Renault on 12/3/2008 at 16:20
I believe that's a conversation that was shipped with the game, but never used in The Dark Project or Thief Gold. So, should it be considered canon?
jtr7 on 12/3/2008 at 17:35
Not hard-canon, no. But there are over 50 conversations in Thief Gold that are not hard-canon. We're sorting it all out. Which have schemas, which don't, which are linked to AI yet disabled, which are one-sided, yadda yadda.
Some of Karras's rants and texts aren't in-game, either.
Thief_4 on 12/3/2008 at 19:39
and i am willing to bet karras was abused as a child,you may ask how can you say something like this,well if you seen the 2 metal childs in theif 2,yes there are 2,one in life of the party and one on soulforge,both can not be hurt,i think karras made those in reflection on how he wished he was when he was young,i can not think any other reason why they were in game
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Renault on 12/3/2008 at 19:55
Quote Posted by jtr7
But there are over 50 conversations in Thief Gold that are not hard-canon.
Wow, that sounds like a lot. I've been through the Thief sound files many times, but I didn't think there were
that many. Are you talking about actual conversations, or just singular sound bytes that weren't used?
And that term, hard-cannon - there's a joke there somewhere I just know it... :laff:
jtr7 on 12/3/2008 at 20:10
Haha! You taffin' perv! I had to check my spelling, hahaha!
Yeah, TDP/Gold had a lot of story written but couldn't be implemented. Most of the full unused conversations were written for Bafford's and Ramirez's manors. TMA's story was written after much of the design was done, and has only a few unused conversations.
This is why I'd started (
http://www.ttlg.com/forums/showthread.php?t=119076) asking for help in the Editors' Guild. I just need to know how to determine, absolutely, whether a certain wave will ever be heard in-game. Right now, all the conversations are accounted for, but a method for determining which one-liners, mutters, and other waves may be heard in-game eludes me when they don't have a Conversation link.
I really hope it won't be much more difficult to make such a determination about TDS's sixteen thousand voice files.:sweat:
electricchild on 12/3/2008 at 20:32
I think if he would attack you it would go something like this:
Karras arriving on the top of Soulforge where the last beacon switch is located.
"Garrett, thief of the shadows reveal thyself! Neither my organic minions nor my mechanical beasts could stop thee, so let it be said that thou shall die at my hand. Let us end this now."
Please give your quotes as well. Thank you!
R Soul on 12/3/2008 at 20:50
It would be a terrible chiché. A showdown with the boss, and the line "let's finish this" have both been done too many times.
But if that situation were to develop, Garrett would then reply "Just give me a minute and I'll be with you"
Karras: "Okay, but hurry up, it looks like rain so I'll have to go back inside soon"
jtr7 on 13/3/2008 at 04:54
I seriously cannot think of a scenario that doesn't require ignoring the character traits of Karras, his motivations, his known capabilities, all the things he could do to beat Garrett without ever facing him should he leave his protective chamber; ignoring Garrett's character traits and abilities, and all the ways he could beat Karras if Karras left his protective chamber; ignoring the great majority of the Thief idiom.
Unless you'd like me to pretend it's a guy who looks like Garrett and has Garrett's vocal cords confronting a guy who looks and sounds like Karras but doesn't act like him.
I could write a scenario that's completely goofball, though.
Thief_4 on 13/3/2008 at 07:31
have anyone of you ever wondered what is in that room you have to over hear karras talking in,how i wanted a key for those doors to get in there,since karras never left
i figured one of you taffers had to of dromed it?
User was banned by Digital Nightfall on 8-4-2008
jtr7 on 13/3/2008 at 07:44
Oh yeah. I looked in there.
It's a mostly-empty room. There's a bit of a extra architecture sticking out of a wall. The door that's at the top of the outside stairs is seen above the floor at a dangerous height in that room. The only purpose of the room is to provide a space for the sounds to play in, so the sound works properly when you are outside of it. There is no one, and no thing in that room, and there is no portcullis or any kind of door like you hear opening during the conversation. We never see Karras, Truart, Brother Feagan, the beggar, the Servant, the recording machine, or any evidence of their coming or going. Before I learned a little more about how sounds worked in DromEd/Dark Engine, I suspected the big copper cube the conversation trakes place in was solid. I was surprised it was pretty hollowed out.