- In the Cradle, there was the sound of children singing on numerous occasions. It definitely was not in the original game.
(Oh, and no story cutscenes for some reason)
What happened? When I played the game a few weeks ago, also with the patch, the audio definitely was not there!
Beleg Cúthalion on 9/10/2022 at 15:45
Quote Posted by Pat1991
Thief:DS
So glad that this "typo" is still a thing after almost twenty years!
Seriously though, on a few occasions elements were fixed or brought back into the game that had obviously been planned and/or did not appear to be major game changers if added back in (such as the mossy Pagan corner stones). This is the case with the Eye line you mentioned, I believe, while the humming Lauryl sounds - just as a few other audible "spooks",m as they are called in the scripts - should be original. However, they are caused by the player walking through certain sections in the map, so it is possible that they do not always play, e.g. when the player does not trigger the corresponding script before meeting Lauryl or something.
PS: Feel free to post other map-related issues into (
https://www.ttlg.com/forums/showthread.php?t=143658) this thread.
Pat1991 on 9/10/2022 at 16:35
I am very sure that the humming sounds were not there in the original Thief I played so long ago. Also, it played several times during my last play through the Cradle. There is one more instance where a "spook" may have been added, and that is in the outer cradle. While walking through the room with the portrait and the note from Lauryl ("I sat good and still while that guy painted me"), there is a sound of a door opening, and footsteps, if I am not mistaken. I think that sometimes this played in the original too, though.
The humming: (
https://youtube.com/clip/UgkxIg-C_nv60yuboMaSpalZaTuhkxPjsg4n)
Footsteps and door: (
https://youtube.com/clip/UgkxPwR5bNMaYbGJtIMHe5brcrluoTGQzGVb)
As for the corner stones, I don't think you mean those big "arcs" seen in Pagan territory but something else, correct?
Beleg Cúthalion on 10/10/2022 at 13:44
I am sure I have not added anything on a whim. The boxes called "volumes" that detect whether the player or an NPC enter a certain space quickly break when moved around after their creation. It *could* be that some of them were broken in the original game when it was shipped, and when I glued the two maps together and fixed all volumes that lost functionality because of this, I might have fixed some of those original bugs.* I'll have a look and at the map later and see what's going on.
Regarding the (
https://thief.fandom.com/wiki/Pagan_Cornerstones) cornerstones, when you shoot them with a moss arrow, they are supposed to get a new vine texture skin on a previously invisible surface. However, as textures are only saved into the map files when they are there from the beginning, these vine textures never loaded properly in the original game. I have fixed this, I believe, by hiding an additional cornerstone with the vine texture on it to the newly-exported map files. But it's been a while, I might be wrong.
*Adding another hypothesis to this one, perhaps Randy et al. added another volume in a different place because the first one didn't work and thanks to me there are more than necessary.
Edit: The triggerscript browser has five different "PlayerHearsSpooks" scripts, so it is conceivable that on five occasions you hear sounds.
Pat1991 on 10/10/2022 at 15:30
Could you tell me what these locations are?
Beleg Cúthalion on 14/10/2022 at 21:51
Quote Posted by Pat1991
Could you tell me what these locations are?
I'll list them here and will edit this post gradually. It's a bit tedious, but thanks to your request I have found that there are several orphaned scripts in some volumes and we will look into that. Perhaps they are supposed to trigger the spooky sounds that are currently unused.
1. When you exit the room with the bottle of fine vine in the safe and go to the room on the left, a triggerscript should play whispers. They are reset every 30 seconds.
2. When you enter the Cradle's lobby with the reception desk you also hear the childrens' whisper and a spook sound of Lauryl (spook #1), too.
3. When you enter the dormitory, you hear spook #1, too.
4. When climbing down into the lower basement, there's creepy childrens' whispers again.
5. When you go up to the isolation cell, there's the insane laughter.
6. In several hallways in the White Hall and around the refectory, you hear someone sobbing.
7. In the cells of the patients you can hear stuff relating to their illnesses or traumas (birds' wing beats, a crying baby, a moth etc.).
8. On the door at the long end of the operating theatre, you can hear spooky sounds (#5)
9. When you enter the nursery (the childrens' sleeping room), you guessed it, creepy whispers.
10. When you approach the reception desk in the Inner Cradle, creepy whispers again.
Pat1991 on 19/10/2022 at 11:35
I never realised there was a whisper. Maybe I just didn't want to realise it :eek:
What seems to be missing here is the footsteps, and door opening / creaking in the "apple and painting note" in the outer cradle. Don't tell me this is an actual ghost and not just an effect :cheeky: