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Bikerdude

Fan Mission: Sir Talbot's Collateral by Baal & Bikerdude (15/04/2015)

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Thanks for taking the time to write this. It's very much appreciated.

 

I agree with all your points except for the optional knockout limit. I see it as a kind of explicit feedback on how sneaky you were. The premise justifies it; your goal is to impress and show of your skills.

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I agree with all your points except for the optional knockout limit. I see it as a kind of explicit feedback on how sneaky you were. The premise justifies it; your goal is to impress and show of your skills.

 

Ok, as the context is to show off your skill in the break in, i do get the objective in this mission, specifically. Normally, i find it an artificial restriction, which prevents players from playing the way they wish to play.

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I don't think so. Biker may have tried, but I never worked on or tested that.

 

By the way, how much work is it to add that feature?

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As I recall, you just need to pair each reverb def name to the name of an info location entity. The eaxdemo map has some pretty good example reverb defs for common environments to go by.


Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Biker may have tried, but I never worked on or tested that.

 

By the way, how much work is it to add that feature?

  • I think I made a start, by creating all the different zones for when EFX would be working and the map updated.

As I recall, you just need to pair each reverb def name to the name of an info location entity. The eaxdemo map has some pretty good example reverb defs for common environments to go by.

Yep, very simple. @nbohr, does the wiki have example room settings for the various types of rooms..?

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Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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I fixed the EFX reverb.

 

Just needed to combine all the efx defs into 1 kiss.efx file.

 

It should now appear as an update in the Downloads menu.

  • Like 2

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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We're going to release an updated version.

 

1. EFX

That was the main reason for the update but I just noticed that nbohr1more already added EFX (thanks by the way). Has anyone tested these? Are the audio settings ok as they are or do they need tweaking?

 

2. Briefing video

I asked Goldwell and Crowind to provide me with a better encoding of the video. Any suggestions on what resolution to go with?

 

3. Difficulty settings

I always wondered if the mission was perhaps to difficult. Feedback would be appreciated.

 

4. And whatever else needs fixing. There were a few minor things.

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I've combed the mission from top to bottom, but can't find the

gallery key

 

 

It is on a guard's belt. The gallery door is on his patrol path.

There is also another way into the gallery.

 

 

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In reply to a couple of the points

Regarding the sewer key - it is hanging in clear view in the kitchen

Regarding the generator - did you read the diary where Sir Talbot complained about having to get a guard climb up to switch it on

 

 

I can't believe I missed this one 4 years ago. Wow!

Anyway, found the rope arrow so I could get to the roof, where the greenhouse is. Is that where the lever is to turn on the generator? Used the rope to go down the elevator shaft, thinking I could open the doors, but that was a no go. Can someone please tell me where the lever is?

Can someone also explain to me how to spoil stuff in the DarkMod forums?


My hobby built desktop is: XFX Play Hard-nVidia nForce 790i Ultra SLI

Onboard is:

CPU: Intel Socket 775

VGA: nVidia GeForce EVGA GTX-260

RAM: DDRIII 16Gb

HDD: 2 Tb

OS: 64bit Win 8.1

All service packs and latest drivers installed.

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I can't believe I missed this one 4 years ago. Wow!

Anyway, found the rope arrow so I could get to the roof, where the greenhouse is. Is that where the lever is to turn on the generator? Used the rope to go down the elevator shaft, thinking I could open the doors, but that was a no go. Can someone please tell me where the lever is?

Can someone also explain to me how to spoil stuff in the DarkMod forums?

To use spoilers:

 

[spoiler]
some spolier info
[/spoiler]
As for the generator?

 

 

 

Go down to the basement at the bottom of the kitchen stairs then go into the wine cellar.

 

 


Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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