baeuchlein on 19/4/2018 at 22:39
Several years ago, I also added the missing resources and played the mission. Not the best one in the world, but I liked it.
Btw, there are several resources still missing in the download here. For example, there should be a Hammerite in the cell to the left of the Mechanist, but the Hammer is neither visible, nor does he make any sound. Some other AI (Hammerite priest, being in pyramid, Wassergibt) are also silent. This is because some voice sets (Hammerites, Trickster, Ramirez) are missing. Some carrying icons aren't there as well. And there is a square-shaped blue spot below a leaky pipe near the exit of the prison, but there should be a metal cover or something like that there.
I can't completely verify what is missing for the next days, but I could do it next week.
For me, the mission was playable without these resources, though. No idea where all these strange things gnartsch mentioned came from.
csamba on 19/4/2018 at 22:49
Quote Posted by Unna Oertdottir
Thanks for the input, csamba :thumb:
@csamba: I checked it. "AI_Converation" is correct. Looks funny and wrong, but it's correct.
I'm no dromeder, so you're certainly right - but using the dml with "converation" as soon as I arrive at the infirmary and the "nervous" guy starts talking all my weapons and inventory items disappear (re-checked). With "conversation" this does not happen. :confused:
Unna Oertdottir on 20/4/2018 at 05:27
I wanted to make the FM playable. Not perfect.
@baechlein: Please sent me a list, when you collected the missing resources :cheeky:
@csamba: Will take a look and post it in the Dead of Winter thread. Please drop me a PM with a savegame/savegames.
Unna Oertdottir on 1/5/2018 at 15:57
Updated the resources and the dml to fix a goal that might not check off. Thank you very much, baeuchlein :)
38 downloads from thiefmissions in 30 days, wow :joke:
baeuchlein on 1/5/2018 at 20:58
Quote Posted by Unna Oertdottir
Updated the resources and the dml to fix a goal that might not check off.
Unna, somehow the file mesh\txt16\herm.gif went missing from the updated resources. It was present in the first version. Therefore, the prisoner whose cell is located close to the upwards ladder in the prison is now completely white again. It's not game-breaking, but would you please check that again?
On a side note, the objective about killing
Wassergibt is now indeed fulfilled even if a violent prisoner does the kill instead of Garrett. The new DML obviously works.
baeuchlein on 1/5/2018 at 21:34
P.S.: Just noted two weird graphic bugs that only occur with NewDark (v1.25), but not with Thief 2 v1.18. The key to Mr. Wassergibt's room is colored blue in v1.18, but silver or grey in NewDark v1.25. The pyramid inhabitant's tail is not present when playing with NewDark v1.25. Nothing serious, though.
These problems are present even if I remove the DML file and restart the mission, so that file is not causing it.
Unna Oertdottir on 2/5/2018 at 08:47
I remember the changing key colour has been mentioned somewhere. The texture is "Rustkey.gif" and "RustkeyB.gif" (RES-->obj/txt/Rustkey(B).gif) and it appears grey/rusty when you open it in a viewer.
Might be a palette issue in NewDark or OldDark.
-Updated the resources
-Fixed FrobInfo on two more torches (thanks for the hint, Glypher)
fortuni on 2/5/2018 at 16:25
Newdark definitely changed the colour of keys. If you read many of the earlier walkthroughs they regularly mention blue keys, which you can also view in a number of screenshots, those blue keys now show as grey when playing via Newdark.
Samantha1 on 18/4/2020 at 12:27
Is this FM finishable? I can´t open the jaildoor with the tunnel behind it (I can pick it with the triangle toothed lockpick but Im missing the square toothed lockpick) and I can´t open the 2. metal door in the prison. I also cant open the grate with a key behind it in the city. I´m still missing Alexander´s last notes.
Other than that I really enjoyed playing it :)
baeuchlein on 19/4/2020 at 11:45
Yes, it is possible to finish "Evendale".
The jail door which can only be partially picked with one lockpick just needs the other lockpick, but you will get that later on, AFAIK. The key behind the grate in the city is useless and can only be taken under some special circumstances. You do not need that key anyway.
I think there are two doors down in the prison which can only be opened with the appropriate keys. If I remember that well, one key can be found in a room, the other one on one of the persons down there.
The key in one of the rooms is located in Wassergibt's office. He has hidden it; look for a concealed switch or button there. It should reveal the key in the room with the desk, to the left of the door. Most likely, this key opens a metal door at the end of the prison's main corridor.
The key on a person is carried by a black-clad thief, I believe. He should be running around near the end of the long winding corridor connecting the prison's rooms. It might be the key to Wassergibt's door.