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Thread: T2 campaign - The Black Frog (13-03-2012)

  1. #201
    Member
    Registered: Apr 2002
    Location: Malmö, Sweden
    Quote Originally Posted by baeuchlein View Post
    Ricebug wrote in his walkthrough (2012) that you should only begin to kill the creatures when you have received the objective, otherwise it won't work.
    Not really, he says that "If you kill them before receiving the objective, it won't tick off".

    You can start killing them right away, as long as at least one is alive when you receive the objective. There are indeed 10 of them.

    @MerylStreepsAsleep: Do a Ctrl/Alt/Shift/End and see how many kills you have. If it's only 9, you have probably missed a dog upstairs in an house (there are two such dogs).



    Quote Originally Posted by klatremus View Post
    You can grab the painting without taking any damage, without shutting off the electrified floor, without turning off the camera, and without getting detected. It's tough, but sounds like a challenge right up your alley jiansonz.
    Not really my thing, these kinds of challenges. I prefer the no/few-reloads approach. Sometimes I just suck at not getting detected!

  2. #202
    Member
    Registered: Feb 2006
    Location: Antarctica
    Been replayin' this bad boy and I am amazed at the achievement this campaign is. Beautiful stuff. Difficulty level is excellent, not too hard, not too easy, but I'm kinda stuck in the last mission.

    Is it possible to get the mercenaries to kill Emilie Victor when she starts to have her final say? Luring a bunch of them into the tower with noise arrows and such is easy enough but they won't attack her - even when the mercenaries clearly see her and not me because of that one invisibility potion.

  3. #203
    Member
    Registered: May 2002
    Location: The Netherlands
    No Jack Lee you'll have to do it yourself in a special way in the end of the mission.

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

  4. #204
    New Member
    Registered: Apr 2016
    Thanks for the excellent campaign Gaëtane!

  5. #205
    Member
    Registered: Jun 2003
    Location: Laval, France
    Thank to you to have played this campaign, I'm happy you enjoyed it

  6. #206
    Enjoying this mission pack. A suggestion - could the 1st post be updated with the correct links to the individual 5 mission threads as the current links give "Not Found" errors. TIA

  7. #207
    Master Builder 2018
    Registered: Jul 2008
    Done!

  8. #208
    Quote Originally Posted by Tannar View Post
    Done!
    Many thanks!

  9. #209
    Member
    Registered: Nov 2003
    Location: Sheffield, UK
    I thought I'd played this

    I found out yesterday that I hadn't, it must have been Emilie Victor

    Imagine my joy, a whole campaign unplayed

  10. #210
    Member
    Registered: May 2017
    Location: USA
    Lucky duck! You're in for a treat!

  11. #211
    Member
    Registered: Jul 2005
    Location: Tasmania
    I missed this one too. Catching up now and it looks a damn good campaign.

  12. #212
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Bohn Museum
    It's in my Top 5 all time. Enjoy!

  13. #213
    Member
    Registered: Aug 2003
    Location: Sharon, PA, USA, Earth
    Mine as well. Top 5 for sure.

  14. #214
    Member
    Registered: Sep 2002
    Location: Texas
    Definitely one of the best of all time!

  15. #215
    Member
    Registered: Nov 2003
    Location: Sheffield, UK
    Quote Originally Posted by Esme View Post
    I thought I'd played this

    I found out yesterday that I hadn't, it must have been Emilie Victor

    Imagine my joy, a whole campaign unplayed
    Well ... DAMN!

    That was brilliant

  16. #216
    Member
    Registered: May 2017
    Location: USA
    Quick, drink yourself blackout drunk and replay it brand new next month!!

  17. #217
    New Member
    Registered: Nov 2017
    Location: Estonia
    amazing campaign... (slowly clapping) !

    it was suggested in the "Most absorbing missions" section - sure didn't disappoint
    the attention to detail is where it's at!

  18. #218
    Member
    Registered: Aug 2003
    Location: Sharon, PA, USA, Earth
    I agree. This is one of my all time favorites for sure.

  19. #219
    Member
    Registered: May 2002
    I've replayed the Black Frog with great pleasure, this campaign is fantastic, engaging like few others, unique atmosphere and gameplay. A belated thanks, Gaetane.

  20. #220
    Member
    Registered: Jan 2014
    Location: Texas
    I, too, have just replayed this campaign after several years.
    I had forgotten its scope, depth, and sheer fun.
    Insane kudos to you for this masterful creation.

  21. #221
    New Member
    Registered: Mar 2018
    After many years I finished my second playthrough of the entire series starting from l'Arsene and finishing with The Black Frog, needless to say this was great fun. The Den and Emilie Victor are one of my favorite FM's.

    To be very honest, I felt a bit disappointed with this campaign. Don't get me wrong, I can see the care put into each mission and as a stand-alone campaign this is one of the best. My disappointment came mostly from the strong disconnect I felt with the objectives in the context of this being a continuation to the Emilie Victor FM. Garret's motivations here didn't add up, it was as if l'Arsene or Emilie Victor FM never happened. I can write pages but I'll just keep my criticism short in the form of questions that I kept asking myself when playing this .

    Why is garret's relationship/previous history with Emilie ignored in this campaign?
    Why doesn't Emilie contact Garret first to retrieve or destroy the painting?
    Why is Emilie an enemy here? Garret owes his life to her, why the hate
    Why does Garret retrieve the painting for Belmont even though it was clear from the journals that it's a bad idea?
    Why does Garret take orders from a random keeper to go to the island? Since when are they besties
    Why does Garret have to destroy the black frog?

    All in all, by itself it is a fantastic campaign.

  22. #222
    Member
    Registered: Aug 2003
    Location: Self imposed Scottish exile
    Started this in 2013 and just finished. A hard campaign but not as hard as the time lag suggests.

    This is a really great campaign and I'm so glad I picked this one to get myself back into the world of Thief after a long pause. Tricky, atmospheric and downright spooky at times this was just the ticket.

    Thanks, Gaetane!

  23. #223
    Member
    Registered: Feb 2008
    Location: Santiago / Chile
    love it-

  24. #224
    Member
    Registered: Oct 2012
    couple of dml's to fix hanging arrow bug in missions 2 + 4 as well as many fixes for mission 2, courtesy Glypher

    The main reason for mission 2 dml is that the hoverbots do not work when playing via Newdark.

    Mission 2

    Fixes:

    - goal 3, 4 are now irreversible (Breath of Karras can no longer be dropped)
    - hanging objects bug
    - new mantle issue
    - doors (blockfrobs, protection, open angles, open positions)
    - AIs (position, behaviour; hoverbots)
    - misplaced objects (barrel, globes, books, coin, key)
    - fireplaces
    - minor fixes

    Code:
    DML1
    //T2 FM: The Black Frog (The Portrait) by Gaetane / Fixes: miss21.mis.dml
    
    //starting point
    ObjProp 130 "Position"
    {
       "Location" -3.65, 203.25, 97
    }
    
    //quest items
    +ObjProp 908 "DiffTurnOn"
    {
       "quest var values" 0, 1, 2
    }
    +ObjProp 908 "Scripts"
    {
       "Script 0" TrapSetQVar
    }
    +ObjProp 908 "TrapQVar"
    {
       "" =0:goal_target_1
    }
    +ObjProp 909 "DiffTurnOn"
    {
       "quest var values" 0, 1, 2
    }
    +ObjProp 909 "Scripts"
    {
       "Script 0" TrapSetQVar
    }
    +ObjProp 909 "TrapQVar"
    {
       "" =0:goal_target_2
    }
    +ObjProp 667 "DesignNote"
    {
       "" NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapDelay=200
    }
    ObjProp 667 "Scripts"
    {
       "Script 1" NVRelayTrap
    }
    +ObjProp 1475 "NoDrop"
    {
       "" true
    }
    +ObjProp 1767 "DesignNote"
    {
       "" NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapDelay=200
    }
    +Link 1767 1746 "ControlDevice"
    {
    }
    ObjProp 1767 "Scripts"
    {
       "Script 1" NVRelayTrap
    }
    +ObjProp 1746 "Scripts"
    {
       "Script 0" TrapSetQVar
    }
    +ObjProp 1746 "TrapQVar"
    {
       "" =1:goal_state_2
    }
    +ObjProp 2144 "Scripts"
    {
       "Script 0" TrapSetQVar
    }
    +ObjProp 2144 "TrapQVar"
    {
       "" =1:goal_state_1
    }
    
    //secret
    +ObjProp 2143 "DarkStat"
    {
       "" Hidden
    }
    +ObjProp 2143 "Scripts"
    {
       "Script 0" TrapFindSecret
    }
    +ObjProp 2330 "FrobInfo"
    {
       "World Action" Move, Script
    }
    +Link 2330 2143 "ControlDevice"
    {
    }
    ObjProp 2330 "Position"
    {
       "Pitch" c000
    }
    +ObjProp 2330 "Scripts"
    {
       "Script 0" TrigWorldFrob
    }
    -ObjProp 2331 "DarkStat"
    +Link 2331 2143 "ControlDevice"
    {
    }
    ObjProp 2331 "Scripts"
    {
       "Script 0" TrigWorldFrob
       "Script 1" ""
       "Script 2" ""
    }
    +ObjProp 2332 "FrobInfo"
    {
       "World Action" Move, Script
    }
    +Link 2332 2143 "ControlDevice"
    {
    }
    +ObjProp 2332 "Scripts"
    {
       "Script 0" TrigWorldFrob
    }
    +ObjProp 2333 "FrobInfo"
    {
       "World Action" Move, Script
    }
    +Link 2333 2143 "ControlDevice"
    {
    }
    +ObjProp 2333 "Scripts"
    {
       "Script 0" TrigWorldFrob
    }
    
    //doors / hanging objects bug
    ObjProp 70 "RotDoor"
    {
       "Open Angle" 89
    }
    ObjProp 123 "RotDoor"
    {
       "Open Angle" 90
       "Clockwise?" false
    }
    ObjProp 148 "RotDoor"
    {
       "Open Angle" 90
       "Clockwise?" false
    }
    ObjProp 148 "Position"
    {
       "Heading" 8000
    }
    -ObjProp 148 "PhysType"
    +ObjProp 148 "PhysType"
    {
       "Type" OBB
    }
    ObjProp 194 "TransDoor"
    {
       "Open Position" -3.50
       "Base Speed" 2.00
    }
    ObjProp 342 "RotDoor"
    {
       "Open Angle" 90
       "Clockwise?" false
    }
    ObjProp 374 "RotDoor"
    {
       "Open Angle" 88
    }
    +ObjProp 379 "PhysCanMant"
    {
    }
    ObjProp 383 "RotDoor"
    {
       "Open Angle" 89
    }
    +Link 383 382 "ScriptParams"
    {
       "" Double
    }
    +Receptron 625 "WeaponStim"
    {
       Min None
       Max None
       Effect "Abort"
    }
    ObjProp 929 "RotDoor"
    {
       "Open Angle" 90
       "Clockwise?" false
    }
    +Receptron 935 "WeaponStim"
    {
       Min None
       Max None
       Effect "Abort"
    }
    ObjProp 1004 "RotDoor"
    {
       "Open Angle" 90
       "Clockwise?" false
    }
    ObjProp 1352 "TransDoor"
    {
       "Open Position" -3.50
       "Base Speed" 2.00
    }
    ObjProp 1439 "RotDoor"
    {
       "Open Angle" 271
    }
    +MetaProp 1530 -2420
    +MetaProp 1542 -2420
    +MetaProp 2325 -2420
    ObjProp 1706 "TransDoor"
    {
       "Open Position" -1.50
    }
    +ObjProp 1706 "BlockFrob"
    {
       "" true
    }
    ObjProp 1706 "Scripts"
    {
       "Script 1" ""
       "Script 2" ""
    }
    -ObjProp 1706 "PhysType"
    +ObjProp 1706 "PhysType"
    {
       "Type" OBB
    }
    ObjProp 1715 "TransDoor"
    {
       "Open Position" 2.00
    }
    +ObjProp 1715 "BlockFrob"
    {
       "" true
    }
    ObjProp 1715 "Scripts"
    {
       "Script 1" ""
       "Script 2" ""
    }
    -ObjProp 1715 "PhysType"
    +ObjProp 1715 "PhysType"
    {
       "Type" OBB
    }
    
    //AIs
    +ObjProp 405 "InvRendType"
    {
       "Type" Alternate Bitmap
       "Resource" cnoblem3
    }
    +ObjProp 1223 "InvRendType"
    {
       "Type" Alternate Bitmap
       "Resource" cnoblew3
    }
    +ObjProp 1517 "Scripts"
    {
       "Don't Inherit" true
    }
    +ObjProp 1580 "Scripts"
    {
       "Don't Inherit" true
    }
    +ObjProp 1951 "InvRendType"
    {
       "Type" Alternate Bitmap
       "Resource" cnoblem4
    }
    +ObjProp 1955 "AI_AlrtRsp"
    {
       "Alert level" (1) Low
       "Priority" Absolute
       "Response: Step 1" Add/Remove Meta-property(Add/Remove,Mprop name,Target Objects)
       "   Argument 1" Remove
       "   Argument 2" M-SittingSleeper
       "Response: Step 2" Play sound/motion(Sound Concept,Sound Tags,Motion Tags)
       "   Argument 1"[1] tolevelone
       "   Argument 3"[1] Sit2Stand
    }
    ObjProp 1955 "Position"
    {
       "Location" -91.75, 85.75, 90.75
    }
    +ObjProp 1999 "InvRendType"
    {
       "Type" Alternate Bitmap
       "Resource" cswgard1
    }
    
    //switches
    +ObjProp 1216 "JointPos"
    {
       "Joint 1" 0.70
    }
    ObjProp 1216 "StTweqJoints"
    {
       "AnimS" Reverse
       "Joint1AnimS" On, Reverse
    }
    -Link 1544 1530 "ControlDevice"
    +Link 1544 1546 "FrobProxy"
    {
       "FrobProxyMask" AllowDirect
    }
    -Link 1545 1542 "ControlDevice"
    +Link 1545 1064 "FrobProxy"
    {
       "FrobProxyMask" AllowDirect
    }
    
    //banners
    +ObjProp 25 "SlayResult"
    {
       "Effect" Destroy
    }
    +ObjProp 32 "SlayResult"
    {
       "Effect" Destroy
    }
    +ObjProp 631 "SlayResult"
    {
       "Effect" Destroy
    }
    +ObjProp 1099 "SlayResult"
    {
       "Effect" Destroy
    }
    +ObjProp 1163 "SlayResult"
    {
       "Effect" Destroy
    }
    +ObjProp 1718 "SlayResult"
    {
       "Effect" Destroy
    }
    
    //fireplaces
    ObjProp 57 "PGLaunchInfo"
    {
       "Min time" 2.00
       "Max time" 2.50
    }
    ObjProp 59 "PGLaunchInfo"
    {
       "Max time" 2.00
    }
    ObjProp 262 "PGLaunchInfo"
    {
       "Min time" 3.00
       "Max time" 3.50
    }
    
    //misplaced objects
    ObjProp 89 "Position"
    {
       "Heading" c000
    }
    -ObjProp 89 "PhysType"
    +ObjProp 89 "PhysType"
    {
       "Type" OBB
    }
    ObjProp 427 "Position"
    {
       "Heading" c000
    }
    -ObjProp 427 "PhysType"
    +ObjProp 427 "PhysType"
    {
       "Type" OBB
    }
    ObjProp 1052 "Position"
    {
       "Heading" 4000
    }
    -ObjProp 1052 "PhysType"
    +ObjProp 1052 "PhysType"
    {
       "Type" OBB
    }
    ObjProp 1453 "Position"
    {
       "Heading" 8000
    }
    -ObjProp 1453 "PhysType"
    +ObjProp 1453 "PhysType"
    {
       "Type" OBB
    }
    +Receptron 1694 "Stench"
    {
       Max None
    
       Target Me
       Agent -10
    
       Effect "add_prop"
       {
          "Prop Name" PhysControl
       }
    }
    ++Receptron 1694 "Stench"
    {
       Max None
    
       Target 89
       Agent -10
    
       Effect "add_prop"
       {
          "Prop Name" PhysControl
       }
    }
    ++Receptron 1694 "Stench"
    {
       Max None
    
       Target 686
       Agent -10
    
       Effect "add_prop"
       {
          "Prop Name" PhysControl
       }
    }
    ++Receptron 1694 "Stench"
    {
       Max None
    
       Target 686
       Agent 1916
    
       Effect "add_prop"
       {
          "Prop Name" PhysDims
       }
    }
    ++Receptron 1694 "Stench"
    {
       Max None
    
       Target 1130
       Agent -10
    
       Effect "add_prop"
       {
          "Prop Name" PhysControl
       }
    }
    ++Receptron 1694 "Stench"
    {
       Max None
    
       Target 1130
       Agent 1916
    
       Effect "add_prop"
       {
          "Prop Name" PhysDims
       }
    }
    ++Receptron 1694 "Stench"
    {
       Max None
    
       Target 95
       Agent -2418
    
       Effect "add_prop"
       {
          "Prop Name" Material Tags
       }
    }
    ++Receptron 1694 "Stench"
    {
       Max None
    
       Target 1477
       Agent -2418
    
       Effect "add_prop"
       {
          "Prop Name" Material Tags
       }
    }
    ++Receptron 1694 "Stench"
    {
       Max None
    
       Target 2310
       Agent -2418
    
       Effect "add_prop"
       {
          "Prop Name" Material Tags
       }
    }
    +StimSource 1694 "Stench"
    {
       Intensity 1
       Propagator "Radius"
    }
    ObjProp 1694 "Position"
    {
       "Location" 87.75, 178.2, 75.425
    }
    -ObjProp 2112 "PhysType"
    ObjProp 2112 "Position"
    {
       "Location" -32.8, 158, 111.375
       "Bank" 0
    }
    
    //various objects
    -ObjProp 491 "PhysType"
    ObjProp 760 "StTweqLock"
    {
       "AnimS" None
    }
    dml for DEDx fix
    Code:
    DML1
    //T2 FM: The Black Frog (The Portrait) by Gaetane / Fixes: gat2.gam.dml
    
    -ObjProp "Projectile" "DeathStage"
    -ObjProp "M-SilenceEffectX" "Fungus"

    Mission 4

    Fixes hanging arrow bug

    Code:
    DML1
    //T2 FM: The Black Frog (The Lady and the Thief) by Gaetane / Fixes: miss23.mis.dml
    
    //hanging objects bug
    +Receptron 2694 "Stench"
    {
       Max None
    
       Target Me
       Agent -10
    
       Effect "add_prop"
       {
          "Prop Name" PhysControl
       }
    }
    ++Receptron 2694 "Stench"
    {
       Max None
    
       Target Me
       Agent -2418
    
       Effect "add_prop"
       {
          "Prop Name" Material Tags
       }
    }
    +StimSource 2694 "Stench"
    {
       Intensity 1
       Propagator "Radius"
    }
    +ObjProp 2694 "BlockFrob"
    {
       "" true
    }
    -ObjProp 2694 "PhysType"
    +ObjProp 2694 "PhysType"
    {
       "Type" OBB
    }
    Last edited by fortuni; 9th Apr 2023 at 23:40.

  25. #225
    Member
    Registered: Apr 2001
    Location: Lost in the BSP...
    If you're compiling info on things that are "broken" in FMs, there's one also in a mission that is part of this series, in L'Arsene. There's a door fairly close to the beginning of the mission just off one of the main streets behind a few unbreakable boards that are crisscrossing over it. You can pick that door open, but then it swings weird, disappears for a second, then comes around 270° in the wrong direction. It's a pretty common error with doors in FMs and it's still there. It doesn't cause any problems, but thought I'd mention it. I don't think the boards can ever be removed, and you can't get through there anyway.. it's just an "oddness" bug really.

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