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Thread: Under Templehill Released Jan/06

  1. #176
    Member
    Registered: Oct 2004
    Location: UK
    Thanks for the comments.

    For the crypt secret, there is nothing special you should need to do. As far as I am aware, no one else has had that problem; certainly the beta-testers never reported any problems in that area. Version 1.1 does not change anything there, so that will not help.

    I started Under Templehill thinking that I wanted to try my hand at lots of different things, so I put in a crypt, a wilderness area, caves, mansion; as you say, a bit of everything. Makes it more interesting to build, as well as to play. I am afraid there are no plans for a sequel. I have another FM partly build, but I am also building a System Shock 2 FM, which is taking all my time at the moment.

  2. #177
    1937-2022
    Registered: Sep 2003
    Location: Cambridgeshire UK
    Try the Boltzmann condenser building. If you get stuck there's a walkthrough here.

  3. #178
    Member
    Registered: Jun 2007
    Location: Cragscleft, Bedfordshire, Eng.
    Only just played this one - really enjoyed it, but reading this, I seem to have missed out on stuff in the crypt. Where is this giant skull and the eyeball things?
    I destroyed the lower nexus by throwing the nearby crates down the pit from the top.

  4. #179
    1937-2022
    Registered: Sep 2003
    Location: Cambridgeshire UK
    frobbin hood: You'll find the things you are looking for on the way down to the lower nexus.

    Take the stairs to the east of the pit.

    You may need to go back to a savegame before you threw the crates.

    I thought we'd fixed the crate thing during testing.

  5. #180
    Archivist
    Registered: Sep 2002
    Location: Museum of the Ancients

    What a great mission this is!

    So much to praise!

    Greatly designed city. Finding my way through the maze of streets seemed confusing at first, but the street signs and and map helped a lot . Things like the harbour, sewers, slopes, and public buildings shows that a lot of time is spent into making it come to life . And how the taff can you come up with such a variety of street names? Nice touch!
    I had a funny moment with rescuing the drunk from a watch station cell and follow him through the streets, only to see the poor bugger getting slain by the city watch before reaching his home. How cruel

    The story is interesting with many events that turn darker and more complex the closer you come to your ultimate goal. The second part of the mission, leading you underground to find the missing Jemola, is a spectacular difference in terms of surrounding and enemies. Unique and very spooky!
    Dealing with the nexus reminds me of the bank mechanism from MechBank, by the same author.

    Overall, the size of the level is much larger then expected. This results in lower detail then what we are used to in some latest missions, and some areas feeling a bit empty, but Under Templehill compensates for being so outstrecthed with so much to explore.
    Following the main story events, there are many secrets and plenty of loot waiting to be found. And not to mention several spectacular bonus objectives (of the three artifact quests i wasn't able to find the holy silver cog) and some original design elements . It kept me entertained, and sometimes puzzling, for over 4 hours.

    Stunning achievement, Pixie I love your work and really hope you'll make a return to dromEd some day.

    Statistics
    Difficulty: No hope (expert)
    Time: 4 hours 6 minutes 43 seconds
    Secrets: 8 out of 9
    Hidden objectives: 4 out of 5
    Loot: 2965 out of 3070
    Karras' volumes found: all

  6. #181
    Member
    Registered: Aug 2006
    Location: France (Reims - Champagne)

    help!

    I´m at the mech church, exactly in the laboratoy with the two mech bots, i am suppose to attach something in the two boxes of the machine, i was able to place a iron chassis in the upper box, i also got another iron chassis, but i won´t fit in the lower box, what should i place there? and where can i find it?

  7. #182
    Member
    Registered: Aug 2006
    Location: Great. Now I can't get back in
    cardia1 - see this post (about half-way down).

    You might also want to check this post.

  8. #183
    Member
    Registered: Aug 2006
    Location: France (Reims - Champagne)
    Quote Originally Posted by Sticky Fingers View Post
    cardia1 - see this post (about half-way down).

    You might also want to check this post.
    Thanks Sticky Fingers, finally i´ve finished this nice mission, i never expected that it would be possible to make an ai creature follow us ...cool

  9. #184
    Member
    Registered: Aug 2006
    Location: Great. Now I can't get back in
    You should also try Saint And Thieves.

  10. #185
    Member
    Registered: Aug 2006
    Location: France (Reims - Champagne)
    what changes in this mission between the difficult modes?

  11. #186
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    We are trying to fix this mission. There seems to be a bug in ND 1.27 which doesn't occur in ND 1.25 or in ND 1.26.

    After frobbing a dagger (777) a thief will be teleported in front of a house. He will go inside the house and frob the dagger.
    But in ND 1.27, his current AIPatrol link will be ignored and he doesn't go inside.

    I need some more testers to check this. The dagger is not far from the start point. Run to the market place and go east, then south. The house will be at the end of the street. It takes 2 minutes.
    Does he go inside and frob the dagger?

  12. #187
    Member
    Registered: Oct 2012
    Unna, just to make sure it wasn't any file in T2Fix causing the issue I dug out a old 1.21 thief install from 2014 patched with tafferpatch and patched that install with BulletDromed 1.27.

    Without BulletDromed the intruder goes into the apartment but with BulletDromed 1.27 the intruder fails to come into Jemola's apartment, so yes it's definitely ND 1.27 causing this bug.

  13. #188
    1937-2022
    Registered: Sep 2003
    Location: Cambridgeshire UK
    Playing Thief2.exe (via TFix127) the thief doesn't come into the house.

  14. #189
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    Thanks, ffox. Yep it's a NewDark 1.27 >feature<. Sadly this can mess up any mission with AICurrentPatrol links which were set on the AI. There are many missions, I just checked it.
    Already found a bunch of them.
    Last edited by Unna Oertdottir; 12th Aug 2019 at 15:16.

  15. #190
    Member
    Registered: Oct 2012
    dml fix for the intruder failing to enter Jemola's apartment, as well as fixing a few misplaced objects courtesy Jax and Unna.

    Important: You also NEED to replace the squirrel.osm in your T2 root folder. Under Templehill does not have a squirrel.osm in it's folder and the squirrel in T2 is an old (bad) one. Easiest way to replace your squirrel is to patch your T2 install with T2Fix, this contains a good squirrel and will be loaded by default.
    or your can find a copy in the T2Scripts Bundle.

    Note: AICurrentPatrol links issue may well affect a number of other missions when playing via ND 1.27 but a permanent fix for this issue will be included in the next T2Fix update.

    Code:
    DML1//Under Templehill//Fixed objects//miss20.mis.dml
    
    
    -ObjProp 1785 "PhysType"
    +ObjProp 1785 "PhysType"
    {
    "Type" None
    "# Submodels" 0
    }
    -ObjProp 1785 "Position"
    +ObjProp 1785 "Position"
    {
     "Location" 775.83,628.93,484.73
     "Heading" 38e3
    "Pitch" 0
     "Bank" 0
    }
    -ObjProp 1914 "PhysType"
    +ObjProp 1914 "PhysType"
    {
    "Type" None
    "# Submodels" 0
    }
    -ObjProp 1914 "Position"
    +ObjProp 1914 "Position"
    {
     "Location" 508.84,489.3,460.34
     "Heading" 0
    "Pitch" 0
     "Bank" 0
    }
    -ObjProp 2402 "PhysType"
    +ObjProp 2402 "PhysType"
    {
    "Type" None
    "# Submodels" 0
    }
    -ObjProp 2402 "Position"
    +ObjProp 2402 "Position"
    {
     "Location" 550.05,441.0,485.56
     "Heading" 0
    "Pitch" 0
     "Bank" 0
    }
    -ObjProp 1927 "PhysType"
    +ObjProp 1927 "PhysType"
    {
    "Type" None
    "# Submodels" 0
    }
    -ObjProp 1927 "Position"
    +ObjProp 1927 "Position"
    {
     "Location" 462.78,510.29,482.0
     "Heading" 0
    "Pitch" 0
     "Bank" 0
    }
    +ObjProp 1398 "PhysCanMant"   
    {
     "" false
    }
    
    //barrels
    
    
    
    +ObjProp 1763 "CfgTweqDelete"
    {
       "Halt" "Destroy Obj"
       "AnimC" "Sim"
       "MiscC" "[None]"
       "CurveC" "[None]"
       "Rate" 0
    }
    +ObjProp 1763 "StTweqDelete"
    {
       "AnimS" "On"
       "MiscS" "[None]"
       "Cur Time" 0
       "Frame #" 0
    }
    +ObjProp 1757 "CfgTweqDelete"
    {
       "Halt" "Destroy Obj"
       "AnimC" "Sim"
       "MiscC" "[None]"
       "CurveC" "[None]"
       "Rate" 0
    }
    +ObjProp 1757 "StTweqDelete"
    {
       "AnimS" "On"
       "MiscS" "[None]"
       "Cur Time" 0
       "Frame #" 0
    }
    +ObjProp 183 "CfgTweqDelete"
    {
       "Halt" "Destroy Obj"
       "AnimC" "Sim"
       "MiscC" "[None]"
       "CurveC" "[None]"
       "Rate" 0
    }
    +ObjProp 183 "StTweqDelete"
    {
       "AnimS" "On"
       "MiscS" "[None]"
       "Cur Time" 0
       "Frame #" 0
    }
    +ObjProp 36 "CfgTweqDelete"
    {
       "Halt" "Destroy Obj"
       "AnimC" "Sim"
       "MiscC" "[None]"
       "CurveC" "[None]"
       "Rate" 0
    }
    +ObjProp 36 "StTweqDelete"
    {
       "AnimS" "On"
       "MiscS" "[None]"
       "Cur Time" 0
       "Frame #" 0
    }
    +ObjProp 39 "CfgTweqDelete"
    {
       "Halt" "Destroy Obj"
       "AnimC" "Sim"
       "MiscC" "[None]"
       "CurveC" "[None]"
       "Rate" 0
    }
    +ObjProp 39 "StTweqDelete"
    {
       "AnimS" "On"
       "MiscS" "[None]"
       "Cur Time" 0
       "Frame #" 0
    }
    +ObjProp 301 "CfgTweqDelete"
    {
       "Halt" "Destroy Obj"
       "AnimC" "Sim"
       "MiscC" "[None]"
       "CurveC" "[None]"
       "Rate" 0
    }
    +ObjProp 301 "StTweqDelete"
    {
       "AnimS" "On"
       "MiscS" "[None]"
       "Cur Time" 0
       "Frame #" 0
    }
    
    +Receptron 1919 "PingStim"
    {
     Min 3
     Max 7
    
     Target -553
     Agent 0
    
     Effect "create_obj"
     {
     "Position" 442.23, 689.89, 458.0
     "Heading" 0
     "Pitch" 0
     "Bank" 0
     }
    }
    
    +StimSource 1919 "PingStim"
    {
     Intensity 5
    
     Propagator "Radius"
     {
     Life
     {
     "Flags" "[None]"
     "Period" 5000
     "Max Firings" 1
     "Intensity Slope" 0.00
     }
    
     Shape
     {
     "Radius" 10.00
     "Flags" "[None]"
     "Dispersion" "Linear"
     }
     }
     }
    +Receptron 703 "PingStim"
    {
     Min 3
     Max 7
    
     Target -553
     Agent 0
    
     Effect "create_obj"
     {
     "Position" 446.16, 685.29, 458.0
     "Heading" 0
     "Pitch" 0
     "Bank" 0
     }
    }
    
    +StimSource 703 "PingStim"
    {
     Intensity 5
    
     Propagator "Radius"
     {
     Life
     {
     "Flags" "[None]"
     "Period" 5000
     "Max Firings" 1
     "Intensity Slope" 0.00
     }
    
     Shape
     {
     "Radius" 10.00
     "Flags" "[None]"
     "Dispersion" "Linear"
     }
     }
     }
    +Receptron 472 "PingStim"
    {
     Min 3
     Max 7
    
     Target -552
     Agent 0
    
     Effect "create_obj"
     {
     "Position" 472.0, 507.34, 470.0
     "Heading" 0
     "Pitch" 0
     "Bank" 0
     }
    }
    
    +StimSource 472 "PingStim"
    {
     Intensity 5
    
     Propagator "Radius"
     {
     Life
     {
     "Flags" "[None]"
     "Period" 5000
     "Max Firings" 1
     "Intensity Slope" 0.00
     }
    
     Shape
     {
     "Radius" 10.00
     "Flags" "[None]"
     "Dispersion" "Linear"
     }
     }
     }
    +Receptron 2000 "PingStim"
    {
     Min 3
     Max 7
    
     Target -138
     Agent 0
    
     Effect "create_obj"
     {
     "Position" 387.88, 532.57, 459.0
     "Heading" 0
     "Pitch" 0
     "Bank" 0
     }
    }
    
    +StimSource 2000 "PingStim"
    {
     Intensity 5
    
     Propagator "Radius"
     {
     Life
     {
     "Flags" "[None]"
     "Period" 5000
     "Max Firings" 1
     "Intensity Slope" 0.00
     }
    
     Shape
     {
     "Radius" 10.00
     "Flags" "[None]"
     "Dispersion" "Linear"
     }
     }
     }
    +Receptron 344 "PingStim"
    {
     Min 3
     Max 7
    
     Target -552
     Agent 0
    
     Effect "create_obj"
     {
     "Position" 440.14, 532.2, 458.0
     "Heading" 0
     "Pitch" 0
     "Bank" 0
     }
    }
    
    +StimSource 344 "PingStim"
    {
     Intensity 5
    
     Propagator "Radius"
     {
     Life
     {
     "Flags" "[None]"
     "Period" 5000
     "Max Firings" 1
     "Intensity Slope" 0.00
     }
    
     Shape
     {
     "Radius" 10.00
     "Flags" "[None]"
     "Dispersion" "Linear"
     }
     }
     }
    +Receptron 347 "PingStim"
    {
     Min 3
     Max 7
    
     Target -552
     Agent 0
    
     Effect "create_obj"
     {
     "Position" 438.16, 535.0, 458.0
     "Heading" 0
     "Pitch" 0
     "Bank" 0
     }
    }
    
    +StimSource 347 "PingStim"
    {
     Intensity 5
    
     Propagator "Radius"
     {
     Life
     {
     "Flags" "[None]"
     "Period" 5000
     "Max Firings" 1
     "Intensity Slope" 0.00
     }
    
     Shape
     {
     "Radius" 10.00
     "Flags" "[None]"
     "Dispersion" "Linear"
     }
     }
     }
    Last edited by fortuni; 16th Aug 2019 at 14:55.

  16. #191
    Member
    Registered: Sep 2005
    Location: Hitchin, Hertfordshire, UK
    I just installed this FM using FM Sel, with ND 1.27, and put the above text into a file called miss20.mis.dml in the Thief2/FMs/templehill folder.

    When I frob the dagger, the thief does not enter the house. I am inside the house, and I can hear him start to walk away from the house. Garret says better follow him. I can follow him to a house on Brockstreet, and the 'follow the thief without him seeing you' objective ticks off.

    Have I done something wrong?

    The mission seems to be working OK, anyway.

  17. #192
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015

  18. #193
    Member
    Registered: Dec 2001
    Location: Milan - Italy

    got my fun

    I enjoyed this mission. Nice gameplay. I loved the way the city map is developed. Some touches, like the moving train and the frobbable girl, are very effective. Kudos to the Author for his work.

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