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Jetrell

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Posts posted by Jetrell

  1. @datiswous

    It's unfortunate that you are having problems progressing through the Training Mission. When you say you're stuck at the second challenge, do you mean the "obstacle course" or the "water well puzzle"? I suggest downloading Thieves Guild version 1.03, as I made some adjustments to the Training Mission https://www.moddb.com/mods/thieves-guild/downloads. I also recommend watching the Training Mission tutorial video. Yes, the "sneaking part" of the training follows the obstacle course area.

    If you want to skip the Training Mission, you can do so in the game menu by selecting the "New Game" option. Choosing that option will take you directly to the Trials Mission, which is the first mission of the campaign. The Trials Mission is a blend of puzzles and "sneaking parts" that I think you might enjoy. The following missions become progressively more challenging as you move forward through the campaign.

    image.thumb.png.924ef48e57d2b77b150df3e1c9f87f7e.png

    However, if that type of mission is not your cup, there is a mission in the campaign that might especially appeal to you and it's called The Heist Mission. It is a short, straightforward, pure stealth mission.

    There are two ways to start a map in Rune.

    1. Open up Rune, then bring up the console by pressing the tilde key (~) or bring up the engine command line by pressing the TAB key, then type: Open TG-The Heist Mission.

    2. Locate your Rune directory, then go into the Maps subfolder. The full name of the map (.run file) is, TG-The Heist Mission. Double click on that map and the mission should start.

    image.thumb.jpeg.07fdd32a91f4c7ee23883069207e45bb.jpeg

    • Thanks 1
  2. 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.

    Spoiler

    Did you first move the barrel into place (under the door) and then jump into the water tunnel, flip the switch, swim back through the tunnel, jump onto the barrel, and then go through the door? I setup the timing of this puzzle so player has to move the barrel into position before he jumps into the tunnel.

     

  3. 46 minutes ago, Petike the Taffer said:

    Thank you. Details added, article updated.

    I'll add some of the screenshots soon, I'm currently looking through the ones on ModDB.  

    Just tried to send you a PM but it said you cannot receive messages.

  4. 30 minutes ago, Petike the Taffer said:

    A total conversion is a mod, the point of it being that you've changed a copy of an existing game to be a fully-fledged game in its own right. This isn't just a Thief addon for Rune, but a fully-fledged Thief-like mod of Rune. You still need the original game to run a total conversion mod, including a mod for Rune, and including games that have built-in modular support for total conversion mods (e.g. Mount & Blade has this foresight to its modding-friendly structure).  

    The thing is, I'm not that knowledgeable about the mod, and though I knew you weren't the sole author, I don't know the names or nicknames of the other authors. If you can provide at least a few, I'll definitely add them to the article.

    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.

     

    • Thanks 1
  5. 33 minutes ago, Petike the Taffer said:

    @Jetrell

    Here's the brand new article on this total conversion at the Thief Wiki:

    https://thief.fandom.com/wiki/Thieves_Guild_(Rune_mod)

    Please let me know if I can upload any screenshots and images from the mod's official website or its ModDB page to the Thief Wiki.

    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.

     

  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.

     

    • Like 1
    • Thanks 3
  7. 1 hour ago, datiswous said:

    No I think it's the same (they're from the same makers, looking at the release notes). I tested both Classic and Rune Gold from Gog with this update. Both give an error after install I startup. What complicates it, is that I use wine (Linux), but Gog's v.1.07 works fine via wine.

    3 minutes ago, datiswous said:

    Actually it seems I got it working by trial and error.

    There's 2 files from v.1.08 that give problems

    UWindow.u
    RMenu.u

    These are in the System folder of the Rune Gold folder. So I think you can make a backup of these 2 files from the original Rune Gold and then install patch 1.08 and then copy the backuped 2 files back to the System folder. Off course it's not clear what could break if these have not been updated, but the Thiefs Guild mod now loads.

    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. 3 hours ago, datiswous said:

    Why would it not work with the Classic version? I think more people have access to that.

    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.

     

    • Like 3
  10. 6 hours ago, SeriousToni said:

    So I guess you had a lot of work to make it fit into a stealth game (back from hack and slash only). Or is it still the original AI and the Player just has to avoid it? (like, it doesn't recognise a body or missing torchlight) 

    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...

    • Like 3
  11. 9 hours ago, michael_a said:

    Tried to run after unzipping. "Failed to enter D:\Games\Rune Gold\Maps\TG/run: Can't find Class in file 'Class Engine.ServerOptions' History: UGameEngine::InitEngine"

    Command "Open TG" in game's console doesn't do anything. 

    Check your PM

     

    • Like 2
  12. 5 hours ago, michael_a said:

    How to launch it? Thieves Guild Mod shortcut after installation on GOG's Rune Gold can't run TG.run file. And as I understand Rune Classic is not advised to use with this mod. 

    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

     

    • Like 1
  13. On 11/28/2025 at 7:26 AM, datiswous said:

    Are these easier, or have you simply already learned it?

    It's mostly the story and the inventing of the map layout and AI-pathing routes itself that I find difficult, not the technical part of mapping with DR itself persé.

    Difficult question because for me it's a combination of different factors. The Dark engine is something that I've used for so long that it's hard for me to say objectively if it's easier or harder. I've also used the Unreal Engine for a very long time but I do find that the newest version is easy, intuitive, and it comes with a huge amount of support.

    I think of new mission ideas all the time, the difficult part for me is being able to recreate my ideas using game/engine mechanics.

  14. 16 hours ago, chakkman said:

    What I rather wonder is why so few of them ever made FMs for The Dark Mod (apart from people like Melan). I can only speculate, but, I guess that 1. they're used to the Dark engine and the level editor, 

    I can only speak for myself, the one and only reason I have not made any FMs for The Dark Mod is the steep learning curve. I have used and still use the Dark engine and the Unreal engine but the idea of learning the ins and outs of Dark Radiant is simply too daunting.

    • Thanks 1
  15. Thanks for all of this helpful info. I've been thinking about installing Solus for quite sometime. I know they accept donations but is Solus actually free or is there a trail period with some sort of fee that kicks in after the trail period ends?

    • Like 1
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