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Tarhiel

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Everything posted by Tarhiel

  1. Dammit, sorry, I was meant to put full rating, and I pressed 1 instead of 5 (facepalm). Can somebody from admins delete my vote, so I can vote again?
  2. I have just finished this mission: I am at loss of words - fantastic work, from level design, to new gameplay mechanics, secrets (so well hidden secrets, I was able to discover only 4-5 of them). And that secret area
  3. Where did you found the melting machine + energy for that? You would not be able to get to the crystal cave otherwise. As for the crystal cave:
  4. Thank you. I was trying to do that (put my own keybinds into darkmodkeybinds.cfg), but failed to put 1/0 at the end, so it didn´t work, therefore I asked. About not posting in very old topics - I noticed it is old, but it was relevant and I didn´t want to create another thread when there was one asking precisely what I needed. Thanks again.
  5. Yes, but is there a console command one can bind to a key/set of keys? Because I would like to be able to change it on the fly, without the necessity of going to the menu.
  6. I knew you are a gifted level designer after playing Volta 1 and 2 mission. This just confirms it - unusual setting (mining site/archeological excavations set in Middle-East-ish setting), lot of verticality, cleverly, but never unfairly hidden loot and delightful lightning. Not to mention plethora of new assets and new zombie design. I like the clear objective, which always stay at the center, 5 hidden secrets, which were joy to hunt down
  7. Absolutely splendid mission, this was joy to play, from beginning to the end. The level design is fantastic, as always, one of the few mission where I had almost 100 loot, bare few trinkets in the final confrontation cave + 2 omitted vases in one of the already searched rooms. One of the few missions in the long time where I had no trouble finding keys and clues how to continue were hintful enough. Superb work. On a more personal note: I had noticed news about Grayman´s passing some time ago and I am sorry to hear that. My condolences to the family and closest friends; As a member of community, I am sad we had lost such a talented modder.
  8. Hello Bienie, Very nice atmospheric mission, congratulation, only now I had a time to play it Maybe the following is no longer relevant (I might had the very first publicly released version of this mission and maybe there were updates in between) but for what it´s worth: - I have read the previous comments and I too could not finish the main objective as I render unconscious The Cleaver, I am too the "blackjack first, ask questions later" + I didn´t even realized it´s the cleaver, I thought it´s a random thug, only few seconds later, when he was out, but since the game didn´t failed, I thought this is an expected outcome and it didn´t bother me until very end. ) I tired also put the Unconscious Thief the face down as one previous player suggested, didn´t work for me. - I was able to find 7 out of 10 secrets, the rest I had to look up - one I overlooked (I took it before, then I loaded an older save and took a different road and forgot about it) but the other two I would not be able to find out: - was not able to find the Marshall rat anywhere, where is it? There were several rats across the map, but I haven´t seen a single one with a red scarf around a neck. - Matilda´s ring: this one bothers me the most - I found the ring, I found the advertisement giving you clear instructions as to where to put it - only to try every damn window (I noclipped even to those above, I was so desperate) on the Fulke Street, not only on the north end, the whole street, but NONE of them activated the objective completion. So I guess it´s a bug. There was also this bug: This sounds I am complaining a lot, but I enjoyed your mission very much! I especially liked the Thief fan homage
  9. Interesting. I did a clean install of 2.10 and, for some reason, it imported by itself my .cfg file (I did a difference check and they were identical) and game seems to be running fine.
  10. Can we just copy Darkmod.cfg from 2.09 to 2.10, or do I need to modify it before use?
  11. Guys, how casn I upgrade from 2.09 to 2.10? TDM_update doesnt´t seem to work for me - it says everything is up to date, but I am still on 2.09.
  12. I know this s a stealth + immersive sim games forum, but maybe somebody will find this interesting: I have stumbled upon this interesting mod I found out thanks' to Pagb666 channel: It´s a GZDoom total conversion of Doom, set in post-apocalyptic world, called Ashes: Afterglow. It comes in 2 parts: the first´one, Ashes 2063 was released few years ago, then they did remastered version of it + released the second part, Ashes: Afterglow. where they concluded the story. It has 33 maps in total (Doom 2 had 32), some of them secret. This installer contains both of them as a standalone install. If you´re a fan of postapo, give it a try: it has a decent story, lots of easter eggs and maps are getting more complex as you go. Second part especially brought in a simple crafting mechanic and hubs (possibility to return to the previous map and being able to explore parts which were previously inaccessible). i am in a 2/3 of the second part and enjoying it immensely.
  13. It is standalone, but they made it in such a way that you need to own Gothic 2 on Steam or GOG, to be able to download it - the game itself though, does not require you to have G2 installed or any file form it, it is standalone and has everything it needs. Some of my friend had already finished playing it and said it´s definitely worth playing.
  14. Congratulation on the release! Looking forward to play it
  15. Sorry for the later reply: It was these secrets:
  16. Ha, good question: I do not enjoy killing characters in general and I generally take the stealth approach, usually blackjacking them, but: And I think I found only 3/5 secrets, have no idea where the others might be
  17. Absolute blast to play - neat, tightly-packed mission in a small area, but brimming with content - both loot and story readables. And the story you two cooked up is fantastic, on a professional level - I can´t wait to find out what will happen in the second part! The attention to detail, intro and outro had a high production values, as already stated before me. I was a bit angry in certain parts of the story that I can´t kill certain characters, but I can see why now I really hope one day, and I still will be alive, the Crucible of Omens will be finished and released
  18. Very nice first mission! I was surprised how well the manor itself was designed, that must have took a lot of time. And the tension! I was genuinely scared. I had to stop playing the mission during the night, and play during the day. That happened to me also with only one mission so far - Shalebridge Cradle. Readables are very nicely written and I liked how you can systematically open every room in the house. The only one I didn´t know how Just as others have said, I also would like to see a resolution to a story: I have only one gripe with this mission - that it was too large. It has too large spaces with nothing goin on in them. Manor itself could have been shrunk down to at least half of its size and still could contain this story. If it´s so big, why not populate it with some enemies? i have expected such a big place will be swarming with them after certain events. And I have one question, which I wasn´t able to resolve:
  19. My goodness, thank you, you saved my playthrough! This is exactly the reason why I couldn´t find the chapel key and couldn´t progress with a story!
  20. Wow, guys, optimization in 2.09 is above and beyond awesome - Painter's Wife, where I had before in the worst parts around 45 FPS, at best 75-85, now thanks to Image Sharpening I can now have 95 where before I had 45 and 120+ where I before had 75-85. And without noticeable drop in image quality. This is unbelievably awesome!
  21. I wouldn´t go as far as making the flahbomb arrow capable of disabling electricity (practically, an EMP grenade), but the other capabilites sounds fine. Besides, many lights in the missions are prebaked, it would be impossible to disable them and players might find it confusing, why this light was disabled, but the other one at the other side of the level could not.
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