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Showing content with the highest reputation on 10/11/20 in all areas

  1. First off, congrats on the mission. I was really enjoying this one. I love the side quests as well as scouring for all the secrets. And I took on 3 or the 4 challenges. As mentioned, the windows were a bit of a challenge but no big deal. I liked the multiple ways to get around. I can tell this was a lot of hard work and I appreciate it, thank you. That being said, I have to say I was quite disappointed on the location of one of your secrets. After spending almost an hour (after finding everything else) searching every where again and again, I gave up to come and have a look here. I was disappointed to find that the last secret was in the sewer and I couldn't get it. Which meant 2 of the side challenges (Greed & Completionist) as well as the all secrets wouldn't check off.
    2 points
  2. I played for a while, but eventually gave up because with every single guard helmeted this began to feel like a "forced ghost" (no knockouts) mission which is a style I don't personally enjoy. I won't rule out coming back to it at some point however, if I feel like a challenge. Feedback based on what I did see: While it was thrilling to hear somebody actually use my ambient music, I did wonder if you perhaps used too many different ambients. With a different one in almost every room there was a bit of "mood whiplash". I'd probably tone down the variety a little: maybe one ambient for the streets, another for all rooms off the streets, another for the museum etc. The architecture was nice, although I'd suggest giving rooms a whole number of wood panels (some of them were half cut off by walls). Having a mixture of frobbable and non-frobbable doors which look almost identical is frustrating, and forces you to potentially expose yourself just to discover that a door is purely decorative. I would suggest clearly distinguishing the two varieties, as the original Thief games did. I really liked the storage rooms with lots of spare lamps and stuff. Something believable that I've never seen in a mission before.
    1 point
  3. Thanks, I'm not sure either. I ended up going back and noclipping so I could have a "completed" mission. lol Also, I see your edit and thanks for that. I thought it was just me not remembering how spoilers were done otherwise I would have gone into a bit more detail. It really was a great mission.
    1 point
  4. Thanks for your feedback, glad you enjoyed it! It certainly was a labor of love to finish making the mission and the series. I was a bit afraid that that would happen to some players, i.e. finishing all main objectives and then going about finding the secrets. Unfortunately the only way around this at this time is to noclip through the city gate and go forward a few meters and then go straight down. this way you do not hit the exit box before you are able to grab the spinning coin. I'm not sure what I can do about this, aside from maybe making it not a secret, and not loot. I will think about it, the scene works without loot as well, could just be an easter egg I suppose.
    1 point
  5. The interactions in this game almost seem like they were designed for VR but limited by the M&K interface. I hope someone makes a VR mod.
    1 point
  6. It's very probable the 0.0160 is just a rounding down of 0.01666666. The most precise expression of a frame is 1/60 of a second. sys.wait is less precise than sys.waitFrame because the engine checks every frame how much time has passed. So it checks after 0.0167s, 0.0333s, 0.0500s etc. If you tell it to wait 0.02s it actually waits 0.0333s because that's the first frame where time elapsed is greater than 0.02. I really don't think there can be less than 1/60 of a second between scripted events, so you'd have to adjust the distance moved.
    1 point
  7. I can dream sadly i sometimes wish i had any skill in mapping (usualy end up breaking both pen and paper when drawing something). But maybe someone with the same wish comes around and decides to take alook at it.
    1 point
  8. Here's the announcement post for the source code: https://frictionalgames.com/2020-09-amnesia-is-now-open-source/ I'm curious what can be done with the code. It's useful for archival purposes of course, plus it means that it'll always be possible to find a way to run the game on ever-changing systems (especially Linux in which older proprietary games sometimes just up and die on newer distros), also maybe someone will port it to ARM or something. I'd be surprised if the engine can be used as the basis for a new game since it's probably built specifically for Frictional's purposes rather than as general-purpose engine, but who knows.
    1 point
  9. Dark Descent and Machine for Pigs are now Open Source (the engine) https://github.com/FrictionalGames/AmnesiaTheDarkDescent/ https://github.com/FrictionalGames/AmnesiaAMachineForPigs
    1 point
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