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Araneidae

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Everything posted by Araneidae

  1. Just starting this mission, it's looking very good, but I'm currently up against one of the most annoying features of the game engine.
  2. I would imagine that the issue is that there is a *lot* of game engine state that is initialised when the game is loaded, and that it's been written to be persistent, with no provision for undoing the state. I work with a control system engine that has similar behaviour -- if you want to reconfigure it then it has to be restarted. Fixing this sort of issue is just not worth the hassle, particularly as restarting the engine is quick, easy, and reliable.
  3. Bad luck with the AMD drivers. Is it worth trying the open source Radeon drivers instead? My experience with AMD was pretty mixed, but you may find the open source drivers have different bugs and not this one.
  4. I'd still love some way of keeping track, in game, what I thought of each mission, particulary after I've played 'em all, so I can figure out which ones to play again (or which ones were really not worth looking at ever again, not so many of those, am glad to say).
  5. Cool, so there are two alternate routes I missed (didn't get into the armoury either). Definitely will have to replay!
  6. Isn't that a ghosting fail? Certainly it's an alert, anyhow, and for me it's as bad as putting out a light, so no, didn't try distraction.
  7. Could we please add an md5 checksum field to the XML here: http://missions.thedarkmod.com/get_available_missions.php . I was going to go through and check whether any of my missions need updating ... and the only way will be to download them all anyway! Computing and publishing this is an elementary sanitary precaution anyway when offering a download to ensure you've got what you thought you had.
  8. Nor I, but am going to try again with the latest version (and try to get a more sensible stealth score).
  9. Nooo. Is that really so? Wow, must give it a go, never know that.
  10. That's very interesting. I looked at the situation with the room fully lit and the guard standing right in front of the door I needed to get through and decided, "nope, that's not going to work", and put the light out without much further thought. You're saying the poor guy has such tunnel vision that I can creep right up beside him in full light without me seeing?! I'll have to try... I'm pretty sure he never moves.
  11. Well, I've found that I use so few tools (wish in a way that I could drop them all at the start now) that I now feel bad when I use *any* of them. On the other hand, I feel very sad that I don't have a use for all my tools... I guess in most missions all I use is one rope arrow (I do try hard to keep it, even at the cost of some fall damage) and at the most a couple of water arrows. Seems a pity, really. On the other had, I've been playing with sound and vision "difficult", not "hardcore", so have just bumped that up and I guess I'll see how I get on. It's just that I'd got all the way to the end with just the usual dodging (and lots of reloading on misses, have to confess), that I was surprised at the forced arrow. You say he's actually blind enough to sneak by? Will have to try that!
  12. Superb mission. Managed to ghost it, but with a truly abysmal stealth score (will download the new version and try again). Bikerdude, I need to go *down*, not up (esme pointed me in the right direction). Sometimes I can be completely blind (though I think that door was nicely hidden). Is it impossible to perfectly ghost this mission? It seems to me that there's one guard who you have to sneak by in full light, and the only way past is either to raise a commotion (definite failure), or spend a water arrow (soft failure). After that I spent one more water arrow in the fireplace, not sure that I needed that one, but that was all the tools I spent.
  13. Can I make a really simple suggestion (of course, it'll require coding changes) for making the downloader work: When providing information about each mission, one of the items provided by the server is an md5 sum of the .pk4. When fms/missions.tdminfo is updated the md5 sum of each dowloaded .pk4 is recorded If the md5 sums don't match then the mission needs to be downloaded Of course, this means that when a mission is uploaded this information needs to be stored, and this checksum needs to be added to the stored and downloaded info ... and *somebody* has to write all this.
  14. Is there a bug or tracker entry for this issue? (That the downloader doesn't notice this kind of version change.)
  15. Thanks, I'll keep trying then -- I'd concluded that the jump was impossible. Don't think I've found a prision, which seems odd. I've been to quite a few high places, will revisit them again.
  16. Oh, yes, long back. As I said, I've got the gaol key, I've been into the sewers three different ways (why?). I also noted the skybox showing through the back wall of the guard post (where I got the key) ... but I've not found a use for that key, and I've not found any more frobbable locked doors.
  17. I just made my way back to the gallows area and taking the mission name literally But there doesn't seem to be any way over there. I have keys plus the which am sure will come in handy at some point. I've definitely got no unlocked doors, I must have missed a hidden entrance somewhere or something.
  18. Alas, I think I'm going to have to ask for help. What have I missed? I've got a good selection of equipment: not sure what else, but I seem to have run out of places to go. I've also been twice! By the way, there's something a bit strange about the guard room where the The door was wide open -- is it supposed to be? The back wall opposite the door is transparent and shows sky!
  19. Can you destroy the undead? I've always assumed from my experience that they're simply unkillable. I've tried holy water arrows, which in Thief I seem to remember were instantly deadly, but with TDM it looks like I'd need to spend all my water arrows to kill anything, so I've always concentrated on evasion instead. In fact, there's one mission I've been unable to play because of the mandatory sword fighting, alas.
  20. Of course -- but if I just run the updater routinely I've no reason to know that the local version of a particular mission is obsolete and needs deleting; it would be good if the updater could know that this needs to be done.
  21. In my experience, however, the downloader isn't able to tell whether the currently installed mission is different from what's available for download if the mission names are the same. There ought to be a checksum on the pk4 or something like that so the downloader could "know" that an update is needed. I'm saying this because I spent ages playing what turned out to be an outdated version of a mission because a patch had been uploaded but the downloader hadn't detected it.
  22. I don't get the Beleguered Fence run -- you didn't go "downstairs" underground, so how does that count as a complete run?
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