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Posts
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Joined
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Days Won
169
Posts posted by Goldwell
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Was just looking through some of new the assets and have so far noticed that the manbeast and werebeasts are missing their textures.
@Springheel I believe you merged these over if i'm not mistaken?
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Did the new collision rain make it to 2.08?
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Congratulations on your first FM Amadeus!
I just finished playing it, took me just over an hour and damn was it a lot of good classic thieving fun! For a first release you have hit it out of the park, i'm very impressed!
The layout and flow of your mission was really well done, you had a good variety of intriguing locations and some very thoughtful puzzles and layouts. Your use of mixing standard assets and combining them into something new stood out to me too, felt very refreshing. The mission ran really well and you could feel it was well optimized, in terms of details and readables you did an excellent job. I found myself immersed in your world and was having so much fun going from location to location just exploring and reading. The mission was also a lot bigger than I thought it was going to be and
Spoilergoing down into that creepy place under the shop... holy crap! I had goosebumps, very creepy! Well done!
All over all this was an excellent mission, and for a first time mission incredibly impressive, thank you!
Also do you plan on making a sequel or another mission? because I would love to see more missions from you!
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8 hours ago, Summer said:
I hadn't even noticed that mission 2 was out, so in honor of that I decided to replay mission 1 first. I finished it when it first came out, when was it, 2018 or some such. This time, however, I encountered a problem...
I went to the thieves' lair after Wiverton's place. I knocked out the three thieves in the hideout, plus the guy in the kitchen. I found the statue and Corbin said something about putting something on it. I couldn't find anything, so I checked out this thread. I returned to the hideout, found no boss woman patrolling and no hood to put on the statue. The archery range has no candle, as the room is completely dark, and was even the first time I entered there. What am I doing wrong?
If memory serves me correctly the thief boss lady will come back to the thieves guild back you visit Wiverton's apartment and do your tasks there.
Then you can find her hood and her key too.
4 hours ago, chakkman said:Totally agree. Nothing beats well made city hubs which lead to your tasks.
Thanks!
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7 hours ago, pawpawegg said:
This is a great mission! IMO better than Act 1 and hard to pick between this and The Accountant 2! (Sequels can be better ). The mix between the undead and guards was cool - I got the fright of my life when I came out of the
and a zombie started attacking me!
Can someone help me please with the code for the
I must have missed a readable (or read too fast) and it's bugging me! Thanks
Thanks for playing!
As for the code:
General hint
There is a rather eccentric fellow down in the basement called Popsy, he asks you to help him out, after you do he will tell you the code.
But if you just want to know what the code is...
The code is 7 8 2
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3 hours ago, Reman said:
How did you get over the gate? You're meant to get the key off of Bellero's belt inside the Dead Raven Inn.
The gate is meant to be non-mantleable though to stop players getting over.
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Damn Grayman, you are a mapping machine!
I’m hoping to get Shadows of Northdale Act 3 out this year.
Act 4 and 5 are dependent on the new rain system in 2.08. So I’m unsure when those will be dropping.
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In the TDM base directory there should be "vcredist_x64.exe" and "vcredist_x86.exe". Try running that and installing that? It might help with the VCruntime dll at least.
Also sometimes you need to register DLL's. The command is
regsvr32 “C:\Windows\System32\NAME.dll”
Replacing name with the name of the dll.
I did a fresh install of Windows 10 myself and have had a pretty good time on it, the only issue is that a couple of times Microsoft have released an update which has given me a bit of a problem. But overall it runs pretty well.
Maybe a fresh install would have been better than just upgrading.
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41 minutes ago, JackFarmer said:
Yes there is one gas arrow in the level.
Down in the sewers you will find a chest resting in the middle of the ice. If you open it you will receive an ice arrow, which has a similar effect as the gas arrow.- 1
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@greebo Thanks for looking into that! That's a damn shame, but it is what it is.
In terms of changes, the only thing that comes to mind right now that could improve my DR experience is being able to lower the bar under where spawnargs are entered. There's a lot of wasted space in this area and I would love to finally be able to pull it down to the bottom of the window.
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45 minutes ago, noni said:
Where do I find the safe code?
General hint
There is a readable inside the post office upstairs that serves as a clue
Specific hint
Upstairs you will find a readable sitting on one of the post officers desks. It details the post master counting things around the office in order. Count those same things and you’ll have the codeAnd if you’re still having trouble. Here is the code
6 2 5
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@greebo Is there anyway we could get a darkmode for Dark Radiant? I made a thread about this 12 months back, but even if it was unofficial, it would make staring at dark radiant into the long hours of the night a lot easier than the glaring white it is now.
I did a mockup just to show off how much easier it is on the eyes. Windows 10 does support dark mode which works for a lot of apps but Darkradiant doesn't seem to respond to this.
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2 hours ago, Shadow said:
I finally finished the mission and enjoyed the level, tho it made me feel cold walking around the snow and seeing cloud breath from the guards.
I had no big issues in a single playthru. Got all the quests. A couple oddities:
1. I collected 5 cookies but never found a need for any of these, Did they have a purpose?
2. I also, along with someone else here, had trouble with the hidden quest to kill the spiders. I like to sneak around and not kill anything in my TDM games, so this was unclear as to do this, as I also thought I was supposed to use the fire arrows on some pipes somewhere.
3. The genie bottle was really bitchen! This takes TDM to another level for design. Imagine what ideas can be done with miniaturization and gigantism.1. Those are for eating, they give you health. With one highlighted, press your use inventory item key and they will be eaten if you have health below full.
2. That was a bug, the spider killing quest was meant to be optional. But it is fixed in version 1.1, so now you don't need to kill the spiders.
3. Agreed! Also I would love to see size differences explored in more FMs. I think Spoonman had a mission that shrank you down as well.
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Thanks for playing! Glad you had a good time
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1 hour ago, NeonsStyle said:
Couldn't find the update in the in game downloader. Got it through mega.
Version 1.1 is on the official servers, however the mission needs to be uninstalled before the update shows up ingame.
If you wish to download through the official ingame downloader, make sure the mission is uninstalled before trying to update via the download missions menu.
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1 hour ago, MirceaKitsune said:
Do I need the new version for the objective there to trigger? I looked in that area and didn't see anything in v1.0 yesterday.
The note in the hut mentioned someone having been paid in advance to start the generators and clean the snow in the sewers. However that didn't add a new objective, and I can't interact with the snow nor the generators either.
The note wasn't meant to add any new objectives. It's a world building readable which explains why Jermaine was down in the sewers.
The objective that activates in the sewers is that after you kill all three ice spiders, it marks off a hidden objective to clear them out.
But because you have spiders disabled in your TDM (hence why you see black boxes) i'm unsure what would happen there.
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The version 1.1 update is now live.
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2 hours ago, MirceaKitsune said:
Almost done, only stuck on one final thing apparently.
Where do I find all the parts for the snowman? I already put in the branches for the hand, the ink canisters for the buttons, the diamonds for the eyes... the objective didn't complete and I can't find what else is still needed.
You need the carrot and hat from inside the school.
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The biggest mystery you got from this mission was the penis graffiti in the school attic?! I got a good chuckle from that Spooks. Thank you!
Also thanks to everyone for the kind words. Kingsal and I had a lot of fun doing this. And it’s great to see everyone having a good time
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Glad you enjoyed it! Thanks for the kind words
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Author note:
A couple of weeks ago Kingsal & myself set ourselves a challenge, to see if we could make a small wholesome winter themed Dark Mod mission. And if we could do it as a speed build in two weeks.The final result was Snowed Inn.
Enjoy and Merry Christmas!
Thank you to our beta testers Epifire & Skacky.
Thank you to Moonbo for his briefing video script revision.
NEW UPDATE AVAILABLE 1.2
Version 1.2 also available via the in-game downloader
File Size: 379 mb
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That's looking incredibly Springheel!
Looking forward to seeing these released as I can use a few of those in my Northdale campaign
Beta Testing 2.08
in The Dark Mod
Posted
So I think I found the issue with the werebeast at least, the material file for the model textures are pointing into a different folder to where the textures are actually found.
To help make it easier for you to track things down, the material file "tdm_ai_monsters_werebeasts.mtr" is found in "tdm_ai_humanoid_guards01.pk4" and the texture files are found in "tdm_ai_monsters_spider01.pk4".
So the issue is that the material file for the werebeast points to:
"models/md5/monsters/werebeast/"
Whereas the actual textures are found in:
"models/md5/chars/monsters/werebeast/"
Having that extra "chars" subdirectory seems to be throwing things off there.