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Tarhiel

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Posts posted by Tarhiel

  1. 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 

    Spoiler

    dedicated to Grayman - I had no idea darkmod is capable of such a nice daylight levels with no performance drops anymore! 😮

    I still remember few years back this would not have been possible.

     

    • Like 1
    • Thanks 1
  2. 1 hour ago, Lzocast said:

    Playing this and 'Iris' back to back may have been a mistake. Content overload xD

    All enjoyable so far, though undead seem inconsistently knock-out-able. Shame as even with overt enemies I prefer knockouts over kills.

    Quick question:

      Hide contents

    The big crystal cave under the Library. Very pretty, but does it have an actual purpose? Spent past 15mins walking around it unable to see anything to actually do down here.

     

    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:
     

    Spoiler

    in there there is 1 secret (really hard to find, well hidden) + secret road to Thistlewood library area (the one where you found the etching tool)

     

  3. On 4/10/2022 at 4:23 PM, freyk said:

    Use console command "bind", like: bind <key> "<command>"
    To hide the lightgem, that is console command:

    tdm_hud_hide_lightgem 1

    Or

    g_showhud 0


    But how about taking a look inside file "darkmodkeybinds.cfg",
    where you can change the keybinds and add console commands cvars to a key, like: 
    bind "n" "g_showhud 0;screenshot;g_showhud 1;"

    More info, see tdm wiki article:

    https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings

    And

    https://wiki.thedarkmod.com/index.php?title=Cvars_in_The_Dark_Mod

    Btw please do not post in very old topics.

    @admin

    Please move this topic to tech support.

    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.

    • Like 1
  4. 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 

    Spoiler

    and the 3 different ways how to approach the final confrontation - either bribe the sleazy guard, outwit by finding dead man´s key or simply, after learning the key combination, just loading older save and inputting it yourself - I loved how the player character had different quib for each of those situations!

    Especially the "Ha! Lucky guess" had me laughing. Descent into pit remined me of Ravenholm, but the overall level design and aesthetic was not unsimilar to Arx Fatalis, or rather Dark Messiah (the desert temple location with the great Wyvern).

    Oh and I liked the jab at Indiana Jones (please, tell me I am not mistaken!) with that final piece of loot, which looked ominously enough, and when you took it, the pedestal unburden rose up and sprung a trap - smart! 

    I immediately loaded it, because I noticed a frobbable rock on the ground and I tried to push the mask out of the pedestal with it. Then, just for a good measure, I used also second stone from the ground before I picked the mask - and it didn´t activated the trap! That was a really neat touch :)

     

  5. 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.

    • Thanks 1
  6. 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:

    Spoiler

    The one in the attic, hidden in the book (it did not occurred to me to get into that attic) and there was some other window as well.

    - 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: 

    Spoiler

    I was able to frob some of the lootables from under the hidden floor tile in the cultist chief´s apartment without knowing there is some secret stash at all! I thought this is by design, similar to the second secret in the Thief fan´s apartment, with the ring and the couch, so I didn´t found it suspicious.

    Only later on I found the readable mentioning the button on the clock and only when I opened it I was abet to loot the key and continue with the story. 

    This sounds I am complaining a lot, but I enjoyed your mission very much!

    I especially liked the Thief fan homage

    Spoiler

    (with the books referencing the other missions) + Narnia! :D

     

    • Like 2
  7. 9 hours ago, stgatilov said:

    You'd better not.

    Or you will have many invisible differences with how 2.10 should work, which will eventually get you into trouble.

    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.

  8. 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.

  9. On 2/12/2022 at 5:00 PM, jaxa said:

    Is this a standalone download because it's a total conversion?

    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.

    • Like 2
  10. On 4/25/2021 at 9:37 PM, Kerry000 said:

    Hi @Tarhiel,

    Thank you for taking the time to reply in such detail. I'll gladly answer the questions you've raised.
     

      Reveal hidden contents

    Firstly, as @Frost_Salamander stated above, you certainly can blackjack the guards in the manor. You can blackjack everyone in the mission except for the Dalton brothers who, as Hales' says in her journal, are just too stupid to feel it. Taking them on would be like taking on a pair of trolls. It's why you need to find another way.

    Regarding the unanswered questions about Hales, she is a central and recurring character who you will learn a lot more about in the coming FM's. Why she hates street people and why she left the City Watch are all crucial to defining who she is as a character. Both the questions you've asked will be answered. As to whether or not she's the real villain, you'll have to wait and see 😉 

    Captain Williams is also a recurring character. The items you leave on his desk are the evidence for the case he is building, Any other important information he might need he will get from the player character directly. This will be clear at the start of Part 2. Don't worry, he will soon know exactly who he is up against.

    You said you found 3 out of 5 secrets. May I ask which ones you found?

    Thank you again for your kind words. We worked very hard on the readables in order to make them engaging for the player.

    Sorry for the later reply:

    It was these secrets:

    Spoiler

    1. hanged man

    2. bird man

    3. I forgot this one, probably some loot or some hidden area, maybe the one in which connects the Tottenhaums room with the balcony where you can find golden looking glass on a table?

     

  11. 2 hours ago, Kerry000 said:

    @Spyrano and @JackFarmer,

    Thank you both for the kind words and rest assured that we are hard at work on part 2. We're really glad to hear that you're looking forward to it 🙂

    @Tarhiel,

    Thank you for the glowing review, we truly appreciate it. Would you mind answering something for me so that we can gauge our development of the characters? Who did you want to kill in the mission? Did you want to kill them because of their involvement in the darker side of the plot, or do you usually enjoy killing characters in-game? It's important for us to create strong emotions in the player about certain characters whose stories are going to evolve along with the main plot. 

     

    Ha, good question:

    I do not enjoy killing characters in general and I generally take the stealth approach, usually blackjacking them, but:

    Spoiler

    But here, especially the Dalton brothers, and their chief Hales (the "mute woman", ex City Watch), I would kill off.

    As I learned later on, it was a story option to kill the Dalton brothers with the rat poison, and I found this really neat, because it was stated in the readables somebody tried to blackjack them and it didn´t work, leaving clue to the player, they cannot be blackjacked (which, of course, I promptly tried). 

    But after the build up from reading all the readables, slowly building the tension not knowing what exactly they did to your friend and whether he is still alive, and then learning right after encountering them that they cut his tongue out, I just saved the game (knowing it will be a failstate) and sneak past them and killed first with the arrow and the second shoot to death with several arrows.

    Don´t get me wrong, I know they are just thugs, gorillas meant to do their master (Hales) bidding, she is the real villain in this story. And you could clearly see from the readables she is dangerous. But I was so angry at them and terrified Daltons might do this to others, I just went with it. It´s not very often this happens to me in the game, even in Dishonored, I enjoyed the non-lethal ways of getting rid of characters (I mean, cutting tongues out, and sending two former brothers and slave masters in to their own slave mines, letting them taste of their own medicine, or letting one duchess to be abducted by her creepy stalker and self-pronounced lover? That´s savage), because I found them more punishing than killing them, which actually would be more merciful, in some cases.

    So killing those two silently was a prompt send-off, but there are several unanswered things about Hales:

    - why did she hate beggars so much (it was stated in one of the readables)?

    - what happened she fell of the grace (not being city watch member)?

    I reckon that, even though it wasn´t explicitly stated, that now the good captain of the guards knows about her involvement, and he knows who she is, so this plays in our advantage and I would expect there would be a show down, where she will be called out by the captain, probably something she fears of (stated in her journal, that he would certainly recognize her).

    I am really curious how this would play out.

    Maybe that could be an optional mission goal added here - to drop her journal on the captain´s desk as well, making sure he KNOWS who´s he against.

    Another persons which I would gladly blackjack, for purely technical reasons, were the two un-blackjackable guards guarding the Tottenhaum (you know which one I mean, forgot his precise name) mansion and always turning up the lights. I know this was meant to be a challenge (there was also this one guard with helmet on his head, just before entering the roof with the maur), but I ended up noclipping around them as their behavior was pesky.

    At least one of them I would leave blackjackable for those of us, who does not play on ghost, OR leave one (just one) gas arrow in the whole level (these arrows are meant to be rare, so player would be extra cautious using them), but this is exactly the spot I would used them on.

    By the way, whomsoever wrote your readables, should have won an Oscar.

    Those are one fucking perfectly executed readables - short (only as long as they need to be), precise, in character, in the right places and there was always some new bit of trivia you learned form them, slowly piecing the story together.

    And I think I found only 3/5 secrets, :) have no idea where the others might be :)

    • Like 3
  12. 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.

    Spoiler

    I loved the fresh take on the intro story being told by another person and their own mission, and then cutting to you, only when thing got sour and you knew right from the beginning something is afoot.

    And I definitely enjoyed working with the captain of the guards. 

     

    I was a bit angry in certain parts of the story that I can´t kill certain characters, but I can see why now :)

    Spoiler

    They´re gonna be needed in the sequel.

     

    I really hope one day, and I still will be alive, the Crucible of Omens will be finished and released :)

     

    • Like 1
  13. 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

    Spoiler

    was the secret room in the chapel. How do you open it? Is there a switch in the chapel somewhere?

    Just as others have said, I also would like to see a resolution to a story:

    Spoiler

    if there´s a way how to destroy the stone and the pesky dark voice, player should be able to learn it and do it.
    If we are able to find a dewdrop, we should be able to put it to some use (bring to the burial place of Mary?) to let her spirit rest at ease?

    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:

    Spoiler

    How will you find out where the girl was buried?
    I think it is the big withered three at left front side of the manor, near the polytunnel place, but I have no proof, I scouted it´s environment, I haven´t found any clue about it.
     

    I even climbed it, as it seems climbable, thinking, maybe there is something in the topmost branches, but I haven´t found anything.

     

     

  14. On 3/28/2021 at 11:41 AM, duzenko said:

    Guess what?

      Hide contents

    tdm_show_keys

     

    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!

    Spoiler

     

    After I turned on the lights, the corpse started walking and must have kicked the key away, I haven´t yet managed to check that location up to that point!

    If not for the command I would have to ghost through the door, so thank you! :)

     

     

    • Like 1
  15. 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!

    • Like 1
  16. 6 minutes ago, MirceaKitsune said:

    I'll be honest: I never once used either the Flashbomb or Flashmine, always saw them as pretty much useless. Nothing's ever motivated me to use them, I just pick them up and forget them in my inventory. A flash arrow on the other hand I would definitely use, it's an item I can see myself making practical usage of.

    My idea is combining this EMP arrow with the flash arrow; When the arrow hits a surface, it will blind any AI looking, while also making electrical lights go out for a limited time. We could also disable the ability of the player blinding themselves as they can do with the flash mine / bomb, if it's proven that this is an annoyance. Which BTW I remember didn't work anyway when I tested this... the arrow made the AI rub their eyes, however the player didn't get blinded when seeing it explode.

    Anyway turning off electric lights will likely require gamecode / script changes which I don't know how to do. What I think I will do in the end, because it's so simple, is adding the new arrow definition with the same effect as the flash bomb: Anyone with a FM can download my pk4 and temporarily add it to test its practical effects before we make those funky variations. I'm currently working on another little asset addition I'm thinking of proposing so perhaps after I finish that.

    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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