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DeTeEff

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Everything posted by DeTeEff

  1. Thank you all for contributing and for playing! And a special thanks to Kingsal!
  2. Glad you seem to like it I wouldn't consider Thief to be the easiest though. As assassin and saboteur you'll be able to move among the guests without problems, as long as you don't do anything illegal. But the thief is always considered hostile to everyone.
  3. Glad you like it. Haha, yes a lot of players seem to like the ability to lock in people Hopefully you won't need to KO too many people when playing as assassin/saboteur as you may walk among people as an infiltrator.
  4. Regarding the alarm But I see now that Knüppelmann referred to the general alertedness of the guards after seeing that something's been stolen.
  5. I may perhaps fix in a future patch that not all guards fetch lanterns. It has come to my attention that many players found it too challenging with all 5 roaming about with lanterns which I respect.
  6. The lantern carrying guards should be the same for all difficulties/contracts but the path changing system is a bit wonky so sometimes they don't fetch lanterns.
  7. Thank you so much for the kind words. It's funny that you are among the first to mention the music/ambience. Yes, in hindsight maybe I should have reduced the amount of AI on this ship. But to be totally honest, the mission got scewed in the favour of the infiltrator difficulties and the thief got the short end of the stick. Most time was spent on the poisoning mechanic and different paths. The lantern guards may have been involved in a bit of unkilled darlings (because of the amount of time I spent on their individual path nodes and overall patrol adjustments). If the mission gets an update I may very well remove the lantern behaviour on 2-3 guards, when playing as thief. The lantern fetching only happens after the lights have been killed (there are no fuses for the third floor btw).
  8. Haha. Yes, I'm the old Fieldmedic with only strange missions where I try to push the boundaries beyond playability... Glad you liked it! Yes, the painting will be missed and therefore trigger the guards to start searching for a thief. I thought about making more loot noticeable but as you experienced, there is a lot of ruckus. It wasn't what I wanted but I thought it would be strange/silly if nobody had realised that the painting was missing... Yes, I went for replayability so the story may be a bit lacking. I hope at least there are some fun and quirky things to find in the readables. /Mr Moose
  9. Reinstalled and now it seems to work. I hope it'll stay that way. Thanks for the help anywy
  10. Thanks for also looking into it, @stgatilov I haven't had time to reinstall yet.
  11. I will interpret this critique on the ship on a more fluffy level, more than actual critisism on the level design, am I right? Yes, when you get the layout strait, it's not that hard to navigate the mission. The AI in TDM is quite advanced but it is difficult (if even impossible) to steer the AI anyway you want via scripts etc. I'm aware that the player magically get a bow if picking up arrows. Therefore I added a bow at the place where you obtain the arrows.
  12. I'm thinking about moving all fms/custom folders and delete the whole game and reinstall...
  13. https://drive.google.com/file/d/1Ydg0YLb7Kzo6wy0ePq4zTaWK78Rxuu6O/view?usp=sharing
  14. This is definitely a fine map, epsecially for a/pair of begginner(s)! One should not compare with one's own work, but if I should compare this to my first mission in TDM, wow, this little mission is really good! Game play 3 I know the station was shut down, but there should at least be one or two AI present, for gameplay reasons. There is a new layer of work with adding AI (monster clipping for one) so I guess their abscence was because of time restraints. Other than that, there was not much to critizise. I loved the sneaking up on the ropes and good use of verticality. Story 3 Nothing special. The clues made sense. Short, descriptive briefing. Visual 4 Apart from some misaligned textures I found nothing distracting. I did find the areas after the pipecrawling a bit strange. It felt like outside, but there was some kind of roof? Was that whole area meant to be the interior of the station?
  15. Is that so? Gonna have to try again. It may be one of those instances where you look a thousand times and cannot find it and when someone points it out it's obvious
  16. This was a nice mission. As you said, not too big, just a 20 minutes romp in the winterland. Gameplay 4 There were lots of places to go, to feel thiefy. Like up on the roof. Sadly I got frustrated that I couldn't enter the room with the key on the wall. A room with beds. The windows felt large enough for a thief of my size to enter but I couldn't get in. I already had enough loot so I gave up. Other than that the gameplay was balanced; not many guards/no restricting objectives and good places to hide. Story 3 These kinds of missions do not need that much story, but enough info was given. Visuals 3 The wintery skybox was nice and the spacey magic jumping section in the end was fun. Other than that it was fairly standard, but a bit rushed in some places with missaligned doors, but not bad considering I guess it was built on a time restraint.
  17. This was impressive on many levels! Game play 5 stars Everything went smoothly, no getting stuck on anything. I love all small details (that enhance stuff, without infringing upon gamepley), like the latches on boxes and doors, and small knick knacks. I love that you could move almost anywhere and get where you want without linearity/chokepoints. The possibility to choose your way is a big plus from me; you can take the high road, or you can search for all these little latches and hatches and sneak the sneak way. Lovely! Story 5 stars I have only played Volta 1 so I'm not familiar with everything but that didn't stop me from enjoying the characters and environments. They felt realistic and not over the top. All in all, it felt good to rob that Gordiff of his gambling/smuggler money! Visuals 5 stars Wow! This mission has a buttload of custom assets! I felt from the start, with the custom menu screen and the beautiful briefing/video that this is not your ordinary mission building looser crapdog, sitting in his basement, trying to figure out coding. This is some graphic designer or painter or somebody else with knowledge in the visual arts! Just that video and briefing must be weeks of hard work! Somehow the guards/AI gave me an Thief 2 vibe, I don't know why. Maybe something about the design of the custom people. It felt disconnected with the ordinary mod, definitely in a good way! You're truly a King, mr Sal!
  18. Wow! This is what the thief games are about; Nice city scapes, a very open canvas for the player to roam (not just a one way street). GAMEPLAY 5 stars I really loved all the sprawling passages and roof top-routes you could take. Wherever I went there was somthing new to be found. The guard routes was balanced and there was "almost" too much shadows, which is good; It is frustrating to have extremely tight spots where you get spotted almost before entering the light. I had no problems with the climbing parts and the pipes worked like a charm to grab onto. There was also no places where I got stuck. The only critisism may be that some stuff was a bit hard to frob (the decree in the attic and some loot in some chests) but that is ordinary TDM stuff STORY 5 stars I implement all custom assets in here, as many of them can be categorized with the story elements. Custom textures/models/interresting readables and the real voice actors to voice the custom dialogue. Top notch! Even as most fan missions consists of "getting in and taking that special gobbilydingo", this was (for me at least) a unique take. VISUALS 5 stars Everything beautifully detailed with lots of (I guess, custom assets). No clean/barren places to be seen. Nice use of moonshine in the windows and this ties in with my love for sprawling city scapes with lots of dirty back alleys and pipe climbing and different ways to get where you want. I often have problems just to relax and play as a player (since I mostly build missions myself and rarely play) and since almost every mission I play is supperior to what I can produce, I have a dirty habit of searching out errors in other missions to remind me of that "these people can also make mistakes" and this was one of those missions where the mistakes were almost non existant. There was some models popping into existance (the flower pots outside the manor, when coming from the church gate. I guess these are for LOD/optimization. And maybe 2, Z-fights. Other than that, there was no errors I could spot! Good work!
  19. Still same. Created a new log: https://drive.google.com/file/d/1OGuNsPOYxeNfgtAezdZnH2qk4JrwPQFL/view?usp=sharing What does these errors do (they were there before and after reinstalling tdm_base01.pk4)? 0(28) : error C1060: incompatible types in initialization 0(28) : error C1056: invalid initialization
  20. Here is the file. Hope you can find something useful https://drive.google.com/file/d/1E3yaf1XA1VIijnQA4QjmzcCFlkkLlGV0/view?usp=sharing
  21. Sorry, tech noob here. How exactly do I do this?
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