Dafydd on 10/1/2012 at 08:29
NW, I suspect that LarryG is less than thrilled at the prospect of receiving a 4.5MB savegame file in his mailbox...!
Dafydd
reka1 on 11/1/2012 at 20:20
Tank you Nickie!
I need more help please:
I can´t find the secret route into the upper level of the burial chamber.
Reka
nickie on 11/1/2012 at 20:23
I've sent you an email. :)
reka1 on 11/1/2012 at 22:24
Quote Posted by nickie
I've sent you an email. :)
Thank you Nickie for all your help.
Reka
LarryG on 11/1/2012 at 23:08
Quote Posted by baeuchlein
The problem with the "crying baby objective" appears to be caused by a sound file with an uncommon sound format. I'll try to describe this without open spoilers now.
The file snd\ka\rattle2.wav should be played when the baby is soothed - or rather whenever the action which is meant to soothe the baby is performed, whether the baby is present or not. Anyone who already figured out what to do should know what I mean. Whenever I perform this action, I hear nothing, but instead the game crashes to the desktop the next time I go into the game menus ("O" or "M", for example) or read a papyrus. (System specs: Athlon XP "Barton" @1.7 GHz, 512 MB RAM, ATI Radeon 9550, Windows 98 SE; german
Thief 2 patched to version 1.18 (no ddfix, no widescreen patch or anything else), Darkloader 4.3.1 beta)
Anyway, this sound file (as well as snd\ka\rattle1.wav, which apparently is never used during the mission) has a sample size of 32 bits and a sample rating of 48000 Hz. This is an uncommon format, especially for the time when
Thief 2 was programmed. Win98SE cannot play this file either, but starts to search for a new sound codec instead. However, the Audacity sound editor run under Linux or Windows XP
can play and even edit or convert such a sound file.
I finally have had a minute to look into this.
To start, rattle1 and rattle2 have nothing directly to do with the baby being soothed. They are the sounds that are made when the rattle is shaken. And both are used in the game, but alternately so that the rattle sound seems more natural. The sound that the baby makes before being soothed is babycry and afterward babygiggle.
All of these files are wav PCM uncompressed with varying sample rates, but I believe all are 8 bit sampling, though I am not 100% certain as my switch sound converter software does not report on that. My understanding was that the sample rate did not matter, and I tended to keep the sample rate unchanged from that of my source files.
It seems that for a few systems the sample rate may matter. Accordingly, here is a replacement snd\KA folder with all the sounds converted to PCM uncompressed, 8 bit, 8000 Hz, Mono. If you think you are having sound related crashes or other sound issues, simply replace the snd\KA folder in the release zip with this. Please let me know if that fixes your issues.
(
http://www.adrive.com/public/676b1d9cefca0bb5ad87f0b107bf82aae207d36a8038909946c4eba8dbf6b9cf.html) KA_replacement.zip
or
(
http://www.4shared.com/zip/bQ3dJjbj/KA_replacement.html) KA_replacement.zip
Azaran on 12/1/2012 at 06:28
Amazing, gorgeous mission :thumb:
I'm stuck though, there's a window in one of the stairwells with a keyhole under it (which I assume opens the secret door on the other side) but I don't know how to open it. I tried picking it, using the keys, and the Librarian ring, but no luck :(
nickie on 12/1/2012 at 08:13
Have a good look round Coleman's rooms.
@reka1 - you're very welcome.
Azaran on 12/1/2012 at 09:24
I looked all over the Keeper bedrooms but didn't find anything :(
ffox on 12/1/2012 at 09:32
Azaran: Try the study.
Azaran on 12/1/2012 at 09:39
Still nothing. I found a compass and the note by the fire, but nothing else of use