jericho on 26/1/2003 at 15:51
Hey, I think you are on the right track now. :D Just pay attention to:[SPOILER]When you go down the lift and there are 4 rooms, labeled with the numbers (1-4), search each of them very very carefully. Each one contains at least one secret. Once you discover the secrets, you will find the hammers as well as the labirynth.[/SPOILER]
I also had such problem that I was stuck and could only spin around. This happened in a couple of places, where I wanted to crouch down. I'm not sure what's causing these kind of weired effects, I didn't really fix things in Dromed, I translated the files. As far as I know Long Finger changed the names of the objects in Dromed, but I think he didn't do any fixing job, although I can speak for myself only. Perhaps we can make a list of all the 'strange things and bugs' and email it to Timon.
Nightwalker on 26/1/2003 at 16:06
I'm glad to see the translation has been released! Thank you so much, Jericho and Long Finger, for all your hard work. I'm kind of busy today, but I hope to get time to play it tomorrow! :)
Silver Sorrow on 26/1/2003 at 16:33
Is it just me...or is there a problem with getting this to work under Thief Gold? The "skip training" menu (that is, the second "choose yer doom" menu) has some screwy things going on, and it crashes back to Winduhs upon trying to start a new game.
...at least, that's what happened to me...
Alone. All alone. Sniff.
jericho on 26/1/2003 at 16:39
Nightwalker - Have fun with the mission. From what I was reading today on Thief Polish forum, the average play time was 3.5 - 4 hours. The mission is difficult, there are so many secrets to be discovered... So a heaven for a true taffer, I think. :thumb: Good luck! :D
Silver Sorrow - This is a T2 FM. I don't think you can open it from T1/Gold.
Long Finger on 26/1/2003 at 17:53
Mol: Jericho is right. I only changed the texts, nothing more. The reason I had to do something in Dromed is that the object texts were stored in the game itself instead of in a separate textfile. I only changed this and nothing else.
Silver Sorrow: I don't want to cause more sorrow here, but it's a Thief 2 mission...
Silver Sorrow on 26/1/2003 at 19:20
Uh, oh. :eek: I think something's screwed up here...
Let me kick this stupid computer a few times and see what the hell is going on here. Further reports as events warrant. ;) Thanks, guys.
{Edit: To clarify: Darkloader is loading it in Thief Gold, for some reason. Time to tinker.}
mol on 26/1/2003 at 19:26
Long Finger, thanks, I'm much further in the mission now. Turns out I'm not half as clever a taffer as I think I am, and I missed one obvious route. Well, perhaps not quite obvious, but a taffer with half a brain would've found it. Me -- well, I'm a different story. :eww: :laff:
[SPOILER]Still, there are few doors that highlight but don't react in any way to frobbing -- they don't even emit a sound effect of an unpickable door or a key that doesn't fit. I've now found a way to the rooms behind those doors, but I think that it would be sensible to fix those doors so that they'd at least give an audible indication that they are locked. Being dead silent as they are now, they might confuse people -- and by now you all have figured out that by 'people' I in fact mean 'me'. :joke: [/SPOILER]
- Mika L
Silver Sorrow on 26/1/2003 at 19:33
Okay, problem solved! Darkloader went completely mental and decided that the mission was for Thief 1. So a quick reinstall later, things are working fine. Sorry about the acute panic I caused. Everyone, it is safe to go back to your homes! The crisis has been averted! Repeat, the crisis...hey, is that a shooting star? It's getting awfully big...
...and anyway, I'm about to take a switch to this !!#$%!! computer. :grr:
smithpd on 26/1/2003 at 20:06
Yes, mol, and there are at least three doors that act frobbable, and which click when frobbed, but they can never be opened. You could look at it two ways. It is confusing so it should be fixed. Or it is confusing and that is what makes it fun.[SPOILER]I think the double glass door is confusing but it is also fun, because after you have explored enough you may eventually realize that you can get to the other side of it by a different route. The wooden door at the end of one passage is not fun, because you are constantly wondering what is on the other side and you never find out. The door in the jail basement is another disappointing one that can never be entered, so far as I know. If I am wrong, please correct me.:)[/SPOILER]On the other hand, the mission is done for now, and is probably not worth considering changes until such time as all three languages are combined into one pack. Then the author may want to reconsider the issue of always-locked, frobbable doors.
I also found what I think is a point of no return.[SPOILER]I entered the secret crossing from room #2 first, and I found no return switch from the crossing. Returning to where I got the #2 hammer was no help because at that stage I had not opened the secret entrance to that area, accessile only from the other side. So I had to reload a saved game and get to the crossing from another room, any room but #2, first. The room #2 crossing entrance is the one with the small statue at the entrance to the passage.[/SPOILER]If anyone knows about a return from there, please let me know.:)
mol on 26/1/2003 at 20:28
Quote:
Originally posted by smithpd Yes, mol, and there are at least three doors that act frobbable, and which click when frobbed, but they can never be opened. You could look at it two ways. It is confusing so it should be fixed. Or it is confusing and that is what makes it fun.Oh, doors that click when frobbed, but can not be opened (or there's an alternate route you're supposed to find) are just fine! If done right, they are fun, but in this case I was frustrated by a few doors that
light up, but
don't make any sound whatsoever when frobbed, picked, or when a key is used. It made me think that perhaps something's gone wrong during the translation, and the doors simply don't work.
Quote:
[SPOILER]I think the double glass door is confusing but it is also fun, because after you have explored enough you may eventually realize that you can get to the other side of it by a different route. The wooden door at the end of one passage is not fun, because you are constantly wondering what is on the other side and you never find out. The door in the jail basement is another disappointing one that can never be entered, so far as I know. If I am wrong, please correct me.:)[/SPOILER][SPOILER]The double glass doors were ok, as they made a clicking sound and I knew that there must be a way to open them somehow. I just thought I'd looked everywhere before I eventually found a way....
Regarding that wooden door at the end of the passage -- I agree. I think that doors that can never be opened should be clearly designed as such. It should be relatively obvious to the player. In Timoteus, many entries are not obvious at all, which leads the player into thinking that there must be a way to the other side of that door, too. I think it's a bit unnecessary to confuse a player like that. Still, a minor issue not worth griping about too much! ;)
The door in the jail basement: do you mean the first metal door at the bottom of the stairs leading down from the holding cell area where Timoteus is being held? The key to that is on a narrow ledge near the wall, some way down the stairs leading to that door. There's a piece of paper that reveals its location behind a couple of crates near the bulletin board.[/SPOILER]
- Mika L