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Showing content with the highest reputation on 07/21/20 in all areas

  1. Just finished first playthrough on 21/07/2020 Master Difficulty; 8678 loot found, all in game sidequests completed, hidden objective part done and challenge modes found but not yet attempted. So, before I start cataloguing the usual odds and ends lets actually talk about the experience overall. It was pretty damn fun. No ambiguity the bad guys were almost cartoon level evil which is refreshing once in a while though had to laugh at the number of times... I was also not prepared for meme-ing Builders either so well played mate. Good use of keys, very few instances of them being the only way to open something but rather a risk/reward grab from a guard to make moving through a floor quicker. Little less taken with the number of electric lights especially the frequency of them being over the top of doorways. Often led to situations where the notion of opening a door to cast shadow to observe a new room/corridor from was not possible. Lots of picking locks then crouch dashing into rooms towards the nearest patch of shadow and praying. Not usually a fan of lethal only missions but I think this worked for the reasons listed above and the bit of Indiana Jones-ing in the graveyard was fun. Thumbs up. Side Missions (Some started from notice boards in starting area North West near sewer entrance and North East near thief's hideout/back of Mercenaries Stables respectively, and others from reading unique journal entries in hidden houses etc. Even if you have the final item the objective must have been triggered by reading the appropriate note/book to complete) N/B: Since I'm a Brit I will list all floors in the British fashion first then American after ie: Ground Floor/1st (these are the same thing) Secret Loot 7/13 (This will be updated as more are found. Message me if you think you have something not on this list) Challenge Mode Phew and that does that for now I think. Loving the content, keep it up
    3 points
  2. Story: Thanks: Thanks to peter_spy for creating the wonderful Builder Complex module set used in this mission. Thanks to my beta testers: Cambridge Spy, Mezla, kingsal, Amadeus, manzanita-crow, Kerry000, Shadow and Suave Steve. Downloads: Gallery: Thank you for playing! What did you think of the mission? I look forward to your honest feedback! Hints, Tips, Walkthroughs, Spoilers(!): - This mission will greatly reward those taffers who like to explore a mission thoroughly. It is possible to go directly for your objectives, but you will be missing a lot of content. - Many windows are openable, leading to new areas or private residences. - If an area seems hard to navigate due to patrols, chances are you can circumvent it. - Those who like a challenge and some extra replay value owe it to themselves to visit the cultist's apartment on Vicolo Torcere.
    2 points
  3. Like I say mate, not a criticism, it was a nice change of pace to have adversaries who weren't trying to justify their darker desirers or cover for a tragic past and so on. The counterweight to that is that they come off a bit moustache twirly. Honestly the existence of the Archive Key in and of itself wasn't a bad one, its noted several times as a very important room and makes sense it would be locked with a unique key. A little notice at the Front Desk reminding patrons not to loose their deposit box key as it also lets them into the room, throw in a bit of flavour text about how bank staff having no access or some such so folks don't go key hunting like I did and that'd work just fine yeah. Speaking of keys, would Dark Mod support a set up where guards you have stolen keys from could no longer open locked doors? Thinking back to T2 where I'd pickpocket all the guards keys then enter a locked room, re-lock it behind me with the key I'd just stolen then turn the place. Was a small immersive touch when Ghosting a level to re-lock all the doors behind me. Hard isn't the word I'd use, just wasn't a fan of the randomised nature of getting caught some placements added to room entry. Just to be clear building entry wasn't an issue, the less conspicuous routes into all the major locales avoiding direct line of sight with patrols and their illuminated main entrances worked just fine. It was some of the interiors. You can still get around it as a player by disabling the option to auto open a door after picking a lock and keeping an ear out for movement ahead though I suppose so only a minor grumble. I'm so used to there not being guides for these missions and needing to make my own I didn't even look xD Though I'll see if I can find everything myself for a while longer first. An Easter Egg list would be a great addition.
    2 points
  4. The V-2 rocket was both the first object to be propelled into space and the first major usage of a liquid-fueled rocket engine, so there is a direct lineage from this weapon to the liquid-fueled rockets of today. This is the only connection between Nazis and space rockets and you're right, it's completely irrelevant at this point in time. If the Nazis hadn't invented this rocket, somebody else would have. But that's exactly the point. We don't demand that space rockets be uninvented and memory-holed because of this historical connection to the Nazis. So why are people demanding that this guilt-by-association approach be applied to other cultural artifacts?
    2 points
  5. That's fine. You're talking about personally choosing to avoid a company because of the way that company behaves towards their employees, or because you think the product is low quality. This is something people do all the time, for their own personal reasons. Some people don't like to buy from Amazon because of reports of how they treat their staff, or because they put smaller vendors out of business. I don't choose to read clickbait garbage articles by the woke media for the same reason: I am not interested in putting (ad) money in these people's pockets, and their content has no value to me. But this is a completely different issue to what I was talking about, which is the demand to ban content because of the personal views or behaviour of individual content creators, based on a silly superstitious idea that viewing content somehow spreads political views like a virus. Guilt by association is a fallacy, and media effects theory has been repeatedly debunked (although is still sadly believed by many people it seems). No, but that was never my point. It's not about being a hypocrite, it's about the complete impossibility of operating a "all content creators must have clean political opinions" policy, given the vast number of content creators who contribute to modern culture and the impracticality of trying to keep track of all of their personal views.
    2 points
  6. Announcing the release of “A House of Locked Secrets” for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmod.com/download-the-mod/ Download the mission here: Mediafire: http://www.mediafire.com/download/4awe6e756m12p71/ahouseoflockedsecrets.pk4 Southquarter: http://www.southquarter.com/tdm/fms/ahouseoflockedsecrets.pk4Taaki: http://darkmod.taaaki.za.net/fms/ahouseoflockedsecrets.pk4Fidcal.com: http://www.fidcal.com/darkuser/missions/ahouseoflockedsecrets.pk4 The mission should also shortly be up on the in-game downloader. General Notes -A House of Locked Secrets is a campaign, with two levels. -The mission is also a sequel to the Dark Mod FM “Requiem”. While you don’t need to have played Requiem to enjoy this mission, it is recommended, as it will help you better understand the lore of this corner of the TDM universe. -There is a companion novella to this series, Shadowcursed, available at Amazon.com or Smashwords.com. If you beat this FM, you can get a coupon code for 50% off the price! -The map you get of the manor is an automap which tells you which room you are currently in. Use it, along with the compass to help find your way. -Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. -If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Amber Collins, Bikerdude, Commander, Goldwell, Mortem Desino Additional scripting: Obsttorte, SteveL Additional textures and assets: Bikerdude, Crowind, Fidcal, Flanders, Goldwell, Grayman, Kyyrma, Melan, Nielsen, Sotha, Springheel Additional map optimization: Bikerdude Custom Soundtrack: Sarah Eide - www.saraheide.com Additional Music: cmusounddesign, Gigagooga, Lee Rosevere, Leonardo Badinella, Marianne Lihannah, NewEonOrchestra, Sarah Eide, Tabias Scot, Zoro. Additional Sounds: club20sound, ERH, geoneo0, Grayman, kevinkace, nothayama, qubodup, SoundsExciting, speedygonzo, swiftoid, viznoman. Testers: Airship Ballet, AluminumHaste, Baal, Bikerdude, Deadlove, demagogue, Diego, Dunedain19, gnartsch, Goldwell, Lowenz, Lux, nbohr1more, Oldjim, PranQster, SteveL, Xarg A note from the author After a lot of work ‘A House of Locked Secrets’ is finally ready for everyone to play. More than anything else, this FM was a team project. If the official TDM campaign never gets released, you might consider this to be the unofficial one, as almost everybody on the core TDM team lent a hand toward its completion. Of the many contributors, I especially want to thank SteveL whose custom code turned what was just an idea in my head into the FM you now get to play. I also want to thank Bikerdude, who performed a lot of optimization work on the map, and Goldwell whose voice brought to life many of the mission’s characters. If you like the music in the FM, check out the work of Sarah Eide (www.saraheide.com) who composed most of the custom soundtrack. Also, Marianne Lihannah makes a return from Requiem with a few songs, so check out her work too (www.funeralsinger.net). They'd both love to hear from you, so if you liked their music, let them know! On a personal note, I hope that this FM will give you a few hours of enjoyment, and if it does, feel free to drop me a line either in this forum thread, my work blog, or via email. In the future, other writing and game projects seem set to take up a lot of my time, so I give permission for anyone (preferably the TDM team) to update both Requiem and A House of Locked Secrets to fix any bugs or compatibility issues. I just ask that fixes be limited to correcting for glitches or for issues that come up due to future TDM releases. I do give permission for people to make visual & gameplay changes too but ask that you release these changes in a separate version than my release, and I ask that you make no changes to the story, readables, and plot. With that all out of the way, I want to thank you again for downloading and playing ‘A House of Locked Secrets’; I hope you enjoy it. God bless, Gelo “Moonbo” Fleisher
    1 point
  7. Thank you for the detailed feedback! I guess I can see how the villains are cartoonish, but the funny (or sad) thing is that it's really not that far from reality today either. It seems I forgot to delete the Archives key. I initially had several more keys in the bank for individual doors, but my beta team wisely advised me to simplify the setup. I should have probably also mentioned in the ledger in the foyer that only the deposit box keys can open the door to that room, I can see how that could be confusing. Surprised that you felt the electric lights were too hard, I toned down the difficulty a bit even on Master before release, and the lighting is far more forgiving on lower difficulties. Most doors have keys, or can be circumvented, which is something I kind of expect of the player on Master difficulty. Granted, there are very few light switches available on Master difficulty, which can make some interiors harder. You seem to have found a lot of the content littered across the map! I see you are summarizing some of your findings. I feel like I should point out though, that there is an FAQ section at the bottom of the OP that covers most of this. Though putting in other words is never a bad idea. It might be useful to you should you replay it to find what you missed and get all the secrets! I'm thinking though that maybe I should add a section to the FAQ pointing out all the easter eggs in the mission, since there are quite a few.
    1 point
  8. I had thoughts about providing FMs in the same installer the same way. If I add it in future, it definitely won't have any fancy features like showing descriptions, screenshots, etc. The only possible reason to download FMs in tdm_installer is the ability to preserve older version of FMs. Suppose that FM was working in TDM 2.08, but was updated for 2.09, and the updated version stopped working in 2.08. It is all written in tdm_installer.ini. There is a related checkbox "Don't download config" or something like that. One important exception: every official version must be present on TDM server (which is hardcoded in exe). If someone wants to use it for his own stuff, he will have to fork and rebuild the installer. I think that's the verification procedure that you already complained about Yes, downloads are not preserved right now.
    1 point
  9. How about adding DR and other FM missions to the selection list. (and change the one-selection list to an multiple selection list) To some it is nice to know how big the TDM installation shall be and what is added, remove, etc. But do the novice user want to know that? And why did you add a button to remove darkmod.cfg. maybe for when i updated TDM? (then, how about adding a save-game delete button,..) To look at the future, is there a way to manual add or change TDM mirrors? (or is that the custom manifest thingy?) Got an error at version 0.19. I ran the installer in the background and followed the download procedure. At a moment the tdm installer stuck at "downloading finisched". Buttons are grayed out. (files are downloaded). Maybe its waiting for the repack procedure? So i restarted the installer to resume the download procedure, but it automatically cleanup the downloaded files.
    1 point
  10. Congrats on the release Bienie! This is a wonderful mission with some great exploration, stealth, and fun world building. Everyone should check this one out!
    1 point
  11. Do I understand it right that you change key bindings in game menu, then exit the game. And when you launch it again, the keybindings are back to original values? If yes, could you please: find line seta logFile "0" in darkmod.cfg and change it to seta logFile "1" save file DarkmodKeybinds.cfg before launch launch TDM and change key bindings in it, then exit save file DarkmodKeybinds.cfg now and compare it to the original one check that the file DarkmodKeybinds.cfg is allowed to be written by everyone find file qconsole.log in fms directory (in subdirectory of the currently installed FM) and attach it here
    1 point
  12. Just a forum advice: please add the release date to the thread title !
    1 point
  13. So is cherry picking non-issues.
    0 points
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