FireMage on 28/4/2022 at 21:08
Hehe, gonna say I feel touched to hear my design looks convincing enough to give the feeling there're machines you can operate with, but unfortunately no, the crane and the floor are pure static terrain brushes and can't move.
It's however an interesting idea. Perhaps when I'll be fixing BP after TBP and WotG, I'll make it movable to improve flow and reduce backtracking annoyance. But atm, you unfortunately can't operate it.
klatremus on 29/4/2022 at 00:01
It's totally ok, no need to "fix" that. I just wasn't able to close the air shaft hatch without getting stuck in that area, which is why I was hoping that lift/crane could be operated. I didn't realize you can end the mission where you start, so I could just close it then. I thought you had to go to the nave's main entrance to finish.
FireMage on 29/4/2022 at 07:06
There are three way out actually :
- starting point
- main entrance in the nave
- the broken tower on the roof
Jonfeldt on 8/5/2023 at 21:12
When I try to play this mission it crashes just when the loadout is done. I saw an instruction to quicksave and quickload at the start but to me the game crashes just before the mission would start. Does anyone know what's going on? All the other missions work fine for me.
styora on 19/7/2023 at 17:42
Quote Posted by AluminumHaste
There is a simple fix for this and I did it myself; STOP USING 24BIT OR 32BIT AUDIO FORMATS FFS! It was the same problem in Endless Rain.
Converting all the files to 16bit 44.1Khz Mono wav files fixed the static issue.
Had the same problem, as you said, converting them to 16bit fixed the issues, no problems during a whole playthrough with OpenAL and EAX enabled.
For anyone having the same problem and wanting to play with OpenAL/EAX, I did the following:
Extract all folders in the snd folder from the FM archive
Move all files from one folder (only MiscVOs / projectile and SFX have 24bit files!) into foobar2000
Right-click into the column bar (where Artist/Album, Track no etc. are located), select Columns -> More...
Add new custom column (name it bit depth or sth. similar), add "$info(bitspersample)" into the Pattern tab (without quotes!), apply/OK
You can now see the bit-depth of all files from the folder without checking each individually.
Select all 24bit files (those are only .wav), right-click + convert, click on "Output format", select WAV, output depth 16bit, go back
Click on "Destination", choose a folder of your liking, select "convert each file to an individual file", copy/paste "%filename%" into the Name format (again without quotes!) and convert.
After one folder is finished, add the converted 16bit files to the archive by dragging/dropping them into the correct folder, the 24bit files should be overwritten (you have to use 7zip for that as WinRAR claims it can only add files to an archive with .rar/.zip, converting the .7zip file to .zip should work as well) Do that for all 3 folders.
Install the archive with your modloader as usual.
Edit: To the mission itself, amazing visually and gameplay-wise. A little too hard for my taste but it's mostly my fault for choosing Expert. :) I wish this mission would've been the final mission of Thief 2, wasn't really a big fan of that one. Especially the start of the mission
with the outside section and the
recorded audio logs did so much for the overall atmosphere, reminded me heavily of games like Bioshock. (Voice acting was also amazing)
Fox7Fog on 18/4/2024 at 03:06
Is there any way to actually kill the zombie guy? I have tried many things (including all explosives) but he just gets knocked out for a while and then gets up again. Playing on normal.
Dahenjo on 18/4/2024 at 15:43
There is a way but you need to pick up a special weapon before you go inside, watch here...
[video=youtube_share;SJ2eRiMskCA]https://youtu.be/SJ2eRiMskCA?t=923[/video]
Fox7Fog on 18/4/2024 at 15:56
Thanks, Dahenjo! I remember picking up the gears, but it never occured to me to use them that way.
Discendo Vox on 20/5/2024 at 22:19
I would really love a detailed breakdown of the enemy spawn and behaviors set up for this mission. There's a lot of invisible scripting and new enemy types going on, and I'm curious about the potential utility of some of these in other FMs.
The Concrete Age on 30/8/2024 at 05:08
Awesome Map! For me Firemage really nailed the sense of dread of not really knowing what to expect, then we see Karras' apocalytic vision for the future at the summit of the church...hit me like a hammer... but the sense of dread persists as I descent all the way down, you learned of a rebellion against Karras, done in a way very reminiscent of System Shock 2, and the translation is well done here.
I felt like I was being hunted...enemies in Thief are very extroverted, they comment on it when you make noises, and that is where we players gets feedback of hostiles near us, but that worker droid is so quiet...it managed jumped on me, but that was the mistake on my part, I didn't check the the entire quarter before looting, in reality Garret is the noisy one and I love the inversion of roles here.
But once I reached the Assembling Section, it really felt like I broke the map somehow, it seems like there is an intended route for the smoothest experience:
Lower levels of Assembling Section -> Throne Room with an army of angels -> South Wing -> Security Room -> North Wing -> Control Room
But for me, I climbed my way to to the North Wing first, since I have the Control Room Key from a dead body, so I skipped The Throne Room/South Wing/ Security Room, this presents some problems -
Logically the player could defeat Karras without even finding Irina's Ledger, I was a bit surprised to find out Irina's Ledger was the only thing I was missing! Since that security protocol readable in the Control Room, contains all essential information you need to formulate your own plan to defeat Karras instead of following Irina's plan, It feels like the that readable in control room should be merged with Irina's ledger, something in the Control Room should hint the player and lead him to the Security Room.