TDM: No Honor Among Thieves by Goldchocobo RELEASED! (2010/04/29) - by Goldchocobo
Ringer on 30/4/2010 at 21:36
Quote Posted by Goldchocobo
Download the individual PK4's, and drop them into the "fms" folder of your darkmod install.
Yes I have done that now....
Goldchocobo on 30/4/2010 at 21:52
Quote Posted by MrMunkeepants
okay, it wasn't as hard as I'd feared. I'm almost ready to move on to mission 2, but has anyone found the
loose floor tile mentioned in a note? I'm missing 175g, that must be where it's at. I was nervous through that section, since the archers have AMAZING eyesight - through tree branches and everything :p
Goldenchocobo, the "lights go out" thing I mentioned happens all the time in the cathedral, especially in the priests' rooms. any idea what I'm talking about or why it's happening?
Sounds like a graphical error to me... never experienced it myself.
Try tweaking your video settings. You running bloom on?
MrMunkeepants on 30/4/2010 at 22:18
Quote Posted by Goldchocobo
Sounds like a graphical error to me... never experienced it myself.
Try tweaking your video settings. You running bloom on?
I'm running everything as low as possible. it's almost like I can only see what the AI sees - all grey shadows become totally black detail-less voids. but like I say, just when I'm looking the wrong way in the priests' rooms, the side halls leading to the entry hall & bell tower, and at the top of the ladder to the archers' posts around the courtyard, and a couple places in town
Goldchocobo on 30/4/2010 at 22:37
Quote Posted by MrMunkeepants
I'm running everything as low as possible. it's almost like I can only see what the AI sees - all grey shadows become totally black detail-less voids. but like I say, just when I'm looking the wrong way in the priests' rooms, the side halls leading to the entry hall & bell tower, and at the top of the ladder to the archers' posts around the courtyard, and a couple places in town
What kind of hardware are you using?
elkston on 30/4/2010 at 22:39
Here's another "glitch" I've noticed with mission #1:
In certain savegames, Father John (the robed guy who has a key on him and whose room has the ring) and about 3 other regular guards are clumped together behind the South East double-door that opens into the square courtyard. They just stand there walking around in circles. I noticed that one of the twin doors was shut while the other was open. Maybe it was a pathing issue?
bikerdude on 30/4/2010 at 22:40
Quote Posted by Ringer
I get to 130MB with it......Cannot download the full 144MB file :(:(
ive uploaded a version that downloaded and unpacked fine for me.
(
http://www.filefront.com/16316633/NHAT.zip/)
MrMunkeepants on 30/4/2010 at 22:58
Quote Posted by Goldchocobo
What kind of hardware are you using?
Intel core2 6600 @ 2.4GHz
2gb RAM
ATI Radeon HD 2400 pro
it's almost 3 years old, but should be good enough... right?
The Mike on 30/4/2010 at 23:08
It's too bad that this thread has mostly been all discussion about technical issues, because this campaign is really outstanding! I'm at the third mission right now, here's some standout moments so far:
1. The zombies! To me, a major part of what was going to make or break the darkmod is how well it pulled off zombies and haunts, being as they're one of my favorite parts of Thief. I still haven't seen Darkmod's Revenants (the haunt-equivalents), but the zombies are creepy as hell! I actually found them disturbing, and I don't remember the last time I found zombies legitimately scary. As far as the mod goes, I loved the zombie pit in the prison and the moody graveyard in the third mission.
2. The smuggler's caves. ABSOLUTELY A-F***ING-MAZING. The screenshots looked incredible and in game it looks just as good, if not better!
3. The drunken guards on the balcony in mission 2. These guys were so damn entertaining, really incredible voice acting here!
4. The level design all throughout. Nothing much to say to do it justice, it's just mind blowing...really.
5. The gameplay. In a word: perfect. Just the right amount of challenge, lighting is done ingeniously (torches are placed just right and lightswitches are placed in such a way that getting to them/finding them becomes a fun challenge that rewards you with a much darker room. Honestly I've never seen them pulled off this well before), and I love the fact that important notes and keys have a subtle "spotlight" effect on them to make them easier to see. This really is the "killer app" darkmod needed!
All that said, a few problems/suggestions:
1. (this one is strictly darkmod related) The spiders look great, and their sounds are really chilling- but GOD do they need a death animation. The fact that they just freeze in place when you kill them makes them seem unfinished, and if they are unfinished, I think they should have just waited until the next patch when they were completed to release them. Once again, they look and sound awesome though.
2. Those black cubes in the sky caused by the cinematic are so distractingly odd, I think it would have just been better to forget the cinematics. The fly through in mission 1 doesn't really add so much that it's worth having that immersion-shattering bug floating up there.
3. (this one is also darkmod related) I'm getting that annoying save game corruption bug also. I hope a fix is released soon, because I think I'm going to have to put this one away until it's ironed out. The mission's difficulty is so perfect that I don't have to load much anyway, but when I do, needing to quit the game and wait 3 minutes is a little much for my own personal level of patience. And not being able to see my "mission complete" stats is a real buzzkill.
lost_soul on 30/4/2010 at 23:21
I must say, although I've only completed the first mission and explored the second a bit, this campaign is very impressive. It has the best ambiance of any TDM mission thus far. The guards were well placed, (especially the archers!).
One question I have is this: Although the missions run well, I got some slowdown in certain areas like (spoiler) the zombie pit. Curiously, the outdoor areas on the second mission run great! What could cause this? Surely it would be harder for the game to render an entire city block with light sources and all, rather than a hole with some zombies in it. Perhaps having several AIs in vicinity to one another is what causes the slowdown.
MrMunkeepants on 30/4/2010 at 23:39
Quote Posted by lost_soul
Perhaps having several AIs in vicinity to one another is what causes the slowdown.
pretty sure that's what it is. city blocks are mostly straight lines with static light sources; the pit has lots of rough edges, multiple humanoid forms moving around, dust effects, and (I believe) a swinging light source casting shadows from all those moving AI.
nobody has found the loose floor tile in the cathedral?