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Thread: Watch me play the game

  1. #26
    Member
    Registered: May 2002
    Location: Melbourne, Australia
    Originally posted by Fidcal
    Anyone got the proper links? No sign of it at the one given here nor at http://thiefmissions.com/
    When i clikc on Dan's link it takes me to the page and asks whether i want to download it form ttlg or thiefmissions.

  2. #27
    Member
    Registered: May 2001
    Location: .nl
    Saam must be a real wuz, he can't even hold that camera up for like 6 minutes... (Or is was a really big camera.)

    Funny floating shoulder pads, do they always float like that? Or is this a new type of creepy AI?

  3. #28
    Member
    Registered: Mar 2000
    Location: PA, USA
    Originally posted by Gingerbread Man
    BUT NOW WHO IS THE DINK? (Hint: me)
    That's a sweet water arrow effect, all steam and hiss and droplets.
    YES. It was beautiful.

    And when Dan first talked about the fog, I thought, "Why isn't he rolling his eyes more? Why isn't he sassing or making jokes?" But upon viewing it, it's not that dorky-looking. Or maybe I was just distracted by the oh-so-cool quotes that popped up during loading.

  4. #29
    Excellent. /\ [/Monty Burns]

    Downloading now, though I still have about 50 minutes
    Yeah, I'm getting it from ThiefMissions....can't wait to see it!

    ==Navyhacker006
    Look for me on Tribes and (possibly) Tribes 2: [Shock]Tamin.
    ([shock]Navyhacker didn't fit in Tribes 1)

  5. #30
    Member
    Registered: Oct 2003
    Location: Off the TTLG bus
    Yeah, the water arrow effect is fairly cool. And Jesus, does it have a massive field of effect. I noticed you can lockpick right next to someone without them noticing; maybe that's just on the easy setting. I may very well play through on normal (minus the Deadly Rampage, mind you), then go back and check out the AI on expert. The lightgem looks like it finally got worked out, turning black when you're hardest to detect. I'm not sure if it was just the poor video compression, or the contrast, but I never noticed any loot glint.

  6. #31
    Member
    Registered: Nov 2003
    Location: Poland
    The video was played on normal difficulty. I wonder how easy looks like then

  7. #32
    Hellsing, didn't the other Thief games go 'Normal, Hard, Expert" ?

    I don't recall any 'easy' setting, but I may be wrong...

    ==Navyhacker006
    Now re-downloading file. Was corrupt...arghh

  8. #33
    Member
    Registered: Nov 2003
    Location: Poland
    Yes, in Thief1&2 there were three difficulty settings. Thief3 has four.

  9. #34
    Member
    Registered: Feb 2004
    Well, as long as "expert" is in, I'm happy.

  10. #35
    Member
    Registered: May 2002
    Location: Cah-lee-for-nee-ah

    WOW! 1,115 downloads so far

    As of May 15, 2004 8:20 AM PST

    There were 1,115 downloads with less than 35 postings in this thread!
    Ratio: 1 poster - 30 downloaders - X lurkers


    Each download is 15MB, so this is a total of 16GB in less than a day!



    These sites do need help with funding to pay for the bandwidth....

  11. #36
    New Member
    Registered: Aug 2003

    Re: WOW! 1,115 downloads so far

    Originally posted by ekeko
    As of May 15, 2004 8:20 AM PST

    Ratio: 1 poster - 30 downloaders - X lurkers
    Damn lurkers. Quite. *Cough* *Straightens tie and trys to look normal walking out*

  12. #37
    BANNED
    Registered: Nov 2003
    Originally posted by Wynne
    YES. It was beautiful.

    And when Dan first talked about the fog, I thought, "Why isn't he rolling his eyes more? Why isn't he sassing or making jokes?" But upon viewing it, it's not that dorky-looking.
    Uhhh..yes it is. Hopefully we'll be able to remove it with a simle texture tweak like the other neon effects (loot/doors/bodies/arrow streaks etc)

  13. #38
    Member
    Registered: Dec 2003
    Location: UK Portsmouth
    It downloads fine it comes up with a winamp error report, same for all my movie/sound operating files-mediaplayer etc.

  14. #39
    Member
    Registered: Jul 2002
    Location: Helsinki, Finland
    Watch me play the game
    HOW CRUEL IS THAT!?!?
    this is torture, i tell you!

  15. #40
    Member
    Registered: May 2001
    Location: .nl
    I just wish that they didn't put these stupid confirmation dialogues in. Of course if I walk in the hazy blue mist that I want to go there... I mean, how hard is it to miss that fog? Don't they have pop-up stoppers for games?

  16. #41
    Member
    Registered: May 2004
    I'm not sure if it was just the poor video compression, or the contrast, but I never noticed any loot glint.
    It shows up once. Skip to about 1:15 and keep your eyes on the candlesticks near the top of the screen.

    I still wish you could turn it off (as pretty much everyone here probably does). It's stupid not to have the option. I guess I could live with it, though, as long it doesn't do that in the dark. Can you imagine walking into a pitch-black room, and seeing little points of flashing light showing you exactly where the loot is? Please tell me it doesn't do that...

  17. #42
    Member
    Registered: Mar 2000
    Location: PA, USA
    Originally posted by plebeian
    Uhhh..yes it is.
    Allow me to clarify--I meant, it's not that dorky-looking compared to what I imagined.

    I have an evil, evil, EVIL imagination. Boy, was it ever cheesy in my thoughts. I mean, the words 'mysterious fog' conjure all sorts of horrors in a fertile mind, not to mention that little paperclip menu from the joke screenshots...

    Mentalepsy, Faceless says you can just replace the loot glint texture with a transparent texture.

    As to the load confirmation... ugh. I don't want it. I don't want it at all. But I'll live with it. At least the zones aren't that small, only two per level.

  18. #43
    Member
    Registered: May 2004
    Originally posted by Wynne
    Mentalepsy, Faceless says you can just replace the loot glint texture with a transparent texture.
    Yeah, I saw that. I don't know how to do textures, but I'm sure somebody will have it fixed the day it comes out. Still, though, not having the in-game option to disable them is a really poor decision.

    Didn't he say you could do the same with arrow trails, or am I misremembering?

  19. #44
    Member
    Registered: Oct 2001
    Location: Inside at last...
    I still have to see it, but I'm already asking myself... Is there anybody with something that could be a gun? No...? And Digital seems to be fine? No strange signs on his head? You know, he said a lot of good things about this Thief3-thing. Kinda strange... Makes me hope once again.
    IF YOU DO IT, DO IT WITH STYLE

  20. #45
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Originally posted by Mentalepsy
    Yeah, I saw that. I don't know how to do textures, but I'm sure somebody will have it fixed the day it comes out. Still, though, not having the in-game option to disable them is a really poor decision.

    Didn't he say you could do the same with arrow trails, or am I misremembering?
    Yeah, he mentioned that you could do a similar trick with the arrow trails as well.

    And I'm sure someone will release a package with all the proper files to erase the glint and trails from the game. I'm still debating on whether I should do it or not...

  21. #46
    Member
    Registered: Feb 2004
    *Still drooling*

    *Slurp slurp* Ahem... anyway, I think the item switching thing is still quite obtrusive. But other than that, everything else feels Thiefly. First person and the BJ... ah the greatness that is Garrett. I want more!

  22. #47
    Member
    Registered: May 2002
    Location: Melbourne, Australia
    I didn't mind the inventory system this time, yes it obscures the bottom of the screen but usually if you're crouched and hidden you're not focussing on that area anyway.
    Thje big disapointment is the AI pathfinding at the door wher Dan slaps in a noisemaker as i don't think difficulty adjustment is going to improve that at all. Also if that's normal play it's far too easy - i mean extinguish 3 torches in a room, servant doesn't react - pick a locked chest less than 2 feet from a guard no reaction. To think there is an easy level just boggles the mind - how could they be less responsive?

    Loading zones are obstructive and i think will be immersion breakers in certain areas, but the fog is noticeable so at least you know when you are going to hit a loading zones, i could really do without the huge ARE YOU SURE....... promp., but i can live with it if it's editable - ie can i find a file to allow me to automatically select it to YES (i'll have to look when it comes out i guess).

    Lighting effects looked really nice, the guard obscuring light at the window for one looked good as did the swinging candlebra in the ?kitchen/sevants area. You can put out full fires now with water arrows! That makes it perhaps a little too easy? But it does look good when flames get extinguished, real good.

    The movement occassionally looked a little laggy or at least imprecise, being that Dan knows how to play thief i betting on the way it's configured by default with the game, still occassionally looked a little console.

    Lock picking is simply awesome i love it already! I like the mafia style turn your head and look about as you work as well, i imagine that's how it'll work with climbing gloves as well..

    Nice work Dan and Sam

    Any chance of a expert level difficulty shakycam recording?

  23. #48
    Member
    Registered: Jun 2002
    Location: Auckland, New Zealand
    Thx Daan, Saam and Jeremy for the cool vid

    gameplay nice and thiefy

    AI suspect but then again its normal setting

    shadows / graphics are nice

    loot glint noted near the candlesticks .. dont like it. Imagine the difference between finding that loot by a fluke and going for it cos you saw it with that much glint

    loading zone - definitely worst part of vid and immersion breaker (especially with the loading screen)

    blue frob.. too intense

    but overall nice and thx again guys

  24. #49
    Member
    Registered: Oct 2003
    Location: Off the TTLG bus
    So, the general idea is there are two loading zones per mission map, right?

    So you go around attracting all the guards in the level, then race to one loadzone and go through. Then, on the other side of the map you race to the secondary load zone and go through it. Just like an end-around, but with loadzones instead of tanker convoys.

    So all the guards are busy with the first loadzone. There will probably be a fucking cluster of them. You could probably throw down an oil flask and set 10 on fire with the first arrow. Dude, that's totally XTREME! That's like the zombies in Cragscleft, when you're waiting on top of the staircase bannister for them with a stack of water vials and firearrows.

    Forget about Serious Sam. I'm talking Serious Garrett.

  25. #50
    Member
    Registered: Nov 2001
    Location: Sunny Finland
    Originally posted by Mentalepsy
    Can you imagine walking into a pitch-black room, and seeing little points of flashing light showing you exactly where the loot is? Please tell me it doesn't do that...
    There's no chance of that happening because there are no pitch-black rooms in TDS.

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