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Pogledaj cijelu verziju : Thief serijal



Hellraiser
08-06-2007, 17:17
nadam se da ste culi za ovu legendarnu igru....

Mafioz0r
08-06-2007, 17:37
nadam se da ste culi za ovu legendarnu igru....ČULI ZA NJU? Pa meni je šuljanje toliko u krvi da ponekad mješam Splinter Cell ili Thiefa sa stvarnim životom... Sad dok sjedim na kompu i postam ovo, nosim nightvision na glavi i nekoliko lockpickova u džepu...

POSA
08-06-2007, 18:03
ma garrett je faca

Armachus
08-06-2007, 19:24
Sjećam se ove igre dok sam je igrao na dobrom starom Atari-u... :)

Pa jel' vi znate kad je ova igra izašla?


Oldies But Goldies
Commodore generacijo moja, da smo se ranije sreli; Amiga generacijo moja, toliko toga nas dijeli; Nintendo generacijo moja, tko nam je ukrao dušu; Sega generacijo moja, jesmo li previše htjeli?

Selim ovo u Gaming općenito...

Matilda Mother
08-06-2007, 20:38
svojedobno sam u sigu imala userbar: thief playerStako da to sve govori...igra rula na veliko. :pray: :pray: :pray:

Prince-Artas
09-06-2007, 18:35
jel ovo topic o prvom dijelu thief serijala ili općenito
(da znam treba li prebacit u oldies podforum)

hacker
09-06-2007, 19:48
jel ovo topic o prvom dijelu thief serijala ili općenito
(da znam treba li prebacit u oldies podforum)

vec je bilo u oldiesu, pa je premjesteno, ocito je rijec o cijelom serijalu.

Inace, odigrao obadva, drugi mi rula :pray:

Neven <R>
09-06-2007, 19:55
Daj vraćaj to u OBG ne znam što ti je došlo finixu.

viewtopic.php?p=336627#336627 (http://www.pcplay.hr/forum/viewtopic.php?p=336627#336627)

I za ovo vrijedi taj reply.

1van
09-06-2007, 20:48
Cuo sam da jeigra odlicna, nego jel moze neko poblize objasiti o cemu se radi, znam da si neki lopov, samo malo dublje pricu,vrijeme gameplay...

fan
09-06-2007, 20:57
I ja sam čuo da je igra dobra, trebao bih je isprobati.

omfgnoob1
09-06-2007, 21:21
Ja sam igrao prvi dio, a igra ti se dogadja u srednjem vijeku (koliko se sijecam) i mracna je, jako mracna :)

revenion
09-06-2007, 21:46
Daj vraćaj to u OBG ne znam što ti je došlo finixu.

viewtopic.php?p=336627#336627 (http://www.pcplay.hr/forum/viewtopic.php?p=336627#336627)

I za ovo vrijedi taj reply.


Evo selim obadva :D


BTW, igro preso 2-3 puta "ODLICNO",bolestan sam za sneakerima,strgo frendu cd,frend je skoro dobio Zivcani slom,dao frendu 50kn Gotova prica :D .Al igra je fakat odlicna.Preporucujem svim gamerima,ako ignorirate grafiku gameplay zasluzuje 10/10 ma ke 10...100/100.

Lord Jambrek
28-06-2009, 15:01
Igra li itko odavde još Thief? Evo ja sam baš stigao pred par dana na misiju Escape. Najavom Thief-a 4 sam dobio želju da opet odigram dotične naslove.
Baš sad kak ih igram za redom, ići ću u detalje otkrit generalnu razliku između prva 2 thief-a i deadly shadows-a.

Igram Gold verziju, ima par dodatnih misija (talismani za katedralu su raspoređeni u 2 dodatne misije i još su 2 dodatne misije ovak. Sve te gold misije su dosta teške i fkt treba dosta da ih se prođe, a još su i odlično malo proširenje priče koje otkrije neke nove frakcije koje se nalaze u The City.

Mr Vercetti
16-07-2009, 12:12
Ja sam nažalost odigro samo demo prvog thiefa. Čujem da ima poslije njekakvih demona :pray:

Arbiter of Change
28-10-2009, 00:25
Još jedna odlična prilika da svi oni koji ne znaju o čemu se radi, a i da se pripreme za nastavak koji tek stiže - CroVortex ima na ponudi Thief - The Complete CollectionSza samo 150kn. Dobra cijena za jednog od začetnika žanrova.

http://www.crovortex.com/webshop/igra-4 ... ction.html (http://www.crovortex.com/webshop/igra-4623-Thief_-_The_Complete_Collection.html)

Chupacabra
31-10-2009, 01:34
Već postoji tema. Također sam odigrao demo prvog thiefa i da, pojavljuju se demoni.

Silvery
16-07-2010, 08:06
Heh... Thief. Tricky.

Gle ovu awsum fan art sliku: http://www.thief-thecircle.com/fanworks/art/poisonivy_1.asp

System
16-08-2010, 21:06
Trenutno igram Thief Gold, i prije sam igrao ali ne znam sto nisam zavrsio. Sta da kazem... Igra mi se svidja, cudna je dosta ali dobra. Svijet u kome se radnja desava je skroz cudan i nikako ne mogu da ga "provalim". AI je malo(vise) glup, ali sa obzirom na starost i da je medju prvim takvim igrama oprasta joj se. Trenutno sam na 4. levelu u kripti... mislim da sam malo zalutao... :)

Arbiter of Change
26-09-2012, 12:43
Jučer je iz vedra neba na jednom francuskom forumu izašao patch za Thief 2 koji masivno poboljšava igru za moderne kompove sa tehničkog stajališta. Reakcija svih je više-manje "kako je ovo uopće moguće?". Patch notes ispod.

http://www.ttlg.com/forums/showthread.php?t=140085
Renderer:
- Added windowed mode
- Added single display mode option - no resolution change between menus and game
- Added ingame support for all common resolutions, including widescreen
- Added support for 32-bit color
- Textures can now be automatically promoted to 32-bit, improving quality and effectively eliminating the palette limit
- Added UI framerate cap option to avoid GPU fan spinning up in UI
- Added DDS/PNG image support
- Added full 24/32-bit TGA/BMP image support
- Increased the maximum number of frames allowed in animated textures from 20 to 99, and increased the allowable filename length for animated textures (before the underscore) to support more than 7
- Animated texture rate can now be specified via a material file for that texture
- Fixed a bug where Transparency property didn&#39;t (correctly) apply on objects that contain transparent polys

General:
- Replaced video player lib with an FFMpeg based one to play cutscenes. LGVid.ax or other codecs are no longer required
- Option to use OpenAL (if available) instead of DirectSound. Includes support for audio effects in Windows 7 without an EAX-enabled driver (e.g. ALchemy)
- Added "head_bob" config var to control amount of head bob
- Added mousewheel support to options menu
- Fixed player ground contact tracking when walking off an object (caused footstep sounds to get "stuck" on previous material)
- Fixed sound cap per schema type bug and upped max sound channels to 48
- Changed screenshot output format to BMP and also added support for PNG screenshots
- Changed mouselook sensitivity to be resolution independent
- Added check to avoid trying to open files with reserved system name like com ports
- AIs now breathe from their head instead of their stomachs. They will no longer drown when up to their waist in water.
- Lowered player crouch height by a tiny fraction so he&#39;s less likely to get stuck on 4 unit tall spaces
- Added better support for binding actions to the mouse wheel (can bind wheel up and wheel down as separate actions, with modifier key support)
- Fixed star rendering
- Added "log_player_pos" command that dumps current player pos to log file (when enabled)
- Added the ability to detach from ladders by crouching
- Improved mantling a bit and added optional new mantling algorithm with lower failure rate
- Fixed a bug which limited number of sound channels to 16 even if more were selected
- Fixed a bug that sometimes caused doors to float away into infinity
- Fixed (or at least greatly improved) a bug with edge triggered OBBs sometimes failing to detect collision (in particular for slow moving objects)
- Fixed framerate dependent speed issue for camvators/moving terrain (with collision type: none)
- Added "fixed_star_size" option for resolution independent star size
- Fixed some bugs when attaching to a ladder from water.
- AIs who are facing very close to a wall will no longer turn to face south when the game begins
- Health bar drawing adjusted in widescreen
- Added option to fix arm rendering
- Added AA to rendering of loadout screen items
- Fixed pickpocket count bug that would always show 1 more maximum pickpocket than there actually was.
- Added "Blocks frobs" property, allowing objects to block frobs of objects behind them (e.g. to stop frobbing items through safe doors)
- Added option to left-align map notes text
- Made navigation of map/objectives screen a little bit more in-game friendly (screen can also be closed with space, arrow key navigation and return to switch map/obj)

DromEd:
- Lightmaps are now properly displayed in the editor 3D view
- Added support for HW rendering in editor viewports
- Increased the maximum number of visible on-screen terrain polies from 1024 to 20480
- Increased the maximum number of visible on-screen objects from 128 to 1280
- Added some safety checks to object scaling operations to prevent objects with 1.#INF scale
- Fixed a crash when computing pathfinding with an improperly linked moving terrain object in the mission. An ignorable assert is thrown and the object is skipped gracefully instead of crashing.
- Prevented a crash if you apply a model of one creature type to an object assigned a different creature type
- Fixed "Attempt to mark from invalid room id 0" assertion to actually show the room id that is invalid, instead of always showing 0.
- Integrated csgmerge tool into editor exe
- Added support for 32-bit lightmaps
- Fixed the bug where cloning a multibrush with particles would duplicate every object in the mission
- Fixed a bug where the game would crash when deleting a large multibrush
- Added fallback check to find Motiondb.bin in resource paths
- Fixed resource lock errors when loading TGA images (for object textures and distance art)
- Fixed solo view editor issues when going back to edit mode from game mode
- Added ability to change the brush colors in DromEd via values in DromEd.cfg.
- Added light-based transparency property
- Added ability to enable/disable eye zoom in Thief 2
- Vast improvements to editor dialogs, including crash fixes and improved functionality
- Increased brush limit from 7068 to 16384
- Increased rooms limit from 1024 to 4096
- Increased ambient sound limit from 256 to 1024
- Increased cell limit from 28672 to 32760
- Increased the maximum number of sides in a cylinder from 10 to 26.
- Increased automap location limit from 64 to 256 locations per page
- The texture rotation control can now interpret negative values
- Fixed a crash while generating reports
- Added a warning dialog when attempting to save one filetype (mis/gam/cow) as another
- Added new Windows-style texture palette (which also supports more than 256 textures)
- Added support for all editor window sizes
- Added Pendulum (/sinusoidal) curve type to tweqs
- Added DetailAttachement link type
- Added Distance Alpha property
- Added Bitmap Color property for custom modulation color on bitmap objects
- Added "Face camera (axial)" setting to Bitmap Worldspace
- Added color param, additive blending and spotlight cone falloff support to coronas
- Added "Editor Comments" property
- Added "show_vhots" command for debug visuals of vhot placement and numbering on objects
- Manually deleting links in the link view dialog no longer deletes attached object for ParticleAttachement/DetailAttachement links
- Added the ability to place graphical decals on book pages
- Corpses with Contains links no longer count as pickpockets
- The Auto-Multibrush property no longer crashes DromEd if the .vbr file was not found.
- The stimulus on existing receptrons can now be changed
- The intensity for sources is no longer reset when changing the propagator
- The receptrons list now correctly shows the max intensity value for existing receptrons
- Meshes can now be scaled with the Scale property
- Scaled objects now cast properly scaled shadows
- Objects can now obscure coronas
- Bitmap Worldspace objects can now be locally lit
- Precipitation will now collide with OBB objects as well as terrain
- The brush_to_room command can now be given a negative number, to be interpreted as an absolute size instead of a percentage (e.g. brush_to_room -0.1 would create a room brush 0.1 units larger than the selected brush.)
- It is no longer necessary to explicitly add the Hidden property to a secret object for the secret to be properly counted
- Added numeric keypad input support
- DromEd will no longer stop working after 03:14:07 on Tuesday, 19 January 2038
- Added "scroll here" option to the right-click menu for solo views, similar to the "teleport camera" option for non-solo views
- Fixed some issues with calculating which room cells are in (which might have caused problems with precipitation and fogging)
- Increased the time range of Tweqs to 0-65535
- The same property can no longer be added to an object multiple times
- Fixed a crash when adding the Texture Anim Data property to a concrete object

Lord Jambrek
04-10-2012, 10:26
Jučer je iz vedra neba na jednom francuskom forumu izašao patch za Thief 2 koji masivno poboljšava igru za moderne kompove sa tehničkog stajališta. Reakcija svih je više-manje "kako je ovo uopće moguće?". Patch notes ispod.

http://www.ttlg.com/forums/showthread.php?t=140085
Renderer:
- Added windowed mode
- Added single display mode option - no resolution change between menus and game
- Added ingame support for all common resolutions, including widescreen
- Added support for 32-bit color
- Textures can now be automatically promoted to 32-bit, improving quality and effectively eliminating the palette limit
- Added UI framerate cap option to avoid GPU fan spinning up in UI
- Added DDS/PNG image support
- Added full 24/32-bit TGA/BMP image support
- Increased the maximum number of frames allowed in animated textures from 20 to 99, and increased the allowable filename length for animated textures (before the underscore) to support more than 7
- Animated texture rate can now be specified via a material file for that texture
- Fixed a bug where Transparency property didn&#39;t (correctly) apply on objects that contain transparent polys

General:
- Replaced video player lib with an FFMpeg based one to play cutscenes. LGVid.ax or other codecs are no longer required
- Option to use OpenAL (if available) instead of DirectSound. Includes support for audio effects in Windows 7 without an EAX-enabled driver (e.g. ALchemy)
- Added "head_bob" config var to control amount of head bob
- Added mousewheel support to options menu
- Fixed player ground contact tracking when walking off an object (caused footstep sounds to get "stuck" on previous material)
- Fixed sound cap per schema type bug and upped max sound channels to 48
- Changed screenshot output format to BMP and also added support for PNG screenshots
- Changed mouselook sensitivity to be resolution independent
- Added check to avoid trying to open files with reserved system name like com ports
- AIs now breathe from their head instead of their stomachs. They will no longer drown when up to their waist in water.
- Lowered player crouch height by a tiny fraction so he&#39;s less likely to get stuck on 4 unit tall spaces
- Added better support for binding actions to the mouse wheel (can bind wheel up and wheel down as separate actions, with modifier key support)
- Fixed star rendering
- Added "log_player_pos" command that dumps current player pos to log file (when enabled)
- Added the ability to detach from ladders by crouching
- Improved mantling a bit and added optional new mantling algorithm with lower failure rate
- Fixed a bug which limited number of sound channels to 16 even if more were selected
- Fixed a bug that sometimes caused doors to float away into infinity
- Fixed (or at least greatly improved) a bug with edge triggered OBBs sometimes failing to detect collision (in particular for slow moving objects)
- Fixed framerate dependent speed issue for camvators/moving terrain (with collision type: none)
- Added "fixed_star_size" option for resolution independent star size
- Fixed some bugs when attaching to a ladder from water.
- AIs who are facing very close to a wall will no longer turn to face south when the game begins
- Health bar drawing adjusted in widescreen
- Added option to fix arm rendering
- Added AA to rendering of loadout screen items
- Fixed pickpocket count bug that would always show 1 more maximum pickpocket than there actually was.
- Added "Blocks frobs" property, allowing objects to block frobs of objects behind them (e.g. to stop frobbing items through safe doors)
- Added option to left-align map notes text
- Made navigation of map/objectives screen a little bit more in-game friendly (screen can also be closed with space, arrow key navigation and return to switch map/obj)

DromEd:
- Lightmaps are now properly displayed in the editor 3D view
- Added support for HW rendering in editor viewports
- Increased the maximum number of visible on-screen terrain polies from 1024 to 20480
- Increased the maximum number of visible on-screen objects from 128 to 1280
- Added some safety checks to object scaling operations to prevent objects with 1.#INF scale
- Fixed a crash when computing pathfinding with an improperly linked moving terrain object in the mission. An ignorable assert is thrown and the object is skipped gracefully instead of crashing.
- Prevented a crash if you apply a model of one creature type to an object assigned a different creature type
- Fixed "Attempt to mark from invalid room id 0" assertion to actually show the room id that is invalid, instead of always showing 0.
- Integrated csgmerge tool into editor exe
- Added support for 32-bit lightmaps
- Fixed the bug where cloning a multibrush with particles would duplicate every object in the mission
- Fixed a bug where the game would crash when deleting a large multibrush
- Added fallback check to find Motiondb.bin in resource paths
- Fixed resource lock errors when loading TGA images (for object textures and distance art)
- Fixed solo view editor issues when going back to edit mode from game mode
- Added ability to change the brush colors in DromEd via values in DromEd.cfg.
- Added light-based transparency property
- Added ability to enable/disable eye zoom in Thief 2
- Vast improvements to editor dialogs, including crash fixes and improved functionality
- Increased brush limit from 7068 to 16384
- Increased rooms limit from 1024 to 4096
- Increased ambient sound limit from 256 to 1024
- Increased cell limit from 28672 to 32760
- Increased the maximum number of sides in a cylinder from 10 to 26.
- Increased automap location limit from 64 to 256 locations per page
- The texture rotation control can now interpret negative values
- Fixed a crash while generating reports
- Added a warning dialog when attempting to save one filetype (mis/gam/cow) as another
- Added new Windows-style texture palette (which also supports more than 256 textures)
- Added support for all editor window sizes
- Added Pendulum (/sinusoidal) curve type to tweqs
- Added DetailAttachement link type
- Added Distance Alpha property
- Added Bitmap Color property for custom modulation color on bitmap objects
- Added "Face camera (axial)" setting to Bitmap Worldspace
- Added color param, additive blending and spotlight cone falloff support to coronas
- Added "Editor Comments" property
- Added "show_vhots" command for debug visuals of vhot placement and numbering on objects
- Manually deleting links in the link view dialog no longer deletes attached object for ParticleAttachement/DetailAttachement links
- Added the ability to place graphical decals on book pages
- Corpses with Contains links no longer count as pickpockets
- The Auto-Multibrush property no longer crashes DromEd if the .vbr file was not found.
- The stimulus on existing receptrons can now be changed
- The intensity for sources is no longer reset when changing the propagator
- The receptrons list now correctly shows the max intensity value for existing receptrons
- Meshes can now be scaled with the Scale property
- Scaled objects now cast properly scaled shadows
- Objects can now obscure coronas
- Bitmap Worldspace objects can now be locally lit
- Precipitation will now collide with OBB objects as well as terrain
- The brush_to_room command can now be given a negative number, to be interpreted as an absolute size instead of a percentage (e.g. brush_to_room -0.1 would create a room brush 0.1 units larger than the selected brush.)
- It is no longer necessary to explicitly add the Hidden property to a secret object for the secret to be properly counted
- Added numeric keypad input support
- DromEd will no longer stop working after 03:14:07 on Tuesday, 19 January 2038
- Added "scroll here" option to the right-click menu for solo views, similar to the "teleport camera" option for non-solo views
- Fixed some issues with calculating which room cells are in (which might have caused problems with precipitation and fogging)
- Increased the time range of Tweqs to 0-65535
- The same property can no longer be added to an object multiple times
- Fixed a crash when adding the Texture Anim Data property to a concrete object


Grafički i ne dodaje toliko puno, ali ima puno inovacija koje su falile na originalnom, najviše mi se sviđa dodatak korištenja scrolla.
Što se tiče grafike, ništa šta TafferPatcher nije prije napravio, widescreen i support za novije kartice da teksture izgledaju kak su izgledale na starim karticama (iz nekog razloga na novijim karticama su bile skroz krive boje)

Inače počeo sam opet igrat Thief Gold, meni najdraža igra, ali ovaj put na Expert težini i cilj mi je ghostat cijelu igru, dakle bez ikakvog damage-a (bez ikakvog ubijanja ili knockout NPC-a, samo šuljanje) i da pokupim sav loot. Trenutno sam na Cragsleft prison i teško je ko sam vrag. Thief je bog među sneakerima, izmislio je žanr i niko ga nikad nije nadmašio

Babitz
04-10-2012, 13:52
Nemoj da te čuju MGS fenboji.

StormCr0w
04-10-2012, 14:20
Thief je bog među sneakerima, izmislio je žanr i niko ga nikad nije nadmašio

:pray:

Jesi igrao ti MGS ikad?

Bartuc
04-10-2012, 14:54
Inače počeo sam opet igrat Thief Gold, meni najdraža igra, ali ovaj put na Expert težini i cilj mi je ghostat cijelu igru, dakle bez ikakvog damage-a (bez ikakvog ubijanja ili knockout NPC-a, samo šuljanje) i da pokupim sav loot. Trenutno sam na Cragsleft prison i teško je ko sam vrag. Thief je bog među sneakerima, izmislio je žanr i niko ga nikad nije nadmašio

Slično sam i ja trojku igrao, samo uz knockout ljudi koji su mi smetali, fino na max težini i sa 100% loot-a. Koji je to gušt bio, zbilja genijalan sneaker.

Babitz
08-10-2012, 16:21
Nemoj da te čuju MGS fenboji.


Thief je bog među sneakerima, izmislio je žanr i niko ga nikad nije nadmašio

:pray:

Jesi igrao ti MGS ikad?S:(
MGS-ov stealth je komičan, u najbolju ruku.

StormCr0w
08-10-2012, 16:26
Upao si u vlastitu zamku.

Babitz
08-10-2012, 16:52
Oh ne.