View Full Version: wierdest THE THING video game moment.

thethingfan >>THE THING - Video Game >>wierdest THE THING video game moment.


<< Prev | Next >>

meteormike- 06-14-2007
wierdest THE THING video game moment.
One time I was in the research lab with Dixon, Fisk, and Falchek, in the beginning of the level I had no weapons. So I had to herd the walker and the Carter-thing into the place where you find Falchek, it hurt, alot. well anyway after doing that I did all the other annoying stuff (including another strange happening) and got weapons, and Dixon and Fisk, and went to the window where you can see falchek and shot at the things for a while, until Fisk suddenly said "you're going crazy!!!" he went crazy, I took his weapon and he got super mad... And turned into a thing, I restarted, shot him a few and he turned AGAIN! Restarted, this time I kept him. no problems after that.

meteormike- 06-14-2007

one time I blood -*test*-('")ed Stanmore, he turned out ok, but I left him in his cell, did some stuff, and went back, opened the cell, 5 seconds later he turns, I shot him and dixon flamed him.LOL.

The Last Digit of Pi- 06-22-2007

In level 12 (or 7b as some refer to it as), I was fighting the 2nd boss. While I was chucking HE grenades at the boss from behind the crates, I didn't throw one of them far enough, and it bounced off the topmost crate and back towards me, so I backed up into the other corner so that it wouldn't hurt me, but when it exploded, I heard someone yelling "You're gonna get us killed!" Then the voice said "Time's up, Blake!", then I heard someone screaming. After I killed the 2nd boss, I hit the switch behind the boss, and then went back to the previous room to meet up with my team. And I discovered that a glitch happened so that the HE grenade that I messed up on's explosion went through the wall and killed Lavelle. XD! And then I went to that new room, hit the switch there, and watched the cutscene with the bomb. Then I escaped with Dixon and Temple, and normally in the cutscene, only Blake makes it into the elevator, and Dixon, Temple, and Lavelle don't make it in time, and get caught by the blast. Well, this time, Dixon got caught in the blast, but Temple made it into the elevator with me! :lol:

The Last Digit of Pi- 06-24-2007

Another weird thing: On level 10 (the level where you get Falchek, Dixon, and Fisk on your team), I managed to get Carter to not burst out! o_O Normally, when I start out on this level, I fix the Medibay Power, open the "front door", so to speak, lure the giant Thing into the Medibay, go around the operating table, out of the room, and close the door to trap the Thing in there for the time being. I give the ammo to Falchek, get him to clear the North Area and Sleeping Quarters of scuttlers, get the items, and leave him there, then open the Medibay door, lure the Thing into the Sterilization area, run out, and trap him in there. I go get Falchek, get Dixon, have him fix the Security power box, get the weapons, then go back to the North Area, open the door to the room where Carter is, wait for him to start bursting out, shoot him, torch him, kill him. Then I get Falchek to go to Cell 6 to get Fisk. But this time, I had Falchek go to Cell 6 before I opened the door with Carter (I issued the order from the Sleeping Quarters, so that I would be far enough away from Carter(Yeah, it was a little experiment to see if Carter would go thing near Falchek and try to kill him; if he did, I would have rushed in there, shot Carter-Thing up and torched him, of course. I can't afford to lose Falchek!)) Falchek opened the door and ran past Carter without him bursting out. I got just close enough to get Carter on my NPC screen, then gave him a weapon, and he trusted me. I then went up to him, Falchek came back with Fisk, the cutscene occurred where Fisk told me the switch sequence, and Carter still didn't burst out! And he was with me for the rest of the level! Unfortunately, he mysteriously disappeared after the level; he wasn't with me in the elevator at the start of the next level. :( Now, if I can find a way to get Stanmore to not burst out..

Gary- 06-24-2007

Ok, I see that you're experimenting so I'm going to explain you what happened. First of all, know that with my mod, neither Carter nor Stanmore will have a scripted burst-outs. :P So, here is what happened with your experiment : - Carter has a scripted burst-out when the player enters in a certain zone of the room where he is. As you were "teleported" in the room thanks to the cutscene with Fisk, I think you must have not entered this zone (it must be just in front of the door where Carter is). That's probably why Carter didn't have his scripted burst-out. :wink: - About Stanmore, I think the zone triggering the scripted burst-out must be just in front of the cell, and he is the one triggering it, so there is no way to prevent it. - About the disappearing Carter, the game is configured so that to have a NPC following you in another level, his entity exists in this level. It is not the case for Carter, obviously, as the developer wanted him to burst-out immediately. Anyway, I'm going to deliver my first version of my mod at the beginning of next week, so you'll be able to play level 6 with no scripted burst-outs, so you can have Carter, Stanmore, Fisk, Dixon and Falchek with you if you want and are able to keep them alive. :wink: P.S. : and I'm a Falchek-fan too. :P

The Last Digit of Pi- 06-24-2007

Thanks for the info, Gary. - Carter has a scripted burst-out when the player enters in a certain zone of the room where he is. As you were "teleported" in the room thanks to the cutscene with Fisk, I think you must have not entered this zone (it must be just in front of the door where Carter is). That's probably why Carter didn't have his scripted burst-out. ;) Yeah, but I wasn't teleported there by the cutscene. The cutscene with Fisk triggers after you go into the room with Carter, because that's where Fisk runs to. So, it will trigger either when you go into that room when Fisk is there, or when Fisk gets there if you're already in there, which happened in my case. But anyway, I did find out why Carter didn't go Thing when Falchek went into the room: Carter is not scripted to burst out when you enter the room, but rather, when you open the door. But since Falchek didn't even have to touch the panel to open the door, it didn't trigger the burst out. So basically, with the scripted infections, Carter will burst out after you use the door panel for the first time. I -*test*-('")ed this by closing the door to that room after Falchek went through, and Carter burst out from behind the closed door. :lol: (By the way, I noticed that they used the same voice for Carter in level 10 (6) as they did for the Carter in level 2. :lol:) - About Stanmore, I think the zone triggering the scripted burst-out must be just in front of the cell, and he is the one triggering it, so there is no way to prevent it. Yeah, I -*test*-('")ed this several times, and have confirmed that Stanmore is scripted to burst out as soon as he leaves his cell. (By the way, am I crazy to think that Stanmore looks a bit like Ben Affleck? o_O) - About the disappearing Carter, the game is configured so that to have a NPC following you in another level, his entity exists in this level. It is not the case for Carter, obviously, as the developer wanted him to burst-out immediately. Yeah, I've noticed that if you somehow manage to avoid a scripted burst-out (like if you don't blood -*test*-('") Parnevik in level 9 (5b) and get him to the top of the ramps, or the "get Falchek or Dixon to open the door" trick with Carter, or the "grenade under the door" trick with Williams in level 6 (or 4a)), they will disappear at the end of that level. And I also noticed that only the NPCs who disappear at the end of certain levels but don't have scripted infections (like Price in level 9 (5c), Fisk at the end of level 11 (7a), Powell and Reed at the end of level 14 (8b), etc. are capable of random infection. So this explains the disappearance of these non-scripted-infection NPCs at the end of certain levels: the developers were expecting those NPCs (Price, etc.) to get randomly infected and burst out before the level ended. Anyway, I'm going to deliver my first version of my mod at the beginning of next week, so you'll be able to play level 6 with no scripted burst-outs, so you can have Carter, Stanmore, Fisk, Dixon and Falchek with you if you want and are able to keep them alive. ;) Cool, but I only have the PS2 version, so I won't be able to try it out. Unless I can manage to get my hands on a PC version, then I'd love to try it out. After I got used to the controls of course, since I suck at playing PC games. :P P.S. : and I'm a Falchek-fan too. :P Heh, yeah, Falchek, Dixon, and Fisk are my favorite characters in the game for some reason. :)

Gary- 06-24-2007

Thanks for the info, Gary. You're welcome and you've just learned me some new stuff too. But anyway, I did find out why Carter didn't go Thing when Falchek went into the room: Carter is not scripted to burst out when you enter the room, but rather, when you open the door. Good thinking in finding that, that explains why he didn't burst-out. Nice find. :wink: (By the way, I noticed that they used the same voice for Carter in level 10 (6) as they did for the Carter in level 2. :lol:) You're right about that, and that is because the NPC entity has the same name. I noticed that by -*test*-('")ing some name changes in the name files. There are 23 voices in the game, and 30 NPC faces, so some of them have to be either mute or have the same voice than others (Guy, Stanmore, Parnevik for instance do not speak). (By the way, am I crazy to think that Stanmore looks a bit like Ben Affleck? o_O) Well, I guess so. ^^ Yeah, I've noticed that if you somehow manage to avoid a scripted burst-out (like if you don't blood -*test*-('") Parnevik in level 9 (5b) and get him to the top of the ramps, or the "get Falchek or Dixon to open the door" trick with Carter, or the "grenade under the door" trick with Williams in level 6 (or 4a)), they will disappear at the end of that level. Parnevik is not a scripted burst-out, he is infected by the Thing right from the beginning of the level and will either randomly burst out or be revealed a Thing by the blood--*test*-('"). And I also noticed that only the NPCs who disappear at the end of certain levels but don't have scripted infections (like Price in level 9 (5c), Fisk at the end of level 11 (7a), Powell and Reed at the end of level 14 (8b), etc. are capable of random infection. Yep, on the other hand, Falchek and Dixon in level 6 cannot be infected (only be killed) by Things, while they can be infected in level 7a and 7b. So this explains the disappearance of these non-scripted-infection NPCs at the end of certain levels: the developers were expecting those NPCs (Price, etc.) to get randomly infected and burst out before the level ended. Well, Price and Parnevik were supposed to be either dead before the end of the level or taken elsewhere by the soldiers, I guess. About Fisk, it's more funny : I think the developers either forgot to place a Fisk entity in level 7b (as he disappears even if he is alive), either chose not to because they thought the player would meet too much NPCs in this level. Cool, but I only have the PS2 version, so I won't be able to try it out. Unless I can manage to get my hands on a PC version, then I'd love to try it out. After I got used to the controls of course, since I suck at playing PC games. :P Thanks. :wink: Heh, yeah, Falchek, Dixon, and Fisk are my favorite characters in the game for some reason. :) I think that is the case because they were tagging along during several levels... That's kind of why I'd like to create new levels where you'll be able to get all the surviving NPCs from one level the next one. For example, I liked how Falchek helps you at the beginning of level 6 (the first time you meet him) and I was always sad to lose him later as he had helped me a lot during the levels he was there.

The Last Digit of Pi- 06-24-2007

You're right about that, and that is because the NPC entity has the same name. I noticed that by -*test*-('")ing some name changes in the name files. There are 23 voices in the game, and 30 NPC faces, so some of them have to be either mute or have the same voice than others (Guy, Stanmore, Parnevik for instance do not speak). You're right; I had noticed that Parnevik and Stanmore didn't say anything at all. Guy, on the other hand, well, I didn't even get a chance to issue an order to him or anything, since he goes Thing very quickly. :P Well, I guess so. ^^ Heh. Well, he kind of looked like him a bit on the NPC screen, but when I switched to first person view and looked at him up close, he looks a lot different. :lol: Parnevik is not a scripted burst-out, he is infected by the Thing right from the beginning of the level and will either randomly burst out or be revealed a Thing by the blood--*test*-('"). Yeah, that's why I said that he was scripted, because the blood -*test*-('") is scripted to be Thing-positive, and if you don't blood -*test*-('") him, he'll go Thing almost right after he's hit by a scuttler once. Price and Cohen are the same way, except for the blood -*test*-('")ing part (by which I mean that they get infected easily; usually one hit is all it takes). Yep, on the other hand, Falchek and Dixon in level 6 cannot be infected (only be killed) by Things, while they can be infected in level 7a and 7b Hmm, I didn't know that they could be randomly infected on those levels. Thanks for pointing that out. Well, Price and Parnevik were supposed to be either dead before the end of the level or taken elsewhere by the soldiers, I guess. About Fisk, it's more funny : I think the developers either forgot to place a Fisk entity in level 7b (as he disappears even if he is alive), either chose not to because they thought the player would meet too much NPCs in this level. As for Price and Parnevik, yeah, I usually just assumed that Whitley killed them. You've got a point with Fisk, too. Maybe it was a mistake. I don't know why they would think that there would be too many though, since the NPC screen can have 4 NPCs on it, and there's only Dixon (if he's still alive), Temple, Lavelle, and Fisk if they were to put him on there, since you lose Falchek to a scripted infection before you meet Temple and Lavelle. This game, due to its scripts, tends to avoid having 4 NPCs at once though, and it's mostly just two or three, though you can get 5 in level 10 (6) by doing the Carter trick and getting them all around Stanmore's cell before he bursts out. :P I think that is the case because they were tagging along during several levels... That's kind of why I'd like to create new levels where you'll be able to get all the surviving NPCs from one level the next one. For example, I liked how Falchek helps you at the beginning of level 6 (the first time you meet him) and I was always sad to lose him later as he had helped me a lot during the levels he was there. I know, I liked them because they stayed with me that long and because they just seemed pretty cool anyway. I was disappointed to lose Falchek to a scripted burst-out in level 7b and to see Dixon die at the end of that same level. I would also like to play a version where you could have your surviving NPCs get to levels that they couldn't make it to, and I hope you can get that down, but wouldn't that start to get troublesome after a while? I mean, if you get good at getting your NPCs to survive, then wouldn't it be possible to have like 10 NPCs at the same time? :lol:

Gary- 06-24-2007

Well that's where I come into play, as I think I'll create levels which will be MUCH harder than the original ones. :P On the other hand, it should be possible for a very patient and careful player to keep them... But I will try and find solutions to avoid NPCs surpopulation, I just don't want them to have scripted burst-outs or things like that which make it so that at some point, you don't care anymore about them. :(

The Last Digit of Pi- 06-25-2007

Yeah, that should work. Although it'd suck to have an NPC that you've had with you for a very long time suddenly burst out or die on a later level. It'd be all "NOOO! My best friend is gone!". :lol: But that'd just make the game more interesting and fun, so yeah. :P You're right about that, and that is because the NPC entity has the same name. I noticed that by -*test*-('")ing some name changes in the name files. There are 23 voices in the game, and 30 NPC faces, so some of them have to be either mute or have the same voice than others (Guy, Stanmore, Parnevik for instance do not speak). 30 NPCs? Last I counted there were 26.. Well, 26 squad mates, anyway, so I guess you're counting the medic who died on camera, the guy who lured you into the room with the poison gas, MacReady, and Whitley? If so, then basically there are 23 voice actors for 31 characters.. Or are you just counting 23 voices for the NPCs and not Blake? If that includes Blake, then.. Parnevik, Stanmore, and Guy have no voices, so that means that 3 pairs of characters have the same voice.. That would be the two Carters, Cruz and Reed (I just noticed that a while ago), and I'll have to -*test*-('") around for the other ones.

Gary- 06-25-2007

I couldn't answer you for sure, I just used the number of face textures to count the number of different NPC (It goes from "NPCHead_01" to "NPCHead_30" something, I don't remember exactly) and in the sound section of the game, there are all the voices of the NPCs (I'm not including Blake). Here they are : Blake (only cutscene and "found a key" or "I need an engineer" voice) Burrows Carter Cohen Collins Cruz Dixon Falchek Faraday Fisk Hawk Hobson Lavelle North Pace Peltola Pierce Powell Reed Ryan Stolls Temple Weldon Williams Carter and, err, Carter are the only ones sharing the same voices, the others all have their own files for voices although some of them (notably Petolta and Dixon I think) sound VERY similar (probably the same guy just changing his voice a little). Hawk and Hobson's voices are not used in the game, although Price uses, I suppose, the voice of another character as he is not listed in the sound files of the game... About the NPCs going with you from one level to another, the situation you described is exactly the kind I'm aiming for if I create new levels of the games. This way, seeing the guy who was with you since level one failing the blood--*test*-('") will for sure get a reaction from the player. :P

The Last Digit of Pi- 06-25-2007

About the NPCs going with you from one level to another, the situation you described is exactly the kind I'm aiming for if I create new levels of the games. This way, seeing the guy who was with you since level one failing the blood--*test*-('") will for sure get a reaction from the player. :P Heh, yeah, that'd be frustrating, but that adds to the fun. :P Carter and, err, Carter are the only ones sharing the same voices, the others all have their own files for voices although some of them (notably Petolta and Dixon I think) sound VERY similar (probably the same guy just changing his voice a little). Well, I compared the sounds to Reed's and Cruz's voices, and they both say "O-kay.." and "Yes... sir!" the same way and in the same tone; I'm pretty sure it's the same voice, or, as you mentioned with Dixon and Peitola, the voice actor for Cruz and Reed may have changed his voice a little, but it sounds the same. I couldn't confirm if Peitola has the same voice actor as anyone else though, since I haven't gotten that far (I'm stuck on that damn level with Cohen). Hawk and Hobson's voices are not used in the game, although Price uses, I suppose, the voice of another character as he is not listed in the sound files of the game... Hawk? Hobson? Never heard of them; who are they? I heard you mention in your project thread that the medic who dies on camera is named Watterson, and the guy who traps you in the poison gas room is named Austin, but I never heard of Hawk and Hobson. o_O As for Price, I think he may share a voice with Powell. Or it may be Cohen. I think I remember one of those two sounding similar to Price, so I'll try this out tomorrow.

Gary- 06-25-2007

In fact, in the sound section of the game, there are all the voice files for every NPCs. Each NPC I listed have files to say : " Ok " " Alright " " Maybe you will get us out of this " " I need ammo " and so on. So, there are files named "Hawk" and "Hobson" but there are no NPCs named that way in the game, so I assumed they just left their voices in there without using them (I'm pretty sure one of them was the one now named "Parnevik" as he says something about the containment chamber, like Price does the first time you meet him). I've just played some of the sounds for Cruz and Reed and you're right, they are the same ones (notably the "O-k" as you said)... I have the feeling that some of the guys in the later levels, like Peltola or Reed, use recycled voices from other NPCs, but I could be wrong.

The Last Digit of Pi- 06-26-2007

In fact, in the sound section of the game, there are all the voice files for every NPCs. Each NPC I listed have files to say : " Ok " " Alright " " Maybe you will get us out of this " " I need ammo " and so on. So, there are files named "Hawk" and "Hobson" but there are no NPCs named that way in the game, so I assumed they just left their voices in there without using them (I'm pretty sure one of them was the one now named "Parnevik" as he says something about the containment chamber, like Price does the first time you meet him). Hmm.. So they intended to have two additional NPCs, but they left them out for whatever reason.. Or maybe they changed their names, as you said. I wish I could hear Price say what he did when you first meet him. I heard him say it a couple times the first time I rented this game. I remember him saying "Some of my men are trapped down in the holding areas. We've got to get them out of there!" or something like that. I keep meeting Price, but a glitch keeps happening where the sound cuts out so that his mouth is moving, but I can't hear him. :/ Oh yeah, and I listened to Price say "Okay", "Alright", "Yes, sir", and so on by continuously having him stay and follow, and I was completely wrong, he sounds nothing like Powell OR Cohen. *Slaps forehead* But the way Cohen says "Okay" sounds really familiar. I think Cohen may have the same voice as someone else, but I can't be bothered to play through the game again just to listen to all the NPCs' voices. You've got a more convenient way; do you think you could compare Cohen's voice files to the other ones?

Gary- 06-26-2007

No prob, I'll check it out when I have the time, maybe tonight.

Forumer™ is Voted #1 Free Forum Hosting provider
Build your own community today with the largest message board hosting company.