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Keiler

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Posts posted by Keiler

  1. I did the German translation of this mission before playing it and really liked the story.

    I was curious how the actual mission looks and from what I saw until now, it is really good. Sadly, I was not able to complete it and I hence didn't vote, yet.

     

     

     

    While the tavern works fine for me, and also the tavern square only shows some slowdowns, everything freezes on the way back from the plagueward exactly when I exit the tunnel under the dragon saute. I.e., I see parts of the dragon, parts of the ladder, parts of the sky, then everything stops.

     

     

     

    Any ideas for a fix?

  2. Finished it and liked it. Good work!

     

     

     

    Liked the part with the suicidal guy and when I accidentally fell onto the bed of a sleeping guard through a hole in the floor :)

     

     

     

    I'm not a fan of jumping and climbing, probably because I'm not very good at it. But for those who get a kick out of this, it is just a great and entertaining mission. At two points (e.g. after leaving the mansion) it was not entirely clear to me where to continue. For me that added to the atmosphere since it was always became evident after some searching. Could also happen in RL ;)

     

    Thank you for this mission!

  3. The problem:

    There is the performance problem: you can't have high detail streets AND high detail rooftops. If the gameplay is in the rooftops, the streets are empty of detail and AI. (No point having AI eating tris and CPU time if they are just props). Fog may be of no help, since it is difficult to get to look right.

     

    [...]

     

    I think this is the best solution: everyone knows the streets is off-limits. You can explain the emptiness of the streets: people are inside the buildings and the player is seen from the windows if he lands on the street. If the player enters the forbidden area, guards are spawned to enforce the illusion why the player needs to avoid the streets. Ticking the mission failure makes sure the player understands why they failed and they got a sort of 'cutscene' of their demise. Also they don't have much time to look around and realize how bare the street level is. It also saves the mapper the trouble of creating staircases etc for the player to get out of the street if they don't have rope arrows. All issues are answered and this system is relatively easy to set up: a big trigger, a script, a speaker and a few AI's in the blue room waiting to be teleported to apprehend the street touching player. (Or the street-level prop doors could be REAL and the AI's are just in 'closets' waiting for new targets to run to the streets.)

     

    I really like this solution, but would suggest to simply put it as mission objective to not touch the streets. E.g. it appears to be a common objective to not kill anyone (althoug I havent tried yet what happens if you do :)) in a mission, so the player is used to follow such instructions. Giving reason like "The streets are full of alert guards only waiting to get their hands on you" might be good.

     

    While I believe that Sotha's suggestion would add a lot to the atmosphere of the mission, in my opinion it would suffice to instantly fade to black and display a mission failed screen stating briefly the reason for failure ("You reach the street level and are caught instantly. The tower awaits you.") This might require no or not much additional resources and work.

     

    Alternatively, after touching the streets, the player could automatically be teleported to a specific location, e.g. jail (after a cutscene or a text is displayed like "You reach the street level and are caught instantly. You are brought to the city jail.") from which the player then needs to escape to get back to the rooftops again (e.g. from the top prison cell of a tower jail). This would reduce the work needed on street level and maybe would make it easier have a way to access the rooftops. Maybe escaping from jail should be a bit harder so the player doesn't feel the need to try it more than once.

  4. You have probably just entered the wrong object name. I am not at home right now, so I can't try myself, but there should be a similar object name, something like atdm:ammunition_waterarrow.

     

    In fact, I might have put the wrong object name. Actually I wanted to use the commands from here: http://forums.thedarkmod.com/topic/9987-cheats/page__p__197086#entry197086

     

    You are right that it should have been "spawn atdm:ammo_waterarrow". I will check again this afternoon if it works. Thank you for your answer!

     

    That quicksave thing is too much of a hassle to implement and it is by far not worth the effort. After all, the user directly notices that there is no quicksave when he presses quickload and nothing happens.

     

    I see.

     

    Bye,

    K

  5. Dear all,

     

    As stated elsewhere, I'm new to TDM but I like it very much so far. Thank you for your hard work!

     

    I hope this is the right place to ask - if not please point me into the right direction.

     

    My question about cheats: When I was starting playing TDM, I wanted to try out some weapons and some approaches to complete the missions, especially Tears of St Lucia. While cheating surely may not a main concern for many, I searched the forum and found that it is possible to spawn objects (e.g. atdm:weapons_waterarrow).

     

    Edit: These are the commands: http://forums.thedar...086#entry197086

     

    However, when I try this in the console, I get a message that (sorry for quoting out of memory) "Waterarrow does not implement spawnfunct or spawnclass". If it helps I will try to note down the exact wording. Is this intended? Did I do something wrong? Is there another way to achieve spanwning of objects (spawning D3 objects works ;))?

     

    Edit2: Everyting is good. The commands work. My bad.

     

    Also, I have a suggestion: Would it be possible to show a message like "No quicksave game stored yet" when a quicksave should be loaded, although there was none saved so far? Such action throws a warning in the console AFAIR.

     

    Thanks,

    Keiler

  6. Hi,

     

    I'm new to TDM and I just finished ToSL. I really enjoined playing the mission and since my "Thieve" playing days are long gone it took me a while to finish it :). Thank you for this mission!

     

    I only noticed one thing: The last remaining objective for me was to get the ornamental box. As I do not want to spoil the quest for others:

     

     

    The room containing the box was not accessible as the person living there was not coming out anymore. I had to "noclip" into the room to complete the quest.

     

     

    I don't know whether this is a bug. I was patiently lurking in the dark for some time, but eventually wanted to complete the mission.

     

    As a side note, is there a way to _not_ kill the guards in a battle using the blackjack? Although my goal is to avoid open confrontation with them, smashing in their skulls affects my digital karma negatively. ^_^

     

    @Narrator:

    Update:

    Next time I should check whether the link actually works ...

    The newest version can now be found here:

    http://www.grashof.info/...translation.zip

     

    I tried to access the translations, but the file/url does not exist anymore. I'd help if I'm able to.

     

    Bye,

    K

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