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About DeusXIncognita

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  1. Ran through the reworked mission today. Was fine, although a few issues I had with St. Lucia still persist. But being able to pick up things without alerting everyone definitly helped in the experience.
  2. Quite a few food items are eatable, but I think none of them are transportable in TDM, at least I can't remember them. For example big pieces of cheese, apples, carrots or turnips are things I regularly eat in missions - for the fun of it - and I think I never got them in the inventory.
  3. If the usual levels in TDM would be larger, it might be interesting. The way it is, a reasonably trained thief should be able to sprint through most levels without much problems. If it was used though, the guards, at least those in heavy uniforms, would have to be affected by it as well, and more than the player (since the thief usually doesn't wear chain or plate).
  4. Did you mean Outlast? I know an Outcast, but its nothing like being horror or unarmed: https://en.wikipedia.org/wiki/Outcast_(video_game) While Outlast seems to fit the bill: https://en.wikipedia.org/wiki/Outlast
  5. I am not sure we played the same Thief 1. I never had a big problem hiding from zombies - if I wanted to. The big difference to human guards for me were a few things, but hideability was not among them: -) They dropped, but were not entirely dead, they would rise again -) They were slow and could easily be outmanouvered -) Not really exactly bound to the enemy: You were allowed to kill them on expert. And since they were no humans, I did. They hindered me in exploring so much. I dropped them where I could, if I had a chance permanently. What changed in TDM a bit was their vulnerabilities.
  6. I can only find a "TheDarkMod.exe" in the main directory, that is the one, right? More performance is always welcome, and after all my Thief senses are tingling again.
  7. I was aware The basic version still includes many restores and additions that some might not want as extra change. Thats what I mean with different approaches, where even the way the people think is different, in a way that one thing is too much a change for some, while it is no change for others. The way I felt it, in TDM, the mapper is king+. I do not always like that. There are inconsistencies, where I would really, really, really wish that outstanding parts are mentioned in a helptext. Like: Are vines usually climbable in this map? Are some pipes climbable... etc. But on the other ha
  8. Abso frelling beautiful The age still shows, but the difference is easily noticed. That will be the time to replay it - AGAIN. The story and athmosphere of Deus Ex was, and still is, one of the best in a game. Since your decisions had impact, influenced what happened later in some ways, and you really had so many approaches - and if it was difficult, it was up to you to make it still work.Lethal - Non lethal - nearly entire pacifistic - it was your decision.And, really missed in many games: The realistic mode. One shot to the head, your (normal) enemies are dead. And you too. That really ge
  9. This dicussion reminds me a lot of the Vampire Bloodlines fan patches. In essence, as far as I saw, there were two main lines that tried to improve the main game: One tried to stay as close to the developers Version as possible, while fixing bugs and keeping it playable. The other additionally (to fixing bugs) dug through the files, included found conversation lines that were for some reason not used, included found items in the data, and as it grew rewards were shifted around, items changed location, some rewards were given on different points in the story line, items were reskinned, rewarded
  10. If it works that way, I think testers and mappers should definitly be able to see it. More information = easier debugging and optimizing.
  11. Finally finished. Needed the help of DarkRadiant though. I love assassination missions, and this one had some high points, and a few low ones too, all in all it was worth it, but I think I like Ulysses 1 better.
  12. Never change a running system. Never play on patch day (for windows versions I make that at minimum release year) Usually with a new windows something that worked before stops working, and I have yet to see a real feature of a new one that is really worth it. I checked new features of the new windows 10, and there seems to be absolutly nothing thats makes it a bit worth changing. To me there are two reasons for changing sometimes: -) There are big security holes, that are not in new versions (usually because of lacking support fot that version) -) Something new I like to try really require
  13. Since I have a broken safegame in nearly all missions, I use a "fix" to always have a backup safe handy when it happens. I describe it here: http://forums.thedarkmod.com/topic/17052-tdm-203-crashes-on-f4-save/?do=findComment&comment=368580 It requires a small bit of work and then always works without the player having to do anything additional. After you safe twice in a mission you have a backup safe when something comes up. The solution is not from me, I found it here in the forum but could not locate it again to credit the original author.
  14. Better would be the action of the AI starts to ignore things. While the AI giving up is probably easier to do, usually the player is responsible somehow when such things occur. And that shouldn't be "rewarded". A door that should be closed for example, should close. Then again, the cases were it would be helpful for the player and he wouldn't have already had a possibility for what he wanted are probably few, might be that ignoring just does the job. I just have to think of the cases I did myself, of using gameplay techniques to trick AIs (in several games), that shouldn't have worked (lik
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