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High John

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Posts posted by High John

  1. It's not necessarily a problem, I like being challenged(!)

    You could actually say there is more logic with the

    Spoiler

    ship's wheel, since a wheel is meant to turn after all.

    Some missions have a torch on a wall that rotates to open a hidden door.

    That has less logic, but if you've come across it before, you will look out for it next time it comes up in a mission.

    • Like 1
  2. Hi.  Just playing this for the first time.

    At the vault entrance I got the guard to chase me back around the main basement.  And slipped into the vault before he returned.

    When I finished in the vault I came out through the big round vault door.  And then found that the normal door leading to the vault entrance - where the guard sat - was closed.

    Is this meant to happen?  And is there anything I can do to re-open it?

  3. Currently just starting Part 4.  This is an excellent mission.  Two points:

    1. Like someone else in this thread, it was impossible to 'just stumble across' the crown in the sewers, and I needed to look at the map posted here.
       
    2. When I try to do the good deed of:
      Spoiler

      returning the Numonian statue.  I press 'R' and hold it into the empty case.  I'm told I have completed a Good Deed (2 of 4 for me at this point).

      Instead of pressing 'R' to drop it, I then press 'U' to take it back.

      Again I press 'R' and hold it into the empty case.  I'm told I have completed a Good Deed, and it increments the total by 1 (3 of 4 for me at this point).

      Having repeated this several times, I have now completed 11 of 4 Good Deeds(!)

    • Like 2
    • Haha 2
  4. Yes, a well designed mission, with a number of challenges hitting the sweet spot - for me - of being not too easy and not too difficult.

    I had three problems - all of my own making - that involved a lot of going back over old ground.  This was because I played this over a number of days, and possibly my memory isn't what it used to be.

    1. I knocked out Mr Burns fairly early (I knock out lots of people).  When later on I then found I needed to do something with his body, I'd forgotten which of the many bodies was his.
    2. Ditto with Mr Sharpe.
    3. And I came across the hotel safe early, and the combination late.  At which point I'd forgotten which building the safe was in(!)
  5. 18 hours ago, geegee said:

    That's odd.  Nobody else has reported that problem and I've never encountered it.  Are you sure the dungeon key is selected when you try to frob the door?  

    If all else fails and you don't have a good savegame to restart from (TDM has two quicksave backup slots) you can open the console and type 'noclip', clip past the door then type 'noclip' again to toggle it off.  For this one time use this cheat won't break the game - and since you did grab the key off Scarletbotham's belt it isn't really a cheat.

    Apologies for this but I don't know the cause of your problem and can't fix it.  

    What's the url of the video of the gameplay? 

    eta:  I found the video playthrough by Boy Lag.  It's brutal listening to the critique.  Yet I have to say, I think the critique is excellent.  It's also eye opening to watch someone else play the FM.  

    geegee

    Thanks for responding.  I do have the dungeon key selected.  And even when I don't, I should get the 'rattle' that tells me the door is locked.  And then the same rattle when I try to lockpick.  But I don't get either of those.

    Er, how do I 'open the console', etc?  I know this is something people do, but I've never felt the need to learn to do this.  Until now.

    I saw the same video as you, by Boy Lag.  I didn't think the critique was that bad, having listened to a number of his (for other FMs).

    I think I have Version 1.0 of the FM (how do I check the version?)  If I were to download the latest version, would I lose all my Save Games?

    High John

  6. Hi.

    I've taken the lift down from Scarletbottom's secret room.  And dumped him in the spider pit.

    I have the dungeon key.  However the dungeon door is not frobable, so I can't use the dungeon key on it.  I've seen a video of someone else playing.  They just walk up to the door and it lights up, and they unlock it with the key.

    Any suggestions please?

  7. This is my first visit to this very long Topic, and I strongly suspect someone will have raised these suggestions before.  But anyway.

    From a gameplay point of view, I would like to see the following.

    1)  Locking of Doors:
    It would be good to be able to lock doors as well as unlock them.  Either to avoid pursuit, or to lure guards into a room then lock them in (if they don't have a key).

    2)  Guards should hear doors closing:
    This would just be more realistic.  And then they'd come and investigate.

    3)  Guards should notice valuables have gone missing:
    Particularly if an item was prominently on display, a guard should notice it was missing.  And then raise the alarm, and/or start looking for a thief.

  8. Overnight my mouse has stopped working - ie moving my viewpoint - when I'm inside a TDM mission.  It previously worked fine in my current mission.  I tried running a different mission, but same problem.  The mouse works fine when I'm in the Main Menu, but not in the game itself.

    I'm running TDM 2.09, and I just ran 'tdm_update' just in case.

    Any advice please?  That would be much appreciated.

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