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Goldwell

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Everything posted by Goldwell

  1. Created an FM page for you and uploaded to the official mirrors, please PM me if you need any changes made to that page or a new version to be uploaded. Congrats on the release too
  2. I’ve tested it for a few hours in total. It’s quite easy to pickup immediate issues but most of the time it was spent playing maps I already knew like the back of my hand and so I was able to speed through it.
  3. Try the following: Running tdm_update.exe inside your TDM folder, that will cross reference your TDM directory with what's on the server and should there be any variances it will download the server versionAfter that delete the elixir folder in your FM folder and download a fresh copy from the mission downloaderIf that fails, try to download a different mission and see if that worksIf all of that fails try creating a brand new directory and installing a fresh copy of the dark modThose are the only steps I can think of to help solve your issue, if you require any further help I would recommend opening a thread in the tech support section and hopefully someone with more technical expertise can help you to diagnose and solve your issue. Good luck!
  4. That's because on the server it's called "The Elixir" as that's the title of this thread. But the Darkmod.txt file must just list it as "Elixir" and so once downloaded it shows up as that in the missions list. Bikerdude if you see this please change the Darkmod.txt file to reflect the name "The Elixir". Alternatively if you want the name to be just "Elixir" then I'd recommend changing this thread title and I can update the name on the server list too if you would like.
  5. It should be listed under The Elixir. Or possibly under Elixir, The
  6. Your mission has been uploaded to the official servers and the FM page has been created. Let me know if you need anything changed/updated in the future And congratulations on the release!
  7. You can write in a spoiler on the forum by clicking on the "Special BBCode" button (which is the third button from the top left on the reply form here) and then selecting "spoiler" from the drop down menu or just writing it manually into the text box like so: [ spoiler] spoiler in here . As for your issue with the coin purse not highlighting I am not sure if there is a solution, looking at the safe in the editor I can see all pieces of loot are under the same frob control box (this entity determines what is frobable and what isn't). So basically it should either all be frobable or none of it. It's quite strange that a single piece of loot isn't frobable though. You can either load back to a save game before opening the safe and try opening it again or you'll just have to leave the loot there and move on.
  8. I have been giving various FM's a playthrough with max graphics settings for everything and it has been running really smooth and with no crashes so far. One thing I noticed though is in the downloadable missions section of the menu the bar that highlights your choice does not cover the whole text. There is already a bug filed by Kingsal that addresses the text being cut off, so I just attached this to that bug file as I imagine they are both the same. That's bug number: 0004672
  9. I haven't experienced any crashing myself, going to give Requiem and Crucible of Omens a spin tonight on the latest build and see how it handles that. Im hoping that the performance bugs have been fixed finally. Can anyone recommend really demanding missions to try out? One that should push the engine.
  10. Sorry about that! Here are the chests if you want to upload them, i'm not going to dive back into the SVN again. https://mega.nz/#!Ja5C1IJa!CMQ-bg2oyPt2f7PCJ0L0ogbVngalo0PPMMLtxRqY3HU
  11. Just tested this out on the latest build. - All chests open properly - All chests close properly - All keys inside the chests are frobable - The key for chest number 6 had a typo it's inventory name and entity name is "MerryChest6Key1", so the 1 at the end needs to be removed All chests lock using the key inside except for these two: - Chest number 5's key doesn't work for the chest because it's name is "MerryChest6Key" when it should be "MerryChest5Key" - The key inside chest number 3 doesn't work because it's named incorrectly, it is named "MerryChest1Key1" when it should be named "MerryChest3Key" I have just corrected all of those bugs, and put all of the chests into another map just to be sure and there weren't any issues so they should be all fixed now. Revision number 15144
  12. http://darkfate.org/view/simple/files/fan-missions/thief2/ There you can find pretty much every thief 2 fan mission in existence. Also I'd recommend keeping an eye out on this new site coming that will hopefully act as another FM repository. http://www.ttlg.com/forums/showthread.php?t=147890
  13. I felt that the movie was good as it had fantastic cinematography and an excellent soundtrack too. Where I felt the film was a let down was how they handled Luke's character and how they threw out the window pretty much every plot point that was setup in the force awakens. However as it's the middle in the trilogy I'm going to reserve final thoughts on the story until we see the next film and it all slots together. But as a film stand-alone the story was it's weakest point due to the plotholes and very out of character scenes. I didn't mind the Marvel style jokes in the film, I felt they weren't too pushy and genuinely made me laugh a couple of times but I hope in the next film that sort of stuff is kept to a minimum.
  14. Re: the inventors tower, that was an objective on expert. It shouldn't have ticked off on the other difficulty but I guess it did so that's why that happened. I also am a huge fan of rainy missions and love the details and immersion that rain offers. I try and take a lot of care with my ambients and sound effects so it's good to know it has paid off! Thanks for playing. And thanks for the kind words
  15. Credits goto Ricebug for compiling this.
  16. http://forums.thedarkmod.com/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/page-5?do=findComment&comment=392374
  17. The orb being broken is something I've never understood because how it works is that there is a special entity attached to the orb in the editor that is invisible. It is right on the entity and it is binded to it, when that entity touches a trigger inside the pot it activates and causes the sequences to go down as they're meant to. There's no way of me to tell if that entity has detached from the orb, infact I'm not even sure why it happens. However I need to update this mission in 2.06 anyway so I will change that scene so that the player just picks up the orb as an inventory item. The reason why I didn't do that originally was because I wanted a bit of challenge to the player to bring the orb over and as it was an optional objective I guess it didn't get tested as much as it should.
  18. Concerning the mansion however there are actually two ways in In regards to the difficulty, my main goal was to keep this a relatively light affair. This part of town is lightly guarded as the guards looking for you were elsewhere so it was relatively simple to slip in and slip out. I thought I did keep a restroom in the home but I must have forgotten about it sorry haha And as for the inventors tower Thanks for playing and thanks for your feedback!
  19. Good job on finding the secrets! Yes the sewer secret needs to be collected before you complete the other objectives as there is a trigger_once that moves into place over the sewers to end the mission once you're done. Re: the secret tally, I would love to show them in the stats screen but the dark mod doesn't support that natively at the moment. I'm sure someone talented in the ways of gui scripting could work it out though, would be a nice feature to have!
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