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Thread: TDP20AC Mission — The Sound of a Burrick in a Room (11/30/2018)

  1. #101
    New Member
    Registered: Jan 2017
    Quote Originally Posted by vfig View Post
    Yes and yes. There's a letter in the Priest's room in the cathedral that describes the reset mechanism for the vault, which is what you basically did: put in a new gear, enter a new combination, and the vault will reset to that combination and open.
    I've been all over the place and cannot find the replacement gear, and fear I may have had it and lost it! Any hints?

  2. #102
    New Member
    Registered: Apr 2016
    Oh wow, the standard in these contest missions is just outstanding. Many thanks to the author for another fantastic TDP20AC mission.

    A terrific city mission with plenty of exploring to do. Finished on expert and after 5:30hrs I have 4160/4553 loot. Argghh, still 393 short ! Happy to spend further time exploring when such a great map to do it in.

    I found:
    . What you doing up here?
    . Found, but didn't need the "plumsies" as no health lost in descending; but... I'm still waiting for my beer!
    . Found the explosives & fire arrows, but no idea where to use them?

    Is there a way onto / into the Old Baronial Stronghold (east/right side of map)?

    Between this mission, Lost Amongst the Forsaken and Making a Profit I'm having a thiefing great time!

  3. #103
    Member
    Registered: May 2004
    Today this mission got an entry and description in a Rock Paper Shotgun article about the "best fan-made Thief missions."

    The Best PC Mods for Thief and Thief 2

    I have a few problems with this article. It mentions and links the HD Mod but not EP2 or NecroAge, and it leaves out several obvious all-time classics in a list it labels the "best of Thief FMs". It also implies Tafferpatcher is up-to-date when it's not. Oh well. I guess it's just good to get some extra press for the Thief FM community.

    But anyways... at least I feel this mission's entry into that list is well-deserved.

  4. #104
    Is there a way to go north beyond the closed gate that is east of Caughlin Estates?

  5. #105
    On the roof next to Caughlin Estates I found bread on a table, two explosives and some fire arrows and on the wall there was a plaque that read "Pay your tribute here" Does anyone know what it means? There is also a open window above a ledge just around the corner to the east one can go inside and get some loot. The Caughlin Estates seem unreachable but there was a room with a harp west of it that can be reached by entering a grocery store and looking up then using a rope arrow.

  6. #106
    Member
    Registered: Apr 2011
    Location: Montpellier, France
    Well well, looks like I've been unmasked! Huge thanks to everyone who played the mission, rated it and left a comment!

    I thought making a city mission would be a nice break from the other missions I made for The Black Parade (that aren't cities), and that it would be relatively painless. Oh, how foolish I was... this mission was one huge undertaking that made me scratch my head more times than once, especially near the end of development. It's a miracle I managed to stick to my plans as much as I did, the mission barely deviated from the original document but I had to scale a few things down (most notably the tombs and Chancey's warehouse I wanted to be bigger).

    I like to keep the mysteries going but I will say outright that no, you cannot enter Caughlin Estate. I unfortunately had to can this entire area due to being insanely close to the engine limits (I basically can't add anything more to the mission at this point). You cannot enter the Old Baronial Stronghold either. Also as marbleman points out, all the loot can be obtained but some of it is very well hidden.

  7. #107
    Member
    Registered: Oct 2018
    Location: Melbourne, Australia
    The obvious love of Disorientation and references to Black Parade gave me all the hints I personally needed to guess this author!

    I would also like to say that, along with Shadow Play, this submission received one of only two 30/30 marks I gave in this contest (the next closest being Rose Garden at 28). For the author to outstrip even his own impeccable portfolio takes serious talent, and the clear architectural and narrative cohesion this mission has with Lost Among The Forsaken and Whistling of The Gears speaks volumes about the ability and collaborative skill Black Parade will bring to bear.

  8. #108
    Member
    Registered: Apr 2011
    Location: Montpellier, France
    I'm going to be very original and post the comments for my mission as well.

    incredible, so good mission, really beautiful views and many challenge.

    hugs the burricks ,can you solve the mystery,must play for thief fans

    Absolutely awesome city FM, lots and lots to explore in an interconnected city, and not only the city is big but the locations to get into (Hammer church, manor) are all big enough to be missions of their own. Probably the largest Thief FM I've ever played.

    "Nice mission, the only complaint is that the street lights sounds too much.

    I loved the map, very accurate. I enjoyed this mission."

    "The guy who did an open world for a contest... You are a crazy one!

    Still your same old same great city atmosphere but in matter of plot, you could have done better!

    (26/30)"

    Flawless city mission, though a lot of the loot is impossible to find

    Superior city design along with a reasonably good story make for a great mission.

    This was one of the best missions in the contest but I still have some nitpicks. I think there should have been a basement key or something that forces you to visit the upper levels of the Blexham manor. Also the underground areas were kind of lacking in detail compared to the city (although given the map size I'm sure this a technical/time limitation and not a creative one).

    Everything is of the highest quality. Amazing level design. Loved all the subplots and the writing.

    Lots of vertical fun without being too hard. Challenging city exploration. (Tomb at the end was very short, though.)

    "Oldschool TG/T1.

    This FM has my vote to win overall - very much like FM's by the authers ""Melan"" and ""Skacky""

    Always fun to play, with lots of nooks'n'crannies, and the player gets rewarded for being ""adventurous""



    Only thing I could have wished were different, is the way into the vault in the warehouse. A bit too easy once you get the gear that is.



    I searched for over an hour for the code to the vault, but wasn't able to find it , but found the gear in stead. I had set my mind up for some code cracking...





    Please make more FM's like this. :-)"

    "Mission finished, another sweet experience i had with this one, once again well done for this beautiful work, it's impressive how the city is built, in a very flexible and dynamic way, everything is magnificent , the size of the buildings left me breathless the environments are cozy and magical, the ambient sounds provide more life to this map, i also love the gameplay and the new textures customization,

    the readables are very interesting.



    My score to this mission is 10 out of 10"

    I got a lot more out of this citywide escapade than I had bargained for...and I loved every minute of it!

    This was my first to play and I must say that the title had me a bit skeptical. But what a solid mission.

    Fantastic cityscape, interesting premise and story development. Solid, impressive, fun.

    Great city design and a whole lot of fun to play.

    "Atmosphere - 10

    I loved every second of it. Some absolutely stunning city design here. Many individual places around the city were given a nice, distinctive character. Each location as well as the city streets felt very lively and authentic. The use of sound and some visual effects contributed to the superb feel of the whole.



    Gameplay - 10

    The mission offered a broad range of classic Thief activities, with lots of climbing and pathfinding in addition to the usual thieving. The city proved extraordinarily accessible with countless windows, rooftops, ledges, and balconies to reach. This also made the area feel very open with various ways of penetrating most buildings and allowed the player to complete the objectives without any enforced order. Moreover, the mission felt as rewarding as it gets, with practically every location offering a new gain or experience. The map was prepared thoroughly and was of great help. I got outside the foreseen area just once, and it didn't happen to provide any shortcuts. Perhaps the number of tools lying around could have been somewhat reduced so as to make the mission more challenging. Also, with loot distributed evenly around the level, I felt the requirement of just about 45% collected was way too low for expert difficulty (I got around 90% without any trouble on the first run). Obviously, that didn't negatively influence the gameplay in any way.



    Story - 8

    The main story and the rationale for the endeavour were quite convincing and I liked the intro video, but the multiple little subplots inserted here and there I found even more impressing. They certainly gave the mission a lot of depth. I felt that perhaps the “tunnels” section of the mission should have been developed a bit more - with all that hype I expected something bigger down there, while the mission ended rather rapidly."

    "Atmosphere was great - city was well constructed. Decent amount of verticality, would have enjoyed a few more interiors. Decent in-game literature to get more immersed in.



    Gameplay was standard but tight. Gaurd placement felt fair, etc. Having the canal to through bodies into was an interesting addition to the game. FM beaten in an hour which felt very fair and minimized gaming fatigue.



    Story was standard but, like the FM's gameplay, was quite tight. Nothing too unique but very well polished. Narattion was undeniably above-average! For what it appears to be going for - which isn't anything overly extravagent - it does it nicely!



    In essence, the FM was a standard Thief affair, but very well polished. Above-average in everyway but uniqueness - which isn't a huge complaint in the context of this contest! Thoroughly enjoyable.



    ---

    Other random ratings:



    FM Name:

    6/10"

    Very good leverage of City size and its architecture. Not too spacious not too dense. I appreciate the work done on vertical dimension. Still need to explore many parts of the map.

    "An incredible urban mission in pure Thief 1 style, just what I love !



    The architecture is typical from a certain author I won't name here... but he's surely not innocent with this mission. Verticality, complexity of roofs, various shops and local politician estates are to be found in this very realisitc Downtowne quarter. We really feel like in the City, it's the exact atmosphere of T1, and I do love this. Use of textures is also pleasant, and the Hammerite church is much impressive.



    I enjoyed the river being the common path for nearly all the subquarters, it helps finding his bearings and return to places we have missed. Because it's true, this quarter is very large, and being lost inside happens sometimes, as you would in a city with so many streets and places to visit. I also liked the diversity of places to visit, never or rarely seen in other FMs, like the butcher or the fisherman estates. Also loved the humour in this mission (+1 for the fisher keeper, +1 for the Overlord's Fancy doorman) and the feeling the different books give. They deeply expand the lore and are in T1 style, with little but pertinent information and not too much text.



    Very interesting concepts everywhere too, with the big safe company puzzle, the Downwinders waiting for you in the streets or even the thieves arriving before us for the statuettes. Also very nice new motions and animations : this servant dropping the corpses was impressive.



    The mission was long and the secondary objectives were really entertaining and pleasant to achieve. Actually, they made the mission last far more than the main objective, which sounds a bit strange( it was also entertaining and pleasant, don't get me wrong). To tell the truth, I refrained from reaching the main objective place in order to accomplish the secondary ones, but it appeared they took more time than the main one. And that's the only negative point I could stress, the main story, despite being very interesting, ends rather shortly and is not that much more challenging than the other quests. Once you push the wall in the cave, you are in the burrick tunnels and the mausoleum is very small. So the main plot is already over, which is too bad for a mission which has the main plot in its title. It's not a big point, of course, but it would have made more sense to name the mission 'Robbing Downtowne' or anything like this, or else to make the main plot more lasting and more important throughout the mission and readables. Again, I haggle, but I found it lightly embarassing for the sake of the mission reason to be.



    Apart from that, the story itself was solid and as always (if the author is the one I think (s)he is), the secondary and tertiary stories were too. That's what I like with these traditional T1 missions, the little stories help comprehending the big/main story, and compiled together, they draw a clearer and clearer view of the City's universe, where interpretation remains possible for what you still don't know for sure. This mission is clearly in this perspective and for this, it will remain one of my favourites from this contest."

    Review: https://www.ttlg.com/forums/showthre...88#post2409788

    Large and complicated city with lots of vertical content and nice architecture. I especially enjoyed the jumping from window to window, catching mantles, without using ropes. Locked doors could not be entered without an elaborate, indirect, hopping method. Two BJs were unavoidable, one a servant stuck on a table, and one a guard needed to exit the warehouse. The readables were interesting and numerous, many about law enforcement, but the story was not coherent.

    "(I have substituted 'Design' for 'Story' when rating submissions in which Story would score lower)

    Atmosphere=10

    Design=10

    Gameplay=10



    Perfect. My only possible complaint is that the lowest framerate I got was ~80fps, at one particularly high and far-seeing spot on the map -- Melan's Rose Garden seems to have avoided this, without any obvious compromise on brush complexity/object count compared to this. Of course, this is far above the normal framerate many people actually play the game at, and solving this problem would have required altering or removing some aspect of the FM, which I cannot imagine being a improvement. If son_of_a_dude are who I think they are (a group, or an individual from it), their portfolio continues to be flawless."

    "I love the size of this level. I spent close to three hours scouring the city, trying to find every little piece of loot and still came up 500 short. Whether I was on the rooftops or the streets, there was always something new to keep my interest - or shortcuts to traverse.



    I'm almost disappointed that the crypt played such a minor role in the end, but then again I had a whole city to explore and enjoy.



    I'm rating the story as highly as I am simply because of all the little stories you could find in people's houses - that really brought the city to life."

    This mission takes you through the houses, rooftops and hidden underground locations of Sootchime District, a city district designed on a massive scale. Mere size is not a recipe for great gameplay, and some of the largest missions tend to feel fairly empty - but here, a good balance was struck between creating enormous structures, and giving the different places their own colour. Two large manor houses, a Hammerite monastery towering above multiple waterfalls and water channels, and other locations offer plenty to explore. The waterways allow fast progress through the level, but like Calendra's Legacy, they also “reset” a lot of progress you will need to make to reach some of your destinations. There are also rooftop routes which feel natural, and do not restrict the player to a few paths of the thieves highway. And there are many “side events” to the main show. This mission makes for a well-balanced experience, and is a lot of fun to play... multiple times.

    It takes a master to build a level so massive but without a single hitch in difficulty or pacing.

    First of all.. Sootchime. What a perfectly visual name. I greatly enjoyed the well-thought out names and readables you included that enhanced atmosphere.. so many of them humorous and reflective of a smoky medieval city. And wow.. what an amazing city it was to explore, scored by a multi-leveled canal that, I admit, I jumped into a few times just for the sake of riding all the way down. Your city felt real and immersive, coming alive with the stories of its denizens. The story, itself, is unique and fun and included a lot of variant gameplay. I loved climbing up onto the heights and would find myself just hanging out, munching on a deer leg, admiring the beauty of it all. Well done, team. This mission deserves its place among the classics. As for criticism, the main point I can think of is likely one that couldn't have been avoided, as I heard just about every maximum limit was hit in the building, which is that I would have liked Blexham manor to have been a bit "more" to complete that end-game feeling, but I wouldn't want that if you had to sacrifice part of the world you built doing so. Thank you for making this mission, and looking forward to playing it again.

    This is a beautiful mission, an immense cityscape with stunning, soaring architecture, beautiful textures reminiscent of the OMs (only better applied), and a wonderful layout that captures the eye and makes you want to explore. And the exploring is FUN, with numerous routes, a nice amount of Thieve's highway work and loads of homes and shops to enter and loot. The atmosphere is classic Thief, and you captured the feel of the original missions beautifully. The city is a wonderful mix of seediness, oppressiveness and elegance, and had me feeling right at home as a Thief fan. The waterway through the city provided a fast route to other locales, was astonishing to look at, and was a fun ride in it's own right. The story was solid, and had me engaged in what I was doing.. for me, this is a litmus test for a great mission. The readables, many of which were quite humerous, fit well with the story and provided a great deal of ambience. The burrick tunnels were far better done than in the OMs, though despite the mission title, they had little to do with the mission at large, and that is fine by me as exploring the city was where I wanted to be, because the gameplay was consistently challenging and thoroughly enjoyable from start to finish. This is an excellent tribute to the OMs. Thank you for a superlative mission that I will play again and again. A definite classic for our community!

  9. #109
    New Member
    Registered: Mar 2013
    Location: Taffer Market
    Great city mission with grand views!

    Those taffer thiefs lurking in the shadows were a nice thing! Also in Reynesford´s Manor there was a great scene with guards that had tamed a couple of tafferboys!

    I got 3756 loot. I was heading back to the beginning to end the mission but I went back to Burrick tunnels and finally somehow found my way to Butcher´s house after running around quite awhile in the tunnels.
    Last edited by Lord Taffer; 8th Mar 2019 at 14:01.

  10. #110
    Member
    Registered: May 2015
    Location: Hungary
    Hi, congrats to your nice mission, it was hard to discover the town, rich detailed, a kind of a rooftop mission.
    I also missed that action with the servant, i think i interrupted somehow the dialogue between the guards or didn't wait long enough and KOed them quickly, and had difficulties with that letters where to put them.

    Some of you mentioned that black parade or "unleashed hell upon the streets", can you please give some hint where can i find that scene? Thanks!

    + i found a board with these words: Entrichtet euren Tribut / maybe "pay your tribute" in english? where to "pay" or what for?
    Last edited by Cheela; 18th Mar 2019 at 07:42.

  11. #111
    Wow! I'm playing this, and it's bringing back the feeling I first felt many years ago playing Thief 1 for the first time and scurrying around the streets looking for a way into Lord Bafford's Manor.

    First attempt on this map and I fled from guards into a waterway, but got ground to paste by a water wheel while trying to climb out onto a ledge.

    Second attempt, things are going better, lots of close-calls but not spotted yet.

    I appreciate the little nods to the original games like how you start out next to the Downwinders Thieves' Guild.

  12. #112
    Member
    Registered: May 2001
    Location: Boston MA

    WOW

    WOW! This was one of the best missions I have ever played. Excellent job son_of_a_dude. I looked for an email to let you know how much i enjoyed this mission but was unsuccessful.

    The architecture was simply fantastic. Because of their talented at building city missions, I love missions by Melan and Skacky and this is right up there with them which is a supreme compliment. I played the mission very slowly as I did not want to miss one inch of this mission. I take my hat off to you for such a great effort. Enjoyable in every direction. Fun gameplay. Interesting objectives and beautiful architecture.

    Great job. Build more!!!!! We need more missions like this.

    bbb

  13. #113
    Southquarter.com/fms
    Registered: Apr 2000
    Location: The Akkala Highlands
    FYI, son_of_a _dude is skacky, it was just an alias he used for the contest.

  14. #114
    Member
    Registered: May 2001
    Location: Boston MA
    Dah! I guess I should pay more attention. No wonder I loved this mission so much.

    Sorry Skacky. I loved this mission so much, I am going to play it again tonight.

  15. #115
    Member
    Registered: Apr 2002
    Location: Malmö, Sweden
    Excellent, fun and very good looking overall. I enjoyed this mission a lot, and I am still doing it during a replay, hunting for more loot.
    I misunderstood the instructions for the safe - had to go here for help. I thought I should flip all switches once, then one more. Nothing happens. Press button - just a reset...
    Never understood that I should flip the extra (tenth) switch twice after flipping all nine the first time.


    I think my way into the buther's shop was right up his way of doing things: banging on the door, luring him to a dark place, running around him and KO. Thanks for the key...
    (then the first time, he nailed me from beyond death with his mine I didn't see!)

    I like that there is possible variation for what happens with the AI. On my second playthrough, one of the Bailiff's tough-boys killed a guard on the street. Whew...

    With all the scary and dangerous heights in this mission, I am thankful for the ample supply of healing potions and food.

    I am not quite as good as the best loothunters here - still missing 653.
    I read something about magpies having stolen some valuables. I have only found a nest with a gemstone. I presume there are two more nests, with a sapphire ring and a bracelet, right?

    Someone asked about a chest behind a bookcase in Blexham manor. I'd like a hint for how to get behind (or open) that bookcase in the first place, and which one it is. Please...

    BTW, I have only found a single secret switch (the one related to a Keeper). Are there any more?


    Three things I think could have been done better:
    * Street lamp sounds are annoyingly INSANELY LOUD! (Can I do something about this other than simply lowering main volume?)
    * Different rules for different roofs regarding how slippery they are. Not related to type either. There are some of those red roofs that make tile sounds when you walk on them. Some of them are quite (45 degrees or even more) steep but still provide excellent traction while others just throw you right off. That one in front of Reyensford manor is mean - there are a couple of inviting gargoyles you can jump to from the pool garden and it looks like you can then jump onto a not-so-steep roof. OK, you can, but then...splat! Not nice.
    * Street lamps and some trees are (inexplicably) not possible to mantle onto. That's annoying, that you (as a player) don't know the rules in advance for what's possible and what isn't.
    Last edited by jiansonz; 16th Aug 2019 at 18:47.

  16. #116
    Member
    Registered: Apr 2002
    Location: Malmö, Sweden
    I've found several more loot pieces. Love how well hidden some of them are - and some coins are so small!

    Found a piece in the chapel by blind frobbing. After a reload I could see that it is indeed possible to see it from a certain angle, and it is in a spot where the player is quite likely to do a thorough search, so I think it's fair.

    Still missing 365. Haven't found any "plumsies" (that someone wrote about) either. Pagan related? I would appreciate a hint about where that place is.


    EDIT: Found one of the things I asked about in last post - in Lady Blexham's library.
    Last edited by jiansonz; 16th Aug 2019 at 19:03.

  17. #117
    New Member
    Registered: Sep 2019

    Sound of a burrick in a room FM - Help!

    Hello Fello rogues!
    I'm a my wit's end with Skacky's FM "The Sound of a Burrick in a Room".

    The level works fine in all aspects exept for the fact that some of the characters have reversed their textures, meaning their face is in their neck and vice versa. Normal guards (the purple taffers) look fine, but downwinders, Ramirez guards and i think it's Raoul look like some mishapen creatures with faces on their necks and elbows and chainmail for a face.
    While it may be usefull for roleplaying Garret having some lovecraftian nightmare it really detracts from the intended experience which have made me put off playing what by all accounts should be on of the best FMs out there

    -I am using TFix 1.27, HD-mod 1.2 and EP2, in that loadorder
    - I am playing in fan mission mode with ND-graphics settings
    - My google-Fu haven't uncovered anyone with similar problems and i have tried full reinstalls of everything now to no avail.
    - Other FMs work fine

    If anyone could help me out they would be a more popular person in my book than Gavil himself

    Best regards

  18. #118
    Member
    Registered: Nov 2001
    Location: Lille, France
    As far as I know, I quote from the TFix thread :

    INSTALLING ADDITIONAL MODS:


    also, you don't use EP2, NecroAge and HDmod together, you pick just one. EP2 and NecroAge can be activated, deactivated and even swapped on the fly, HDmod cannot.

  19. #119
    Member
    Registered: May 2017
    Location: USA
    Many missions conflict with HDMOD and some (though far fewer) run into issues with EP2. I believe the readme of this mission specifically says to turn off all mods—most of Skacky’s missions do.

    Try playing totally vanilla and see if that works.

  20. #120
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Yes on that, and in fact the contest thread specifically stresses not to play the contest missions with any mods installed.

    Also I merged your thread into the main thread for this mission. In the future, search for and find it and post questions there, that way all the questions relevant to a FM are in one place.

  21. #121
    New Member
    Registered: Sep 2019
    Quote Originally Posted by Yandros View Post
    Yes on that, and in fact the contest thread specifically stresses not to play the contest missions with any mods installed.

    Also I merged your thread into the main thread for this mission. In the future, search for and find it and post questions there, that way all the questions relevant to a FM are in one place.
    My bad, i'll do that from now on.

  22. #122
    New Member
    Registered: Sep 2019
    Quote Originally Posted by trefoilknot View Post
    Many missions conflict with HDMOD and some (though far fewer) run into issues with EP2. I believe the readme of this mission specifically says to turn off all mods—most of Skacky’s missions do.

    Try playing totally vanilla and see if that works.
    I find that HD-mod 1.2 and EP2 work fine together. (With the following adjustment to cam_mod.ini : mod_path usermods+hdmod+hdmod\t2skies+patches).
    Hmmm, i have tried with everything from a clean install to any combination of the mods, but nothing seems to work. It is still the same problem with those specific character models. I even tried installing thief gold on a different hardisk to avoid settings from previous installs and tried downloading the FM from different sites.
    Still downwinders, Ramirez guards and Raoul look like ungodly horrors.


    I have not had issues with any other mods and that includes all of Skacky's and Feuillade Industry's (FireMage, skacky & Squadafroin) stuff for thiefGOLD.
    IE your Endless rain, shadow politics, chalice of souls, Between These Dark Walls and The Unseen. (Mindblowingly brilliant stuff BTW).

    The fact that the problem is revolves around some specific character models makes me suspect that there could be a quite simple fix. Alas simple is still beyond my humble abilites.
    Last edited by DeWall's revenge; 23rd Sep 2019 at 23:14.

  23. #123
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    Post thief.log. It's in the root folder.

  24. #124
    New Member
    Registered: Sep 2019
    Will do
    Is this it?
    ---------------------------------------------------

    : PID: 19552
    : CPU: arch=x86-64 , fam=586 , cpus=4
    : SIMD: SSE=3 , 3DNow=0 , MMX=1
    : Large Address Aware is enabled.
    : OS Version: 6.2.9200
    : Desktop resolution: 1920 x 1080
    : Virtual desktop resolution: 1920 x 1080
    : -----------------------------------------------------------
    : Command line: "C:\Users\Hal-9000\Desktop\Thief Gold\THIEF.EXE" -fm
    : -----------------------------------------------------------
    : CWD: C:\Users\Hal-9000\Desktop\Thief Gold
    : FM Path: FMs\Sound of a Burrick in a Room
    : -----------------------------------------------------------
    : App Version: Thief 2 Final 1.27
    : --------------------- misc config -------------------------
    : resname_base .\patches+.\tgpatch+.\res
    : load_path .\patches+.\
    : script_module_path .\
    : movie_path FMs\Sound of a Burrick in a Room\Movies+.\movies
    : mod_path usermods+hdmod+hdmod\t2skies+patches
    : install_path .\
    : language english
    : game_screen_size 1920 1080
    : game_screen_depth 32
    : game_screen_flags 45
    : game_full_screen 1
    : game_hardware 1
    : vsync_mode 3
    : single_display_mode 3
    : ui_scale_mode 2
    : use_d3d_display
    : framerate_cap 100.0
    : SlowFrame 4
    : SlowFrameUI 10
    : force_32bit
    : force_32bit_textures
    : mipmap_mode 2
    : lm_mipmap_mode 2
    : lm_init_texmem 2
    : lm_filter_margin 1
    : disable_lightmap_aniso
    : tex_edge_padding 2
    : alpha_test_as_opaque
    : default_alphatest_ref 1
    : d3d_disp_enable_atoc 1
    : d3d_disp_sw_cc
    : d3d_disp_enable_hdr
    : multisampletype 0
    : postprocess 0
    : d3d_disp_enable_distortionfx
    : sfx_device 4
    : sfx_channels 48
    : sfx_vol_music 0
    : sfx_vol_2d 0
    : sfx_vol_3d 0
    : game dark
    : dark1
    : obj_min -6144
    : obj_max 8000
    : max_refs 32768
    : gui_font intrface\smalfont
    : enhanced_sky 1
    : skip_intro
    : new_mantle
    : z_far 512
    : wr_render_zcomp
    : render_weapon_particles
    : legacy_force_match_unrefs 0
    : dark_zcomp_arm
    : -----------------------------------------------------------
    : Enumerating D3D9 adapters (1)...
    : Adapter 0
    : device name: \\.\DISPLAY1
    : driver : igdumdim32.dll
    : descr : Intel(R) HD Graphics 620
    : driver ver : 0x00180014-0064188E
    : vendor id : 0x00008086
    : device id : 0x00005916
    : subsys id : 0x39C517AA
    : device guid: D7B78E66-1A56-11CF-946C-A119B9C2
    : desktop res: 1920 x 1080
    : Modes
    : 320 x 200 x 32
    : 320 x 240 x 32
    : 400 x 300 x 32
    : 512 x 384 x 32
    : 640 x 400 x 32
    : 640 x 480 x 32
    : 800 x 600 x 32
    : 1024 x 768 x 32
    : 1152 x 864 x 32
    : unsupported mode 1280 x 600 x 32 (not in mode table)
    : 1280 x 720 x 32
    : 1280 x 768 x 32
    : 1280 x 800 x 32
    : 1280 x 960 x 32
    : 1280 x 1024 x 32
    : 1360 x 768 x 32
    : 1366 x 768 x 32
    : 1400 x 1050 x 32
    : 1440 x 900 x 32
    : 1600 x 900 x 32
    : 1680 x 1050 x 32
    : 1920 x 1080 x 32
    : Device Validation
    : validated ok, device added (0, E390000)
    : Enumeration done
    : OpenAL Init...
    : OpenAL32.dll: 6.14.357.24
    : wrap_oal.dll: 2.2.0.5
    : Default device: Generic Software
    : Enumerating devices without validation...
    : Device: Generic Software
    : found 1 unvalidated device(s)
    : Enumerating extended devices without validation...
    : Device: Generic Software on Speakers (Realtek High Definition Audio)
    : found 1 unvalidated extended device(s)
    : Opening default OpenAL device "Generic Software"...
    : Device 0 (default)
    : name : Generic Software
    : version : 1.1
    : version str: 1.1
    : vendor : Creative Labs Inc.
    : renderer : Software
    : 3D sources : 248
    : 2D sources : 8
    : EFX : 1
    : EAX2 : 1
    : EAX3 : 0
    : EAX4 : 0
    : EAX5 : 0
    : occlusion : 1
    : XRAM : 0
    : Opened device 'Generic Software'
    : EAX reverb support enabled
    : occlusion support enabled
    : D3DProvider: Enumerating adapter 0 modes
    : 320 x 200 x 32
    : 320 x 240 x 32
    : 400 x 300 x 32
    : 512 x 384 x 32
    : 640 x 400 x 32
    : 640 x 480 x 32
    : 800 x 600 x 32
    : 1024 x 768 x 32
    : 1152 x 864 x 32
    : unsupported mode 1280 x 600 x 32 (not in mode table)
    : 1280 x 720 x 32
    : 1280 x 768 x 32
    : 1280 x 800 x 32
    : 1280 x 960 x 32
    : 1280 x 1024 x 32
    : 1360 x 768 x 32
    : 1366 x 768 x 32
    : 1400 x 1050 x 32
    : 1440 x 900 x 32
    : 1600 x 900 x 32
    : 1680 x 1050 x 32
    : 1920 x 1080 x 32
    : D3DProvider: Enumeration done
    : sw framerate cap requested (10000 us)
    : D3DProvider StartMode: smode 1920x1080x32 ; mode 640x480x32 (5 9 0 2D) ; 2d_surf_mode: 0
    : CreateDevice: res = D3D_OK ; 1920x1080 fmt=35 zfmt=75 cnt=2 ms=0 swap=1 fs=1 hz=0 pres=1 flags=2
    : OpenAL Init...
    : OpenAL32.dll: 6.14.357.24
    : wrap_oal.dll: 2.2.0.5
    : Default device: Generic Software
    : Enumerating devices without validation...
    : Device: Generic Software
    : found 1 unvalidated device(s)
    : Enumerating extended devices without validation...
    : Device: Generic Software on Speakers (Realtek High Definition Audio)
    : found 1 unvalidated extended device(s)
    : Opening default OpenAL device "Generic Software"...
    : Device 0 (default)
    : name : Generic Software
    : version : 1.1
    : version str: 1.1
    : vendor : Creative Labs Inc.
    : renderer : Software
    : 3D sources : 248
    : 2D sources : 8
    : EFX : 1
    : EAX2 : 1
    : EAX3 : 0
    : EAX4 : 0
    : EAX5 : 0
    : occlusion : 1
    : XRAM : 0
    : Opened device 'Generic Software'
    : EAX reverb support enabled
    : occlusion support enabled
    : OpenAL Init...
    : OpenAL32.dll: 6.14.357.24
    : wrap_oal.dll: 2.2.0.5
    : Default device: Generic Software
    : Enumerating devices without validation...
    : Device: Generic Software
    : found 1 unvalidated device(s)
    : Enumerating extended devices without validation...
    : Device: Generic Software on Speakers (Realtek High Definition Audio)
    : found 1 unvalidated extended device(s)
    : Opening default OpenAL device "Generic Software"...
    : Device 0 (default)
    : name : Generic Software
    : version : 1.1
    : version str: 1.1
    : vendor : Creative Labs Inc.
    : renderer : Software
    : 3D sources : 248
    : 2D sources : 8
    : EFX : 1
    : EAX2 : 1
    : EAX3 : 0
    : EAX4 : 0
    : EAX5 : 0
    : occlusion : 1
    : XRAM : 0
    : Opened device 'Generic Software'
    : EAX reverb support enabled
    : occlusion support enabled
    : Loaded script module "gen.osm" [FileModDate=2018-Aug-25]
    : Loaded script module "convict.osm" [FileModDate=2018-Aug-25]
    : sw framerate cap requested (10000 us)
    : D3DProvider StartMode: smode 1920x1080x32 ; mode 1920x1080x32 (7 9 1 3D) ; 2d_surf_mode: 3
    : sw framerate cap requested (10000 us)
    : D3DProvider StartMode: smode 1920x1080x32 ; mode 640x480x32 (5 9 1 2D) ; 2d_surf_mode: 0

    ------------------------------------------------------------
    This is an install with all mods- TFix 1.27 and HD-mod 1.2
    Last edited by DeWall's revenge; 23rd Sep 2019 at 12:31.

  25. #125
    Member
    Registered: May 2017
    Location: USA
    Quote Originally Posted by DeWall's revenge View Post
    I find that HD-mod 1.2 and EP2 work fine together.
    They may work perfectly fine with each other---that doesn't mean they work perfectly fine with all FMs. Skacky's in particular are known for breaking in various ways when used with HDMOD, hence why he stresses that they be played without HDMOD (see the readme file). For example, Chalice of Souls has a ton of broken/missing textures if you try to play with HDMOD enabled.

    I can't be 100% sure this is the source of the issue you're encountering, but it seems like a likely starting place. Try vanilla and if the problem persists, we can think about more subtle solutions.
    Last edited by trefoilknot; 23rd Sep 2019 at 15:01.

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