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Thieving Barbarian

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Everything posted by Thieving Barbarian

  1. Actually, I think I now get why they heard me. The room is actually right above the guards and has a wooden floor, so jumping on it made enough noise to alert them. I only realized this after I noclipped to check around the place. Is this the intended behaviour?
  2. Challenging. I usually don't have problems with that setting, so it's probably like Springheel suggested - visportal issue in the map.
  3. The first three Thief games run quite well on WINE (apart from this issue) - there used to be a problem with extremely low FPS a couple of years ago when I first tried replaying them, so I never got around to doing it again until now, and it seems that WINE has improved quite a lot in the meantime. I've been running Linux only for the past 5 years, and apart from games, I haven't really missed Windows at all - and now many of the games I used to play run quite nicely (though sometimes they need a bit of tweaking, still).
  4. Sometimes it feels as if the guards hear a bit too well now. I was just playing Lockdown, and made some noise in the hideout room inside the tavern - the guards on the other side of the wall became alerted and rushed into the tavern searching for me. The hideout does have a (non-opening) window, but still, there was a wall between me and the guards. It's possible that they became alerted previously when I slipped past them inthe yard, and the noise I made tripped some trigger which was enough to cause this slightly exaggerated reaction, though.
  5. I tried all the different keybind sets, but the problem persisted. I may have to do a clean install and check at what stage it stops working. I hope it's not Newdark, because some of the TMA fan missions that need it seem very interesting. There's the option of binding walk and run to a different key - most of the time you could just run all the time anyway, so binding walk to a separate key isn't a huge problem.
  6. Having played TDM for quite some time, I decided to replay the first three Thief games again, after several years. So, I went ahead and downloaded a bunch of mods and fixes (TFix, HDMod, Tafferpatcher etc.; made sure I had the latest NewDark for some interesting TMA FMs). Now, I have them up and running, but I can't get the keyboard bindings work properly: In TG and TMA I have walk and run bound to W and Shift+W, respectively, but whenever I'm already walking forward, pressing shift stops Garret dead in his tracks, which sort of ruins the gameplay. It works I press shift first, but that's really awkward when surrounded by a bunch of guards and you have to scamper. I don't remember if the original games were like this (I think not), so maybe this is something brought along by NewDark? Anyone have any suggestions as to what might be going on here and how to fix it? I'm running the games on Linux though WINE, but I don't think that's the source of the problem as the games run perfectly otherwise and every other keybinding works... Google didn't turn up anything, either.
  7. I really liked this mission, though it was not entirely without fault. But first the good points: This was tight, yet not cramped. There weren't all that many places to visit, but it didn't feel cramped - I think much of it was because this map went both horizontal and vertical. Suitable for wide variety of playstyles, from meticulous "search every nook and cranny" to speed runs (I used about an hour to comb this map through, but also completed a 9:58 minute speedrun on Expert without completing the loot objective). Now the cons: Because there was no map, and because certain mapping conventions are not universally observed, I initially thought the map was smaller than it actually was - it took me a second play to realise I could get to the other side of the portcullis. As the map is easily completed without going there on lower difficulties, during my first attempt on Easy I didn't even wonder about it. Some areas seemed a bit unfinished, as if there were some plans to do something with them, but which didn't get implemented (the sewers and the thieves' den, both of which seemed a bit pointless) And some oddities (sorry, no screen caps): After I scared the butcher out of his shop, I buggered off into the sewers. Later, returning to the area, I found him stuck though his midsection into the wooden walkway leading to the gaol house. While it was rather entertaining, he blocked the door and so I had to dispatch him, but I do wish I'd seen him levitating there... I was also able to clip inside the building that's in front of you at the start, but since that can't really be exploited, it's of little importance. Overall, a great mission.
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