tiger@sound.net on 1/6/2006 at 06:08
Well, I did find a small work-around to get to the Docks using that (
http://ttlg.com/forums/showthread.php?t=102765&highlight=DebugMenu)
T3Menu.ini (Debug Menu). And it's not even pretty but here goes.
After you setup that Debug Menu, above and have loaded a T3 savegame:
Escape back, to click Credits and then use arrow and Enter keys for this:
T3 DeBug Menu
.....General Cheats
..........Player Upgrades
................'ENABLE ALL UPGRADE' (Hit Enter on this one)
(Or I guess that you could simply pick only the KEEPER UPGRADE?) ;)
And then do two quick Escapes to get your inventory back onto the screen
And from the South Quarter, simply use that Glyph exit to the Docks.
(BINGO! You now have some worthwhile wood to shoot and climb!)
:thumb:
ascottk on 1/6/2006 at 14:01
Quote Posted by tiger@sound.net
Well, I did find a small work-around to get to the Docks using that (
http://ttlg.com/forums/showthread.php?t=102765&highlight=DebugMenu)
T3Menu.ini (Debug Menu). And it's not even pretty but here goes.
After you setup that Debug Menu, above and have loaded a T3 savegame:
Escape back, to click Credits and then use arrow and Enter keys for this:
T3 DeBug Menu
.....General Cheats
..........Player Upgrades
................'ENABLE ALL UPGRADE' (Hit Enter on this one)
(Or I guess that you could simply pick only the KEEPER UPGRADE?) ;)
And then do two quick Escapes to get your inventory back onto the screen
And from the South Quarter, simply use that Glyph exit to the Docks.
(BINGO! You now have some worthwhile wood to shoot and climb!)
:thumb:
Good show! If you can finish the OMs with the rope arrows, tell us how that goes :joke:
Mahoney on 1/6/2006 at 18:44
Is John P's texture pack incorporated into this if you have it?
ascottk on 2/6/2006 at 00:20
Quote Posted by Mahoney
Is John P's texture pack incorporated into this if you have it?
I used parts of his previous versions, so they're built in.
tiger@sound.net on 2/6/2006 at 00:32
Quote Posted by ascottk
Good show! If you can finish the OMs with the rope arrows, tell us how that goes :joke:
Yes, your laughter is completely understandable, Ascottk. :cool:
(So far, within the Docks, I have only found some amusing rope-arrow challenges to climb and jump around within the eastern area, south of the Old Quarter exit.) But beyond that, I believe that T3 rope-arrows will be more of an "interesting novelty" to experiment with, a bit.
So could a T3 OM binary-update project, to do a major enhancement of their Thief's Highway, manteling-down, bad sticking spots, etc, consider adding special wooden-pieces, for your rope-arrows, as an important part of their improvements?
Btw one trick, that I noticed, was to try to aim and shoot along the long-length of the outside-piece of wood and not across its much shorter width. (And eastward or westward facings for the rope's climb can be critical, before shooting.) :(
(As a total newbie, all of this mod-stuff is not even my "turf".)
But just an interesting part of a T3 modification "dream", you know. :angel:
ascottk on 2/6/2006 at 01:27
Quote Posted by tiger@sound.net
So could a T3 OM binary-update project, to do a major enhancement of their Thief's Highway, manteling-down, bad sticking spots, etc, consider adding special wooden-pieces, for your rope-arrows, as an important part of their improvements?
Btw one trick, that I noticed, was to try to aim and shoot along the long-length of the outside-piece of wood and not across its much shorter width. (And eastward or westward facings for the rope's climb can be critical, before shooting.) :(
(As a total newbie, all of this mod-stuff is not even my "turf".)
But just an interesting part of a T3 modification "dream", you know. :angel:
It's possible to patch the OMs (I had to figure out how to do that for the animation tweaks). The Realist Mod I've been working on (or trying to work on, RL is taking my time) is trying to update textures, replace some streetlight smeshes with the classic ones, optimize the levels (Stonemarket Plaza has some terrible zoning issues), etc. I might take a different route though, the "Realist" part of the mod is going to take too much disk space especially if I use specular maps.
tiger@sound.net on 2/6/2006 at 05:30
Quote Posted by ascottk
It's possible to patch the OMs (I had to figure out how to do that for the animation tweaks). The Realist Mod I've been working on (or trying to work on, RL is taking my time) is trying to update textures, replace some streetlight smeshes with the classic ones, optimize the levels (Stonemarket Plaza has some terrible zoning issues), etc. I might take a different route though, the "Realist" part of the mod is going to take too much disk space especially if I use specular maps.
I'm used to doing Postal2 patches, where the patch is added to the system. But then getting the weapon, vehicle or whatever to the player, requires a modified map with that new piece as a normal "player's pick-up". (And Thankfully with your FM, that "pick-up" was a given with the player's exiting inventory.)
But your special rope-arrows might still require a map-mod or two or more for that special inventory item, over and over again, unless the rope-arrow could be consider like an "always retrieve-able item", like it normally is anyway? (Could simply changing weapon-items be used for this "retrieval of the rope-arrow"?)
* Something like a portable harpoon-gun/crossbow should only have 1 bolt? *
BUT, all of THIS is still a very nice and fun trick, Ascottk!
And your adventure was
definitely a creative T3FM high-point for me! :thumb:
Mahoney on 2/6/2006 at 07:59
Quote Posted by ascottk
I used parts of his previous versions, so they're built in.
I'm a bit uncertain as the other FM's look like they incorporate it, but Labyrinthe looks quite low res. I think maybe Thief 2 textures used or something. I'm no tech head. Also in the Bridge FM everything except Garrett looks like it's using the texture pack. I've checked settings etc.. I'm a bit confused.
MUNICH10 on 14/6/2006 at 03:03
[SPOILER]Have taken the chalice to the fountain and placed it on the statue, have found most loot, but I can't figure out what's next. Any chance that a list of objectives is available?
Also, what does the switch on the side of the fireplace in the downstairs room open? I've tried running back to the plant room, hoping it would open the wall that seems to be outlined, as in a secret entrance. Tried frobbing the paintings and walls in the plant room to no avail. Finally, I can't get the double doors in the far north room to open, at the end of the Mechanist corridor. Thanks for any help you can provide. [/SPOILER]
Also, I have All-in-one GL v. 1.32 and I still can't read any objectives. Why is this? Thanks for the assist
assassine on 3/7/2006 at 02:49
I had a great time playing this so far, but now
[SPOILER]I am in the sideways room where I have found the rope arrows. Everything is fine until I pick them up. They don't show up in my inventory. I scrolled through it and checked but the arrows are not listed. :confused: [/SPOILER]
Thanks!
@MUNICH10
Did you [SPOILER]weak up the sleeper? That's the next objective as far as I remember.[/SPOILER]