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Thread: The Seventh Crystal - WOW! T2 FM 2002.09.21

  1. #576
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Somnus, the patch for Act IV that fixes the problem: t7c-v2c-patch.zip

  2. #577
    Member
    Registered: Jun 2005
    What a mission!

    Hugely enjoyable.

  3. #578
    Member
    Registered: Nov 2018
    What a mission!

    I know this is an old thread that hasn't seen any action in some time, but I only got around to play this FM in the Fall of 2019 so I thought I'd post my enthusiastic thoughts about how well this mission was designed. It still holds up many years later Some of my favorite aspects were:

    1) the color palette seemed like it was very thought out and unique: the purples and rosy hues in the sky, the walls of the basement entrance, and even the purplish wood came together really nicely

    2) some of the room layouts and design were outstanding; I particularly loved the kitchen for some reason (maybe my favorite kitchen of any Thief mansion I've seen) and the cozy library with the fireplaces.

    3) the writing was fabulous; one of the biggest put-offs for some more mediocre FMs I've played is when the writing isn't good. It completely rips it apart for me when the writing is amateurish and instantly kills the immersion. This mission delivers!

    4) I enjoyed the feeling of suspense some of the story points created: the voice of the haunted girl made me think some confrontation with a ghost girl was going to come; I also got really excited by the idea of the secondary objective to explore a haunted mausoleum below the mansion. As an aside, one of my favorite all time favorite Thief missions and most memorable on my first playthrough was the Bonehoard. Nothing quite like that feeling of descending deeply into the unknown, in a place full of traps, undead and mysteries. I was hoping it would end up being something like that, and wished it could have been longer in this mission, but nevertheless, it kept me very curious and interested throughout the mission. The mysteries of the "kidnapping," knocking out of the servant couple etc. also kept things interesting. I deduced from reading the guest list, which missed Serephina's name, and the writings in her room that Serephina is Alexandria; I think the mission did great at hinting things without giving them away outright.

    5) Good initial loadout of items \ arrows and guard patrols & locations. I played this late at night, turned down the lights, and decided to go through carefully trying to do the mission without saving \ loading and taking my time. Some of the guards definitely gave me trouble and needed some patience \ careful observation to do on the first try blindly. I ended up successfully doing the mission without ever dying \ needing to reload (had some small gaffes like shooting a noisemaker arrow at my own gasmine and wasting it but never anything too disastrous). I only choked at the very end of act 2 because I could not for the life of me find the switch in the secret attic. I actually thought my mission was bugged because of the unfrobbable treasure chests (I just always expect chests to be frobbable I guess, so this is my only design complaint .

    I understand a part 2 was in the works to elaborate on some of the things left unresolved, like the daughter's death, who saves Garrett in the end, etc., too bad it was never released...nevertheless amazing mission and it gets 5 stars from me : ) I'm quite new to Thief FMs...I have only played T2X and the Inverted Manse last winter (which all get also glowing 5 star reviews), and now this mission, along with some less quality missions that weren't memorable enough to remember the name of and I never finished I just hope I am not ruining my FM experiences by playing all the best ones first!

    PS: when I first learned of the mausoleum below the library, I guessed where the entrance was going to be and correctly guessed that desk was going to move aside

  4. #579
    Member
    Registered: Feb 2010
    Location: Switzerland
    We solved the biggest mystery
    SPOILER ALERT! if you haven't played this gem, do it! and then watch


  5. #580
    Member
    Registered: Dec 2004
    Location: Germany
    So he farts and everyone nearby falls unconscious, including himself? Quite a toxic guy, this Brady!

  6. #581
    Member
    Registered: Sep 2011
    Eeek how have I not played this gem before.. I was getting Unreal vibes at the beginning.

  7. #582
    New Member
    Registered: Mar 2013
    Location: Mexico
    I have a small glitch in the introductory camvator sequence, the narrator's voice and the conversation on the bridge overlap each other, before the narrator finishes. Any ideas why it's happening? I'm using the latest T2Fix.

  8. #583
    Member
    Registered: Apr 2020
    Location: Germany
    Am I missing the continuation of this FM or is there none? It ends completely open after all. I was expecting a new act with Garrett having to escape from prison and him having to go down the crypt with the hammerite ghosts (since they were mentioned). The thing with "M" and the baby girl ghost. Nothing was finished in the end.

    I really enjoyed this FM but seeing as the story is completely open-ended bugs me alot.

  9. #584
    Member
    Registered: Sep 2002
    Location: Texas
    The campaign was never finished. The makers of this set are now working in the games industry.

  10. #585
    Member
    Registered: Apr 2020
    Location: Germany
    Quote Originally Posted by Stingm View Post
    The campaign was never finished. The makers of this set are now working in the games industry.
    Thatīs really sad to hear. Even if they work in the games industry now, they could have finished what they started. We all have to work after all, donīt we? Well, canīt be helped.

  11. #586
    Member
    Registered: Oct 2012
    Most games companies have clauses in their employers contracts that do not allow people to make FM's or undertake any other games related work, including making custom objects for friends etc. Sadly this has impacted on Thief in a large way as too many of our talented authors have had to give up making FM's once they got a job within the games industry.

  12. #587
    Member
    Registered: Apr 2020
    Location: Germany
    Seriously? I canīt believe it. Why making such a clause in their contracts, what do companies gain from it?! Itīs nothing but a loss for the thief- (& any other) fan-community

  13. #588
    Member
    Registered: Apr 2014
    Quote Originally Posted by fortuni View Post
    Most games companies have clauses in their employers contracts that do not allow people to make FM's or undertake any other games related work, including making custom objects for friends etc. Sadly this has impacted on Thief in a large way as too many of our talented authors have had to give up making FM's once they got a job within the games industry.
    Is this for real? Dear god, it's hard to think of a single reason to do creative work professionally these days,

  14. #589
    Member
    Registered: Oct 2012
    dml fixes for campaign, courtesy Glypher.

    Act 1
    -Fixes
    CamVator moves faster in NewDark than in OldDark, the voiceover does not end in the crypt, but continues on the bridge, where a conversation takes place between Garrett and Seraphina

    Code:
    DML1
    //T2 FM: The 7th Crystal v2 (Act 1) by David Tonkinson (Saturnine) / Fixes: miss17.mis.dml
    
    //camvator
    Link 371 372 "TPath"
    {
       "Speed" 0.75
    }
    Link 372 594 "TPath"
    {
       "Speed" 0.75
    }
    Link 594 595 "TPath"
    {
       "Speed" 1.25
    }
    Link 595 596 "TPath"
    {
       "Speed" 1.50
    }
    Link 596 592 "TPath"
    {
       "Speed" 2.00
    }
    Link 592 593 "TPath"
    {
       "Speed" 1.50
    }
    Link 593 597 "TPath"
    {
       "Speed" 2.50
    }
    Link 597 598 "TPath"
    {
       "Speed" 1.00
    }
    Link 598 599 "TPath"
    {
       "Speed" 2.50
    }
    Link 599 609 "TPath"
    {
       "Speed" 1.00
    }
    Link 609 610 "TPath"
    {
       "Speed" 1.50
    }
    Link 610 605 "TPath"
    {
       "Speed" 1.00
    }
    Link 605 606 "TPath"
    {
       "Speed" 1.50
    }
    Link 606 607 "TPath"
    {
       "Speed" 0.75
    }
    Act 2
    Fixes
    - goal 2, 3 (goal 2 now need to take both keys, both goals made irreversible)
    - incorrect pickpocket count
    - mantling issues
    - doors, shutters (open angle, blockfrob, protection etc)
    - AIs (hearing)
    - misplaced objects (buckets)

    Code:
    DML1
    //T2 FM: The 7th Crystal v2 (Act 2) by David Tonkinson (Saturnine) / Fixes: miss18.mis.dml
    
    //goals / pickpocketing
    +ObjProp 270 "DiffTurnOn"
    {
       "quest var values" 0, 1, 2
    }
    +Link 270 271 "ControlDevice"
    {
    }
    +Link 270 272 "ControlDevice"
    {
    }
    +Link 270 273 "ControlDevice"
    {
    }
    +ObjProp 270 "Scripts"
    {
       "Script 0" TrapSetQVar
       "Script 1" TrapRelay
    }
    +ObjProp 270 "TrapQVar"
    {
       "" =1:goal_final_3
    }
    +ObjProp 271 "Scripts"
    {
       "Script 0" TrapSetQVar
    }
    +ObjProp 271 "TrapQVar"
    {
       "" =1:goal_irreversible_2
    }
    +ObjProp 272 "Scripts"
    {
       "Script 0" TrapSetQVar
    }
    +ObjProp 272 "TrapQVar"
    {
       "" =1472:goal_target_2
    }
    +ObjProp 273 "Scripts"
    {
       "Script 0" TrapSetQVar
    }
    +ObjProp 273 "TrapQVar"
    {
       "" =6:DrSPocketCnt
    }
    -Link 1830 2299 "ControlDevice"
    +Link 2351 2299 "ControlDevice"
    {
    }
    
    //mantling
    +ObjProp 136 "PhysCanMant"
    {
    }
    +ObjProp 140 "PhysCanMant"
    {
    }
    +ObjProp 153 "PhysCanMant"
    {
    }
    +ObjProp 158 "PhysCanMant"
    {
    }
    +ObjProp 1202 "PhysCanMant"
    {
    }
    +ObjProp 1219 "PhysCanMant"
    {
    }
    +ObjProp 1690 "PhysCanMant"
    {
    }
    +ObjProp 1691 "PhysCanMant"
    {
    }
    +ObjProp 1725 "PhysCanMant"
    {
    }
    +ObjProp 1726 "PhysCanMant"
    {
    }
    +ObjProp 1727 "PhysCanMant"
    {
    }
    
    //doors
    +Link 172 173 "ScriptParams"
    {
       "" Double
    }
    ObjProp 681 "RotDoor"
    {
       "Open Angle" 88
    }
    ObjProp 731 "RotDoor"
    {
       "Open Angle" 275
    }
    +Link 731 732 "ScriptParams"
    {
       "" Double
    }
    +ObjProp 857 "BlockFrob"
    {
       "" true
    }
    ObjProp 1156 "RotDoor"
    {
       "Open Angle" 89
    }
    +Link 1216 1217 "ScriptParams"
    {
       "" Double
    }
    ObjProp 1394 "RotDoor"
    {
       "Open Angle" 88
    }
    ObjProp 1657 "Scale"
    {
       "" 1, 1, 0.42
    }
    +Receptron 1819 "FireStim"
    {
       Min None
       Max None
       Effect "Abort"
    }
    +Receptron 1819 "WeaponStim"
    {
       Min None
       Max None
       Effect "Abort"
    }
    +Link 1875 1876 "ScriptParams"
    {
       "" Double
    }
    -ObjProp 1875 "PhysType"
    +ObjProp 1875 "PhysType"
    {
       "Type" OBB
    }
    -ObjProp 1876 "PhysType"
    +ObjProp 1876 "PhysType"
    {
       "Type" OBB
    }
    ObjProp 2330 "RotDoor"
    {
       "Open Angle" 273
    }
    ObjProp 2437 "RotDoor"
    {
       "Open Angle" 85
    }
    ObjProp 2439 "RotDoor"
    {
       "Open Angle" 88
    }
    ObjProp 2441 "RotDoor"
    {
       "Open Angle" 274
    }
    ObjProp 2447 "RotDoor"
    {
       "Open Angle" 272
    }
    
    //AIs
    +ObjProp 220 "AI_Hearing"
    {
       "" Well Below Average
    }
    +ObjProp 229 "AI_Hearing"
    {
       "" Well Below Average
    }
    +ObjProp 1581 "AI_Hearing"
    {
       "" Well Below Average
    }
    
    //buckets
    +Receptron 1407 "EarthStim"
    {
       Max None
    
       Target Me
       Agent 2315
    
       Effect "add_prop"
       {
          "Prop Name" PhysControl
       }
    }
    ++Receptron 1407 "EarthStim"
    {
       Max None
    
       Target 1429
       Agent 2315
    
       Effect "add_prop"
       {
          "Prop Name" PhysControl
       }
    }
    ++Receptron 1407 "EarthStim"
    {
       Max None
    
       Target 830
       Agent -2418
    
       Effect "add_prop"
       {
          "Prop Name" Material Tags
       }
    }
    ++Receptron 1407 "EarthStim"
    {
       Max None
    
       Target 854
       Agent -2418
    
       Effect "add_prop"
       {
          "Prop Name" Material Tags
       }
    }
    ++Receptron 1407 "EarthStim"
    {
       Max None
    
       Target 857
       Agent -2425
    
       Effect "add_prop"
       {
          "Prop Name" Material Tags
       }
    }
    ++Receptron 1407 "EarthStim"
    {
       Max None
    
       Target 919
       Agent -2418
    
       Effect "add_prop"
       {
          "Prop Name" Material Tags
       }
    }
    +StimSource 1407 "EarthStim"
    {
       Intensity 1
       Propagator "Radius"
    }
    Act 3
    Fixes
    - loot stats (campaign totals)

    Code:
    DML1
    //T2 FM: The 7th Crystal v2 (Act 3) by David Tonkinson (Saturnine) / Fixes: miss19.mis.dml
    
    //loot stats
    +ObjProp 10 "DiffTurnOn"
    {
       "quest var values" 0, 1, 2
    }
    +ObjProp 10 "Scripts"
    {
       "Script 0" TrapSetQVar
    }
    +ObjProp 10 "TrapQVar"
    {
       "" =0:DrSCmLoot
    }
    Act 4:
    - loot
    - incorrect pickpocket count

    Code:
    DML1
    //T2 FM: The 7th Crystal v2 (Act 4) by David Tonkinson (Saturnine) / Fixes: miss20.mis.dml
    
    //loot
    +ObjProp 47 "Loot"
    {
    }
    +ObjProp 133 "Loot"
    {
    }
    
    //pickpocketing
    +ObjProp 411 "DiffTurnOn"
    {
       "quest var values" 0, 1, 2
    }
    +Link 411 412 "ControlDevice"
    {
    }
    +ObjProp 411 "Scripts"
    {
       "Script 0" TrapRelay
    }
    +ObjProp 412 "Scripts"
    {
       "Script 0" TrapSetQVar
    }
    +ObjProp 412 "TrapQVar"
    {
       "" =0:DrSPocketCnt
    }

  15. #590
    Member
    Registered: Nov 2010
    Location: Alberta, Canada
    @fortuni - should these DML fixes be included in the zip files of the missions hosted on the various sites? I have been updating my local cache of the missions with the DML files you have been posting lately - I just don't know if these should be embedded for new downloads or not.

  16. #591
    Member
    Registered: Oct 2012
    dml’s should not be placed in mission zips, mainly due to good practice as some people still use Darkloader, that can mean a dml from one mission may remain in your Thief folder even after uninstalling that mission, and if that happens it will then be loaded with any other mission with the same miss number.

    By installing them in the FMsel mission folder your guaranteeing no such cross contamination occurs.

  17. #592
    Member
    Registered: Nov 2010
    Location: Alberta, Canada
    I wasn't aware that darkloader uses a broken file handling method. Good to know - since I only use FMSEL I won't run into issues with my own local cache. Thanks.

  18. #593
    Member
    Registered: Dec 2004
    Location: Germany
    Quote Originally Posted by lordhern View Post
    I wasn't aware that darkloader uses a broken file handling method.
    The method itself is not broken, AFAIK. But DarkLoader may screw up horribly if something bad or unexpected happens during the FM installation process.

    The DarkLoader method was good and needed when there was no NewDark version of "Thief", otherwise FM playing would have been almost impossible. But NewDark has some new abilities that allow FMSel's method of handling FMs, and that method keeps damage away from a game installation even if things go very wrong. That's why FMSel and the other new loaders (NewDarkLoader and AngelLoader) are, technically, a much better choice today, and DarkLoader may go into its well-earned retirement.

  19. #594
    Member
    Registered: Jun 1999
    Location: San Diego, CA
    From Post #178
    DO NOT BLOW UP ANY DOORS! That can mess up the mission! There is a key to Lord Saturnine's room.
    spoiler:
    If you've already gotten the keys from Bradey, then go into the Museum and get the Crystal. After you've done that, the door to the servant's quarters, just down the hall from the Musuem door, opens on it's own. Use Bradey's key to get into his room and you'll find Lord Saturnine's room key in there.

    Nightwalker, this single clue from almost 20 years ago made my day! Was about ready to give up this FM :/

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