Jump to content
The Dark Mod Forums

wesp5

Member
  • Posts

    1860
  • Joined

  • Last visited

  • Days Won

    18

Everything posted by wesp5

  1. 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...
  2. I agree. I always had this activated but honestly I can't really remember a situation where it was actually necessary.
  3. 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.
  4. Couldn't this be fixed for all missions by readding numberwheel_lock.script with the changes you added?
  5. 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.
  6. 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.
  7. 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?
  8. I would be interested too. Never did a TDM beta-test yet ;)!
  9. 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 ;).
  10. 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:
  11. 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!
  12. So this is kind of a "the sound is missing" sound. Nice idea! With Bloodlines you always need to check the console for that ;).
  13. 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.
  14. I don|t know if this a problem of 2.08 or of my setup because I tested an audio update, but I often hear a beep sound where I guess there shouldn't be one. Like when starting or ending a mission, last experienced with Volta 1...
  15. Yeah, I got that too, but otherwise a fantastic small mission! I love it how different authors tell different stories, the automatons and the wish to create life were great. So I finished the second part too now. Another fine but rather ordinary map, but with a cool back story about an plague cult behind it. Congratulations for the story!
  16. In LARP currency is normally differentiated by the material, like this horse will cost you 1 gold, 2 silver and 3 copper.
  17. I think the ModDB statistics would make sense if 2.09 is released with the new installer and not the old updater. Then we would get a number of all people running it...
  18. Oh, I forgot to mention this in my feedback, but I had huge issues understanding what the player voice was saying, It wasn't loud enough compared to the other dialogues or it was somehow played too far away at the wrong coordinates...
  19. I already wrote this here, but I will do it again. All these issues can simply be fixed by removing the knock-out immunity once a guard is alerted which I do in the Unofficial Patch. Thus if you fail to black jack the first time for whatever reason, you have multiple tries until the guard intervenes with their weapon! I usually get the right angle and distance before they can do that :).
  20. I just finished this great mission and I am once again amazed how different modders can make completely different scenarios in TDM! After all the city maps I recently played this was a welcome change, starting slow but then providing the first ever TDM underwater station followed by some Indiana Jones style subterranous caves and last not least the big citadel itself. My compliments! I experienced a few issues though, like I had several crashes in the citadel part when killing undead. Maybe this was caused by myself spawning more fire arrows as I really hadn't the patience to sneak through all those wide and brightly lit areas surrounded by enemies you can't kill. If I could make a suggestion, I would recommend to add some more holy water and fire arrows at least on easy difficulty. As somebody already said, some undead in the crypt are set to human so killing them with firearrows makes the mission fail. Strange enough not when using holy water. Also you could clip into some stuff in the station. BTW, is there any way to kill those floating eyes?
  21. Yeah, but you are not using a bat or something, but a small item exactly made for that purpose. What I know from movies and books, you do it from rather close up...
  22. Could this be fixed by changing the cone? Because for most people if would seem reasonable that you could not ever fail in real life by being too close...
  23. I belong to these people too, which was one of the main reasons I made the patch. I would guess most of the developers here are professionals, while I play TDM once in a while when a new mission comes out or I when am bored. Regarding the black jacking, the act as such is not problematic in my opinion but the enemies getting immune once they are alerted. Why should a guard suddenly get a force field around it's head the second he hears you ;)? In my patch you can black jack normal guards unless they have their weapon between you and the blackjack after which is gets very difficult as it should...
  24. I agree to that which is why I removed the magical zero-seconds immunity to blackjacking in my Unofficial Patch. Please test it and tell me if this would be more like you imagine it! You can find it as a TDM addon on the ModDB...
×
×
  • Create New...