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MirceaKitsune last won the day on November 17 2018

MirceaKitsune had the most liked content!

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About MirceaKitsune

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  • Birthday 03/05/1989

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    Romania, Bucharest

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  1. Very good FM. I needed a little help from this thread as I got stuck on a few things, but overall one I liked it for a small / medium sized mission. The story was pretty good too... reminded me a little about the plot of the first DeusEx game.
  2. It's been a while since this was last active. TDM suggested I re-download the mission so I ended up playing it again. Really fun to get back to! It did make me very curious to ask something: Is there any chance of ever seeing this campaign finished or continued in any form? In the third and currently last mission, your objective is to return to the city, implying there should be more stuff left to do... however that's where the campaign ends abruptly, with no actual resolution to the story. I know it's been a long time so its developers might not even be around, but this honestly feels like something that could be picked up and made to go on a bit longer if anyone was to consider it.
  3. Pretty awesome FM especially for such a small map. Not much I can say other than it was pretty darn terrifying, especially when the blue ghost sneaks up on you the first time
  4. A beautiful little FM! Short and simple but great for its intended purpose. The gameplay is very smooth: Difficulty in avoiding the guards is much more easy (thanks to how the light switches are set) which made this more relaxing than your average FM, while you also don't get stuck looking for the solution as much as on other maps which gets very frustrating (the one secret area needed to progress is obvious enough to find). Visually everything is top quality to me... the mansion also feels very pretty and welcoming overall.
  5. I loved this FM so much! This is AAA quality work, the sort of thing I would love to see more often in TDM. Two things stood out to me in particular. The first is the way you defined the guard mechanics. Guards don't attack you by default, instead they will act if they catch you doing something you shouldn't do. I think this kind of enemy design for main areas is excellent! Firstly it makes more sense from a logical perspective, since unless you're a notorious criminal or the city is under curfew, there's no reason for the city guards to attack you automatically... and both of those are overused reasons in existing FM's. The second reason is that, although it might sound more challenging and exciting for guards to chase you all the time, this gives you a factor of consequence and introduces an optional penalty that forces you to better time your actions (mess up and you'll have the extra challenge of needing to hide from the guards). A third positive aspect is that it makes exploring the public areas easier... many FM's are a bit annoying for first timers as you have to dodge a lot of guards while learning the layout. The second thing I loved was of course the shopkeep. Firstly this is the first time (as far as I'm aware) that a TDM mission implements an actual shop, which as a fan of open world city hubs is something I've long wanted to see; You gather all this loot yet never put it to any actual use, where's the fun in that?! As an extra bonus, the salesman has a lot of funny interactions: He will respond if you read his journal, turn off his candle, or try to open his door... I laughed when I saw those little details as I found them awesome You're truly one of the greatest FM creators. I'm eager to see part 2 of this once it will be out. Hopefully you're planning to make it an actual campaign rather than individual FM's: There aren't many of those even for existing series, the campaign system of TDM is seeing little love still.
  6. I really liked it, great work... this sort of FM is something I'd like to see more of! Proof that a short mission can still be awesome. Also proof that a FM doesn't need lots of enemies to sneak behind in order to be good, the focus on puzzles felt very different but none the less good. The mapping itself was of great quality too especially before the cave area.
  7. Seeing your mission making style I think you'd be a good candidate for using the campaign system. Almost every FM you find for TDM is a single-mission, few campaigns have ever been made thus far. I'd generally love to see long complex stories with +10 maps... which don't all need to be unique levels per say, as I'm a fan of missions that take you back to a certain area later on, which is also a fun way to reuse an existing map with only minor variations. Something more open-world oriented would be amazing to have, though that's opening its own can of worms as TDM isn't designed to have that many RPG elements.
  8. Very good FM, simple and with clean mapping. I liked that it made use of NPC on NPC battles, it's not often that a FM lets you pin different factions against one another as a tactic for the player.
  9. This is quite peculiar. I loaded a FM back up then set both s_minVolume2 and s_minVolume6 to higher values. Neither made any difference, even after I used s_restart to reset the sound system. It seems that whatever I set either of them to, directional sounds will never be heard in the ear opposite of their source.
  10. This FM was quite the experience. Definitely had its fair share of pros and cons for me: The biggest pro is by far the attention to detail put into this mission! It scratched an itch I have with most open-source games: Developers thinking that if a world plays well, they don't need to add all those little things that the player will likely not notice anyway. This FM added a lot of effects and interactions, and it felt like I played an AAA game that was designed by top developers. Great job The second biggest pro in my book was your mixture between TDM's medieval setup and modern elements. Apart from a certain item required to advance the mission, you've done some impressive work with the music. I'd love to see more FM's that take place in an alternate reality where some cultures were discovered before their time, including music or art slightly from the future. The biggest con was that in my opinion, too much was crammed into a single FM, and it went on for longer than it should have. I believe the FM should have ended right after the sewer area: Everything beyond that felt like a different FM entirely, and IMO would have been best left for part 3. The map is also quite big for this reason which makes loading times unusually high. Overall I cannot wait to see the next FM you make, whether it's the continuation to this or any other that has this level of effort put into it. You're truly doing a fantastic job.
  11. The "Surround Sound" option is set to "Stereo".
  12. So a minimum is implemented and enabled by default... something else must be wrong then. I'm using a pair of wireless stereo headphones with which I'm clearly experiencing this issue. I do have a 5.1 audio system integrated into my motherboard with speakers plugged into them, however they're a secondary device and always turned off (if they were used I wouldn't get sound in my headphones). Could TDM be detecting my headphones as a 5.1 system instead of merely stereo? If so that might be a bug or something in ALSA / PulseAudio which the engine doesn't like. I shall investigate more tomorrow, thanks.
  13. I do believe there should be a setting for it at least so everyone can customize it. 0 disables the min volume cap (current behavior), 1 disables directional sound entirely (volume only drops with distance not orientation, not sure who'd want that) but between them you can set the option to whatever best suits you. This should most likely be done as an engine change, it can probably be implemented with a tweak to the audio system.
  14. I'm coming across a little annoyance periodically, which I'm sure nearly every player can confirm and at least partly agree on. When playing TDM on headphones, directional audio does not set a minimum volume for the ear opposite of the source. This means that when a sound source is to your left, you hear it entirely in the left ear... and if it's to the right only in the right ear. The first problem with this is that it's very irking for the player... to the point where I often have to look in a certain direction just to avoid noise in one ear and complete silence in the other. It's the same as trying to listen to music on one headphone only: It has an uncomfortable and unnatural effect on the brain and you feel tempted to press the stop button immediately. An additional issue is realism: If someone is standing to your left and talking toward you, you will of course hear them a bit more clearly with your left ear, but you'll also hear them with the right ear somewhat. My suggestion is a new menu setting in the Audio panel, which allows us to configure a minimum volume that a sound can be reduced to by its direction alone. This would allow everyone to set it based on what feels most comfortable to each person, as well as what type of headphones they are using. It should only need to be a small value for comfort... something like 0.05 or 0.1 volume when the sound is coming directly away from that ear. I know that directional sound is very important from a gameplay perspective; Players often use it to listen to a guard's footsteps or idle ramblings and know where they're coming from. This is why I'm suggesting a small minimum cap enough so it doesn't irk the ear, or at least having an option players can enable themselves even if it's off by default. Till then, is there already a cvar for this in the settings by chance?
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