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Thread: TG FM - The Blue Star (2010-10-27) Updated version 1.1

  1. #51
    Moderator
    Registered: May 2000
    Location: Thunder Bay, On., Canada
    Somehow I missed playing this when it was released and I just discovered it today. It's a really nice small TG mission and I enjoyed playing it. I wish the loot requirement had been just a little bit lower but, thanks to the loot list, I managed to find it all so I could complete it. I hope there will be more to come as this is a very good first release. Thanks!

  2. #52
    Member
    Registered: Sep 2011
    Nice classic museum mission, but for me it glitched at the end when I snatched the Blue Star, the objective wasn't checked and I couldn't complete the mission, but I did a nice boundary break at the end in the starting area.

  3. #53
    Member
    Registered: May 2005
    My attempt at a blind ironman run failed after 15 minutes when a camera in the room with the Burrick exhibit got me. The mission failed immediately and I had to restart from the beginning. On the second playthrough, I played with saves.

    Stats:
    Normal difficulty
    35 minutes
    1190 of 1250 loot
    no hints needed

    Things I liked:
    Good placement of light and shadow. The author placed small niches without light where the player can hide and observe guard patrol patterns.
    The lost ring was a nice bit of harder to find loot: It is easily missed, but a journal contains a hint that it is there.
    Nice bit of foreshadowing with the Haunt laughter in the sewers.
    Enemies appearing out of nowhere when you grab an important item is a bit of a clichè, but here I felt it was handled well: The Haunts made getting back to the starting location a challenge.

    Things that could be improved:
    The issue with the maps not displaying correctly surely could have been fixed before release.
    I wish more exhibit plaques had readable descriptions.
    The journals were rather mundane, except maybe for the one of the museum employee plotting to steal The Blue Star himself.

    NewDark issues:
    At the starting location, you can mantle up the bushes. An invisible barrier prevents access to the streets below the wall, but there is a gap between buildings you can drop down into: This is a dead end and you will be stuck there.

  4. #54
    Member
    Registered: Oct 2012
    dml from Glypher

    Fixes initial objective #4 + #5, Newmantle issues, few doors

    Code:
    DML1
    //TG FM: The Blue Star by Andreas Lilja (MoonAchilles) / Fixes
    
    //goals
    +ObjProp 802 "Scripts"
    {
     "Script 0" TrigContained
    }
    +Link 802 357 "ControlDevice"
    {
    }
    +Link 802 358 "ControlDevice"
    {
    }
    +Link 802 422 "ControlDevice"
    {
    }
    +Link 802 437 "ControlDevice"
    {
    }
    +Link 802 466 "ControlDevice"
    {
    }
    +Link 802 685 "ControlDevice"
    {
    }
    +Link 802 688 "ControlDevice"
    {
    }
    
    //goal 4 (after starting)
    +ObjProp 357 "Scripts"
    {
     "Script 0" TrapSetQVar
    }
    +ObjProp 357 "TrapQVar"
    {
     "" =1:goal_reverse_4
    }
    +ObjProp 358 "Scripts"
    {
     "Script 0" TrapSetQVar
    }
    +ObjProp 358 "TrapQVar"
    {
     "" =0:goal_state_4
    }
    +ObjProp 422 "Scripts"
    {
     "Script 0" TrapSetQVar
    }
    +ObjProp 422 "TrapQVar"
    {
     "" =260:goal_target_4
    }
    +ObjProp 437 "Scripts"
    {
     "Script 0" TrapSetQVar
    }
    +ObjProp 437 "TrapQVar"
    {
     "" =2:goal_type_4
    }
    
    //goal 5
    +ObjProp 466 "Scripts"
    {
     "Script 0" TrapSetQVar
    }
    +ObjProp 466 "TrapQVar"
    {
     "" =1:goal_final_5
    }
    +ObjProp 685 "Scripts"
    {
     "Script 0" TrapSetQVar
    }
    +ObjProp 685 "TrapQVar"
    {
     "" =1:goal_irreversible_5
    }
    +ObjProp 688 "Scripts"
    {
     "Script 0" TrapSetQVar
    }
    +ObjProp 688 "TrapQVar"
    {
     "" =0:goal_state_5
    }
    
    //mantling
    +ObjProp 357 "PhysCanMant"
    {
    }
    +ObjProp 358 "PhysCanMant"
    {
    }
    +ObjProp 422 "PhysCanMant"
    {
    }
    +ObjProp 437 "PhysCanMant"
    {
    }
    +ObjProp 685 "PhysCanMant"
    {
    }
    +ObjProp 688 "PhysCanMant"
    {
    }
    
    //optional
    
    //secret door
    +ObjProp 12 "Material Tags"
    {
     "1: Tags" Material Stone
    }
    
    //closed doors
    ObjProp 387 "JointPos"
    {
     "Joint 1" 0.00
    }
    
    ObjProp 388 "JointPos"
    {
     "Joint 1" 0.00
    }
    
    ObjProp 479 "JointPos"
    {
     "Joint 1" 0.00
    }
    
    ObjProp 953 "JointPos"
    {
     "Joint 1" 0.00
    }
    
    //shutters
    +Link 886 918 "ScriptParams"
    {
     "" Double
    }
    
    //portcullis
    +ObjProp 916 "FrobInfo"
    {
    }
    +ObjProp 963 "FrobInfo"
    {
    }
    +ObjProp 964 "FrobInfo"
    {
    }
    +ObjProp 969 "FrobInfo"
    {
    }
    Last edited by fortuni; 2nd Jul 2020 at 09:03.

  5. #55
    Member
    Registered: May 2005
    Pretty cool to get a fix for these few small issues in the mission.

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