US version of T:DS

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Archived from groups: alt.games.thief-dark-project (More info?)

Hi, taffers. Just managed to acquire T3 from eBay here in the UK, delivered
today. Vendor omitted to mention the fact that it was the US version (on 3
CDs, with "Not for sale outside of North America" on the case!). Obviously
he must have bought it while on holiday ... and paid all the duty etc......

My question is - is there likely to be a technical problem with using it on
a UK PC (apart from the fact I don't yet have an adequate graphics card, and
any suggestions towards the budget end of the spectrum would be welcome!)?
If I can't use it then I need to get back in touch with my man.

I also seem to recall reading various posts here outlining several patches
etc. needed to fix bugs, which I assume are available from Eidos. Which do I
need?


Appreciate any help!

Tim Hill
 
Archived from groups: alt.games.thief-dark-project (More info?)

On Wed, 20 Oct 2004 17:46:07 +0100, "Timothy Hill"
<timhill@buckleywood.freeserve.co.uk> wrote:

>My question is - is there likely to be a technical problem with using it on
>a UK PC

None at all.
--
_______________________________________________
Always cross a vampire, never moon a werewolf

To reach me, swap spammers get bent with softhome
----------------------------------------------------------------------------------------------
 
Archived from groups: alt.games.thief-dark-project (More info?)

Many thanks. I'm looking forward to firing it up - have bought a Radeon 9600
(SE only, though!) to replace my MX440 today so might even get some late
night stealth later on.......

Anticipation - will in-game loading and climbing gauntlets be offset by the
graphics and freedom to explore the city? And it looks as though the undead
make a welcome return - I still haven't properly explored the Bonehoard -
all those zombies!

And one day I might even get to explore FMs!
Regards Tim


"Greger Hoel" <gregerh@spammersgetbent.net> wrote in message
news:lk9dn05sqrk6qknuuor57aoq4pq61oa6n1@4ax.com...
> On Wed, 20 Oct 2004 17:46:07 +0100, "Timothy Hill"
> <timhill@buckleywood.freeserve.co.uk> wrote:
>
> >My question is - is there likely to be a technical problem with using it
on
> >a UK PC
>
> None at all.
> --
> _______________________________________________
> Always cross a vampire, never moon a werewolf
>
> To reach me, swap spammers get bent with softhome
> --------------------------------------------------------------------------
--------------------
 
Archived from groups: alt.games.thief-dark-project (More info?)

"Timothy Hill" <timhill@buckleywood.freeserve.co.uk> wrote in message
news:cl8qse$q30$1@news5.svr.pol.co.uk...
> Many thanks. I'm looking forward to firing it up - have bought a Radeon
> 9600
> (SE only, though!) to replace my MX440 today so might even get some late
> night stealth later on.......
>
> Anticipation - will in-game loading and climbing gauntlets be offset by
> the
> graphics and freedom to explore the city? And it looks as though the
> undead
> make a welcome return - I still haven't properly explored the Bonehoard -
> all those zombies!

It's a good game, visually and plot wise, I've played it through twice.
Biggest criticisms are the smallish maps and loading zones. At first they
don't seem bad, but as you progress you go back and forth, back and forth
and it gets tedious. The city looks like it's got lots of places to explore
and visit, but that's it: it just looks that way. Even with climbing gloves,
there's not a whole lot to do or go. And water is like cyanide to Garret
now. If he falls in, no matter how shallow or deep, he's instantly dead. I
would kill to have a level like the rooftop/Angelwatch one from T2 on this
engine.
 
Archived from groups: alt.games.thief-dark-project (More info?)

Augustus wrote:

<snip>
> And water is like cyanide to Garret now. If he falls in, no matter
> how shallow or deep, he's instantly dead. <snip>

It's a good job you didn't fall out of the rowboat
on the way to the Captian's Widow's island.....;-P
 
Archived from groups: alt.games.thief-dark-project (More info?)

On the 28 Oct 2004, "SpammersDie" <y@y.yyy> wrote:

<snip>

> Loot glint. Lots of people hate this - sorry, I 110% approve of the change.
> The fun part of Thief is figuring out how to get someplace, not pixel
> hunting endlessly in the dark to get that last piece of loot. This is
> especially true given that insane 90% loot goal on expert. Having said that,
> making loot glint optional would have been a fine thing to do, but they
> didn't.

I'm in two minds about the glint. In one sense, it prevents the
situation from TMA where certain valuable objects looked almost
identical to junk (I'm particulaly thinking of plates), but on the
other hand it is a little intrusive. As well as the option to turn it
off, I'd like to be able to toggle the distance at which it works.
There were a couple of times where I was miles away from the actual
loot, but could still see the glint.

<snip>

> The downside is that books can no longer be carried around to be reviewed at
> your leisure, the use of keys and lockpicks may be a little too automatic to
> fit some tastes and the role of keys in general have become so marginalized,
> they might as well not even be there.

I don't like the automatic keys, but greatly prefer the new lockpicking
method. There's more of an element of skill and tension, whereas the
old method is just 'select the right pick and hold the mouse button
until it clicks or opens'.

--
Jades' First Encounters Site - http://www.jades.org/ffe.htm
The best Frontier: First Encounters site on the Web.

NOSPAM@jades.org /is/ a real email address!
 
Archived from groups: alt.games.thief-dark-project (More info?)

SpammersDie wrote:


> Loot glint. Lots of people hate this - sorry, I 110% approve of the change.
> The fun part of Thief is figuring out how to get someplace,

A drawback is that level designers have to play by the rules: everything
must be fairly easily visible: once loot is hidden away so that there
is no easily seen glint, we're back to that 'hunting in the dark'.

But I believe this is more a question of design: a good designer can put
a piece of loot in (more or less) plain view, and you still will miss it.
One level I remember had a goblet placed on a mantelpiece in a room lit
only by the fire: the goblet was hidden by the shadows of the room.
Turn on the light, and you couldn't miss it. I hunted over that room
again and again before I thought of turning the light on ...

The loot glint destroys that kind of design, which I think is a pity.
Being a Thief is just as much understanding what creeping around in darkness
means for your loot-finding abilities.

On the other hand, loot-glint makes it less demanding on the level
designer: in commercial environments that is certainly a factor to take
into consideration. If there ever is a T3 editor, I hope is will come
with certain updates in the basic game -- user-controlled loot glint
is one of those.

--
Anders Thulin ath*algonet.se http://www.algonet.se/~ath
 
Archived from groups: alt.games.thief-dark-project (More info?)

On Sun, 31 Oct 2004 08:17:37 GMT, Anders Thulin
<ath_no_spam_please@algonet.se> wrote:

>SpammersDie wrote:
>
>
>> Loot glint. Lots of people hate this - sorry, I 110% approve of the change.
>> The fun part of Thief is figuring out how to get someplace,
>
> A drawback is that level designers have to play by the rules: everything
>must be fairly easily visible: once loot is hidden away so that there
>is no easily seen glint, we're back to that 'hunting in the dark'.
>
> But I believe this is more a question of design: a good designer can put
>a piece of loot in (more or less) plain view, and you still will miss it.
>One level I remember had a goblet placed on a mantelpiece in a room lit
>only by the fire: the goblet was hidden by the shadows of the room.
>Turn on the light, and you couldn't miss it. I hunted over that room
>again and again before I thought of turning the light on ...
>
> The loot glint destroys that kind of design, which I think is a pity.
>Being a Thief is just as much understanding what creeping around in darkness
>means for your loot-finding abilities.
>
> On the other hand, loot-glint makes it less demanding on the level
>designer: in commercial environments that is certainly a factor to take
>into consideration. If there ever is a T3 editor, I hope is will come
>with certain updates in the basic game -- user-controlled loot glint
>is one of those.

There are already some programs to change how loot glint works with T3.
I used a patcher by Myagi to disable loot glint and change the frob color
back to what we had in T1 and 2.

--
Michael Cecil
http://home.comcast.net/~macecil/