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Showing content with the highest reputation on 05/16/22 in all areas

  1. I think it comes down to the ability to tame a horse and its subsequent utility to humans. I remember a FM where a pagan had "spidey babies", it would be cool to see a mission where you played from that perspective. Anyways, I just didn't put much thought into what "team" the horses were on in my FM. The stated reason for no killing is to give you a clean getaway, so we'll just pretend that a dead body of any sort leaves clear evidence of misdeeds, whereas stolen goods are harder to investigate
    2 points
  2. I remember when the Blender limit was 19 characters. At least the developers of Blender have generously allowed us a whole 63 characters to play with, although why the hell anyone thinks it is acceptable to have hard-coded name length limits in 2022 is anyone's guess. The aforementioned "skin trick" was something I came up with as well: each model had a material name like "sk/my_model" which then used a skin to map the model surfaces onto the real textures. But this is only useful for models which have their own custom texture; it is not so convenient if you want the model to use a regular, arbitrary Dark Mod texture. I'll have to check the state of the import/export scripts. The custom property approach should certainly solve the problem and I'm sure it has been discussed before, but I don't recall if it actually made it into the code. Perhaps if it hasn't already been implemented, the time to do so is now, given that the 63-character limit is clearly causing problems for some people.
    2 points
  3. Safe combination, outright spoiler. I hope I'm remembering it right, and it's the same on all levels (I played on Expert).
    2 points
  4. @A_Big_GuyI think the criticism is fair - as @ChronA points out there is the mechanical objective of the mission and there is the ”point” of it so to speak - while that is not something completely disconnected from the required objectives, it is something the player is not required to engage in at all and I would not even say I am someone who is skilled enough to be fully successful in pulling something like that off. I do possess enough pretense to try. I did hope it would work on both levels - in fact it was quite important to me that it work at it lowest level as a thief style level instead of a “walking simulator” type experience or other sort of format that typically has that kind of narrative structure (or lack thereof) - so if this in itself does not feel satisfying it is indeed a weakness of the mission. Again thanks for taking the time to play and I appreciate your thoughts. I hope if I get another one out you’re still willing to give it a try!
    1 point
  5. Nevermind I was over thinking it. Just had to use a rope arrow in the proper place lol. Got all secrets and loot, great mission.
    1 point
  6. Delightful mission, as always So many surprises: - first, women protagonist! Now I know why ZeplminTemplar wanted those female line voiceover, hehe - I liked the detailed intro, almost like from Dishonored - there´s boat in the intro cutscene, which is not anywhere in the game - hats off for doing something like that! In the beginning area I haver encountered the same problem as AluminiumHaste: - combined lockpicks! - while I understand some players will not be happy with this change I liked it, considered it unusual peculiarity, but I wouldn´t want to see it in every mission. You know what I would like? (and that would be a very welcomed change for me) - a key ring. A keyring, where all the found keys would get automatically attached and you would just use the keyring on the lock and wouldn´t have to sift though keys (just like they did in Mission X for T2), which is just bothersome - THAT is something I would very much like to see here. - there are new arrow and food icons, which I like a lot (arrow ions in these contest mission in general), they seem more crisps and clear. And the food item bag was a nice touch! - Contracts - I must applaud you for this idea - they were not boring, each was different, and there wasn´t too many of them, so you wanted to do all of them, and they were mostly optional! Very good idea. I especially liked the one with the disgruntled salesman at the gates - overall, the length and level design were very good. I have one question though:
    1 point
  7. AMD has OpenSource drivers since time ago, good that nVidia also do it now
    1 point
  8. I tried to mitigate that issue somewhat with the wiki page https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials By adding the contents of the video's.
    1 point
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