darthsLair on 14/7/2012 at 23:12
Quote Posted by baeuchlein
If it helps, then something else does
not make sense.
The correct version of gen.osm is already included at least in versions 1.2 and 1.3 of the mission, although it's called martelo.osm. But it is identical to the gen.osm needed. So, why should the correct version of gen.osm be needed
as well, then? Either martelo.osm is included but not used, or
both are used (which would not make too much sense, right?).:confused:
Yes, the martelo.osm is a custom gen.osm which has important timing data on it. If you are having problems with the objectives, check your convict.osm. This controls the Victory Check in your game.
Here is a package with thief scripts. The date should be 3/27/2000 on the convict.osm
Let it overwrite the one in your T2 folder.
(
http://darkloader.net/ThiefScripts.zip) http://darkloader.net/ThiefScripts.zip
gnartsch on 15/7/2012 at 07:51
What baeuchlein says is that gen.osm is
identical to martelo.osm on the
binary level.
And indeed they are identical which also means that there is nothing custom in it at all.
Also I see in the miss20.mis the following:
Quote:
ScrModules
martelo.osm
convict.osm
The mission seems to refer to both (identical) scripts.
darthsLair on 15/7/2012 at 13:48
Quote Posted by gnartsch
What baeuchlein says is that gen.osm is
identical to martelo.osm on the
binary level.
And indeed they are identical which also means that there is nothing custom in it at all.
Also I see in the miss20.mis the following:
The mission seems to refer to both (identical) scripts.
True, but the custom part of the martelo.osm is the script timing, which is essential for proper game play. Instead of using nvscript.osm, I used TrapTimedRelay. Without the Martelo.osm, timing is messed up for essential effects. This is what I meant by custom. It has to be included in the package. The Martelo.osm is identical to the gen.osm except for the timing feature. The problem even using this sometimes creates more of mess than not using it, depending on whether or not the player is using a patched version of Thief2. I would prefer not to use it again. Darkloader seems to implement it properly, but there is a chance it wont always.
In the future when scripting can be modified in the engine, it will probably be possible for the gamesystem to memorize timing on both unpatched and patched versions of the game.
baeuchlein on 15/7/2012 at 16:14
Quote Posted by darthsLair
True, but the custom part of the martelo.osm is the script timing, which is essential for proper game play.
Does that mean that martelo.osm is identical to gen.osm, but their
use in the mission is different? For indeed, both
files are completely identical, thus if there is different timing concerning these scripts, it is not stored in the files themselves... or something went wrong with that.
Anyway... the problem I had with version 1.2 of the mission is that the objective concering the keys from the thieves did not check off although I did everything necessary for that. I think Pedro Quintela wrote in one of the posts here that the objective was somehov tied or connected to the
keys, which he thought might be responsible for the problem. If that is the case, maybe one could
instead connect the objective to just obtainig the hammer in the end, since one has to use all the keys anyway in order to enter the vault.Something else that often went wrong was that I approached people which were having a conversation, then one of them saw me, and the conversation was aborted. This was especially irritating in the case of
the Mayor and his "friends", for I entered his building from the "guests" entrance instead of the one near the canal, came around a corner and had a thief on my heels. I did not even understand that there should have been a conversation (only a replay showed this to me), thus a lot of things did not make sense to me. Later on, I entered the house again
from the entrance near the canal, went up the stairs and suddenly had an "objective complete" - apparently for just looking at the picture of Carrie Fisher.:confused: This was meant to only happen if the player heard the conversation, thus I could not make head or tail of it. I dimly remember other conversations that seem to be a bit "fragile"; for example, when the mission begins, the guard delivers a long (and, frankly, boring) monologue to Garrett (to give him the opportunity to you-know-what;)), but later on he delivered the same speech again, to the poor fellow in the cell on the opposite side of the hallway. Must be a new method of torture.:ebil:
Replaying the "mayor conversation" was funny, though - afterwards, I introduced the people
coming up the stairs to my friend the blackjack, then threw them over the wooden walls to the female waiting below. After a gasp, she commented: "Nice technique." I think Garrett should really go to the Olympics with his throwing technique.:cheeky:
Other than that, there are two small problems I had with the mission. The one is that after a while, the victrola sound played in a part of the city really gets annoying. Maybe there should be longer passages where there's silence in between.
The other strange thing was that I met two Hammers in the cathedral which did never make any sound (except for their footsteps). They appear to be mute. One of them appeared when I used a switch (I think) near a smelter in the cathedral, causing the alarm to sound. I do not know where the other one came from.
Both problems are, of course, not critical.
darthsLair on 15/7/2012 at 16:53
Quote:
Does that mean that martelo.osm is identical to gen.osm, but their use in the mission is different? For indeed, both files are completely identical, thus if there is different timing concerning these scripts, it is not stored in the files themselves... or something went wrong with that.
Yes, just for script timing :TrapTimedRelay- so that effect sequences can be timed. Without it, pauses, and timed effects cannot work properly.
It sounds to me that you have some convict.osm difficulty. This script module works with VictoryCheck script to enable objectives to work properly. Check your version to see if it has the latest Time Stamp on it. And check for the proper size. Even if they are the correct date and size, it could still be corrupted.
This link will provide you with one to check or to replace a bad one:Convict.osm Date:3/27/2000
(
http://darkloader.net/ThiefScripts.zip) http://darkloader.net/ThiefScripts.zip
The conversations, once broken by the players presence, was designed this way, so the Ai would respond to the player. It would look funny, to stand there, when the enemy knows you are there and still converse to each other instead of coming after you or running. You, the thief intruded into their private domain, so there are consequences.
The best rule of thumb is to attempt to stay in the shadows at all times. Not always easy !
But, that is part of the fun, that is :"Getting Caught" and then deciding what to do to nullify the situation.
What I have learned in my years playing games, is that it is necessary to repeat game play over and over until you do understand the full story, and why things happen as they do. No one, can be expected to know what is going on until after they have gone through it.
Role playing can be tricky this way.
With all of the different computers with their file systems, video cards, sound cards, it is near impossible to make an fm run smoothly for everyone. The simple truth is, all games, and software will always have a percentage of what we call a bug. Something fails to render properly, or script timing fails, Sound propagation fails. But, the most important thing is that you enjoyed your time in the game and had some fun entertainment. :)
We thank you for playing our game ! :cool:
Iceblade on 15/7/2012 at 20:52
Ah, a new cardia mission (always an excellent visual experience), definitely first on my list to get caught up.
Oh and a team effort to boot. This should prove to be a very enjoyable experience.
Iceblade on 18/7/2012 at 05:44
The city layout is excellent and fun with solid gameplay throughout the mission.
The story and objectives were well done and enjoyable. Great job Darthslair
And the Hammerite cathedral....
:eek: :eek:
I have no words to accurately describe it. It is awe-inspiring and beautiful. As always, Pedro, I am amazed by your artistry and your ability to push dromed/the dark engine beyond its limits while maintaining playability of the mission.
This definitely is a very polished and high quality mission. Excellent work from all involved.
Cardia on 18/7/2012 at 07:28
Quote Posted by Iceblade
The city layout is excellent and fun with solid gameplay throughout the mission.
The story and objectives were well done and enjoyable. Great job Darthslair
And the Hammerite cathedral....
:eek: :eek:
I have no words to accurately describe it. It is awe-inspiring and beautiful. As always, Pedro, I am amazed by your artistry and your ability to push dromed/the dark engine beyond its limits while maintaining playability of the mission.
This definitely is a very polished and high quality mission. Excellent work from all involved.
Hi Iceblade, its good to hear you again, i´m glad you´re still around here, many thanks for playing this team work project and also for the compliments wich is one of the best rewards an author can receive for their work:thumb:
right now i´m working on another team project (30% done) for t2 and also a solo project for t2 (5% done)...
Hopefully this year i will be able to release another team project and i hope you will play it.
See you around...hugs
Iceblade on 18/7/2012 at 17:47
Looking forward to it.
Now back in to find those last three secrets and that pesky 475 remaining loot.
bobber on 25/7/2012 at 10:58
Quote Posted by darthsLair
The dont do objectives,
like dont kill, dont set off alarms wont check until the game is completed.
If you have the
8 keys, and the objective has not completed, I would say check you time stamped
date on your convict.osm, if it isn't 3/27/2000, then it wont work well with VictoryCheck script.
Just for info, what operating system are you using?
Thanks for the tip. I had the same problem. Got to the point where I had to use my keys and saw that I had none from the thieves. My convict.osm was dated 3/19/2000. I updated it, reinstalled the mission and now the keys are visible on the thieves. Stange though, no other mission I played had such issues. Thanks for solving this!
Wondeful mission too. Don't mind replaying at all.