Jump to content
The Dark Mod Forums

Lex

Member
  • Posts

    45
  • Joined

  • Last visited

Posts posted by Lex

  1. I have a 3d sound problem as well.

     

    So, previously I have had 5.1 sound cofiguration. I was using this fancy Creative x-fi fatal1ty pro PCIe soundcard for output (using all these jack and stuff) and everything was just fine.

     

    Now I have 5.1 as well, but I also have installed the receiver and the sound output comes to it via my videocard (Nvidia gtx750) using HDMI.

     

    The problem is that in the Dark Mod all the sounds come only through frontal and central speakers, rear ones are inactive, even though I have selected 5.1 configuration in game settings. And the sounds which are supposed to come through rear speakers (like footsteps behind you) are played in frontal speakers as well. So it's just like simple stereo. The receiver shows that the imput signal is PCM. The other games work just fine, the problem only with the Dark Mod.

     

    I have OpenAl installed, of course. Any ideas? Thanks in advance.

     

    Upd: my idea is that for some reason in my case the game doesn't really send 5.1 sound to the output device. Or the receiver cannot recognise that it's 5.1 and send it to speakers correctly.

    My idea is that for some reason the game

     

    SOLVED: I reinstalled the game and it helped. Not sure what changed, though. Sorry I bothered you, guys.

    • Like 1
  2. It seems I'm stuck.

     

     

    How does the lever work? It should allow access to the treasures in the upper floor, right? I use it with the machine in the basement and I hear clicking sound but still there is no result. I'm tired of running to the upper floor and back again. :huh:

     

     

    Edit:

     

     

    for me the lever didn't fall into place, into the machine. Somehow I managed to do it from the 10th attempt maybe. Dunno what was with it.

     

     

    Aaaand I finished the mission. It's hard, really, one of the hardest, maybe (I played it on max. difficulty). All in all it's nice, but the lever situation spoilt it. Also I as well experienced some troubles wielding an oar.

  3. Have just finished it. Since much has been said already I'll note several things I consider outstanding comparing to other missions.

    1. New music. It's a good to have it for a change and it is really delivering.

    2. Lots of side-quests in the 2nd mission. City missions are usually my favourites and a bunch of side-quests are a nice complement.

    3. Although I encountered a couple of setbacks (I'll mention them a little bit later), this campaign has the best gameplay flow I've seen in Dark Mod so far. Considering this and the huge amount of work put into it I couldn't give less than a maximum score for the gameplay.

    4. And of course, one if the coolest things is

    THE LIGHTNING!!!

    Oh, gosh, not only itself but the moment it appeared was amazing.

    Now about a setbacks. There were 2 of them, probably known, but I'll mention them anyway. They're both more of a technical character, I guess.

    The first was in the 2nd mission and it's about

    swiping food for Old Man Harry. I searched the whole mission and couldn't find anything for his as I thought it should be something that gets into my inventory when I frob it (logical, hm?). So I had to look the forum for the solution and it turned out any food should do and I have to carry an apple in hands to give to him. This is not obvious at best.

     

     

    The second was in the 3rd mission and it is a known issue about

    taking the chalice. Had to look for the solution in forums as well. People suggested to crouch and lean forward. I managed to do it at the 10th attempt maybe. I was playing on an expert difficulty, so taking the chalice was obligatory. Thus I was close to be dissapointed thinking that it is unbypassable bug.

     

     

    But nevertheless, the campaign is awesome. I read all the notes, enjoyed the story and overall gameplay was very smooth. This makes the missions are amongst the best I played in the Dark Mod. I have great thanks for all the developers for the campaign.

    • Like 1
  4. It happened to me a few times as well . A mission load locked up at different rates (including 0%, 100%, 65% and some other). This happened to different FMs. I believe it's either due to the lack of free space on hard drive (I for certain reasons have been having less than 1gb lately) or it's some minor issue of 2.02 since it happened only after the update. Can't say for sure.

    Btw, on 2.0 the missions were downloading very slowly on nice connect, about 2-5 minutes per mission. I thought it was supposed to be so, but now they download in just a few seconds, definately less than a minute!

    Anyway, neither of this bothers me much.

  5. I've just finished the mission though it's quite old, it seems. Nevertheless I liked it.

    What I liked most is gameplay:

    it's a mixture of city-taffing and horror-type mission. And we have 3 parts: city streets (with open windows of course), sewers and catacombs and this variety of locations prevents player from becoming bored. Also I liked how intuitive most of the challenges were (both finding loot and tasks I mean). However, I played on Difficult and had to use console to find 3500+ loot needed. And it turned out that there were only 4 pieces left. It means that you have to collect almost on loot on a map in order to complete the mission, and, as many have notice here, some loot in the catacombs is easily missable, which kinda spoilt the ending a bit.

     

    All in all it's a nice and enjoyable mission and I even didn't notice scale problems like some people in comments here. I especially liked

    how huge the church is, like the real one.

     

    • Like 1
  6. Thank you releasing this cool mission. I've just finished the previous one and now in a process of going through this one.

    I am playing on maximum difficulty and I wanted to clear one moment out. Guards seem to be with perfect hearing. Is it supposed to be so? I understand that it's the maximum difficulty, but still. It is extremely difficult to do anything with them, especially that the max. difficulty is oriented on ghost-run. I thought that it could be an issue when

     

    1) I walked the door near the mission start, there was a guy (a hunter?) sleeping. And there was no way I could not to wake him up. Even moving in a slowest way.

    2) When I got down to the sewers I was running in there, exploring (it's sewers so I thought no one could hear me there?). But to my surprise I found myself attack by a couple of guards (how did they got there?)

    Not to mention that all other guards are extremely difficult to avoid and it seems completely impossible not to alert them.

    I've just remembered that TDM update 2.02 changed AI hearing, so maybe that is the case?

     

    Like I was saying, I haven't completed yet but I've just began looking into

    beggar-related ques. It reminds me of mixture of necromants with their spider cult from M&M and Cthulhu myths.

    So much fun!

     

    Edit: ok, so I finished this. What I liked most is style, especially rain & puddles! The sewers were cool too. I noticed different ambient\music in different places of the map, which is good, as in some missions there is one music playing all the time which is kinda annoying.

    I liked the intro story, so I guess I'm the type who likes skulduggery stories :)

    From gameplay point of view I liked

    the idea with that inventors guild' detector machine (or how is it called?) and a badge. Also I liked that you don't need to babysit the fence when you break him out. "Meeting at the pier" is IMO is the best solution which could be found for such kind of mission. I managed to guess how to open Tengrove's safe on my own, which is delivering, though it wasn't difficult.

    But unfortunately it was difficult for me to find that dang key in the sewers (which was mentioned here already). So I had to look here to find it. My issue was that I saw the pipes, but didn't see the mushroom in a bottle behind them. I guess if did, then I'd certainly come closer to look at this and would have found the key. But unfortunately that didn't happen, so I guess you should make the mushroom more visible somehow.

     

  7. Just finished it. Though short, it was really cool and fun to play. I liked that the author paid attention to details and multiple ways of infiltration.

     

    My favourite moment was

    when I realized that I just infiltrated the mansion through a shitter, lol. Like those dwarves from Hobbit2 movie :D Actually I was playing Thief series and The Dark mod and wondering how soon it will come to this. :D

     

  8. So, I'm in a process of playing now, but I made a little pause to say here that I really loved the raindrops slipping down the window effect - it's sooo captivating! *_*

     

    P.S. Just saw that some folks here also noted the raindrops effect. Btw, I heared rainsounds as well. It all makes the "atmospheric" part of the mission much more awesome!

     

    P.P.S. Also I noted cool sound effect of gas lamps when you light 'em up via switch. Such details are really delivering.

    • Like 1
  9. Hi I'm newbie to TDM as well, but quite a veteran to Thief series. So far I've completed about 10 missions, but comparing even to Thief series' missions I guess my top3 of TDM are:

     

    -Business as usual

    -Fiasco at Fauchard Street

    -Tears of Saint Lucia

     

    P.S. I'll probably update this post sometime soon if come arcoss other truly-brilliant missions for me.

  10. I don't wanna start a new topic, so I think I'll post my impressions here.

    I've played the game for the first time, though I'm a fan of the Thief series for quite some time, it's my favouirve series probably.

     

    My imressions from The Dark Mod... well, I'm impressed, really! The most astonishing things are lockpicking (that you have to listen to sounds), object interraction, arrow physics, the abilities to use sound (listen to guards, open the doors to hear better and so on). There are lots of amazing things you've done in the project, really.

     

    My main suggestion on what to do is to make player model so that we could see hands and body even when not holding weapon, like in Thief3 or Dark Messiah. And also make a dynamic shadow so we could see our shadow while moving near light sources.

  11. No, it's a rather standard 16:10 ratio. 1440x900

     

    upd: I've just tried other ratios, like 640x480, 1024x768. The text cuts off at the exact same place.

     

    p.s. Don't mind the screenshot resolution - I had to compress it a bit as it was too large for uploading here :)

     

    upd#2: Hurrah! I've managed to localize the issue: see, I have russian language set in game settings. So I've changed it back to english and the issue resolved. My guess is that the language setting also changes font size or smth like that. I dunno, but maybe there are issues in other languages as well. I'd be glad if you guys fixed it as I really love your project :)

     

    upd#3 I haven't played a lot yet, but the issue persists. I've met it at least once more in that training mission. The first picture is the fixed variant of the screenshot I attached before. The second one - is new place with the issue but in the very same book (both taken with english language setting).

    post-30729-0-77255200-1384615036_thumb.jpg

    post-30729-0-89581900-1384615044_thumb.jpg

×
×
  • Create New...