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Thread: T2 FM: Cracks in the Glass [EN/DE/FR/IT/RU] 16 Jun 2018

  1. #101
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    I have to be missing something simple, but I get to the upside down place, or on its side (where garrett says it's a long way up), then there is nothing else I can do. Switch on the other side of cloister gate can't be activated by arrows, so I'm stumped. Lovely time so far!

    Edit: NM, So odd, I checked that door already. Must have been the lag I have on this borrowed pc.

  2. #102
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    Finished. That was one of the more spaciously fun FMs I've ever played. Really pulled me in the ambients. So much so I started getting eerie over regular human AI. I can't wait for Mission 2!

  3. #103
    Member
    Registered: Mar 2007
    Location: Krull Island, in the pub
    Quote Originally Posted by gamophyte View Post
    Finished. That was one of the more spaciously fun FMs I've ever played. Really pulled me in the ambients. So much so I started getting eerie over regular human AI. I can't wait for Mission 2!
    Wait, will there be a part 2? That would be awesome. I loved this, very unique and strange atmosphere in a good way.

  4. #104
    Member
    Registered: Sep 2002
    Location: Texas
    I noticed you updated the first page again. Could you please let us know what you updated.

  5. #105
    Member
    Registered: Apr 2016
    Nothing, just removed the word "NEW" from the thread title. The mission is almost half a year old, so it's no longer new

    The update to this mission is coming though, and so is the follow-up mission, but it will be a while. I've actually not even started yet, been busy with the contest mission.

  6. #106
    Member
    Registered: Mar 2007
    Location: Krull Island, in the pub
    marbleman, can you tell us what is the main reason in the story behind the surreal and upside down areas? I really love them, especially integrated in a cityscape. Is it Garrett dreaming or hallucinating ? Or that is the intentional way they built these parts of town?

  7. #107
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Those questions will be answered in the sequel, I believe.

  8. #108
    I'm having a slight problem running it. It says that my DromEd version 1.22 is outdated and too old to properly load the mission. Are there updates that I can download for this?

  9. #109
    Member
    Registered: Apr 2016
    @Goethe The mission requires NewDark 1.24. Install the latest Tafferpatcher to run it.

    @ticky I can't What I can tell you is that the keeper's letter doesn't lie about this not being a dream, and quite obviously, nobody would build the city like this intentionally I cannot tell anything about the follow-up mission, except that it will be the conclusion to this story, and I'll be releasing it together with this one as a 2-mission campaign.

  10. #110
    Member
    Registered: Apr 2011
    Quote Originally Posted by marbleman View Post
    quite obviously, nobody would build the city like this intentionally
    Constantine is hurt by your suggestion that he is nobody. He might be dead and gone, but he still has feelings.

  11. #111
    Member
    Registered: Apr 2016
    Right, nobody except pagan gods

  12. #112
    Member
    Registered: Oct 2017
    i appreciated the dewdrop

  13. #113
    Quote Originally Posted by marbleman View Post
    @Goethe The mission requires NewDark 1.24. Install the latest Tafferpatcher to run it.
    Thank you! Everything worked fine and the mission loaded.

  14. #114
    Member
    Registered: Aug 2018
    900 short, found all secrets, 3 hours of play over 1 day. Didn't know what to do but explore and KO ai's. Reminiscent of T1 Manse with a twist.

    Maybe another try with more patience.
    Last edited by user3; 5th Dec 2018 at 02:57.

  15. #115
    Member
    Registered: Jul 2005
    Fun mission once I fixed the mantle setting so I could proceed past places I otherwise could not.
    Time Taken: 2h 28min
    Loot Found: 2935/3600
    Pickpockets: 16/16
    Secrets: 3/3

    Looking forward to Part 2 for sure!

  16. #116
    Member
    Registered: Jul 2006
    My in-game readables are in English but the objectives screen is in Italian? I've completed 3 or 4 objectives on Hard, despite that, but I'm wondering, is there a way to set the objectives screen to English as well?

    Cheers

    AJ

  17. #117
    Member
    Registered: Apr 2016
    In your root Thief folder, there is a file called install.cfg.

    Open it and change the second line to language english.

  18. #118
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    It's a T2 installation, so darkinst.cfg is the config file for this. Install.cfg doesn't do anything in T2 (but in T1/TG it's important).

  19. #119
    Member
    Registered: Apr 2016
    Thanks Unna, I didn't know that.

    I've learned my lesson with not having dedicated "english" folders in the FM archive. Won't do that again.

  20. #120
    Member
    Registered: Jul 2006
    Thanks, Una and marbleman - the darkinst.cfg says that the language IS English but the objectives screen still loads in Italian?

  21. #121
    Member
    Registered: Apr 2016
    I'm stumped. Well, you could delete the language-specific folders from the mission archive itself. Open intrface and delete all four language folders. Then, in the same folder, open miss17 and delete the language folders from there as well.

  22. #122
    Member
    Registered: Jul 2006
    That worked, thanks, marbleman.

  23. #123
    New Member
    Registered: Nov 2014
    Location: Australia
    Lovely mission. Played with my mind in a good way. Cheers.

  24. #124
    New Member
    Registered: Oct 2013
    Location: Israel
    very nice. I loved the attention to details, like the flower on the window pane, the stuff people drop from their hands when they fell asleep, etc.

  25. #125
    New Member
    Registered: Aug 2019
    Location: Seattle, WA
    I enjoyed the level, it was quite cool, but I seemed to have a bug where the objective to read the note at your hideout didn't check after reading it. This problem persisted all the way to the end of the level. Am I the only one?

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