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DeTeEff

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Everything posted by DeTeEff

  1. 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
  2. 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.
  3. 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!
  4. 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!
  5. 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
  6. Here is the file. Hope you can find something useful https://drive.google.com/file/d/1E3yaf1XA1VIijnQA4QjmzcCFlkkLlGV0/view?usp=sharing
  7. Sorry, tech noob here. How exactly do I do this?
  8. Some spoiling Full spoiler Hope that helps
  9. @Bergante Regarding that picture; it's the most...hmm...easy...lady on the ship as well. She's a cheese crazy nymphomaniac
  10. Yes, at work at the moment. Night shift at the ICU I wanted to design it so one could drop unwanted keys, but the stack gets messed up when you collect them all and drop and rearrange them... I don't know how to cite from another thread...
  11. Yes, there is a code/function in the AI mind that makes people help their comrades, should they need help in searching for thieves. As this is a quite dense mission, AIwise, there is a high chance that the alerting of one AI will propagate to the next and next until the whole ship is angry. I have tried to mitigate this by setting cansearchcooperatively to 0 but I don't think it has any effect. This shutting of the windows may make it a bit better though.
  12. Yes, a lazy captain indeed, but as you noted, the crew are very twitchy on passengers moving into (the well-signed-on-door) staff quarters. I didn't even considered changing any weapons on the AI. Well, they want heavy security as they have an expensive crew on an expensive airship. Yes, the AI engine is not that well suited for these tight environments. Much spinning in place sadly... Thanks for the praise I've already updated the portals in the windows (meaning lower sound propagation and less intense thunder). Btw that was a swedish link? Har vi en till svensk som bygger banor?
  13. Ahh, crap, that frobbing problem. There is always something you can frob "wrongly" At least it's not breaking anything. Regarding loot, ask @Bergante, the sorting German, aka Der kleine zortierungsmann There is different amounts of loot on different difficulties.
  14. @nbohr1more Sorry to BOHRther you again. A New version is up There were problems with angry thunder and too propagating sound Should be fixed now, I hope. (I have added sound_loss 30) on all locationseparators so the thunder is more distant AND hopefully the AI are more isolated (before, I believe the sound traveled out through the windows and up into the next floor and too easily startled the rest of the ship). I have updated the download link. @Sotha Get your finnish butt to the computer! PS: I have no issue whatsoever with other contestants updating small or big stuff in their missions, even after deadline. The goal (at least for me) is to get more good missions out and if someone spots an error, it should always be okay to update that.
  15. That is strange. I have used portals with location separators in them so the windows should work like a wall. Yes, the AI all getting bunched up when alerted must have something to do with the high AI density in tandem with the AI search mechanic. I have tried to fix this, but it's not much to do I guess... I don't know how to darken the mission without losing contrast. Oh well, I'll just have to try to fix this after the voting... Edit: Perhaps this can help me: sound_loss "Soundprop: Loss in dB incurred when a sound travels through this portal. Cumulative with door loss if a door is present." If I crisp up that value maybe I can dampen the sound propagation through the windows...
  16. Is that so? There were so many path nodes for all people so I may have lost track on everyone. But he sleeps in the chair in the library and maybe (as you say) he also goes to his room to sleep in between. Maybe the stonach feels better, I don't know The wife sleeps in the spa.
  17. I tried to reinstall TDM and it worked one time, but after reloading, the box is back. The console has this warning:
  18. It is on time. Some day here or there doesn't matter. More stuff to loot is the point
  19. @BerganteHaha, that is a nice pileup "The sorting German" Yes, he was first called "Lunatic" and that got morphed into "Saboteur". I first changed the key in his room and forgot to change the used_by on the door and as you know, that broke his key in one of the betas. After that I let the wording be (as it had no effect on the player; the word "Lunatic" or "Saboteur" wasn't mentioned anywhere more than in code and it wasn't worth the risk in changing stuff, should something break)
  20. Okay, so it must be on my end it's bugged then... good to know it's not in the core mod at least. I reinstalled TDM and now it works New edit: No, it's back...I'll dig up the old thread I had about this issue...
  21. No, I meant the holders. Those have been in the mod since the beginning but nowadays they seems to be bugged. I didn't include any in my mission for that reason. There is just a black box underneath...
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