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Araneidae

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Posts 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.

     

     

    It's pretty obvious what to do to get out of the cell, but how becomes an endless chain of frustration. Tell me if I've missed something. There are are three things to stack (two blocks and a table), and I'm nearly high enough to get out through the fan vent (after disposing of the fan) ... but I just can't do the jump. I tried stacking on the bed, but that takes me to the wrong side of the hole, so I have to jump from the middle of the room, and I'm jumping and jumping and jumping.

     

    I have to say this one detail is really spoiling it for me. TDM has a lot of places where jumps are very borderline, and this seems to be one for me.

     

    Ok, finally found the sweet spot, and the game just mantled me up. Crap.

     

    I can see how it works, a millimetre to one side and you're bounced one way, a millimetre the other side, and you're bounced the other, but I didn't enjoy the search. Anyhow, onward!

     

     

    • Like 1
  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. I can only repeat what I've said before everytime this comes up: Play'em all!!!!!!

    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).

  4. I didn't have any issues on my playthrough ghosting. I think I got a stealth score of 13. Yes some guards were difficult to pass but which one are you referring to?

    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.

     

     

    He's quite late on, guarding the doorway to the corridor which leads to the room with both our targets standing in front of each other in front of a fireplace. In front of him is a staircase leading up to a small group of rooms (including those nice rafters where you can get into one locked room). I can't see any way I'd be able to get up that staircase in full light, but I need to go back to that room again and take a more careful look.

     

  5. Water arrows don't break regular ghosting (only supreme ghost? I think).

    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!

  6. 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.

  7. Can I make a really simple suggestion (of course, it'll require coding changes) for making the downloader work:

    1. When providing information about each mission, one of the items provided by the server is an md5 sum of the .pk4.
    2. When fms/missions.tdminfo is updated the md5 sum of each dowloaded .pk4 is recorded
    3. 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.

  8. Araneidae I think you might have the very same problem I had. You can deal with it in two ways:

    1. Hard way is to jump over from this steep roof under the bridge to the other side. It is possible, I've done it.

    Thanks, I'll keep trying then -- I'd concluded that the jump was impossible.

    2. Easy way is to go back to prison and investigate the balcony up top.

    Don't think I've found a prision, which seems odd. I've been to quite a few high places, will revisit them again.
  9. I just made my way back to the gallows area and taking the mission name literally

    climbed as high as I could, to just underneath the toll bridge (could see the sign TOLL in the distance), and I can clearly see part of the map I've not yet visted across the way.

    But there doesn't seem to be any way over there. I have

    six

    keys plus the

    hemlock

    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.

  10. Alas, I think I'm going to have to ask for help.

     

     

    I have a good selection of keys (five plus a potion, I think, not in game at the moment), and I don't seem to have any locked doors. I seem to have been everywhere, and I've completed the loot objective (on hard) ... but nothing else. I've not use the potion, and I don't think I've used the gaol key. I've used both the sewer and generator key, but that just led me in a circle back to the sewer I found at the start.

     

     

     

    What have I missed? I've got a good selection of equipment:

    blackjack, one health potion (drunk), a breath potion, lots of water arrows, spyglass,

    not sure what else, but I seem to have run out of places to go. I've also been

    blown up

    twice!

     

    By the way, there's something a bit strange about the guard room where the

    gaol key is:

    1. The door was wide open -- is it supposed to be?
    2. The back wall opposite the door is transparent and shows sky!

  11. 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.

  12. if in doubt, delete the local version.

    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.

  13. The mission downloader should really have the most recent version.

    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.

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