

esme
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Everything posted by esme
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At the end of the day if you want to implement this to give mappers more choice then go for it, it's your time and effort, you can spend it how you like. Just don't get upset if you put man years worth of effort into a mission that very few play because they don't want the restriction on saving. Personally I think that we should look for gameplay related solutions to making missions more challenging, more complex puzzles or smarter/more capable AI rather than altering the save game system.
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Just a thought on sitting/sleeping, unless the head is supported a lot of people 'nod' where the head falls slowly until it reaches a tipping point starts to fall and the sleeper jerks to catch it, sometimes waking themselves in the process, also unless the jaw is supported a lot of people sleep open mouthed when sitting. Probably a bit OTT
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I'm sorry but I'm the one playing, I make the decisions about going left or right or taking an incredibly risky leap across a chasm because it looks like there might be something interesting on the other side and dying in the process. I rarely play missions where my KO's are limited why should I play missions where if I die I go back to some point not of my choosing ? Then there's real life getting in the way, phone ringing, postman making a delivery, collapsing through lack of sleep because you haven't reached a checkpoint and aren't safe so you can't turn the PC off and go to bed, silly example I know - please ignore that one So no, sorry if I'm not playing the way you want me to but I'm not interested, if you do implement this I won't be using it and I won't be playing any missions with it in. It's a game not a test of endurance. -- EDIT -- I should add I'm not a TDM mapper, yet, I did make a level for T2 and I'm looking at darkradiant at the moment but pressure of work is preventing me from doing much.
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I've started hiding candles I put out for that very reason
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I hope she gets better soon
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Thought you could, I'm just crap at swordfights
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Really enjoyed this one, thanks Sotha, getting out of the cell was a real headscratcher, played on assassin as I really don't like restrictions on KO's Only hiccup I found was this
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I think you can kill zombies with the sword, not 100% on that though Might be an idea to be able to throw holy water at undead, especially if you're low on water arrows, this would affect game play and some existing missions though
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Fan Mission: Penny Dreadful 2 by Melan and Bikerdude (2014/07/8)
esme replied to Melan's topic in Fan Missions
For all that the levers and buttons are bigger than in Thief DP & MA, they can be very hard to find I've found, Melan & Bikerdude seem to have a talent for putting the things in plain view and stopping you recognising the things -
Fan Mission: Penny Dreadful 2 by Melan and Bikerdude (2014/07/8)
esme replied to Melan's topic in Fan Missions
In the locksmiths -
Fan Mission: Penny Dreadful 2 by Melan and Bikerdude (2014/07/8)
esme replied to Melan's topic in Fan Missions
Sorry wasn't being clear, there is another key that will open that door -
Fan Mission: Penny Dreadful 2 by Melan and Bikerdude (2014/07/8)
esme replied to Melan's topic in Fan Missions
You can still get into the armoury -
Yep if this isn't the right thread I'm all for starting a new one or some kindly moderator copying the relevant posts to the correct thread
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One possible change I've seen mentioned in another thread, it doesn't affect gameplay but would help keep missions up to date. Use MD5's to verify PK4 files are up to date. In order to keep the load at the server and client down, missions.tdminfo could have an extra field defined for MD5 information and a MD5 is computed once when a mission is uploaded to the servers. If this field exists in missions.tdminfo then the value is used as the local MD5, if it doesn't exist a MD5 is computed for the PK4 and added to the missions.tdminfo file. Then, if the local MD5is different to the servers MD5 the mission gets added to the available download list, on download the servers MD5 entry is copied to the local MD5 entry. Araneidae came up with this one http://forums.thedar...post__p__350111
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Fan Mission: Penny Dreadful 2 by Melan and Bikerdude (2014/07/8)
esme replied to Melan's topic in Fan Missions
@ Melan & Bikerdude hey guys, no worries it was a minor thing, I've had a blast loot hunting, I even managed to get into the armoury and according to the loadout there's still a ton of loot to pick up so I'm going to go find it -
Fan Mission: Penny Dreadful 2 by Melan and Bikerdude (2014/07/8)
esme replied to Melan's topic in Fan Missions
Prison hint -
Fan Mission: Penny Dreadful 2 by Melan and Bikerdude (2014/07/8)
esme replied to Melan's topic in Fan Missions
Pm'd you with a savegame, sorry didn't see this before, went back in and used noclip to fly around a bit, found some loot I'd missed and got over the optional loot objective, then went back to the exit and the mission finished, so it looks like the loot objective isn't optional on expert, I'll go back and hoover the bits up I missed though one of them is a bit of a head scratcher and will require some thought. -
Fan Mission: Penny Dreadful 2 by Melan and Bikerdude (2014/07/8)
esme replied to Melan's topic in Fan Missions
Ditto, can't get the exit to trigger I'm assuming this is the exit as I've tried every other one Also found what I assume is an easter egg -
Fan Mission: Requiem by Gelo "Moonbo" Fleisher (2013/10/6)
esme replied to Moonbo's topic in Fan Missions
Thanks I thought Fen was hard done by and deserved a little peace, I'm just a sentimental old hector, And the arrogant taff had it coming, just wish I could have got him later. -
Fan Mission: Requiem by Gelo "Moonbo" Fleisher (2013/10/6)
esme replied to Moonbo's topic in Fan Missions
That was epic! Your first build and it took 10 months, I take my hat off to you sir ! Loved the details, the service for the dead priest was beautiful even though I was using the time to rob them blind. One hiccup though The rest of the spoilers are praise So thank you again for an extremely enjoyable mission and ensuring that I never sleep again. -
Yeah but they had chimneys or at least a hole in the roof to let most of the smoke out
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Just thought of another style issue with torches, candles and lanterns. Burning torches aren't really suitable for indoor use, in real life they generate copius amounts of thick black smoke so if you have a lit one in an enclosed space then that space will rapidly fill with smoke and become extremely unpleasant if not actually fatal to be in, so lanterns or candles would really be better for indoors unless there's a lot of ventilation. Also these lightsources have a fairly short lifespan, couple of hours at most, maybe a bit longer for a big lantern, so if you're entering an area that no one is supposed to have visited in a long time then all the torches and lanterns should be out unless they are some sort of magical device or the undead AI keep them refuelled & lit for reasons known only to the undead. So torches really should be for exterior use and lanterns/candles for interior, even if they are carried by the AI, if they go inside anywhere they really need a lantern rather than a torch. Hmm just had a thought they could park the torch outside in a sconce and pick it up again or extinguish and relight it when they come back out that would be interesting to see, coding it is probably a nightmare though, just played "Return to the City" and was very impressed by the cook who picked up a spoon, stirred a pot and then put the spoon down, so blame this idea on that. Again none of this is showstopping and doesn't prevent me enjoying missions that have them, I just wonder who keeps the lights on at times.
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OK here's a few ideas please feel free to shoot them down. Consistent climbable objects, I've played a few missions where objects like banners or drainpipes have been made climbable, however these look identical to all the other banners and drainpipes in the mission that aren't climbable, so if you try one of the non climbable ones first you get the idea that none of them are and don't even try the later ones. So my suggestion is that, if a normally non climbable object such as a banner or drainpipe or even a vertical plank is actually climbable then either it is distinguished from all the non climbable ones in some way, a note, a conversation or even the player saying "I wonder if I could climb up that" or all the similar objects are also made climbable, even if there's nowhere to go if you do. A minor aesthetic point the setting should be rational, for example when I'm playing a mission and I go into a sewer or an attic and I find large crates that won't fit through the way in, I always wonder how on earth they got them in there, if you have a confined space then everything in it should fit through some way into the space, this access does not need to be accessible to the player, someone could have built a wall after placing a statue, the entrance could have collapsed after the large crate was brought in, machinery could have been brought in in sections and assembled, but an area with a single tiny entrance containing a huge crate breaks my suspension of disbelief a bit, very minor point though.
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OK well what I've done so far is this. I've added a "downloaded_version" flag to each entry in missions.tdminfo as this seems to be the only one added when missions get downloaded I checked through http://missions.thedarkmod.com/get_available_missions.php and made sure the versions matched I also made sure the folder and PK4 names matched the "internalName" from there and when they didn't, I deleted the missions.tdminfo entry and the entire mission folder from disk and downloaded again So I'm reasonably happy my mission set matches the download list now
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Thanks for that gnartsch. So basically the problem was how I seeded the fm folder with missions I'd downloaded manually giving different folder names to missions the internal downloader uses I'm probably only going to use the internal downloader from now on but just in case, if I make a sub folder of my fm folder with a name matching the "internalName" field in http://missions.thedarkmod.com/get_available_missions.php and put the PK4 in there, will TDM still pick that up ?