Melan on 11/6/2008 at 11:35
Quote Posted by oceanclub
Also, there appears to be no equivalent to the Deadly Shadows "wall flattening" key - is that the case? In Thief 2, does being right next to a wall give you a stealth bonus?
There is no wall flattening, but there is a bonus for being next to a wall and an additional one for being in a corner. You can experiment a bit and see the effects on your light gem.
Yandros on 11/6/2008 at 12:41
Quote Posted by Melan
There is no wall flattening, but there is a bonus for being next to a wall and an additional one for being in a corner. You can experiment a bit and see the effects on your light gem.
I can't believe that's the case. Are you sure? I always thought it's just a consequence of the fact that shadows tend to be in corners and along walls due to the typical placement of light sources.
Istvan Varga on 11/6/2008 at 15:09
Quote Posted by Yandros
I can't believe that's the case. Are you sure? I always thought it's just a consequence of the fact that shadows tend to be in corners and along walls due to the typical placement of light sources.
Being close to walls does indeed reduce visibility, however, the default amount is generally too small to be noticeable. If you add the "AI/Utility/Visibility control" property to "Garrett" in DromEd, and change "Wall mod" to some larger negative value, the effect becomes visible. Set it to something like -1000, and standing near a wall will make the light gem black :)
Istvan Varga on 11/6/2008 at 15:14
Quote Posted by Martek
Also, I think "diagonal" walking (strafe+forward), backwards walking, and all the above with a sword drawn, lead to other different speed variations.
Yes, and using strafe and run forward at the same time also allows running faster.
Yandros on 11/6/2008 at 17:11
Quote Posted by Istvan Varga
Being close to walls does indeed reduce visibility, however, the default amount is generally too small to be noticeable. If you add the "AI/Utility/Visibility control" property to "Garrett" in DromEd, and change "Wall mod" to some larger negative value, the effect becomes visible. Set it to something like -1000, and standing near a wall will make the light gem black :)
Wow, I had no idea Dark accounted for walls. Somebody needs to make an FM using that mod.
ZylonBane on 11/6/2008 at 18:41
And here I thought I was being all clever by nagging the Dark Mod guys to implement exactly this feature.
Vlad Midnight on 12/6/2008 at 05:01
Theres no need to tap on tile and metal floors. Use creep+walk very slowly. Used it for years.
There are 4 standing speeds (without strafeing) Run, walk, walk slow and walk slow+creep.
Moshuku on 13/6/2008 at 12:56
Hi all - first post in this forum despite loving the game since the demo for Bafford's came out!
Played the games for years and I find that (for TMA) the only easy and reliable way to stop making noise (critical on marble tiles or metal in some instances) is to "walk slowly + creep + sword (or bow) drawn". Otherwise, despite (my) best efforts, I do occasionally make a step.
Incidentally - and in the opposite direction of this thread - in the first two Thief's, I found the fastest way forward is the Run + (timed) Jump. (But I still can't work out how someone does Bafford's in 46 seconds or so; the quckest I've managed in about 1 minute.)
In TDS, you can edit the .ini file to put in your own walk forward speed on another key press; I found the one walk speed plus creep to be daft. (But you can't make yourself faster!)
Yandros on 13/6/2008 at 13:23
The fastest way forward I've found is Run + Strafe (running diagonally). I routinely do that when running back through places I know I've cleared of AI.
The Magpie on 14/6/2008 at 02:21
From my speedrunning days:
(
http://speeddemosarchive.com/quake/qdq/articles/ZigZag/)
Same principle applies. Bunnyhopping works well in Thief too, but I wouldn't want to be caught doing it - it looks like sh!t in demos, and I've developed a distaste for jumping in games. After having been exposed to lolboys playing WoW, that is.
--
Larris