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Posts
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Days Won
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Posts posted by Amadeus
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1 hour ago, snatcher said:
One complaint though, changing frobbing distance of doors breaks my flow completely. Some missions do it and it feels like I am not longer in control and must adjust every time. For a brief moment it takes me out of the experience.
Hey Snatcher, I'm glad you like the FM! Thanks for the feedback. I want to note though that we didn't change the frob distance on any of the doors. If you are playing with unofficial mods or patches, there are scripts in this FM that could potentially break those, such as the frob_loot script. Again, I'm just going to reiterate that we do NOT recommend using unofficial patches or mods for this FM
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Now I'm not gonna derail this thread too much by getting into the Dark Forces games, but I will say I loved those games growing up and played them til the CD practically melted in the drive. Glad your enjoying it though, and now when you are done you can play SLL!!!
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7 minutes ago, wesp5 said:
Ah, I knew there must have been something like this! Info about it should be in the loading tips and I will add some to the key description of the Unofficial Patch, because it was completely unclear to me what "manipulate" was supposed to mean. Also this is the first mission I remember ever breaking with my current patch and I will fix that right now...
This is covered in the Training Mission, and a handful of other FMs utilize this mechanic as well
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56 minutes ago, Marbrien said:
I had a couple of bodies of people I'd knocked out which, when I picked them up and dropped them, behaved like they were falling through water, even though they weren't. Other than that I don't recall any technical issues. What a ride!
Hey Marbrien, I'm glad you like the mission! To clarify, do you mean...
Spoilerwhen you toss bodies down the Well in the Passage?
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3 minutes ago, Woodsie69 said:
I can't pick this up
Hey, thanks for playing, and sorry about this bug. This is something we knew about and thought was fixed (I personally looted the darn thing successfully about thirty times), but it seems there is something funky going on here. Will have to investigate for the 1.00002 patch
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I don't think it is a good idea to bombard new players with advanced settings "Mantle Roll" etc., but it does look like the Gameplay settings could be divided up into "General" and "Advanced" and "Difficulty" categories. You could have all the normal core gameplay settings in the General tab, then all of the more nuanced stuff like "Head bob" "Mantle Roll" in the Advanced tab
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I'm pretty indifferent to most of these settings, but I would actually really like to see the blackjack helper as a setting so that players can choose to turn it on/off
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And thank you for not only playing but reaching out and letting me know what you thought of the FM! Perhaps one day you'll pick up DR and make your own (it's not that hard )
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5 hours ago, Xolvix said:
Cool, thanks for that. Curious what the fix was but I can confirm it's now looks correct... IF I restart the mission. Loading my savegame made prior to the update shows the bugged-out cabinet after the update, but starting the updated mission from scratch fixes it. Something about how the engine works I guess. No matter, just found it interesting.
So, there was a typo in the model path of that piece of furniture, an additional backslash, but what was really weird is that even with that typo present - "//" - the model still worked perfectly fine for a majority of us. The working theory (which could be wrong, I don't know enough about the engine) is that when loading the FM from an uncompressed format (which we were doing), the engine ignores the "//" typo and the model works correctly. When playing off the compressed version however, the model path fails and you get the black cube. That's the theory anyway. But the important thing is that it's fixed now
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4 hours ago, Heuli said:
I finished the mission just great
great atmosphere.
one question i can go fishing there are delicious fish in the waterI wish. The cooking/crafting DLC will just have to wait for now
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6 minutes ago, Tarhiel said:
Gonna play it as soon as I will finish Mysteries of the Sith
Now that's a game I have not heard in a long, long time.
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18 minutes ago, Xolvix said:
I have a visual glitch in the mission, don't know if it's an issue with my install or not but
yeah, you're not the only one that has experienced this issue. It's a strange problem, because most of our beta testers didn't have this issue, but a few did. We quadruple-checked the file paths and everything. Something funky is definitely going on, sorry about this. Lucky the issue only seems to be present to very few players and only in this particular area (he says, hoping not to jinx it)
EDIT: Fixed now, uploading the version 1.0001 hotfix :D- 2
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the aqueduct is an alternate path you can take when you leave the house, and it's also an area you need to explore to open the safe I believe. (turning on the pumps, generators, etc. I don't remember the exact mechanisms). But thanks for playing, I'm glad you liked it, as I had fun making it and I'm having fun working on the sequel!
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6 hours ago, Dragofer said:
I think we can wrap up this thread now because
But now I want a new mission to play
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Hey, angelot! I hope you are enjoying the FM so far. To answer your question:
SpoilerCheck the safe in the basement of the inn
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32 minutes ago, nbohr1more said:
We gotta do something about the in-game authors display in the mission selector, it is cutting off WellingtonCrab's name.
Any objections to changing the entry to Grayman, Fractured Glass Team ? (etc)
Yeah, it seems that as missions get bigger and more complex, you need more authors to hop on and help. But I'm personally okay with whatever works best; let's see if dragofer and welli have an opinion.
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- Popular Post
Surrounded by greedy noblemen and treacherous siblings, Lady Kamila Leicester gets more than she bargains for after acquiring an ancient tome and performing the dark rituals within.
Bikerdude, Wellingtoncrab, Dragofer, and I proudly present Grayman’s FM “Seeking Lady Leicester.”
Notes
- TDM 2.11 or later is REQUIRED to play this mission. You can get the latest TDM version via the installer or here.
- Seeking Lady Leicester was originally a work-in-progress given to the Dark Mod community per Grayman’s wishes after his passing and was initially adopted by Bikerdude before Dragofer, Amadeus, and Wellingtoncrab joined to complete the FM.-This FM does NOT support any unofficial gameplay patch or mod. The use of such a patch and/or mod could break things in this FM. You've been warned.
- "Story" subtitles are available for this FM. Simply go to Settings --> Audio and select "Story" or "On" for the subtitles setting.
- This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features.
- This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it.
Download Version 1.1
This FM is available for download via the in-game mission downloader, or here via Google Drive.
Promotional ScreenshotsThiefGuild Thread
Credits
A big thanks goes out to Noelker and Goldchocobo for their wonderful voice work with the briefing and conversations, JackFarmer and itsPapiD for their fantastic briefing video, and nbohr1more for his story contributions and writing one particular gameplay feature that I won’t spoil here but you can read about in the readme.txt.
An even bigger thank you goes out to our beta testers: nbhor1more, Daft Mugi, Silverwolf, Havoc, Datiswous, Cambridge Spy, Aluminumhaste, Thebigh, Ate0ate, Acolyte6, Kalavi, JoeBarnin. Thank you all very much for your fantastic feedback and tireless efforts as this FM evolved throughout the course of development!
Asset Credits
- Arx EOS’s Fish
- Epifire’s models
- Kingsal's Assets and Textures
- WellingtonCrab’s assets and textures
- Obsttorte's frob loot script- ZergRush's custom Grayman painting
===================Rest In Peace Grayman. You are missed=======================- 24
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So, one FM that has multiple starting points is Fieldmedic's Not an Ordinary Guest. You could look there. You can also use info_player_teleport entities to change starting locations depending on difficulty. Here is the wiki link: https://wiki.thedarkmod.com/index.php?title=Teleporting_entities. Hope this helps
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Thanks for the offer guys. I think we do have plenty of beta testers now, but you two will be the first to know if we need more
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Congrats on making the leap over to DR grodenglaive! It sounds like things are developing pretty fast for your WIP. As many others have said, just keep it small. You'll likely find that the last 10% of developing your FM takes up 90% of the time
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Stellar work as always JackFarmer! Very much looking forward to the next HH adventure
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yeah, thank you for pointing that out. One section was commented out as you had said earlier, then a few other small bugs here and there, but now it works
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59 minutes ago, datiswous said:
Why is it disabled?
Great question! I have no idea. I'll take a look this afternoon and fix it. Thanks for pointing this out
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2 hours ago, datiswous said:
I am a bit puzzled why you post about the beta testing. Logically one of the makers would create this thread. So in this case Amadeus or Dragofer.
Yeah, sorry about the confusion, but I am personally gonna be unavailable and unresponsive over the next few weeks for personal reasons, so we asked JackFarmer to help. He has our blessing
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The Dark Mod 2.11 feedback thread
in The Dark Mod
Posted
I just filed one bugtracker related to the func_peek entity, should I file one for func_peek on Linux too, or is it already done?