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Jetrell

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Jetrell last won the day on January 8

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  1. Thanks for the feedback. I agree, I think you have a valid point. I will fix the tunnel but I just want to make sure that we are both on the same page.
  2. Just tried to send you a PM but it said you cannot receive messages.
  3. Thank you for the "total conversion" information - learn something new everyday! Thieves Guild was in development for many years and as a result many people worked on this mod, I would not want to leave anyone out because I'm grateful to all. There were seven team members and about twenty collaborators and beta testers. Mute_Machine, Onaga, Warlawk, Debujin, Durus, and Walleck were team members but everyone was instrumental.
  4. Thanks for making and posting this article, it's much appreciated. Yes of course, you can definitely post screenshots and images. I'll be happy to provide even more if you want. I've always thought that Thieves Guild fit the definition of a mod, and not a total conversion, but I guess I'm not exactly sure about the distinction between the two. There is one thing that I'd like to clear up, Thieves Guild was made by a collection of some very talented people so it make me extremely uncomfortable to see "Thieves Guild by Jetrell". I'd appreciate it if you would change that.
  5. A new version of Thieves Guild (v1.02) is now available on our MOD DB Thieves Guild page. This update is fully compatible with Rune Gold v1.07, including the GOG release of Rune Gold. However, Rune Classic v1.10 is still not supported due to unresolved rendering issues.
  6. Good news - All v1.08 dependencies have been removed. Our beta testers are currently running through the maps, and assuming no issues come up, I should be able to release a new file update shortly. These changes should make the Thieves Guild mod fully compatible with both GOG versions of Rune - Classic and Gold.
  7. Thank you for doing all this research, it's very interesting. I got a response from the person that I reached out to and this is what he found: Couldn't get the mod to work on Rune Classic version 1.10 However, Rune Gold worked with the mod. This is what he did: installed setup_rune_gold_2.0.0.5, it includes version 1.07, then updated to version 1.08 (rhov108upd_full) and installed the mod. I realize none of this is optimal, I am in the process of eliminating the mod's reliance to patch 1.08
  8. It's just a guess that I made, mostly because my retail version is called Rune Gold and that works. Again, I don't have access to GOG's version which makes this a difficult to problem solve. I'm still waiting to hear back from people that I've reached out to about this problem.
  9. I don't have access to GOG's version of Rune but as I understand it, they offer 2 versions, Rune Gold and Rune Classic. I would think their Rune Gold version would work. I have the retail version of Rune Gold and I patched it up to 1.08. Unreal Archive has several Rune patches, v100, v107, and v108 Mod DB Rune Patch has a different v108 Rune patch. I have reached out to someone who was having problems with the mod but they were able to find a solution. I will post their recommendations as soon as I get a response.
  10. We considered adding multiplayer features but ultimately decided against it, as Thievery UT had already nailed that. Instead, we focused our efforts on delivering a story-driven single-player campaign.
  11. Yes, we added an extensive amount of new code to the AIs. They now recognize open and closed doors, lights on or off, react to dead or unconscious bodies etc...
  12. Check your PM
  13. Interesting... I'm thinking you are having problems with the installation/.exe file. I suggest downloading the other version of the mod that I uploaded, the Thieves Guild zip file. Just unzip and put all of the files in the corresponding Rune folders. Then to start the mod, simply open up the TG.run file or you can use the "console" and type in "Open TG". The TG.run file will open up the Thieves Guild game menu. Thieves Guild zip file download
  14. I was cautious because I didn't want it to be perceived that I was using The Dark Mod Forums to promote my mod but I get your point - we're all in this together. Over the years we've had a few different team members, but for the past few months it's mostly been just me and one other person. The Thieves Guild project started a long time ago, when Rune was still popular. We liked Thief and we also liked Rune so we combined the two games together. We incorporated all of the cloak & dagger elements from Thief but we also wanted our thief to be able to fight like a Viking. Don't get me wrong, it's definitely a thief/stealth game. Through the 20 or so missions, we tell a story about a thief working for the local thieves' guild, operating within a dark and corrupt city. Under the cover of night, you are assigned a series of dangerous missions - success is rewarded with valuable items, increased wealth, and greater prestige from within the guild. To survive, you must move silently through shadowed alleyways, scale heavily guarded buildings, bypass deadly traps, and pick stubborn locks - all while avoiding detection by the city watch and roaming night patrols. One misstep can mean capture, failure, or worse. In this city, survival belongs to those who remain unseen. Thieves Guild was designed to be played on a computer using a keyboard and mouse. Rune uses the Unreal Engine 1. I'm glad you liked what you saw in "The Dark Side Edition Trailer". This video is a walk-through of The Training Mission.
  15. I hope you get Rune to work on your machine so you will be able to play the Thieves Guild mod. In truth I've been working on this project for over 15 years, which is crazy I know. Thieves Guild is a single-player Rune mod, loosely inspired by Thief: The Dark Project. It's a campaign driven story of about 20 missions. We tried to combine the action game style of Rune with the stealth game-play of Thief. Thanks for the shout-out - I appreciate it. I didn't post anything about the mod here because I wasn't sure if it was appropriate.
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