Thief 3 Gold - Public beta test (TDS Spoilers ahead, obviously!) - by Beleg Cúthalion
Beleg Cúthalion on 31/10/2022 at 11:09
There are some Cradle-related comments by Garrett that I cannot remember hearing in the map:
0911: Now that— looked like the Hag to me. Drept was right.
0912: Creepy.
0913: This place is gonna give me nightmares.
0915: What... was that?
In addition, a few more refer to places he enters. For the Museum, there is:
1003: Tell me that statue didn't just move—
If you use Deus Ex IW Sound Drone, you can sift through all the existent files and see much more stuff that wasn't used. Might be worth restoring at least some of them.
Pat1991 on 19/12/2022 at 13:46
Quote Posted by Beleg Cúthalion
0911: Now that— looked like the Hag to me. Drept was right. <-- Where would that fit... I don't think anywhere?
0912: Creepy. <-- Gee, there goes the cradle atmosphere...
0913: This place is gonna give me nightmares. <-- ... as well as this one.
0915: What... was that? <-- When entering the inner cradle and seeing the "shadow" behind the counter... but I think this could very well ruin the mood.
Notes added...
Oregano on 30/12/2022 at 13:59
Quote Posted by Pat1991
Notes added...
I agree, I think most of those lines just ruin the entire mood of the mission. Garret being dead silent during the entire endeavour adds so much to the tension, I feel like he just spealling out "creepy" serves almost as one of these cheesy Marvel quips that modern writters put into their stories to alleviate the tension. The Cradle doesn't need that, MORE TENSION, I say.
Pat1991 on 17/1/2023 at 08:35
Indeed! When I am not focused on my task and way route of action in the cradle, I immediately become a puddle of quivering fear again in the cradle. Now imagine if Garrett said "What... was that?" when the shadow moved across the utmost field of view behind that counter... horrible!
Sunderland on 20/3/2023 at 04:16
I finished playing Thief 3 with your mod this weekend and you did a phenomenal job. :)
The only suggestion I would give is that in the levels that were separated in two (for example Outer/Inner Citadel, Outer/Inner Cradle and Porter/Tesero Hall) the name of the first part is the one that will show up in the the save file, which made me think I was missing some information until I realized it was because of the mod's merged together levels. I think that a trigger plane could be placed where the blue fog walls would be so the name that will show up in save files gets changed to the correct variation which would be beneficial to people who make lots of saves but I believe that would require some complex scripting, thus a good compromise would be to give these levels their hypernym name (eg. Kurshok Citadel, Shalebridge Cradle and Wieldstrom Museum).
Good job and best wishes! :thumb:
snobel on 20/3/2023 at 07:21
What you describe is not possible without patching the game,
but those patches are now in place for the (
https://www.ttlg.com/forums/showthread.php?t=151942) merged City project (where it would be impractical if all your saves were just labelled "The City" :)). So I've talked to Beleg about making use of this feature also for the merged mission maps.
Originally, the T3 Gold maps had replacement titles which applied to the combined maps, e.g. "Shalebridge Cradle" instead of inner/outer. But those turned out to conflict with third-party translations, so there was a request to remove them. Using one of the original half-map titles for the combined map is definitely confusing, though.
Svperstar on 22/3/2023 at 03:21
Save game link for the Cradle in the OP is broken just FYI
Sunderland on 25/3/2023 at 05:51
I see. That's an outstanding project you linked, I wasn't aware of its existence. Really good to see Deadly Shadows still being improved. :)
I would also like to comment on 3 glitches I experienced in my playthough:
* The mechanical eye brightens up the screen so you can see in the dark, but when you read a book with the eye activated the text also becomes brightened
* The audio that plays when you get sent to Pavelock is very, very loud for some reason ("Got him! Warden says to bring him to Pavelock!"), so much so that I would jump whenever it happened :sweat:
* The victrola with self-help advice in the museum curator's office doesn't have subtitles, it's the only instance where subtitles are lacking from what I could tell!
Best wishes! :thumb:
Sunderland on 26/3/2023 at 00:36
Here's another one I've noticed: when starting a new game the screen asking you to adjust the brightness until you can barely see Garrett pressed against the wall doesn't show up...
snobel on 26/3/2023 at 06:57
Quote Posted by Sunderland
* The mechanical eye brightens up the screen so you can see in the dark, but when you read a book with the eye activated the text also becomes brightened
* The audio that plays when you get sent to Pavelock is very, very loud for some reason ("Got him! Warden says to bring him to Pavelock!"), so much so that I would jump whenever it happened :sweat:
* The victrola with self-help advice in the museum curator's office doesn't have subtitles, it's the only instance where subtitles are lacking from what I could tell!
These are the same in the original game and not caused by Thief 3 Gold or the Sneaky Upgrade patch?
The volume could probably be adjusted with a schema file override but it's appropriate that you get startled when you get arrested? :p
The missing subtitles can be added, I think, if the sound is not a tagged metasound. But translations would be needed (unless it's a case of a mis-spelled filename or something, and the translations are actually already there).
Edit: I tried both overrides. The one for volume works fine. The one for the victrola does show a subtitle, but the <at> tag used for cutscene subtitles doesn't work here. So there can be only one line and it would show immediately after frobbing, not synced with the voice.
Quote Posted by Sunderland
when starting a new game the screen asking you to adjust the brightness until you can barely see Garrett pressed against the wall doesn't show up...
This is due to a work-around in the SU code and not easy to fix, unfortunately.