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Everything posted by Moonbo

  1. Hey Acolytesix, The heart should be towards the back of the attic - here's a playthrough vid at about the right timestamp: Let me know if you still need help finding it!
  2. Thanks ZergRush and Roygato! It's got the same top-down perspective as Darkwood but it's not horror, more of a mystery. If you got through A House of Locked Secrets, you'll be fine here - much less scary :-). -Gelo
  3. Hey guys, You might remember me for a pair of FMs I put out a few years back (Requiem, A House of Locked Secrets). While I've never been a prolific poster, I've been a pretty consistent lurker and am still helping out a few mission makers with readables/briefings. In turn, a few members of the community have helped beta test an an indie game I've been working on that's influenced by the Thief series. It's a 2D stealth game called Shade, where you play as a ghost who has to uncover his killer. I've finished up a free playable demo that will be in Steam's upcoming demo festival. Just to make sure everything is working properly, I've quietly made the demo public today. I think if you liked my previous work, you'll like this too, so I wanted to drop a little heads-up here :-). Just to reiterate, this is a free demo, not the full game, which is still a while off. Here's a link to the page in case you're interested: https://store.steampowered.com/app/1461150/Shade/ Thanks, and I hope you like it! -Gelo
  4. Hey Darkness, Sorry you're having some issues with the mission! As for the getting-stuck section ... yeah, I tried hard to avoid those but I guess that one got through (there was one in Requiem too). As for the crash, if you look a few posts up this thread, it looks like someone had a similar crash. It's going to be fixed in the next version of TDM, but the temporary solution is to cycle through your inventory before using the holy symbol. Let me know if that works :-). -Gelo
  5. Hey stgatilov, Thanks for figuring out the issue, and I'm glad you're enjoying the mission! The scripting was mostly done by SteveL and Obsttorte so they get all the props for that :-). -Gelo
  6. Hey BumblingThief, I haven't played on 2.08 but I'm guessing it has to be something that broke with the update. Does anyone on the dev team know if this is a common issue? -Gelo
  7. Good catch - something to keep in mind for the future I guess. -Gelo
  8. Yes, but very barely. Feel free to turn off shadows on the curtain and see what happens :-). -Gelo
  9. Hey Duzenko, The only thing I can think of is that there is a hidden room under that carpet - possibly something in there is causing the glitch? -Gelo
  10. Hey Duzenko, Glad you liked the mission :-). -Gelo
  11. Don't know if this has been posted, but there's a popular Twitch streamer (Tomato Gaming) who's done a couple of livestreams of TDM missions. Here's a Youtube archive of the ones he's done so far: https://www.youtube.com/playlist?list=PLOiTQjyPiqo2L2Y8ur2A-Cixv0nT1yzOa If he's streamed one of your missions, I'd definitely recommend tracking down the related Twitch stream, since it's a lot of fun to watch the chat reactions.
  12. Yipes, yeah I'd definitely mention that in the testing thread!
  13. Wow V-Man, thank you for the high praise! Looking forward to watching your video. Edit: just finished watching it. Really good stuff - I appreciated all the effort you put into making everything seem like you'd never been there. You're giving Klatremus a run for his money :-). -Gelo
  14. Review from another youtuber I follow:
  15. I think that's a more recent TDM feature: you can't read a readable anymore unless you're looking at the front of it.
  16. Hey Abusimplea, Yeah, back in the day when you resized static objects (like I did with that table) their collision box didn't get resized as well, so the recommended fix was to make the object non-solid and put in brushes to act as collision. Like you said, not sure why lockpick behavior would have changed between versions, but if your fix works please go ahead and submit it as a new official version. And yes dmapping always too a long time for me too!
  17. Hey NeonStyle, Not sure if you're talking about your own map or making a change to Requiem, but if you give the players the lockpicks at the start of Requiem it will break the flow of the game. TDM team: I do not have DarkRadiant on my current computer - should I reach out to a team member to officially fix the map? I would think disabling physics on the picks and moving them up slightly is all that would need to be done.
  18. Well, in case anybody needs it, you have my permission to mod Requiem to fix this if it can't be done programmatically.
  19. Yipes...there's no special scripts or anything associated with those lockpicks. Is this just specific to Requiem?
  20. Hey Leather, I'm glad you enjoyed the mission, and thank you for taking the time to make such a detailed post about your experience! -Gelo
  21. I don't think it's possible, at least I never found a way to do it. The solution I ended up using was just to have a single door at that angle and make it swing upwards.
  22. Just ran across a game that was released a few years ago called NaissanceE. It's a pretty abstract game but the cool thing is that it seems to be made almost completely out of bsp and has some pretty neat architecture which might be inspiring to mappers:
  23. Yeah...having finished the whole campaign and enjoying it overall, the last few levels were something of a low point, exhibiting the bad thief level habit of placing vaguely defined objectives in a sprawling non linear space. I'd wait until after your op Raymeld, because the next level is the worst in this regard (and has horror based enemies that basically force ghosting).
  24. It's actually in the guard station next to the Hammerite church (there's a small evidence locker on the first floor). Ran into the same problem :-).
  25. A trick I used to get rid of sparkling lines was to create horizontal subdivisions and then bulging the patch outwards in the center slightly. I did this for A House of Locked Secrets several times and it always worked.
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