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Showing content with the highest reputation on 03/13/22 in all areas

  1. This feature exists in the first Splinter Cell from back in the day. When there was noise like from thunder or loud machines, your detection meter went up, indicating you could make more noise before being detected.
    2 points
  2. A nice little mission where I once did not get lost in endless mazes of passages ;). If you are still working on this, I have two things to suggest though: - the loose notes icon looks like a scroll, but when you use it you get a book and some loose pages. I would change it into a book icon unless it supposed to be only the torn out pages, in that case change everything to look like loose pages. - I was lucky to read the hint above otherwise it would have taken ages to solve the riddle because there are so many possible ways the letters could refer to book colors. An easy solution would be to mention the lamps in the manual.
    2 points
  3. I rarely play TDM mission nowadays but was persuaded by a couple of people over at TTLG that this is mission was very much worth it, so I installed 2.10 loaded this mission and intended to spent an hour resetting all the keys bindings to my choosing (I'm left handed) and then intended to practice the very different controls to Thief, but within 10 minutes was completely blown away by the maps design and ambience of the city. I completely agree with a previous poster that if T4 had been made correctly it would have looked and felt something like Iris. This is an extraordinary mission, not only of the highest quality but something that a well regarded AAA games company would make, and yes it's right up there with some of the greatest fan missions ever made, and that fact that this is your first mission is even more mind boggling. So thank you Wellingtoncrab for a very special experience, even putting to one side that my arthritic left wrist is now hurting like hell. I finished in the end after nearly 2 days with 9 completed optional objectives and only 9557g. PS. I don't know if it's been mentioned previously but the taps and valve (and bucket IIRC) in the kitchen of the forgotten house need looking into, they don't show until you get close to the sink, I also got stuck in a couple of places but didn't take note of where I'm afraid, hopefully others have or will pick those up.
    2 points
  4. I was successfully picking locks a few days ago. If the lockpick glows red it just means the lock can not be picked. I don't mean this in a rude way but just to be helpful, but do try to reproduce suspected bugs before reporting. Could give Developers a stroke thinking the mod went out with a major feature like that broken.
    2 points
  5. The mission database has been updated with the latest version.
    2 points
  6. And now, the mission is complete. Thank you for a wonderful experience, my own blindness notwithstanding! And...eww...um...that is a very... different ... pick'pocket'.
    2 points
  7. NOTE (3 March 2024): This mission has problems running on DarkMod 2.11. Be sure you are running the DarkMod 2.12 or later. A rare artifact, the Builder's Chalice, is available for the taking. Looks pretty straightforward, but looks can be deceiving... Yes, another mission for 2022. I think this makes eight this year already; we had eight for all of 2021! Great work, everyone! This is a smallish mission. It does not have any spiders or undead. It is a puzzle-heavy mission, with a built-in hints system in case you get stuck. This mission contains a couple of small homages to Grayman. This mission requires TDM 2.10. It uses some 2.10 features (subtitles, secrets, volumetric lights). Note that the volumetric lights are used in a specific way, such that your "Shadows Implementation" can be either Maps or Stencils, the volumetric lights will work either way. Version 2 of the mission is here: https://www.dropbox.com/s/pbz6spmqpo4vrg4/byanyothernameV2.pk4?dl=1 This fixes the "Open Doors on Unlock" problem. Have fun! Special thanks to JackFarmer, who created some wonderful and appropriate ambient sounds. He also did some Alpha testing to catch some early mistakes. Also thanks to the Beta testers, who struggled with some frustratingly-hard (or impossible) early variations: Cambridge Spy, Acolytesix, wesp5, datiswous, Bienie, Shadow Thanks to Chloe for some great voice work. I made plentiful use of sounds from freesound.org: https://freesound.org/people/HerbertBoland/sounds/75194/ https://freesound.org/people/craigsmith/sounds/482781/ https://freesound.org/people/InspectorJ/sounds/403005/ https://freesound.org/people/rhodesmas/sounds/322930/ https://freesound.org/people/fisch12345/sounds/325112/ https://freesound.org/people/BockelSound/sounds/489507/ https://freesound.org/people/ultradust/sounds/167747/ https://freesound.org/people/Crinkem/sounds/496328/ https://freesound.org/people/LucasDuff/sounds/467697/ https://freesound.org/people/RuidosoSoundFX/sounds/507161/ As always I've used some of Springheel's modules and Orbweaver's ambient sounds. And finally, huge thanks to the developers of The Dark Mod, especially 2.10, another milestone in this fantastic game. A few more screenshots
    1 point
  8. I went to pick up the glasses and this time it worked ! I don't know why, but something happened that corrupted my ability to use the glasses first time around. Thanks for your assistance. I don't have a problem starting this mission again. It's that good.
    1 point
  9. And as for the difficulty, I deliberately made it hard. The clue in the surgery readable is more obvious on Easy and more cryptic on Hard. If people are really continuing to struggle I might put a clue about the coloured lights in the other readable on Easy mode. But there are already so many puzzles in TDM that hold the player's hand that I wanted to make something that would make them go "AHA!" and feel satisfaction in solving it.
    1 point
  10. Yo Wellingtoncrab. I have been running this great map, thieving like a mad S.O.B. I found a possible bug: Much appreciated. cvlw
    1 point
  11. I "finished" this absolutely outstanding mission on medium difficulty, ticking off the main objectives and a couple of optionals. Then I realised I was missing an entire digit off the loot score.
    1 point
  12. Now THIS is interesting. When I try to drop the 2 glasses from my inventory ("R" key) the game crashes ! So there is definitely something going on. I will experiment. If your suggestion doesn't work, I may just have to start the mission over again, which isn't a bad thing, because there are plenty of changes I would make on a second run through. I will let you know if/when this gets fixed. I'm assuming no one else has had this issue. btw.... the drop inventory key stroke works with other inventory items. So I could choose a flash mine and successfully drop it. Also, the version of your fan mission I'm playing is ver1 . I think there is a ver1.1. Maybe that is a problem
    1 point
  13. Good point. Unfortunately I haven't got the skills to create a new readables gui. If I ever update the mission that will definitely be on my list.
    1 point
  14. Here's the earlier thread: According to this, LGS tried adding a 'Loud Room' property to Thief 2 but it ended up unused.
    1 point
  15. I know this makes me look stupid, but when I equip the lenses (picking it out of the inventory in the same way I choose to equip the lockpicks) then "use" it with the Use Key Stroke (default "Z" key)...nothing happens. No visual change, no access-way opens, no codes illuminated on the walls, nothing. And where am I supposed to Use it? In front of the various triangles one sees throughout the mission, or the doors that wont open that have a picture of the character with a "beak". I'm pretty sure this is why I've hit a dead end in progressing in the mission. Finally, I've got 2 of these Peculiar Lenses. That makes me think that I can only use it twice, so I'd better know what I'm doing. Right now, all I can do is search for loot (which is amazing considering there is no rope arrow but lots of woody places all over the map). Regardless of what my problem ends up being, this is still one of the most enjoyable missions I've experienced. Once finished, I'll HAVE to play it again right away. Thanks Wellingtoncrab for your gift to Darkmod.
    1 point
  16. I just started the map a bit and am impressed by how rich it is. V2.10 is working wonderfully, too.
    1 point
  17. OK, finally finished it. Very nice painting in the kitchen - getting up close it's probably the highest resolution texture I've seen so far in TDM so to use it for as a memorial to grayman is very worthy. As for the mission itself, pretty good, it's the type I like although once the ghosts/undead appear things kinda slowed down a bit due to their inherent difficulties. I only found three of the five artifacts, although it seems like the ones I missed could easily be mistaken for regular items (think it was a cup and a large pot). But hey, that's what replays are for. Still, great mission overall and congrats to those who contributed to it!
    1 point
  18. Got it! Was able to finish, thanks. Man I loved the detail and colors in this mission.
    1 point
  19. The problem with that is that some sounds, no matter how loud they nominally are from their spawnargs, shouldn't interfere with interfere with guards being able to hear the player. Imagine a big city ambient speaker consisting of background hubbub like indistinct voices, crickets chirping, and a dog barking somewhere in the distance. That might have its volume set pretty high but it absolutely should not interfere with guards hearing your footsteps.
    1 point
  20. Player action audio masking could even be automatic. The cheapest solution would be to reduce player-generated sounds by a factor determined from current overall ambient loudness at the player position. Sounds at the player position have to be calculated anyway, so the extra CPU load should be negligible. Obviously, that would be a pretty naive solution, because noise at the AI location would not be taken into account. But it would still be an improvement to immersion and mappers could still tweak the acuity of the common machinist working in the boiler room.
    1 point
  21. Thanks mango777! I'm glad you two are enjoying it! This FM was a herculean effort made by myself, Dragofer, and Bikerdude, but it is always great to hear that the fruits of our labor have paid off
    1 point
  22. My young daughter and I are still still playing this FM, but we just wanted to write and say how much we're enjoying it Amadeus!! The quality is off the scale, the sets, textures and game design are right up there with a lot of AAA titles out there! It's amazing what you've managed to pull off. Thank-you from the bottom of our hearts to everybody who contributed to this mission - you all make the world a brighter place, and your efforts are really, deeply appreciated!!! Seriously, we love it
    1 point
  23. Dear lord this thing goes on forever, it's huge & so many things to explore This is your first map ? You've set a high bar for any new authors there, this feels a lot like The Painters Wife, so major kudos there I do have a problem though Also And finally I would like to say thank you, not just for a superb mission but for including a feature I have always wanted to see
    1 point
  24. After sneaking past generators and thunderstorms where the AI could hear my footsteps just as well as they could in an indoor, quiet environment I think it's safe to say we need more attention given to having AI that hears worse or better depending on the noise generated by the environment. Splinter Cell Chaos Theory is a great example of a game that had this down beautifully, can provide examples if need be for both levels that could use this touch in the Dark Mod and levels in games that handle this wonderfully.
    1 point
  25. Plus it may break existing missions where mappers may have added loud machines or similar for the purpose of athmosphere, not thinking of the possibility that it would effect ai's hearing. I mean, break is probably a strong word, but it does effect gameplay. A location based system is a pretty straight-forward way especially for city missions and thelike, where you would expect outdoor areas to be loud and indoor areas to be quiet, except maybe for those few rooms that contain loud engines or similar. Btw.: On a per speaker base I was thinking about using stim/response in the past, so this would be doable, too without the need to apply changes to the code.
    1 point
  26. This was something we had planned to do from the start, but it proved very difficult to create a generic system that works for all maps.
    1 point
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