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Thread: Debut Thief 2 FM "The Fall of Anduin Karol" - Jun 2018

  1. #26
    Member
    Registered: May 2015
    Location: Hungary
    Hi, congrats, nice mission with many puzzles and a strange story
    I loved the code thing too and the hiding place of the bribe, clever!
    I have a question: where is the jeweled sword? i think i have searched all the rooms and places but no idea. Some clues please? Mission finished, I failed only that one goal.
    Oh and is there anywhere a key to the main house door?

    @radogoal see post #23 and #25 i think you need to search there for some kind of lever
    Last edited by Cheela; 24th Jun 2018 at 17:20.

  2. #27
    Member
    Registered: May 2002
    Location: Texas
    Congrats on the new release mtk! btw malwarebytes blocked the images on your first post.

    I too found some errors on some objects either backwards or too far from walls. The Editor's Guild is an invaluable resource as is beta testing.

    I thought that the order of the code would be the same as Mr Karol's morning schedule but nothing happened. Is the schedule important?
    Last edited by john9818a; 24th Jun 2018 at 19:41. Reason: need help

  3. #28
    Member
    Registered: May 2008
    Location: Southern,California
    it is the order first button is dining room,bathroom,cellar,bedroom 2136 i think

  4. #29
    Quote Originally Posted by Cheela View Post
    Hi, congrats, nice mission with many puzzles and a strange story
    I loved the code thing too and the hiding place of the bribe, clever!
    I have a question: where is the jeweled sword? i think i have searched all the rooms and places but no idea. Some clues please? Mission finished, I failed only that one goal.
    Oh and is there anywhere a key to the main house door?

    @radogoal see post #23 and #25 i think you need to search there for some kind of lever
    Thanks, when it comes to Jeweled sword, i know it translated kinda badly into the game, at least with my newbie abilities with dromed, but the idea is that this quest gets canceled once you discovered it was a murder weapon, so you leave it in the cellar

    There is no key to the main door, but place already has 2 ways to enter Roof and ventilation shaft

    Quote Originally Posted by john9818a View Post
    Congrats on the new release mtk! btw malwarebytes blocked the images on your first post.

    I too found some errors on some objects either backwards or too far from walls. The Editor's Guild is an invaluable resource as is beta testing.

    I thought that the order of the code would be the same as Mr Karol's morning schedule but nothing happened. Is the schedule important?
    Thanks for advice, ill keep it in mind for future projects :3
    regarding code Yeah, every place he visits has one button, order matters
    If you make mistake, press 0 button at the door 4 times to reset

  5. #30
    Member
    Registered: May 2002
    Location: Texas
    With the combination lock it isn't necessary to reset it. Just type the correct code.

    Honestly I found all four buttons before I found the lock or the scroll explaining the locations, so now I just have to to guess the order of the buttons?

    Edit: the reason why I didn't notice anything is because I bashed the door open already. I picked the 'light' and heard something open but I didn't see anything open.

    I was still able to finish the mission. Good first effort though.
    Last edited by john9818a; 25th Jun 2018 at 12:54.

  6. #31
    Member
    Registered: Apr 2002
    Location: Germany
    Hi!

    Sometimes the "first missions" are the ones with the most headaches - perhaps understandably so.

    Most of the problematic stuff has already been mentioned ("pickable light", "frobbable stuff through wall", "early exit").

    I'd like to add the obligatory "barrel the play can walk through" - all Dromed beginners seem to make the same mistakes...

    But sometimes these first missions are also feeling "fresh" for the lack of a better word because young authors have creative new ideas.
    Of course most of them have mixed success but these missions sometimes make one think more, try out stuff more...


    While the door code was really simple and the light fixture (hint: it is not pickable - use the official way) not too complicated here's one for the crowd I found while TRULY examining the landscape:

    There is a devilishly hidden button and a scroll nearly directly in front of the mansion - both relating to the druid grove mentioned in the scroll of the spy master...

    Have fun decyphering the TOTAL gibberish in that particular scroll and getting the prize!


  7. #32
    Member
    Registered: May 2002
    Location: The Netherlands
    Hi, congrats on the release of your first mission.
    I think it's a very enjoyable mission but in my honest opinion I think it should have been betatested.
    For example: I got stuck very often, crouching in tunnels a.s.o.
    The golden rats are great BTW.
    I sure hope you'll make more missions like this one en put it up on Shalebridge (testing forum) for some Taffers to give it a test before releasing it.
    I'll be glad to be of help if ever needed.



    There're angels who playThief and angels who don't ........ both go to heaven ............
    Dare to join .............

  8. #33
    Member
    Registered: May 2002
    Location: Texas
    Quote Originally Posted by Calibrator View Post
    There is a devilishly hidden button and a scroll nearly directly in front of the mansion - both relating to the druid grove mentioned in the scroll of the spy master...

    Have fun decyphering the TOTAL gibberish in that particular scroll and getting the prize!

    I found it and finished the mission with 200 short of total loot.
    In the area that contains the prize mentioned above, I kept getting stuck on the green grass texture brushes.

    Most of the problematic stuff has already been mentioned ("pickable light", "frobbable stuff through wall", "early exit").
    I'd say some but not most. I think this was a good first effort, but I agree with Gloria on the betatesting. That is a very good way to learn how to implement and polish the mission.
    Last edited by john9818a; 25th Jun 2018 at 18:44.

  9. #34
    Member
    Registered: Sep 2003
    Location: Frederikssund, Denmark
    mtk,
    Thanks for this little nice mission.

  10. #35
    Member
    Registered: Mar 2018
    Where is an exit from this mission? I have done everything, also I have failed jeweled sword objective. I was everywhere in the sewers. I got secret mask and disturbing looking key (no idea what it opens). The other sewer gates give closing sound, but I can go around them. So, where is an exit from this mission?

  11. #36
    If i remember correctly, in the machine room you frob the pipes, use the key on the door and exit by another door there

  12. #37
    Member
    Registered: Mar 2018
    Thanks. I actually found this place earlier. What I didn't tried was using lever, which I assumed was just light switch. Mission completed. Thanks again.

  13. #38
    Member
    Registered: Oct 2012
    dml to fix a whole range of issues including.

    Without the dml various doors can be bashed open with your sword, can pick open safe door through the wall light, fixes a few objects, you can get seriously stuck on the ladder in the Screaming One cave, and final goal is not reversible so once you have got to the exit if you go back to find the rest of the loot the mission the moment you complete that objective.

    mtk, we like to seek current and active author's consent before we post dml's and/or include them in FMdml package, I did send you a PM in February but have not heard back from you, so after 3 months we are presuming consent and we hope you are ok with this fix, if not please contact me.



    Code:
    DML1
    //T2 FM: The Fall of Anduin Karol by mtk / Fixes: miss21.mis.dml
    
    #script "nvscript"
    
    //goals
    Create -2086 "GoalFix"
    {
       +ObjProp "DesignNote"
       {
          "" NVLinkBuilderLinkType="ControlDevice"; NVLinkBuilderLinkSource="[Me]"; NVLinkBuilderLinkDest=431
       }
       -ObjProp "PhysType"
       +ObjProp "Position"
       {
          "Location" 29, -24.5, -14
       }
       +ObjProp "PhysType"
       {
          "Type" OBB
       }
       +ObjProp "Scripts"
       {
          "Script 0" TrigOBBPlayer
          "Script 1" NVLinkBuilder
          "Don't Inherit" true
       }
    }
    -Link 196 431 "ControlDevice"
    -Link 196 414 "ControlDevice"
    +Link 431 "GoalFix" "ControlDevice"
    {
    }
    +ObjProp 431 "TrapFlags"
    {
       "" NoOff
    }
    +ObjProp 431 "Scripts"
    {
       "Script 0" TrapNonFinalComplete
    }
    +ObjProp 208 "Scripts"
    {
       "Script 0" TrigContained
    }
    +Link 208 319 "ControlDevice"
    {
    }
    +ObjProp 319 "Scripts"
    {
       "Script 0" TrapSetQVar
    }
    +ObjProp 319 "TrapQVar"
    {
       "" =1:goal_irreversible_0
    }
    
    //scrolls
    +ObjProp 62 "NoDrop"
    {
       "" true
    }
    +ObjProp 269 "DesignNote"
    {
       "" NVRelayTrapOn="Contained"; NVRelayTrapTDest="[Me]"; NVRelayTrapOnDelay=100; NVRelayTrapCount=1; NVRelayTrapTOn="InitialSelect"; NVSelectTrapOn="InitialSelect"; NVSelectTrapItem="[Me]"
    }
    ObjProp 269 "Scripts"
    {
       "Script 0" NVRelayTrap
       "Script 1" NVSelectTrap
    }
    
    //doors
    +Receptron 55 "WeaponStim"
    {
       Min None
       Max None
       Effect "Abort"
    }
    ObjProp 55 "Locked"
    {
       "" false
    }
    +ObjProp 55 "Scripts"
    {
       "Script 0" StdDoor
       "Script 1" Lock
       "Script 2" LockSounds
       "Don't Inherit" true
    }
    +Link 67 55 "ControlDevice"
    {
    }
    +ObjProp 67 "TrapFlags"
    {
       "" Invert
    }
    +ObjProp 67 "Scripts"
    {
       "Script 0" TrapRelay
    }
    -Link 128 55 "ControlDevice"
    +Link 128 67 "ControlDevice"
    {
    }
    +ObjProp 80 "FrobInfo"
    {
    }
    +ObjProp 92 "FrobInfo"
    {
    }
    +Receptron 115 "WeaponStim"
    {
       Min None
       Max None
       Effect "Abort"
    }
    +ObjProp 115 "FrobInfo"
    {
    }
    +Receptron 118 "EarthStim"
    {
       Min 9
       Max None
    
       Target 308
    
       Effect "rem_prop"
       {
          "Prop Name" FrobInfo
       }
    }
    +ObjProp 118 "DesignNote"
    {
       "" NVRelayTrapTDest="[Me]"; NVRelayTrapTOn="[10.00]EarthStim"; NVRelayTrapOff="Null"; NVRelayTrapCount=1
    }
    +ObjProp 118 "Scripts"
    {
       "Script 1" NVRelayTrap
    }
    +ObjProp 129 "FrobInfo"
    {
    }
    +ObjProp 130 "BlockFrob"
    {
       "" true
    }
    ObjProp 133 "TransDoor"
    {
       "Open Position" -3.00
    }
    +Receptron 191 "WeaponStim"
    {
       Min None
       Max None
       Effect "Abort"
    }
    +Receptron 192 "WeaponStim"
    {
       Min None
       Max None
       Effect "Abort"
    }
    +ObjProp 192 "FrobInfo"
    {
    }
    +ObjProp 245 "FrobInfo"
    {
    }
    +ObjProp 308 "FrobInfo"
    {
    }
    +ObjProp 308 "BlockFrob"
    {
       "" true
    }
    +MetaProp 336 -2420
    ObjProp 343 "TransDoor"
    {
       "Open Position" -0.50
    }
    +ObjProp 343 "Locked"
    {
       "" true
    }
    
    //gaslights
    +ObjProp 37 "FrobInfo"
    {
    }
    +ObjProp 45 "FrobInfo"
    {
    }
    +ObjProp 58 "FrobInfo"
    {
    }
    +ObjProp 64 "FrobInfo"
    {
    }
    +ObjProp 180 "FrobInfo"
    {
    }
    +ObjProp 184 "FrobInfo"
    {
    }
    +ObjProp 186 "FrobInfo"
    {
    }
    
    //switches
    ObjProp 47 "JointPos"
    {
       "Joint 1" 0.00
       "Joint 2" 0.00
    }
    ObjProp 47 "StTweqJoints"
    {
       "AnimS" Reverse
       "Joint1AnimS" Reverse
       "Joint2AnimS" On, Reverse
    }
    ObjProp 61 "JointPos"
    {
       "Joint 1" 0.00
       "Joint 2" 0.00
    }
    ObjProp 61 "StTweqJoints"
    {
       "AnimS" Reverse
       "Joint1AnimS" Reverse
       "Joint2AnimS" On, Reverse
    }
    
    //keys
    +ObjProp 122 "SlayResult"
    {
    }
    +ObjProp 123 "SlayResult"
    {
    }
    +ObjProp 267 "SlayResult"
    {
    }
    
    //barrel
    -ObjProp 135 "PhysType"
    ObjProp 135 "Position"
    {
       "Location" -16.9, -31, -15.13
    }
    +ObjProp 135 "PhysType"
    {
       "Type" Sphere Hat
    }
    
    //cave ladder
    -ObjProp 328 "PhysType"
    ObjProp 328 "Position"
    {
        "Location" -37.5586, 3.60081, -23.6582
    }
    +ObjProp 328 "PhysType"
    {
        "Type" OBB
    }
    Last edited by fortuni; 30th May 2021 at 19:53.

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