Gvozdika on 30/6/2010 at 07:23
Quote Posted by Khad
So you are saying that pros just basically save state continuously and then load state when they screw up and completely ignore it!
Yes, that is more or less what I was saying. With a little more emphasis on the 'around here' part, though.
Quote Posted by Lytha
in the case that you
fall off a ladder or get a Sudden Heart Attack Syndrome (SHAS) for stepping wrongly onto some piece of badly aligned architecture or if some game is very eager to crash.
Oh yes, Im perfectly fine with reloading when there are obvious glitches involved. Unfortunately in some aspects the borderline in between glitch and game mechanics is quite blurry.
Koki on 30/6/2010 at 08:27
Haha, ladders. Yeah, they're pretty bad in Thief. I found that actually grabbing the ladder from the ground is nigh impossible - you need to jump at it to grab it. As for leaving the ladder when on top, you must be looking sharply upwards(45 degree angle), otherwise seems you won't have enough "force" to get over the ledge. Finally going down ladders... get as close to the ledge as possible, turn around so you face the wall, look straight down and start moving forward. You should "slide" through the ledge and into the ladder, at which point stop looking straight down. Back in 1999 most could only dream of ragdoll, so collision detection is handled the old-fashioned way - with cubes, spheres and cylinders(I'm not even sure Thief uses the cylinders actually). That's why you can stick bodies of unconscious/dead enemies in the walls - as far as the engine is concerned only their ass exists as that's where the collision sphere is.
Oh yeah, and jumping at ropes from the side is easier than from very bottom of them as well.
SneaksieDave on 30/6/2010 at 19:59
Due to this thread still getting hit, I couldn't resist giving it another chance. It does become more entertaining after Bafford's, which felt very forced (rehearsed, even). By contrast, the last 15 minutes or so of Cragscleft had me laughing out loud. So I'm watching with a critical eye... :sly:
Cap on 30/6/2010 at 22:40
Hey Khad, there's a lot of people with extensive thieving experience waiting for your next vid.
On a completely unrelated topic: That's a nice horn Crosby has there. It would be a shame if something happened to it.
DJ Riff on 1/7/2010 at 06:29
Quote:
I found that actually grabbing the ladder from the ground is nigh impossible - you need to jump at it to grab it
There's an option in game settings: grab on jump or grab on touch. (Maybe it's only in T2, I don't remember)
Lytha on 1/7/2010 at 08:12
Quote Posted by DJ Riff
There's an option in game settings: grab on jump or grab on touch. (Maybe it's only in T2, I don't remember)
Only in T2, yes.
T2 had several more options than T1, for instance, you can autoloot unconcious/dead bodies and stuff.
Khad on 1/7/2010 at 12:14
Quote Posted by Gvozdika
Yes, that is more or less what I was saying. With a little more emphasis on the 'around here' part, though.
Uh real pros do it right the first time. Duh.
Gvozdika on 1/7/2010 at 16:44
Exactly.
mopgoblin on 1/7/2010 at 17:00
Quote Posted by Koki
Back in 1999 most could only dream of ragdoll, so collision detection is handled the old-fashioned way - with cubes, spheres and cylinders(I'm not even sure Thief uses the cylinders actually).
Yeah, there aren't any cylinders in Thief. Actually, there aren't any freely-moving boxes, either; anything box-shaped is either immobile, limited to fixed paths, or a sphere in disguise. If you try to make a box that can move freely, it won't do any collision detection, so it just falls through the floor.
R Soul on 1/7/2010 at 17:04
Khad, a few of tips that'll make things go more smoothly:
You can't mantle onto a thing that's just a couple of feet high. You need to take a couple of steps back and run and jump.
Set a hotkey for your compass. Once you've picked a lock, press your compass button. That'll also help if you've just picked up a flashbomb. You won't accidentally throw it at a door you're trying to open.