sNeaksieGarrett on 26/12/2008 at 04:30
Thanks springheel, I actually had a hunch it was in his room
but I went in there and could not find the ornate box
Guess I better look harder, eh?:p
Springheel on 26/12/2008 at 13:54
Did you find the lever? You can't find the box until you do.
sNeaksieGarrett on 26/12/2008 at 21:14
Thanks springheel. I finally beat it.:thumb:
I was disappointed in that I could not watch anything after "mission complete" My game always bugs out and I can't see the menu screen. Note that I loaded my quicksave to beat the game. IF there is a mission complete video or ending movie, I was unable to see it. (Nor a stats screen, if there was one.) So my question is, is there some other way I can watch these? Such as, finding the files in the saintlucia folder and watching them with a media player? I already tried looking, but didn't find anything that would appear to be a video format.:confused:
In other news, I (
http://www.youtube.com/view_play_list?p=2B0E9F4BE3EACC2E) uploaded a bunch more clips. Sorry for so many, but it was much easier (and faster) for me to record multiple smaller clips and upload them on youtube, than to record one large file and try uploading that.... I put all my dark mod clips in a (
http://www.youtube.com/view_play_list?p=2B0E9F4BE3EACC2E) playlist, and each video is linked via a "video response" link.:) Note that a few of the videos have potential (or actual) spoilers... If you don't want to be spoiled, skip 'em. Otherwise, enjoy.;)
Springheel on 27/12/2008 at 03:40
Quote:
IF there is a mission complete video or ending movie, I was unable to see it. (Nor a stats screen, if there was one.)
There was no ending movie, just the "mission complete" screen and then a stats screen. You might be able to play the mission complete screen independently by using the "testgui" command in the console. It's testgui guis/mission_success.gui, I think, though I'm coming up with that from memory.
SiO2 on 27/12/2008 at 20:56
I finally got round to finishing the mission. I spent ages just taffing around, though, before I actually started on the objectives. I had fun climbing to places I shouldn't really be allowed to get to (though I noticed there are rewards in some "out-of-reach" places - apparently the level designers expected some taffers to find way to climb most everywhere. Thieves' Highway!).
Overall: immensely enjoyable (despite the rough edges which the developers almost certainly know about).
Observations (may contain spoilers!):
The main thing I missed was rope arrows. Are there any in the mission?
Door mantling! :thumb: This is where you close a door but block it so it closes part-way and you can then mantle on top of it.
Candles: picking up a lit candle and lighting other things has a strange fascination.
In one place I managed to get some height by wedging the large wooden pallet in a window frame so I could mantle onto it (and then continuing climbing). That wooden pallet is also useful for leaning up against walls and mantling onto.
Perhaps a minor point, but I didn't see any notification of what you'd just picked up. I picked up some arrows but didn't know which type they were.
Again, perhaps a minor point, but knowing what's valuable would help now having to pick up every darn thing in case it's valuable. Heaven forbid the TDS loot glint, though.
I saved a game where I was crouching and my lightgem was black. Upon loading I was standing up, my lightgem was bright enough for me to be noticed by an AI. Whoops.
I have a personal dislike of stencil shadows with their hard edges. This is one of those subjective areas, though. I guess it's just tough luck for me that the Doom3 engine is based on stencil shadows. Some means of softening them would be nice, but that's just me.
The mission took a heck of a long time to load initially, though quickloading and loading saved games was almost instant.
Springheel on 27/12/2008 at 23:27
Quote:
Are there any in the mission?
No. We argued over that as a team, but ultimately decided not to. There's always Thief's Den if people want to see how they work.
Quote:
I didn't see any notification of what you'd just picked up. I picked up some arrows but didn't know which type they were.
That's a feature that has already been added since the demo was released.
Shadak on 28/12/2008 at 19:54
I've personally spent a lot of time re-building many familiar Thief mission sections in DarkRadiant to see how it all goes, such as parts of "The Haunted Cathedral", "Assassins", and others. After a lot of experience with it I strongly think that it would impossible to get any sort of decent workable results with any automatic conversion program.
The two editors create environments in such completely divergent ways that you have to approach the same area wholly differently. Yes, the main difference is the Subtractive (Dromed) versus Additive (DarkRadiant)(and I VASTLY prefer the much more intuitive Additive), but there are other large differences as well.
A lot of what you'll find is that with Dromed you have to "cheat" to create the architecture you want, whereas with DarkRadiant you can usually build it straightforward. An example would be to use a strange inverted pyramid air brush to carve out part of the street to make some slopes in Dromed, but in DarkRadiant you can simply grab the brush's edges and pull them down just how you want (or better yet, make a large patch and pull and bend it for a much more lifelike slope and curve exactly where you want).
R Soul on 19/2/2009 at 13:53
That's way better than an old update :D
I do like the sound of AI paths depending on alertness. That can help make a mission which is easy enough to ghost and challenging enough to fight through.
sNeaksieGarrett on 19/2/2009 at 20:12
Cool!:thumb: