tiger@sound.net on 4/6/2006 at 18:18
BillyNone, do you have that Bink player as a stand-alone, outside the game?
(
http://www.radgametools.com/bnkdown.htm) Bink Downloads
(And I'll presume that you have the right size and type of 3d-card, a big enough and fast enough system and all of your video and audio drivers are updated.)
(Btw, there was a slightly flaky version, out here, with a bad movie.)
But the 1.1 version appears to be A-Okay, from the download on the first page.
(
http://www.ttlg.com/forums/showthread.php?t=106555) The Bridge - T3FM 22/05/2006 So how did you download it? Like with GetRight or some other downloading software?
***
And 242, do you know what every independent map or FM has needed since their beginnings, that we worked-out in Quake (1) ? (Click the "Credits", in your T3 game, for a clue.) :cool:
When I was doing model animations, game mods and new sounds for Quake, I'd simply pass my fun to an artistic fellow, who liked original map-making and he'd re-do my amature-quality skins, very nicely and then he would pass that onto a single-player game designer and do I need to go on? And then someone would slap the credits onto it and post it and then we'd all enjoy the final game like big kids with a new toy! :thumb: (And now, I am enjoying doing tricks that have not been done yet, for Postal2 and for any other game, for that matter.) ;)
So "Single-Player Game Designer" 242, please, how many emails have you sent to Str8g8, about your thoughts, mate? (And don't you T3 folks share your beta-maps and ideas with your fellow builders, around here?)
***
jay pettitt on 4/6/2006 at 19:06
Quote Posted by str8g8
[SPOILER]I don't think it is possible to sneak past the alcove guards, however it is possible to entice them out from their alcoves - for instance, by dousing a torch, or making a sound etc ...[/SPOILER]
It'd be more possible if there was some random junk lying around for throwing and diversion making. Perhaps in version 1.2...
Sweet looking mission though, been looking forward to this one.
242 on 4/6/2006 at 20:45
Quote Posted by tiger@sound.net
So "Single-Player Game Designer" 242, please, how many emails have you sent to Str8g8, about your thoughts, mate? (And don't you T3 folks share your beta-maps and ideas with your fellow builders, around here?)
:rolleyes: What about should I write to a mission designer if I'm even not a betatester? Instead I played it through and posted my opinion here. The fact that gameplaywise it's weak is pretty obvious for every person who previously had played T1/2Fms. Krellek's and The Crypt are much stronger, but this one is the most beautiful.
str8g8 on 4/6/2006 at 21:44
It's good to hear all opinions, good and bad. I'm not ashamed to say that the visuals - atmosphere and art direction - were my focus for the design, because that's my background, and that's where my meagre talents lie :p
Even so I hope the gameplay wasn't *weak*... :( I was gunning for *adequate* at least ... ;)
tiger@sound.net on 4/6/2006 at 22:54
... And 242, what would you suggest to Str8g8, privately perhaps?
(Like hey, it's great to have your T1/2 experience, here, in this T3 message.)
So, just give him your creative thoughts via some email or PMs?
Btw, Single-Player (SP) map designing is almost like an "art form".
(And its a lot more difficult then Multiplier-Player (MP) online game designing.)
And Str8g8, who is our SP design-master, here?
Ps, I've been trying to get some of those Postal guys to slow down and work with their masters. (There is one fellow, who is knocking off 2 and, sometimes, even 3 maps per week!) But he just keeps on churning-out SP "death tests" or "killer gauntlets" with lots and lots of the same army of monsters. :erm:
And for my truly special tricks, I just share them with private emailings to builders, with hidden downloading locations. (And maybe a part of that idea might be well used for your Thief FMs?)
Heck, Str8g8, I may be a little crazy, but I just kept seeing all those very unique SP design-features within your work.
(And your water-based "Thief's Highway" was the most unique one, yet!) :thumb:
jay pettitt on 5/6/2006 at 00:37
Ended up really liking this one. The two guards in the alcoves at the start pissed me off; but exploring the shop was a proper treat and made up for it. Very nice story elements too. Four thumbs out of five. :thumb::thumb::thumb::thumb:
98% loot and 4 special loot items. 2 stealthy kills (those effing guards) and sneaked the rest.
DaTaffer on 5/6/2006 at 00:59
This thief mission was really good! The only downside was that there were not many useful reasons to try to climb. If there were some open windows or some other accessable doors tucked away, that would have been sweet!! Great story and some pretty cool side missions. THANKS!!:thumb:
dbrilliant on 5/6/2006 at 01:30
Does anyone know where to get the attic vault code for DePerrins shop?
My pc gets too slow until I get to the attic.
thanks:eek: :confused: :erg: :erm: :eww: :idea:
MUNICH10 on 5/6/2006 at 03:42
Would someone be so kind as to list the objectives in the order they appear in the game since I am technically weak :tsktsk: and can't tweak the software to make them work? Just finished gettin into the vault and now not sure what the next objectives are. :) Thanks!