joebarnin
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Posts posted by joebarnin
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Just type the @ character, and then the first character of username (for example ‘k’ for kingsal). That will bring up an autocomplete list of users starting with that character. Keep typing, or pick the user from the list
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Okay, I give up, I'm incompetent. Can someone post how they did the speedrun? Use spoiler text please - don't want to ruin it for anyone else.
SpoilerI can't make the leap out of the window to the ledge. I can run and get the vine arrow and use it to get up the wall across the moat, but that takes me more than 60 seconds. What am I missing?
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In order for the keys to spawn, you have to get hit by the elementals in the correct order (the order of the mushrooms lined up). So if the first elemental didn’t work (because you’re running an older version of TDM), you won’t get any keys. So you had no choice but to skip the whole thing.
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51 minutes ago, Gerberox said:
The machines were very convincing. I don't know if you made them or if they're part of the new edition, but they are excellent quality.
The steam engines are pre-fabs, so no credit for me. I don't know who made them - I agree, they are nice.
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What version of TDM are you running? The problem with the elementals happens on 2.11, but it shouldn't happen on 2.12. The keys only show up after you get hit with the appropriate elemental.
9 hours ago, Rio_Walker said:Out of curiosity, I grabbed one of the knocked out guards and carried him inside the mansion...
Yup, I still have him on my shoulders after waking up!Brilliant! I love it when players do things I never thought of.
9 hours ago, Rio_Walker said:On a fun (probably unrelated) note, when you get captured, you still have a blackjack and sword in your inventory, but you can't pull them out.
So I thought my hands were invisible.I tried to just remove the weapons, but then I couldn't figure out how to give them back at the end. So I just made them unusable.
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You don't connect the path_ nodes to an AI - you connect the AI to the path_ nodes. So Ctrl+k points the AI to its starting node. That node should point to one or more other nodes, and so on. So basically: 1) define a path or paths by connecting several path_ nodes. 2) tell the AI to start along this path by targeting one of the nodes.
That's the basics. It can get more complicated with scripting and/or triggers, etc.
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Great mission. It took me forever to figure out how to get the secrets going, but it was worth the effort. Brilliant stuff!
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Great stuff! Very enjoyable mission. But 45 seconds, you gotta be kidding. I guess I'm no where near creative enough...(unless, by 'creative', you mean 'noclip' )
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"Subtle" French accent?
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@chakkman Thanks for the detailed feedback, I appreciate it. Your points are well taken. Yeah, I do have a problem with rectilinear design - I just don't think in curves and angles! As for good deeds, my missions usually some form of them. Always optional - don't want to force you to be nice!
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You know I’m in!
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Excellent little mission! Good design, aesthetically pleasing, good use of vertical space (any mission with rope arrows is +1 in my book). I only got 2 of the secrets - had to cheat to find the others (pretty fiendish, but secrets should be fiendish!).
Good work, I'm looking forward to more!
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@taffernicus Weird, I can't reproduce this. What version of DM are you using (2.11 or 2.12 beta)? And what platform? Thanks.
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On 1/29/2024 at 3:09 AM, tapewolf said:
I still can't find that key, though.
Sorry, my mistake. There is no key for that grate - you have to throw a switch that's at the guard shack. Sneak up behind him and you can throw the switch over his shoulder - he doesn't notice lol.
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Spoiler
The key to the grate under the bridge is in the nearby guard station.
8 hours ago, tapewolf said:SpoilerAlso, in the warehouse lift is a decorative crate. It didn't seem to have anything in it, which made me think it was there to have something put in it, but I never figured out what, if anything.
SpoilerI'm puzzled - there's a crate in the warehouse lift, but it's not empty. It actually has some loot.
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6 hours ago, Johnnytheboy76 said:
I'm a little late to the party but congrats on this monumental release. Really enjoying it so far and I'm finding the story very immersive! I have however, hit a bit of a wall:
I've managed to gain access to the Pagan compound. What now? I can see something that could be moved but can't see how. I've also tried climbing but no luck there. I tried firing a noise maker through a gap that attracted an elemental but other than that, I am truly stumped!
SpoilerThere's a switch on the rocks on the east side of the compound. You probably missed the bit where a pagan used the switch to open it - it will open a rock/door and lead to the next area. You may want to reload a save before you woke up the elemental.
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4 minutes ago, Justice01 said:
Hmm, not see any numbers in the closet with the lion statue. Looked all around, even moved the boards... Where should I be seeing them? Perhaps this is a bug?
SpoilerThe numbers are in the Prayer Garden. Use the vision potion in the garden, look around for writing - it changes when you use the potion.
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2 hours ago, bunnyboy said:
Finally, I reached the workshop, and again I have no idea how to get out of that place. I could reach level 1 by jumping off of a small pole (?) in the center, but now I have no idea how to move up further.
On the second floor of the warehouse, head to the southeast corner - behind some crates you'll find a ladder up.
And just in case you need help at the next floor,
Spoilerlook for a way to climb around the big barrels.
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Spoiler
The last combination is on a piece of paper in the room you want to get into. You have to get close to a window, and maybe use your spyglass to see it
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Brilliant!
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On 1/5/2024 at 10:53 PM, hightide said:
I've just gotten through the pump house and experienced a system hang while
I had to ctrl-alt-del and end the darkmod process to get any use from my computer. I will restart it and try again soon.
edit:
got further, having trouble finding the key for door 7C. clues/location?I needed to look more closely inLater I had a strange experience in room 11, coming down the ladder to the East side: I pressed Esc to bring up the menu, but only the cursor appeared; I didn't see menu options of hear and clanks like the cursor passed over them. Quickloading and trying again let me open the menu, but it was weird.
Strange things you’re seeing. There was a hang/CTD early in beta, but that was fixed. If it happens again, capture your log files (darkmod.log, qconsole.log).
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The keys don’t work on the doors - they just unlock the buttons to call the elevator, or the buttons within the elevator. Once you get the keys, use the elevator to get around.
The attic key was back in the previous apartments, the Garden Tower Flat (I think that was the name). It provided a short cut getting from that apartment to the hallway with a guard.
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s_volume or volume are not valid tokens in an FX file. So I think you have to do as @datiswous suggests, and clone (and modify) the soundshader.
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1 hour ago, peter_spy said:
You keep using assets fom my Builder Compound pack that is no longer available, you could at least credit me for it. That applies to your other FMs too.
My apologies - I completely forgot to credit you in this mission. Now and Then does give credit in the readme.
Sorry.
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Fan Mission: A Night in Altham
in Fan Missions
Posted
Have you found
the crawspace behind the rooms? (access from the manager's office). Then, use the Peak function to look through the holes in the wall. The combo is
written on the back of a desk picture frame
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