Jump to content

CoLdOwN

UnityHQ Member
  • Posts

    91
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by CoLdOwN

  1. On 11/1/2021 at 12:00 PM, FortranDragon said:

    I wonder how many are like me -- though I started after the peak times of the games -- and mostly lurk due to real life issues.

    I also sort of missed the peak of these games, at least for multiplayer. I may have gotten to play a little NOLF 1 multiplayer during the peak, but I wasn't into multiplayer much back then. It didn't help that these games didn't have a patching feature built into them and you needed the latest patch. By the time I played NOLF 2 or at least when I wanted to play multiplayer, the master server had shut down. At some point I found these fan made servers, but I was lucky if I could find another player or few online. By then I couldn't really find anyone online in NOLF 1 either.

    While a re-release of a game this niche might not get a huge amount of attention with all the other newer games these days, it should still help with getting more players online, at least in the short term. But of course, we might have to buy the game again and meet new system requirements.

  2. I know this question was asked a few months ago but here's more clarity and detail. "Awards" don't give you anything but can be earned repeatedly, and they are unrelated to bonuses. Bonuses do upgrade your character and they do stack, but any particular bonus from a mission can only be earned once from that mission. Some bonuses are easier to get than others, but to get all of them in any given mission, you have to earn the rank of Super Spy by collecting all the intelligence items in one go for that mission. The best way to check which missions you've done this for is by looking at the results screen that appears when you fail/die or complete the mission. It tells you the highest rank you've ever achieved for that mission, how many intelligence items you found this time, and the total number of items in that mission. You can get the Super Spy rank in any mission that has at least one intelligence item, which includes some of the mission briefing or training levels.

     

    As for quantifying what the bonuses are, health and armor bonuses increase your total health or armor by 10 points respectively, but there seems to be only one health bonus. So you can only get 110 health but up to 160 armor (150 in non-GOTY versions). Ammo bonuses increase how much ammo you can carry for your weapons. I think accuracy, damage and stealth bonuses do provide increases, but the game doesn't say how or how much, and it's hard to measure or tell the difference. Accuracy may decrease the time it takes for the crosshair to shrink after moving or increase the auto-correcting of shots, such that if you don't quite aim exactly at an enemy's head, it may still hit and kill them. Damage may make your weapons do more damage, and stealth may make it take longer for enemies to notice you or make your footsteps quieter, but the Fuzzy Slippers item may help more with the latter. This would be similar to what these upgrades do in NOLF 2.

     

    While the Reputation Bonus doesn't do anything, it is related to or obtained in the same way as some of the intelligence items. By choosing the more polite responses in most of the conversations you have, it gives you a hidden intelligence item that is needed to obtain the Super Spy rank in that mission. This means you can't skip those conversations if you want to get the Super Spy rank and all the bonuses. There are also other types of hidden intelligence items in a few missions that are achieved by fully completing certain objectives. Some earlier missions even require bringing gadgets that are obtained later in the game to get some of the intelligence items. Picking up Security Passes again after using them is another item counted in the total.

    • Like 1
  3. So thanks to a little article from about 7 years ago: https://www.pcgamesn.com/no-one-lives-forever-s-cutting-room-floor-revealed we know that many things were cut, not fully implemented or polished in NOLF 1. But what it doesn't tell you is that A Man of Influence has got to be the most cut, unfinished and/or unpolished mission of them all, mostly because of scene 1. Not only does it have the strictest stealth requirements of any mission in the game, but there are quite a few things that are cut, unfinished or even unclear. This mission also got the most changes in the PS2 version. Some things were made more clear or streamlined, but not the cut or unfinished stuff I'm mentioning here.

     

    The Avoid Detection Objective:

    About a year before that article, I made a topic asking how to achieve the "Avoid Detection" objective that remains unchecked even after the whole mission is completed. It's worth noting that an old walkthrough said that, while there does not appear to be any consequences for not achieving it, it can be achieved by having a score of Detected = 0 at the end of the whole mission. But I have tried this and it doesn't work, even with the Detected, Disturbances Caused and Bodies Found stats all at 0 (a perfect stealth score). While this objective might be intended more so as a mission parameter as called in NOLF 2, usually in NOLF 1 even objectives like that get checked off at the end of the whole mission if you achieved them.

     

    Hidden or Broken Objectives:

    Also in that topic, I mentioned that there's a hidden objective to "leave everything as you found it". After you find the evidence linking the Baron to Harm in his office, press the remote again so that the evidence recedes back into the floor, and then close all the other things you opened to get into the office (the metal grate, stairs and bookcase). This completed objective will appear in your objectives list, along with a new objective: "Turn the alarm system back on". However this objective can't be completed, because the lever in the security office that you used to turn the alarm system off can't be used to turn it back on. This must have been cut or unfinished. Maybe because they thought it would be too tedious or hard to get back to the front desk with the alarm system back on and a guard now in the men's restroom (he goes there after putting out a fire you create for a distraction). Even closing the metal grate of the office is a bit tedious. While neither of these objectives are required to complete the mission or get all the intelligence items, they are related to the overall narrative of not letting Harm or the Baron find out about your mission. Maybe they were also supposed to be related to the Avoid Detection objective, and maybe the intelligence item you get at the end (from Tom?) was meant to be given to you only if you complete those extra objectives, but since they were cut or not finished it's just given to you anyway.

     

    The Unusable Elevator and Courtyard:

    The NOLF Wiki mentions this one but I'll leave my own comments about it here. In Dumas Private Office (or the area leading to it), there's a door that leads to an elevator, but the elevator doesn't work. By glitch clipping or cheating, you can see that the elevator would have gone down to an area that connects to the courtyard outside the conference room with the scientists. From the conference room you can see the door to that area and a camera above it. Both the door and camera work, though the camera stays on even after you turn off the alarm system and can still spot you. The courtyard is a neat little area and maybe it was going to have a purpose, but there's nothing to do there and there's no way back inside without glitching or cheating.

     

    The Receptionist in the Restroom:

    Now for the big one. This is something I recently discovered. At the beginning of the mission, Cate slips laxatives into the receptionist's drink which causes her to run off to the woman's restroom (the door is locked and you can hear sounds coming from the restroom at certain spots). Cate says that should keep her busy for about 10 minutes, but there's no 10 minute limit or anything similar for this level. Normally this isn't unusual for a game since there's no timer to explicitly indicate that it's a timed mission. But I discovered that there's actually a trigger for the door to unlock and the receptionist to walk back to the front desk, which causes you to fail the mission and receive a "You took too long" message! The thing is, to trigger it you have to glitch clip or cheat to get into the locked restroom and use sleep (not stun) gas on the receptionist (she really is in there). Shortly after she wakes up and regains her bearings, the door will unlock and she will walk back to the front desk, as long as you don't frighten her to duck for cover (such as by shooting) or use sleep gas on her again (which makes her search and patrol like a guard after she wakes up again, despite her being friendly and not able to "find" you).

    So that got me wondering if the receptionist would eventually finish up and walk back to the front desk on her own after a certain amount of time, which would mean there's a time limit for this level. You can tell how much time the game says you spent in a mission by pulling up the mission stats and looking at "time spent in mission". Nothing happened after an hour went by, so I tried an hour + 10 minutes but still nothing. So then I left the game on for awhile so that I had spent over 5 hours total in the mission, and still nothing. Even the same sounds were still coming from the restroom after all that time. This leads me to conclude that originally or at some point, it was planned for the receptionist to return to the front desk after a certain amount of time, but it was cut or never fully implemented. Maybe because they thought it would be too hard or undesirable to put a short time limit on this mission, and there's not much point in putting a long one (like an hour or more). Or maybe because of other complications, like the ways you could stop her from returning, or whether you should fail the mission if she sees you somewhere other than the front desk on her way back, and players not even being aware of her returning (without a timer or being in the same area at the time).

    Another reason I wondered about that was because there are a few hand clocks on the wall in this mission that actually work. Well the minute hand does, but the hour hand doesn't and just stays on the 2. The minute hand starts on the 10 so the time on the clock looks like 1:50 (despite the opening scene of the mission stating that the time is 8:30 am). So after 10 minutes goes by it looks like 2:00, and after an hour goes by it looks like 1:50 again. But I guess it's just for show and there's no significance behind it.

    • Like 1
  4. In Rendezvous in Hamburg Scene 1, the club Das Einsame Valkyrie has a bouncer that claims the club is full despite hardly any people being in it, usually 1 or 2 per room other than Cate (who went in despite it being full). But what adds to this and is more eyebrow raising is that there's an intelligence item that claims the club has a fire hazard limit of 2 persons per 20 square feet. Now the NOLF wiki suggests that this is an excuse for or poking fun at the game's old and limited engine. But coincidentally it's like an early form of social distancing. 20 square feet is about 4.5 feet horizontally and vertically. Surprisingly, that's exactly in the middle of the 3 feet minimum recommended by the World Health Organization and the more cautious 6 feet recommendation from some countries. While that limit would allow 2 people to be closer than 4.5 feet, a 3rd person would have to be farther than that from at least one of them.

    The plot of NOLF 1 has some surprising pandemic similarities, even with the Covid-19 pandemic. It involves finding an "antidote" to stop people from being "infected" so they don't die (explode) and kill others near them. As Dr. Schenker described, the infection is undetectable (at least at first), feeds on organic material and spreads more in densely populated areas. Sound familiar? Ironically Cate gets infected when she's in the club, and she doesn't show symptoms of being infected (burping) until nearly 10 days later. 10 days is also how long it can take for people to show symptoms of Covid-19 or test positive for it (even up to 14 days). Of course the difference with NOLF 1 is that it's a bio-weapon used to infect people in a selective, controlled manner to cause an explosion, and it's the explosion that spreads on its own. But still, there are quite a few surprising parallels if you think about it.

  5. On 3/24/2021 at 3:46 AM, Clonest said:

    You're correct on that. Whatever i change about the weapons, better damage, silenced/unsilenced would also affect all the enemies who wield them like it already does with pistols. To counter that i would have to come up with new weapon slots for the player version altogether like i've already done with the new "ammo giving lighter" cheats i came up with(Changed my mind about the tape player briefing method). I don't want to do that just yet though as that would destroy the games traditional weapon quickslots(buttons 1 thru 9)which most bulleted weapons use.

    Yeah I think keeping the traditional weapon quickslots is good. I still use the default quickslots when I play. But what you might be able to do is make new versions of the P38 and Luger in different weapon slots, and change the default quickslots of the original P38 and Luger to them. All the other quickslots could still be the same. Otherwise you could make new versions of those pistols in different weapon slots without changing the quickslots, but then by default the quickslots would still be for the version that can come without the silencer.

    On 3/24/2021 at 3:46 AM, Clonest said:

    That and still deciding rather to make poison or fire the longest health-eating ammo type in the game. Perhaps make them the same and just make fire act quicker by doing heavier dmg then poison? Arrows/Spears themselves i've altered a bit into being much a longer lastiing health-eating ammo's now due to their "size". The Revolver looks alittle sleeker now that i got it centered under the cursor like in old school 90s FPS. Perhaps i should add a scope to that next??

    Why does damage need to be changed at all? I assume the difficulty is set to normal (although will there be a way to change it?) On normal enemies don't do crazy damage (except for the rare explosives if they land close to you) and a lot of their shots miss you. Machine guns can hurt more from prolonged exposure but you're not supposed to let them hit you that much. Fire/Poison is fine as is. I think fire does damage faster but poison lasts longer and makes aim less accurate. If Arrow/Spears do health-eating damage and it lasts longer, enemies might die in one hit even if not hit on the head. So that might be overpowered. That's what explosive arrows or other explosives are for. I don't think the Revolver needs a scope either. It wasn't supposed to have one (did Revolvers even have scopes back then?) and it would make the last boss fights easier than intended. Scopes are what sniper rifles and the crossbow are for.

  6. 3 hours ago, Larry said:

    Not to sound facetious but perhaps it was 2 different writers or the writer forgot their original intent, either way all these years later I doubt they lost any sleep over it. lol

    I've played these games many times and I didn't even pick up on it but I usually don't give stories in games much attention, I'm usually just trying to stay alive.

    Forgetting or not being aware of the original intent would indeed mean the writers made a mistake. I doubt they lost any sleep over it either. But all these years later and seemingly no one had pointed it out yet, I thought I would and see what others think, and if anyone else had noticed. At first I didn't pay much attention to the story either, but at some point I did and I've played through these games a lot. It was a long time ago when I first noticed though.

  7. No one may have brought this up before. It's a subtle detail that is easily overlooked, but it's a seemingly inconsistent detail in continuity between Nolf 1 and Nolf 2.

    In Nolf 1, Cate is confined in a cell but convinces Armstrong to let her out and fight her. After Cate beats him, she says "I owe you." and Armstrong replies "That you do. Don't forget it either." Cate even asks "one more favor" of him by convincing him to tell her where the Baroness keeps the List of Names. The game is clearly saying that Cate owes Armstrong, not to mention the fact that Armstrong had also previously spared her life 3 times.

    Fast forward to Nolf 2, when Cate asks Armstrong to help her infiltrate Harm's India branch. He hesitates, saying he pretty much washed his hands of international intrigue. But Cate replies "You owe me." and Armstrong replies "Ah, don't start." but then he gives in and helps her out. Nolf 2 completely flips the script by saying it's Armstrong that owes Cate. Why? Because she gave him a reason to leave Harm and didn't have him arrested?

    It still doesn't make sense to flip the script like that. Even if we were to weigh the things they've done for each other at that point, it seems Armstrong had done more for Cate than she had for him, so she should've still been the one owing him. Or at best, they'd be even. Maybe the developers made a mistake in one of those cutscenes? It doesn't seem like the sort of thing that'd be done on purpose as a joke. You'd have to realize what was said and by who in Nolf 1, and it's likely to just cause confusion since you still wouldn't know why it's inconsistent.

    • Like 1
  8. On 11/25/2020 at 12:02 PM, Spawn said:

    It has not been ported yet no.

     

    Not ported no, but to answer the topic creator's question, people have emulated it. But the PS2 version is generally considered inferior due to the lack of quicksaves, gear selection at start, multiplayer, mods, other missing features and performance issues. What someone should really do instead is extract those 3 levels (and maybe the music) and get them to work on the PC version. Along with that game's version of A Man of Influence Scene 3 (which is Scene 5 in that version) for the secret underground shooting area, and the pen dart weapon that was added. Better yet, if a mod could add them to the singleplayer missions at the proper time, rather than having to load them like a standalone custom level. This came up years ago and is long overdue, but the files on the PS2 disc are in .irx format.

  9. On 3/12/2021 at 2:12 AM, Clonest said:

    If memory serves correct  when me and my  sister  played the enemies choose to go after the host first until another player  gets in their line of sight and attacks so pretty much what clients have to do to properly join in on the action for now.

    So the player that enemies notice first should still get attacked, at least if they shoot first. It works like that in NOLF 2's co-op too, the difference is just that enemies may also go after other players they notice without them having to shoot first. But part of the issue may also be that NOLF 1 doesn't have as good a stealth system as NOLF 2. Once enemies hear a gunshot, they instantly know where the player (or host) is and it's hard to make them lose track of you at that point. If they try chasing you but you put some distance between them and remain out of their line of sight long enough, they can sometimes lose track of you, but that doesn't work if they just stay in one spot and wait for you to come to them. Some enemies' vision are even linked to other enemies, meaning if one sees you or gets shot without dying, they all instantly know where you are even if there wasn't any loud gunshots.

    Quote

    As for using the Lighter as "mission briefings"  you reminded me that you're right about some missions needing them to be played before the start(Unexpected Turbulance for example) for the cutscene that follow to make better sense.

    Oh yes that's true too, but that's actually not what I was referring to. I was referring to the mission objectives that show up when you press the view objectives button during a level (by default it's the letter O key). Some also show up on screen at the start of the level, or when you complete an objective or get a new one. I was wondering if these objectives still show up on screen and/or if the view objectives button still works in multiplayer? Because they're especially important in some missions. For example in Berlin by Night Scene 1, it's not the mission briefing, but the objectives that tell you when or where to find a contact, answer a telephone, what room to ring and door to knock on, and when the game will let you "bribe" the guard to let you in the compound. Without being able to see the objectives, one player would probably need to already know this stuff or look it up. But other times the objectives are pretty obvious or straightforward like in your example of Unexpected Turbulence. The objectives tell you to head to the cockpit specifically, but it's already clear that you're supposed to investigate.

    Quote

    The Luger i've decided to make poison by default. The Delisle can now fire Corrector's explosive ammo. While the revolver explosive rounds and other weapons fire rounds can all be cheated fo etc.

    Yeah that's more reasonable, because the Luger normally isn't as good as the P38 or Revolver, and the Delisle (or Hampton Carbine) is normally only good as a stealth weapon. But the Delisle actually shoots faster than the Corrector, so letting the Delisle fire the Corrector's explosive ammo may actually make the Corrector obsolete. Especially if you let the even faster shooting and better scoped Dragunov (or Geldmacher) fire explosive ammo. I think that if anything, just having the Delisle and Dragunov ammo be interchangeable and keeping the Corrector's ammo separate makes more sense. That way the Corrector still has a purpose and the other sniper rifles don't become overpowered. That alone will let the Deslisle use Phosphorous rounds, and it'd still have its purpose of stealth over the faster shooting Dragunov.

    But this also means any enemy with a Luger will deal poison damage, doesn't it? Or is there a way to apply it only to players' Lugers? There's a considerable amount of enemies with Lugers in some missions, though it wouldn't be as big a deal as every enemy with an AK-47 dealing phosphorous damage. The Antitoxin item does make you immune to poison damage (though not it's aiming impairment), but it's rare since it's another item that is meant to be equipped before the start of a mission. So you'd have to cheat for it to have it in most levels where it'd be of any use.

    I also realized that if you make the P38 and Luger have a silencer by default, wouldn't that mean the enemies with those guns would have silencers too? Again unless you can apply it only to players' guns. The enemies normally don't use silencers because unlike the player, they're supposed to make noise when spotting and shooting you. It's possible that some nearby enemies who would normally hear their gunshots wouldn't because of the silencers.

  10. On 3/8/2021 at 4:04 AM, Clonest said:

    Thank you for your critque........With that in mind i'll get the fisty cuffs back in the mod quickly with ability to do small damage both from behind or front of an enemy now that i understand how weapon damage works. The whole "knock-out from behind" while sneaking feature isn't effected and still works fine rather your using the poison pin or fists to an unware enemies head.

    Ah yes I didn't think of that as a possibility, but I like that better. That's how it works in deathmatch, Contract Jack and a certain NOLF 1 trailer. I wasn't suggesting that the barrette never resulted in a 1-hit-kill from behind, just that I seemed to remember it not always working or sometimes only after the poison takes effect, like maybe on a guard leaning on a wall. But after testing it again it did result in an instant kill in all my tests, so maybe I had just missed the head when it didn't work. But still prefer that idea of keeping fisty cuffs the default weapon and letting them do damage from the front.

    On 3/8/2021 at 4:04 AM, Clonest said:

    Now that i understand even more about editing "ammo" in game can determine how much damage weapons do as well as dmg over-time instead of editing the weapon part of the commands themselves. It'll give a chance to balance the game's enemy difficulty a bit  better even for enemies wielding them. I'm thinking phos fire rounds for AK-47 by default? and of course firebolts for the crossbow's new default with scope since it has a fancier graphical effect. Cyanide rounds for the Silenced Luger and normal FMJ bullets for everything else except the Bacalov Corrector. i'll keep for the P38, Revolver and SMG's considering how they all basically ignores armor and eats away at health if set to  anything other. That and bandages are pretty rare pick up in-game unless u adjust server settings to give health to you when finding armor.

    I don't think the default ammo should be changed for weapons that enemies have, and if you nerf special ammo damage then it'd also be nerfed for players using it. Will there be a way to change the difficulty? Because enemies do much less damage on lower difficulties than they do on higher difficulties. Honestly most weapons don't need a default ammo change either if any. Machine guns and the Geldmacher can kill enemies pretty fast or deal lots of damage to you with just standard ammo. Weapons like the P38, Crossbow, and Hampton Carbine aren't meant to be as powerful in combat because they are quiet (or have a silencer) and meant more for stealth. Besides the P38 and Crossbow can still use special ammo to be more potent in combat. Bandages are rare because they don't heal you in this game, they make you immune to dumdum round damage. Once you find them, they become an option to equip before you start a mission in singleplayer. Normally there's no way to heal health within a mission other than when you beat a boss. You don't even heal when getting to the next level of a mission. Though in multiplayer you heal when starting a new level, and as you said you can adjust the settings to have armor also give health.

    Also, other than on the Low Earth Orbit mission, the majority of enemies actually don't have special ammo, but the ones that do usually have dumdum or phosphorous rounds. Later missions have a few enemies that have poison or explosives, but it's just a few other than some bosses and minibosses. But there are many enemies with an AK-47. If you change the default ammo to phosphorous for the AK-47, any enemy with an AK-47 would have phosphorous rounds, including Volkov and a miniboss. The AK-47 already eats away at armor and subsequently health with just standard ammo. The Fire Extinguisher doesn't even stop all phosphorous damage, it can still stack up and eat away at health. I don't think any enemies have a crossbow though, just the scuba speargun in one mission. There's also some enemies that have a Luger or Parabellum. Defaulting it to poison ammo would make all enemies with one deal poison damage, unless you can do it only for the silenced Parabellum.

    When you say normal FMJ bullets for everything else except the Bacalov Corrector, surely the Lipstick Explosives, Grenade Launcher, Briefcase and Laser Guns would also still be using their own special ammo and not FMJ bullets right? Other than maybe the standard Laser Gun if you don't want it to ignore armor, because all enemies on the Low Earth Orbit mission have a standard Laser Gun. But again only a few enemies in the game have a grenade launcher or explosives. I don't think any have a Bacalov Corrector, Briefcase or Super Automatic Laser Weapon.

    On 3/8/2021 at 4:04 AM, Clonest said:

    *IN OTHER NEWS*: STILL can't figure out how to allow player to start with more then one weapon but thats what host's cheats are for. I managed to create about 15 different "Tape recorder" versions of the lighter the host can cheat for. There's one properly named for each misson number that can be used to instead of igniting something, will instead play one of the games mission briefing audio files as the firing sound when pressed on. Sort of more interactive way of telling what the objectives are without needing to google it. Its the last clever "single-player like" fix could up with next to uploading all the danger/sneak themes to be played manually in-background for better atmophere like you said.  NPC's triggering music just simply doesn't work properly. The console even gives errors for it that can't be fixed at the start of certain levels. The true last of my problems that may never be solved here is how to get enemies to target other players more often then the host unless other players get directly in their line of fire at "player" 1 and fire first they don't change targets to persue from what i remember. ;) 

    Ah I didn't know that you didn't figure out how to start players with more than one weapon, but that includes the default weapon plus a weapon that you choose players to start with right? But still, yes you'd have to cheat for certain gadgets or gear on certain missions anyway. That'd also mean that on every new level, you'd lose all your weapons other than the default and the one chosen for players to start with right? That might explain why you'd want the default weapon to be able to do damage from the front. But weapons, gadgets, armor and ammo boxes lying around on levels do respawn right? Though probably not weapons and ammo dropped by enemies.

    Having different lighters to play the mission briefing audio files is creative. But what about the current in-game mission objectives and when they update? I mean the ones that are viewable when you press the view objectives button, but many also appear on screen when you first get them. They serve as more clear guidance for missions than mission briefings, especially for new players or players who don't remember the mission. Some even serve as parameters like avoiding detection, not letting an alarm sound or not killing anyone. Some missions might still be straightforward, but others might not be without seeing the objectives. Are you saying you may also use lighters for playing background music? It wouldn't be ideal for triggering music normally triggered by NPCs, but it could still be played as background music.

    As for getting enemies to target other players more often than the host, isn't that what players going in first and shooting first is for? That's generally how you can control who risks taking more damage in co-op anyway. Or do the enemies still go after the host even if the host never shot at them? Or if the host never even got in the enemy's line of sight?

  11. On 2/15/2021 at 2:16 AM, Clonest said:

    Still desperately hunting for the right console commands to activate proper backround music tracks that go with each level and if can't get the music to work that way then my only alternative will be to  uploade a folder, full of all the games various backgrounds tracks properly titles for both "sneaky" and "action" moods of all the  memorable tunes in either mp3 or wav format so that players can play their favorite bits in the background in their PC's media player of choice  on "loop" mode. Simply change it after each level or fight manually. After all the campaign isn't complete without the proper "atmopheric music". Still Baffles me to this day way the developers of the default Multiplayer deathmatch did not insert music tracks into the background their maps!

     

    I don't think music was intended for deathmatches. It wasn't just intended as background music, it was intended to emphasize the casual, sneaky, tense and action moments in singleplayer, based on enemy state and sometimes distance from you. That wouldn't exactly translate well for real players in deathmatches. At best it might give an indication of if there's another player within a certain distance of you, but that could be considered cheap or undesirable. Remember that co-op wasn't an intended mode for multiplayer either, just deathmatch and Harm vs Unity. You could still argue that they should've let you play purely background music, but it was the first NOLF game and in the year 2000. Also they did include a co-op mode in the sequel. I know the first game has many preferred aspects over the second, but the developers and publisher at the time were probably hoping that people would move on to the second game.

     

    Quote

    I've went ahead and replaced the starting weapon which was always "fisty cuffs" hands with the "Poison Barrette" this way players can still melee damage enemies from the front when out of ammo but will still only be a 1-hit kill when sneaking up from behind. I've removed the "poison pver time" damage from melee-ing the Barrette incase someone accidently hits a civilian it isn't "game over" 4.

     

    Without poison and no fisty cuffs? Even with poison I've had the Barrette not result in a 1-hit kill from behind, or only after the poison takes effect. Yes while aiming at the head. I noticed it happening when a guard was leaning on a wall. Maybe it can miss sometimes in certain situations. Without poison it also wouldn't do as much damage from the front, possibly not much at all. So it wouldn't be as useful in combat since you'd take more damage before killing someone, especially on higher difficulties. It'd also be worse than fisty cups for the Armstrong fight, because it doesn't attack as fast and deals the same damage to him. Why not just start players with a poison barrette and fisty cuffs so they can keep both the poison and non-poison option? I mean this is NOLF 1 we're talking about right? Weapons shouldn't be removed or nerfed if you can help it. With keeping the poison barrette, you should also keep fisty cups as the default weapon because of one of the boss fights. For some of the bosses you weren't meant to have poison or special ammo when fighting them and it depletes their health instantly, but the poison barrette would really only be a problem for the last boss fight. Inge Wagner and Armstrong aren't affected by poison and special ammo damage, you can't get close enough to Volkov to hit him with the barrette, and the Baroness normally gets defeated in 3 hits anyway (you actually can get dumdum rounds while fighting her, which defeat her in 1 shot). That leaves Tom, who gets defeated in 1 hit from the poison barrette. For these fights other than Inge Wagner's, the game removes all but the default fisty cuffs, and a revolver with standard ammunition in the last 2.

    Players attacking civilians is a whole other issue not just isolated to the poison barrette. That's actually another thing that keeping fisty cuffs may help with (at least as an option if not the default weapon), because the chance of fisty cups accidentally killing civilians is very low, even lower than a non-poison barrette. It requires hitting them on the head while they're standing up. But I'd think it'd be rather obvious to players that they shouldn't be swinging their barrette at or near civilians. I'd be more concerned with players shooting civilians on accident, which includes special bullets like poison. Even more so with players accidentally hitting them with an explosive weapon, maybe due to underestimating its blast range, misinterpreting a lipstick explosive's throwing arc, or having it bounce the wrong way. But unless you want to remove all these kinds of weapons or remove the game over trigger for killing civilians (or unclassify them as civilians), it's just part of the game that players have to deal with. The poison barrette is no exception and shouldn't get singled out. But maybe it's possible to remove explosive weapons and barrette poison only for levels that involve killing enemies near civilians. No need for levels with just out of the way civilians, contacts or Unity agents, or for levels that don't involve killing enemies.

  12. Ah this is the level with the Armstrong fight. Not surprising. You may have gotten past it or moved on at this point, but I'll provide some solutions anyway. It just so happens that about 2 years ago I made a post about ways to beat and even trivialize this fight here:

     

     

    The relevant part is "The Armstrong fight may seem tough, but there are some tricks and ways to make it easier. First, this fight is much easier on lower difficulties not just because he'll do less damage, but because he'll have less health too. Armstrong is actually the only one whose health is affected by the difficulty chosen. Also, while he's close enough to you he won't try to throw explosives, so if you can jump on top of something like a bed, wooden board or even his head (possible while he slams the floor or by jumping off something else) and stay close enough to him, he will keep trying to punch you but will keep missing. Meanwhile you can keep hitting him until he's beaten. There's also the simple technique of hitting him once or twice, then backing away and waiting for him to try to punch you, and then moving in to hit him once or twice again and repeat. If he's about to slam the floor then jump, and if he's about to throw explosives then run to minimize the damage you take. That's probably the real way to do it."

     

    But it's also not surprising if you got stuck on the part after that. Your weapons and gear were taken from you, but to complete the level you have to get past some guards and a lock on a door that must be welded off. Luckily your gear is being kept in a room that you can get to without having to get past many guards. Go through the double doors and into the building. You will get to a fork in the hallway that goes left and right (there's also a coin around here that you can pick up to distract guards). Go left which leads to a balcony outside. Avoid being spotted by the searchlight and guard on the other side (or don't, but other guards may also get alerted) and jump across the balcony to the big window opening in the wall. You'll have to jump from a spot that can reach it. In this next room your gear and a weapon are on a table, but there's also a guard there. If you haven't been spotted yet, you can sneak up and karate chop him on the head to kill him. Otherwise just run over to the table, pick up the weapon and shoot him. Other guards may also come to the door and shoot you through the fence if they hear gunshots. Make sure you pick up all your gadgets, and you can unlock the fenced door from this side. You should be able to get through the rest of the level at this point, but at the end the way to the next level is hidden. When you beat Armstrong he tells you that it's behind a woodpile. There's also a few more secret passages in later levels.

  13. On 8/30/2019 at 9:29 PM, curseofnight said:

    Thanks for the tips CoLdOwN. I've been screwing around with FEAR a lot lately and all of a sudden I've got an urge to play through NOLF again so I'm sure they'll come in handy, :)

    I don't really care for NOLF 2 though. I tried it around the time I wrote that first post. I got just past the part where you encounter the tornado in the little town before I lost interest. I think was already forcing myself to play it at that point.

    Something about the second game just feels different to me. It doesn't really have the same atmosphere or charm that made me fall in love with the first game.

    Also, the addition of a lean feature may be nice, but the respawning enemies ruin the stealth aspect of the gameplay. I know there's a mod for that, I used it, but there's no mod to bring back the charm from the original.

    That's just my opinion of course, and after I replay NOLF again I plan to dive right in to the sequel and, hopefully, finish it this time.

    You're welcome. Actually thanks too, because your topic kind of gave me an excuse to ramble on about some of the things I've discovered from playing this game so much. I have to agree that NOLF 1 definitely feels more charming, memorable and fun. There's a lot of ways in which NOLF 1 is superior. NOLF 2  doesn't have  training missions, or as many mission briefing scenes,  less dialogue options, and a less complex soundtrack that feels more generic for the country or location that you're in.  It doesn't have as many cool gadgets, and you can't customize your gear at the start of a mission. You can't jump as high or run as fast, and you move even slower when you get hit. It also takes time to search things like file cabinets or bodies, unlike in NOLF 1 where everything is an instant pick up. It also takes longer to defuse bombs, pick or weld through locks, and it has to be done uninterrupted. Although they added the skill system and skill points to collect, it's not possible to max everything so you have to make decisions on what to spend the points on, and your skills start out bad. All of that makes it less fun. In NOLF 1 most stuff effectively starts maxed but there is a skill increase system, mainly for armor and ammo capacity, although to get an increase you usually have to collect every intelligence item in a mission.

    NOLF 1 also feels more relaxed and funny. NOLF 2 feels like it deviates away from that and is more serious, even though there is still bits of humor here and there. Maybe in part because the guards were more stupid in NOLF 1 and there was funnier and more memorable conversations and sounds. Also maybe because the 60's groovy atmosphere was more represented in NOLF 1. NOLF 2 also had more generic levels, I mean Siberia was a long mission over 3 chapters. It had mostly the  same aesthetics throughout, and later there's an Antarctica chapter that uses the exact same aesthetics. Also you visit that same town square in India on 3 different occasions/chapters. The first chapter of the underwater base level felt bland and too long, but the 2nd chapter was better. If you add all that up, that's already 9 out of the 15 chapters in the game, and some chapters only contain a single level (including some what aren't mentioned here). So you can see how a lot of the game can feel bland and repetitive.

    As for enemies respawning in NOLF 2, that can be annoying but it doesn't happen for every level. Mainly Siberia and the underwater base, but yes those are long missions. Of course also if you sound an alarm, but if you're playing stealthily then you try to avoid that, and you can still try to hide even if it goes off. There's also boss fights/areas leading to boss fights with respawning enemies, but in those cases the focus is on fighting. Even NOLF 1 has a boss with respawning enemies, although you can get them to stop if you kill enough.

    Here are some ways to deal with respawning guards:

    -The dead bodies method: Dead bodies are actually your friends for this. Once guards start respawning, kill a guard near the spawn point and leave the body there, or bring a dead body there. Then  go back to whatever you were doing. When the next one spawns, they will notice the body and you will hear the music change, also possibly the guard crying out if you are close enough. Once you do, go back and kill that guard, leave the body there  and go back to whatever you were doing again. Rinse and repeat. Annoying maybe, but effective.

    -The trap method: You can put a bear trap or banana near the spawn point where you know they will step (like in or near a doorway). Then they will get trapped, giving you time to go back and kill them while they are immobilized. You can also use an angry kitty if you have one, which will kill them instantly. Of course, you only have so many traps to use so this method alone might not give you enough time to do everything you want to do.

    -The ignore method: Just ignore the spawn point and try to go about your business, keeping your eyes peeled for new guards to shoot (or avoid). With this method it still helps to leave dead bodies where they are or put them out in the open, to serve as alerts for when new guards come around. You could also try to get a feel for how often the guards respawn, so that either you know when to expect them or so you can go back to kill them when they respawn.

    • Like 1
  14. The Siberia levels and lights being turned on and off have been known to cause Client MFC crashes. Weather effects or environmental lightning  could be part of the problem, but for me most of the in-level problems seemed to happen from lights being turned on or off, even if the light is off-screen. The Soviet facilities happen to have a lot of lights, and the guards often turn them on and off when they enter and exit rooms. I'm not sure but their flashlights in the dark could've caused some crashes too. But I've had light switch crashes happen in other levels too. Even lights that flicker from being shot could cause a crash. It all seems to happen randomly though.

    This worked for me: Oddly, the livesforever and/or livesforever plus mods may help stop or reduce some types of Client MFC crashes, such as from lights going on and off. But the livesforever mod stops interactive dialogue boxes from appearing, such as picking what to hear from a Santa bird or tape recorder, but most importantly when you need to  interact with the Super Computer in Siberia. So you have to disable the livesforever mod in that level. Or just use the livesforever plus mod which doesn't have that problem.

    Client MFC crashes are also known to happen when the game is loading a level. Sometimes it takes loading 3 or 4 times or more to get it to work. The livesforever mods do not seem to help with this problem, so this has still happened to me and has become the cause of most or all of my Cilent MFC crashes. But once the level is loaded, I usually don't have any other crashing  problems. But actually, this might fix that problem:

     

  15. 8 hours ago, DontPay4Digital said:

    No, games like NOLF were only able to be made because of games being sold physical only and the great environment that comes with that. If you really like NOLF and good games then you wouldn't want it on Steam or GOG. If anything it should get a DRM free physical rerelease.

    If you really want to pay for it then buy a used physical copy which also gets you something in return for your money unlike Steam and GOG, if not then just pirate it, no need to give rent seekers like Valve and GOG a cut. I have original physical copies and still do a playthrough of NOLF 1 and 2 at least once a year on my XP machine using my physical copies.

    Physical games have their benefits like actually owning a disk, but games on GOG do have the benefit of being DRM free. Even if the game got pulled off the site, even if the site shut down, you'd still be able to play the game, reinstall, transfer and make backup copies of it. Effectively it'd still be similar to owning a physical copy. So, what "great environment" are you referring to that wouldn't be possible with buying a game from GOG that is possible with a physical game?

  16. To address your bad points:

    -The Armstrong fight may seem tough, but there are some tricks and ways to make it easier. First, this fight is much easier on lower difficulties not just because he'll do less damage, but because he'll have less health too. Armstrong is actually the only one whose health is affected by the difficulty chosen. Also, while he's close enough to you he won't try to throw explosives, so if you can jump on top of something like a bed, wooden board or even his head (possible while he slams the floor or by jumping off something else) and stay close enough to him, he will keep trying to punch you but will keep missing. Meanwhile you can keep hitting him until he's beaten. There's also the simple technique of hitting him once or twice, then backing away and waiting for him to try to punch you, and then moving in to hit him once or twice again and repeat. If he's about to slam the floor then jump, and if he's about to throw explosives then run to minimize the damage you take. That's probably the real way to do it.

    -While the lack of leaning is disappointing to some people, you can generally step out for a moment to see around corners, and then duck back quickly without getting spotted. However the closer you are to an enemy, the less time you have to duck back before being spotted. You also have less time if the enemy is alert and looking for you. This is close to the same result as you'd get from leaning, though maybe with leaning you'd be able to peak longer. A neat trick in this game though is that if you duck back right before being spotted, the guard will think he saw something but won't be sure what, will get alert/suspicious and will probably come to investigate. Like the coin, this is useful for luring guards out of position. Once they turn around and especially if they start to head back, you can easily dispatch them with a gun or karate chop. The sequel, No One Lives Forever 2, has leaning.

    -The limited inventory for gadgets is a little annoying, but you can learn to live with it. For starters, you're required to take any gadget that you absolutely need for a certain mission that you won't otherwise be able to find along the way, so feel free to fill the remaining slots with whatever you want. Remember that you can, and are actually encouraged, to replay missions after you've gotten all the gadgets. You may need to replay a mission with a gadget that you didn't have at the time in order to reach secret areas and items. Likewise if you know that certain gadgets are useless in certain missions, or that you can find them later on certain missions, then don't take them on those missions. Second, you can do without many of the gadgets:

    *The robot poodle is only useful in 2 mission areas in the entire game, and there are other ways to deal with dogs. Avoid or ignore them and kill any guards in the area first, before shooting the dogs. You could shoot the dogs first, but nearby guards may be alerted to your presence due to the sound of the bullet going through the bars/fence of the dog cage. All the dogs do is bark; they are harmless without nearby guards.

    *Body Remover is obviously useless if you play with fade bodies on, but aside from that it's really only useful for getting rid of bodies in a camera's or searchlight's field of vision, and only if the alarm hasn't been sounded yet. Even then, you'd have to be fast enough before it gets spotted, and without getting spotted yourself. Instead there are several other options: You may be able to wait for the guard to leave the view of the camera or searchlight before killing him, lure him away by throwing a coin, letting him see you or even shooting your gun, not kill him at all and just sneak by him, or even just kill him and let the alarm sound since it's still possible to fight your way through the level (as long as you won't fail the mission for sounding the alarm). Now you may be thinking that it could be useful for preventing guards from discovering dead bodies, but let me tell you it's usually not a big deal if a guard spots a dead body. They will usually run over to check it out, and then start looking around for you. During that time you can shoot and kill them. In a few missions where you fail if the alarm sounds however, guards will try to sound the alarm as soon as they spot a dead body. In those missions you definitely want to kill all the guards in an area before moving on.

    *The Barrette is useful for quietly picking locks, but remember that you can also shoot locks off if you need to. This will cause a commotion for any nearby guards of course, but as long as you can deal with them you don't really need the Barrette. Also many locks, such as those on fences, can be jumped on top of and over without having to even pick or shoot the lock. Sometimes there is another way to go to get behind the lock as well. As for the Barrette's Poison Capsule function, that is pretty useless considering that you have guns and a karate chop. The only real bit of extra functionality it provides is being like a karate chop that is able to hit guards anywhere and after they have spotted you (since the karate chop only works on the backs on enemies' heads and who haven't spotted you). But in that case it's not a one hit kill and you might as well use a gun instead.

    *Sleep/Stun/Poison Gas: The main use for Sleep and Stun Gas is on that mission where you can't kill anyone, but of course you can still complete it without them. I don't recommend the Stun Gas because it doesn't knock enemies down, meaning they'll still be in your way (and also in the way of other enemies who otherwise might have wandered into it). Also after it wears off, they will know where you are and chase you unlike with the Sleep Gas. While the Stun Gas is safer to wander into than the Sleep Gas, you won't be able to see anything for a little while. Aside from on that mission, the Poison Gas is better since it can kill groups of enemies quickly and silently, but you'll lose health quickly if you wander into it. Like the other gases it has a limited range and number of charges too, so it may not be worth having it take up an inventory slot when you have guns and explosives that can get the job done instead.

    *The Camera Disabler might seem enticing, but it's not that useful in practice (maybe a little more useful on missions where you fail if the alarm goes off, but still). First, you need to be able to reach the camera, and if you need to jump to do so then you'll have to time your jump due to the lengthy animation when using this gadget. Second, you need to reach the camera without it spotting you or any dead guards in its field of vision. Third, you only get 5 of them for the whole mission and most missions with cameras have more than that. Fourth, if the alarm is going off, goes off later or you deactivate it on missions where that's possible, then this gadget becomes useless. Finally, it doesn't work on searchlights. Again even if the alarm goes off, it's still possible to fight your way through the level (as long as you won't fail the mission for sounding the alarm). The Camera Disabler is much more useful in the sequel, No One Lives Forever 2, since it's shot out of a utility gun instead, you can find more ammo for it, and because alarms will reset and be able to get set off again, bringing more enemies each time.

    • Like 2
  17. What I thought was "bad" was how the game handled some of the plot twists. They weren't explained very well and seemed a little too implausible.

    Spoilers ahead:

    -Bruno "disappearing for awhile": Volkov shoots Bruno (or at least appears to shoot him) in Mistfortune in Morocco, who then appears to die. It was explained at the end of the game that it was part of the plan for Bruno to "disappear for awhile" in order to help uncover the traitor within UNITY. But how did Bruno get this to work out so well? How did he know that he'd survive? Or did he not know and was just taking a huge gamble on the first chance that he had to disappear? Either way this seems a little too implausible. Also, the game either doesn't do a good job of portraying him dead, or suggests that he's still alive at best. His eyes still blink, and if you shoot him at this point you will fail the mission for "desecrating his corpse".

    -Volkov "killing" Tom: At the end of the game we find out that Tom is one of the traitors, but before that, at the end of the Safecracker mission, Tom appears to be a hostage to Volkov. Volkov tells Cate to drop her gun, but before she can Tom tries to knock Volkov over, so Volkov shoots Tom (or at least appears to shoot him), who then appears to die. This was done to demoralize Cate, and perhaps if they were lucky apprehend or kill her right then and there. But that leads to my question: Instead of Tom trying to knock Volkov over, why didn't Tom and Volkov try to take Cate by surprise and just shoot her right then and there? Volkov had a gun, and Tom could have hid a gun to pull out or have tried to rush Cate instead. They would have had the upper hand with the element of surprise and the numbers.

    -Smith killing Tom: Also at the end of the game, we find out that Smith is the other, main traitor. After Cate beats Tom and has him at gunpoint in the graveyard fight, Smith arrives, shoots and kills Tom. He then tries to shoot Cate, but Mr. Jones arrives and shoots him just in time. So perhaps my biggest question is this: Since both Smith and Tom were traitors working together, why on earth would Smith shoot Tom, and especially before shooting Cate? I get that he may have been upset with Tom for screwing up or perhaps just didn't have any more use for him and wanted to kill him off, but shouldn't Cate have been a higher priority for him to shoot first? Especially because Cate didn't even know he was there until he shot Tom.

    Of course you could say these are plot holes or plot induced stupidity for the sake of presenting an interesting, plot twisting story to the player, but it hurts the believability of the story. A story can avoid such things and still be good by either explaining the plot twists better or making them more plausible.

    • Like 1
  18. Here's a relevant article with a video on the matter:

    https://www.criticalhit.net/gaming/gog-night-dive-hinting-no-one-livers-forever-might-return/

    In the first 30 seconds of the video, they say it's an ongoing process dependent on new developments. Like one of the companies finding out that they may not have been 100% correct in saying they have no rights to the game. The article also mentions and shows that someone asked GOG if Nolf is coming to the service, and Stephen Kick, the CEO of Night Dive, replied with a wry smile. This suggests that it's not a done deal yet and could be why they haven't announced anything yet.

  19. I have a few challenges for people to try (and that I have done) for NOLF 1 but be warned that they are pretty hardcore and will probably involve craftiness in sneaking, running, guard luring and even luck manipulation like reloading quicksaves potentially many times. Even so, some exceptions have to be made. Needless to say no glitching or exploiting allowed in these challenges, if you really want to try them in spirit.

     

    The first challenge is trying to get through the game without killing anyone except kills that are absolutely mandatory, in other words an absolute minimal kill challenge. As exceptions, you can allow cases where guards get themselves killed from environmental hazards like steam or electricity, or where they blow themselves or each other up. Still I recommend trying this on the easy difficulty setting because some levels will still be painfully difficult, and trying it on higher difficulties is just asking for it to be impossible. As another restriction in the spirit of playing the game from a fresh start, I'd advise against bringing/using a weapon or gadget that you wouldn't normally have at that point in the game (so for example no using the Sleep Gas before the Rendezvous in Hamburg chapter). While you are obviously allowed to kill bosses, you are not allowed to kill guards that appear in boss fights like in Inge Wagner's fight, nor the elite guard super girls or any helicopters (and therefore the guards inside them) because you are not required to do so even though your objectives may suggest otherwise. Blow up cars and fuel/chemical barrels if you want, but only if no one will get killed by the explosion.

    Aside from actual bosses, the only mandatory kills are:

    Misfortune in Morocco: In Scene 1 your objective is to kill all the assassins trying to kill the Ambassador, before they kill him. But don't kill the thugs that try to ambush you afterwards. Also in Scene 2, after reaching Bruno one of your objectives requires you to kill all the thugs that try to kill civilians. Again, don't kill any other thugs such as the ones stationed near bombs or any you come across before reaching Bruno.

    Berlin By Night: In Scene 3 after reaching Dr. Schenker, you get an objective to kill four guards that try to ambush you.

    Unexpected Turbulence: In Scene 1 one guard blocks the way at the top of the ladder near the cockpit and won't move. Assuming you aren't using weapons or gadgets that you wouldn't normally have at this point like Sleep Gas, you have to kill him. Good luck on Scene 2 (yes it is possible to survive without killing anyone, at least on easy).

    Rendezvous in Hamburg: In Scene 2, the four guards in the stage room must be killed for Goodman to unlock the backstage door.

    The Dive: In Scene 1, one guard that appears outside the room with the maid must be killed for the maid to unlock the door. In Scene 2, the four guards that appear on the balcony at the end of the level must be killed for a civilian to unlock the exit doors.

     

     

    The second challenge is to only kill enemies with melee attacks like your hand (karate chop), barrette poison capsule, motorcycle and snowmobile. You can also use Coins, Sleep Gas and Stun Gas to distract or stun guards (but no Acid Gas since it's lethal). Again, in the spirit of starting fresh don't use Sleep Gas or Stun Gas before you would normally have them. The idea with this challenge is to play like a traditional rogue or thief. This can be done on any difficulty, but some levels will be really hard on higher difficulties. Unexpected Turbulence Scene 2 might not even be possible on higher difficulties without a ranged weapon. Also a few of the mandatory kills require a ranged weapon (Misfortune in Morocco Scene 1, The Dive Scene 2, and the Volkov and final boss fight). Tip: Sleep and Stun Gas are particularly helpful against the elite guard super girls.

     

     

    As a third challenge, for those wanting to try something different than relying on stealth, there's always the "Guns Blazing" challenge where you disregard stealth and just try to run through levels quickly and kill everyone in your way. You could also try this as a Speedrun where you try to beat the game as fast as possible. Doable on any difficulty but obviously much easier on lower difficulties.

  20. Interesting, I thought they had given up on this years ago when none of the potential rights holders were that interested in working out a deal with them or even finding out if they still had rights to the game. Particularly Warner Bros. who even threatened legal action if they went forward with re-releasing the game. I wish they'd just tell us what kind of progress has been made since then.

    • Like 1
  21. Yes, at first Night Dive was planning to remaster and re-release the Nolf games (they never said anything about Nolf 3 by the way), but they couldn't reach an agreement with Warner Bros, Activision and Fox, or even find out if any of them still had rights to the games. However if Night Dive released the games and a company later found out that they still had rights to the games, they could face legal action from them. Warner Bros's legal division even threatened to sue Night Dive if they released the games without their permission since they still owned the trademark to the games, before they knew that Night Dive was trying to cooperate with them. So basically it's too much of a risk for Night Dive to try to re-release the games or develop a sequel, and the other companies who may still have rights to the games aren't interested in doing so or even finding out if they still have rights, unless it came to a lawsuit.

  22. Ye :3 :mml: oh and also, can i ask that, Coop servers will be online someday? o:

     

    Unity HQ used to have one but it has been down for awhile, likely due to the server downsize which was due to a lack of continued donations. On my server list at the bottom there's been one called nolfrevival.tk that has been on there for awhile though.

  23. mpasscam is the code for 3rd person in Nolf 1.

    budonkadonk is the code for 3rd person in Nolf 2 (with that mod).

     

    While the code for no-clipping is the same, the 3rd person code is not.

  24. I downloaded the Multiplayer Launcher. Obviously there are enough Servers, but no People playing. At least when i was looking :/

     

    I've never seen anyone on for Nolf 1 in a very long time. Is there a certain time that people play Nolf 1? Nolf 2 I rarely see anyone, maybe the occasional same person if I'm lucky. But last I heard there was a time that people played Nolf 2 (sometime on the weekend?) although I guess I've never seen it.

  25. In some older games character models from a cutscene stay hidden in the level for technical reasons.

     

    Yeah, there are many other Cate clones and hidden rooms separated from the main part of levels that are used for cutscenes. You can find them with the noclip cheat, usually by going out of bounds through a black void. But you can actually reach this Cate clone normally. You can break the upper and lower glass on both sides of the telephone booth (Barette Poison Capsule is probably the quietest way), use the now accessible ledges to jump on top of it, and then jump onto the Christmas lights to get to that second story walkway (or to jump over the gate before it opens, so you don't have to wait for Baroness Dumas or if you successfully killed her bodyguard that opens the gate). You can jump on many ledges or small objects in this game to potentially get to areas meant to be inaccessible. Apparently the testers didn't think that creatively when they tested jumping.

     

    my best guess would be that the gated area with the long empty tunnel just before the inn would lead to this second-story compartment as an alternate route to finishing the level

     

    I don't think so. That gated tunnel is enterable from the side you took that picture from, and there's nothing about it to really suggest that it was going lead onto that second story walkway. Most likely it was just a route for show, to have the areas be connected by tunnels, but to not let you go through them which would let you skip other parts of the level. In fact you can even use this tunnel later in "Such is the Nature of Revenge, Scene 1". There's also another tunnel near the beginning of the level that connects to the end of the level, but of course it's also gated off since that would let you bypass the whole level and eliminate the point of following Baroness Dumas. They also just needed somewhere to hide the Cate clone, and sometimes the easiest way to do that is to just put it in the main part of the level, but where the player wouldn't be able to see it. If anything I think it'd make more sense to have the second story walkway that you can get on from the previous area connect to this area. There's even a door up there which suggests that it could've gone further, but you can't open it.

×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines Privacy Policy.