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wesp5

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Everything posted by wesp5

  1. Quite often rings can be found in bathrooms, but normally you get a hint in some readables for those.
  2. While I don't think a voting system would be easy (where are the votes collected?), sorting should be possible from inside the mod and I would appreciate this too!
  3. I just played this and loved the spooky atmosphere, a map well made for Halloween! That is I found some minor issues that could be fixed. Like the others I had problems to get the golden lion on the roof because it's rather difficult to crouch out of the window. This could be made easier. Also I found a missing texture at the top of the broken spiral staircase and once you jump there and from there to the top floor, you can see some kind of skybox clipping when looking out. And there were some badly scaled textures on protruding bricks in the sewers. Last not least a problem that might be a TDM issue itself: the volumetric fog used here and in other missions looks very bright but it should be dark. Can this be fixed?
  4. As far as I can see the robots in TDM are steam based machines and could work be seen as a faraday cage too. But if you can tell me how to add STIM_KNOCKOUT to robots. I'll try to add it :)!
  5. Starting from this thread I went into the other direction as I think one flash item is enough, especially as holding down the use key can make you throw a flashbomb quite far anyway. So I changed the flashmine into an "electric mine", which will knockout single NPCs stepping onto it because to me this is much more usefull! Right now it makes a blue light and a buzzing sound, but I would like to add a blue aura around the affected NPC. Can anybody remember if this used somewhere already? I have the feeling some ghosts showed such an aura, but I can't remember the mission to take a look how it was done. Also robots, spiders and undead are not affected as this would make it too powerfull...
  6. @Obsttorte: If you have already done this, can you give me the script or def files for the patch? Or should this even be considered for the core mod? I guess you don't even need a special item like a keychain, but the game will automatically use the correct key if the player has it, like e.g. in my favorite game Bloodlines, yes?
  7. Any chance to make this a global feature that I could add to my Unofficial Patch or does this need to be written into each mission itself?
  8. You are right, nothing would change in old missions unless we swap an already available item, but I really like the idea of disabling robots. Is there an easy way to turn the flash mine into a tazer mine to kill robots and stun guards? Because I never ever used a flash mine, it makes hardly sense compare to a flash bomb, and I think it's the only tool available twice already...
  9. I like that idea. Make this arrow emitt powerful electrical flashes burning out electrical lamps and stunning enemies! Maybe actually drop them like with a tazer.
  10. I'm all for new stuff, but I think we agree that we already have two flash items. Your EMP idea on the hand would offer some new gameplay possibilities :)!
  11. I don't know if something like this would be needed. If guards are so far away that you need a flash arrow instead of a flash bomb, I would assume I could sneak by without them noticing anyway. Also as an emergency weapon the flash bomb is thrown much faster than the arrow can be shot. But I really like the idea of the EMP arrow! Because at the moment there is absolutely no way to kill electric lights. I could see it having a sparkling crystal in the front and thus it seems not at all out of the tech of the world.
  12. I agree, that the graphical representation might require too much work, but why not add this just in text form? I like the idea and it shouldn't be too difficult to find class names...
  13. I agree. I always had this activated but honestly I can't really remember a situation where it was actually necessary.
  14. Is this a mission where you have to enter a deposit room at a bank? Because I remember having the same issue there! Also it probably can't be fixed for everybody as the affected doors might be different.
  15. Couldn't this be fixed for all missions by readding numberwheel_lock.script with the changes you added?
  16. I think it's time to take a closer look at the "Open Doors on Unlock" feature, as I got once again stuck because I had this set to off. Missions that are affected are the upcoming "Now and then", according to the forum search function also "The painter's wife", "The Alchemist" and "Hidden Hands: Initiation", and I remember another mission where it happened to me. Can this somehow be circumvented by updated dev or script files or do the mission authors need to fix this on their side? If there is no common solution, shouldn't this option be removed? I don't know how many players there are who don't come looking here for help, but if they don't some of these missions are just completely not playable when this option is set to off.
  17. I find it very annoying! For each successfull attempt the failing sound is played. This wasn't the case in 2.07 and should thus be easy to fix.
  18. Ah, I must have overlooked that thread. Good to hear it is already fixed! Anything new about the failed lockpicking sound playing all the time?
  19. I would be interested too. Never did a TDM beta-test yet ;)!
  20. Speaking of maps, what often annoys me in fan missions is to see an old map of central Europe with Bridgeport being somewhere on the southern coast of France. This doesn't make much sense regarding language and climate unless you can explain somehow that in the TDM universe the English conquered France and not the other way around ;).
  21. Okay, so I found another issue which may be connected to 2.08 or some specific missions: Sometimes for notes a font is used that is very pixelated and barely readable. See this example from Shadows of Northdale Act II:
  22. Finally played your missions and while I found Volta 1 was nothing special because it was the usual mansion, maybe even a little bit on the large side, Volta 2 was wonderful! It reminded me very much of Arx Fatalis and Dark Messiah of Might and Magic with those cool underground areas . Once again, amazing how versatile TDM missions can be!
  23. So this is kind of a "the sound is missing" sound. Nice idea! With Bloodlines you always need to check the console for that ;).
  24. If it is not set to 0 by default it should be, because it sounds very much out of place most of the time! Or choose a more subtle sound than a beep.
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