Yandros on 26/12/2008 at 16:36
You can make the jump, just reload and keep trying. Wait a little longer before jumping (while running, of course) than you are now. Believe me, it used to be much harder to make this jump before beta testing. :rolleyes:
flupp on 26/12/2008 at 16:52
Yessss
I closed my eyes und run into thin air.. jumped when i was practically already
on the other side-made it
thanks
kamyk on 29/12/2008 at 13:08
I finally took out the time (whether I had it or not). Turned out the lights, set a lit candle (dark red) in a spot where it would illuminate the keyboard but not much else. Wiped off the monitor with rubbing alchohol, took the phone off the hook, and played. Gotta say this was a fantastic mission, almost worth waiting years for. Got me several times.
That ending was just so wrong though, lol.
Jumped:6 times
Almost shit myself:2
Interesting stats, lol. How do you arrive at them?
I had the bug with the bridge too, and one I don't know if was mentioned yet or not. I had the sword out when I was hit with the powder, and I still had it in the freezer, but I couldn't do anything with it or put it away.
I have a couple questions. Did someone do the Karras voice? I don't remember that line from the gramaphone. Also, what was the ambient music in the shadow mirror room? That was great, I might even leave it on while I sleep. :ebil:
Yandros on 29/12/2008 at 13:29
Quote Posted by kamyk
Interesting stats, lol. How do you arrive at them?
I had the bug with the bridge too, and one I don't know if was mentioned yet or not. I had the sword out when I was hit with the powder, and I still had it in the freezer, but I couldn't do anything with it or put it away.
I have a couple questions. Did someone do the Karras voice? I don't remember that line from the gramaphone. Also, what was the ambient music in the shadow mirror room? That was great, I might even leave it on while I sleep. :ebil:
1. The stats are based on how long you take to complete the mission, with a little randomness thrown in.
2. Thanks for finding that bug with the sword, but I'm surprised that happens. The sword is actually taken away from you during the whole bit. I'll try to fix it if I ever release an update.
3. The Karras victrola was pieced together by Will from different original voice parts.
4. The two music pieces used in Andariel's area/shadow realm are taken from
Machine Elves by Atrium Carceri.
Iceblade on 4/1/2009 at 06:33
A couple of small jumps...nothing too surprising...I think I kind of knew that that was Barney, but I so wanted to kill off that blasted white lady. I guess the main reason this FM and only sort of for the ending of DP is that I have gotten so good at controling Garrett through situations especially in combat....hell those two haunts would have been toast if I had a sword.
The progression was pretty obvious and it only took me a few minutes to actually spot that gear under the crate. Finished at just under an hour game time on easy. It had a great story and it seems I missed the thing about Peter. Oh well, still it was fun.
Oh and seriously I couldn't have gotten Garrett out of that zombie fix in DP (via running not fighting I mean) just jump on the desk, smash the window and hop through it. Then squeeze past that one zombie walking past and run like hell before the zombies turn around.
Mike F. on 6/1/2009 at 13:38
I was late in playing it but today I did.
Just one word:
OUTSTANDING! :thumb:
baeuchlein on 10/1/2009 at 20:34
Quote Posted by Neb
My only real criticism is the audio. During cutscenes and other vocal parts I needed to turn up the volume, and then turn it back down again when playing. It was too quiet
Some people had similar problems in the
A Night in Rocksbourg series and some other missions. And for me, all custom sounds (voices, mainly) in
DP2 were too quiet as well.
I think it's because the overall volume of voices in the english versions of
Thief and
Thief 2 is lower than in some other localized versions, e.g., my german one. I don't own any english
Thief version, but the english
Thief demos indeed have much softer sounds than the german versions of the first two
Thief games.
The only way a mission author could react to that would be to use two sets of recordings for every bit of dialogue used, each one with the right volume for particular game versions. The quieter ones would, for example, be stashed in the
english sub-folder, the louder ones in the
german sub-folder. For some missions, the author would have to do that for some or all ambient sounds as well (this has been a problem in
Rocksbourg 3, I think). Unfortunately, this would bloat mission files excessively, even if one had only two "languages" to cover, as I did in that example above. And there were already a few remarks like this one:
Quote Posted by unreal_taffer
90 mb for one fm is not really good :weird: :sweat: :nono:
The unpacked sound folder alone is about 100 MB in size, and
every language added would add another 100 MB here. It's just not possible to really use my solution to the volume problem and have decent-sized missions.
Quote Posted by Yandros
would you have enjoyed saving those few minutes of download time if it had no custom voice lines or music?
After playing the mission, I answer with a firm "no". However, I have a much faster internet connection than a 56k line, and pay a flat fee, so it's not a big deal for
me. But still, many pieces of dialog are important for the story, unless one prefers another "Blair Bitch Project", where a lot of people run around and scream in a scary environment, and nothing is explained. That's not my cup of tea, however.
Converting all of the sounds to MP3 files is not an option either, just in case someone thinks of that next. I checked this out for some other missions just to find out what the results would be, and while the mission sizes could be reduced significantly, unpacking the missions in Darkloader took an eternity (several minutes, really!) before one could play the mission, even on a comparatively fast (1.7 GHz) machine. Perhaps one could pick some sounds which are comparatively large in size and turn these into MP3 files, but when I looked into the appropriate folders of the unpacked
DP2 mission, I did not find many candidates for this.
I think we just have to live with this file size for the mission. And in this case, the things which enlarge this mission provide a lot of "atmosfear", so they really need to be left in there.
Congratulations to the authors for this masterpiece! While I prefer missions, books and movies where
the hero has a chance of survival, I appreciate the story told here - and how it is presented to the player as well. Sights and sounds are appreciated very much here. Well done!
I didn't understand the ending at first, though. Same symptom as with
The Seventh Crystal...;)
About these practice dummies one "encounters" near the end: Well, I haven't had a very good idea on them either. Maybe each one stands for an enemy Garrett has encountered? For one health shield of our beloved Thief? On the other hand, that does not explain the two dummies which move while Garrett is in the area with Barney, so I guess I'm wrong here. Maybe it's really time for that discussion thread now...:cheeky:
By the way... I noticed an EP.CRF file inside the archive, containing only an outdated readme file. Is this an attempt to "automatically" disable the
Enhacement Pack if the player has it installed? I just asked because I had the same idea when reading about
A Night in Rocksbourg 3 having a problem with the
Enhacement Pack, but haven't tested that (yet). (Yes, sometimes I have too much spare time...:cheeky: )
P.S.: There is a bug (inherited from NV's scripts, if I'm not mistaken) affecting Windows 98 SE users. If one loads a saved game, the game crashes to the desktop. If anyone is plagued by this bug, there's a workaround: When you begin playing, ensure that Garrett dies, and wait until the death movie has played completely and the stats screen is shown. You can do this by beginning the mission and going towards
the scarecrow behind the first iron gate. After the stats screen is shown, you can load games and play the mission normally.
This bug does not occur on Windows XP. I think there was a little more in-depth explanation in the
Temple of the Tides thread, in case anyone is interested.
That Miserable Thief on 15/1/2009 at 16:55
I'd really like to play this mission but I have two problems.
First, I cannot hear the conversation in the pub. When I open the .zip and the Snd/PubConv folder, I can hear the .wav files separately, but I started the misison twice with no dialogue - only background noise, so I reloaded T2 original in darkloader 4.2 and restarted my computer. Then, I reloaded DP2 and started fresh...no voices in the pub conversation. I reloaded T2 in darkloader and started "Running Interference", and I can hear Basso fine, and the intro video plays fine.
Second, I do not get a key from the women in white - ever. I've tried this after multiple reloads and a fresh start after a reboot.
I have seen no posts from anyone else regarding either of these problems, so I have to assume it is either my PC or a problem with the .zip I downloaded. I have never had this type of problem with any other FM that I can remember.
Any help would be appreciated.
WinXP SP3
P4-2GHz
1.5GB RAM
ATI FireGL 8800
All current scripts, as far as I know
Enhanced graphics pack
Zip file size is 95,399,936 bytes
Yandros on 15/1/2009 at 17:52
That's very odd. Scripts are all included in the ZIP, so you don't have to have any installed (but it won't hurt that you do). After installing the mission through DL, are there lots of sound files in the \snd folder?
That Miserable Thief on 15/1/2009 at 18:10
Yes, it seems all of the sounds that should be there, are there when the mission is loaded with DL. Folders Thief2/Snd/Andariel-WLConv all have the same files in them that those respective folders have in them in the Zip.
I will re-download the mission and try it to see if that makes any difference.