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Posts
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Joined
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Days Won
34
Posts posted by Frost_Salamander
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5 minutes ago, chakkman said:
Thanks, I'll have a look.
Regarding the dark ambient, could just be that we have different monitors, with different gamma etc. I noticed the gamma and brightness in Dark Mod is a bit off as well, as I have a monitor with nearly perfect gamma, and, I need to set gamma to about 0.9, and brightness to about 0.8, which pretty much makes it perfect with the Training mission. Logically, a monitor with perfect, or nearly perfect gamma, shouldn't need any ingame adjustment. Unless the ingame settings were calibrated with a monitor with non perfect gamma.
There are quite a few games now which look perfect in terms of gamma/brightness, and, I don't have to adjust anything, but, there are such games as well where I need to adjust it.
I have a fairly cheap BenQ 4K monitor and keep the gamma at 1.2. Maybe I've done that so I can see my own missions
. But regardless, I understand it's a PITA to have to adjust gamma for every mission. It did come up in beta but I just decided to keep the original setting, because that was my vision. People actually didn't like the full dark areas where you needed a lantern either, which I found puzzling and ignored. It just became apparent that there is a baseline that players have become used to I guess. Personally, I don't like it when missions all look the same.
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I do usually have my ambient a bit darker than usual. I find the 'standard' is too bright and, to borrow a term frequently used here, 'immersion breaking'. There is no reason increasing the gamma shouldn't help though. But... feedback acknowledged.
@chakkman if you're still stuck:
SpoilerFrom the rope directly across the broken boat in Fishend, you can get to a ledge that then will take you on a path that will lead you up to the open windows. The ledge is a bit hard to notice - maybe I should have put a glowing mushroom or some window lighting there.
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None of the 'jumping' was designed to make anything more difficult, and I can only think of maybe one or two places where people had trouble and one of them wasn't even mandatory. Can someone specify what they think the trouble spots were?
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12 hours ago, chakkman said:Spoiler
Yes there is a window you can enter through on the upper floor. You can't enter the part of the building that has the sign on it though, if that's what you meant.
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2 hours ago, CountMorillonite said:
Great mission Frost
I understand the complaint that there were too many doors that were locked from the outside, but I have to say that only bothered me until I realized they were hints that you can find a different way to get get to the other side of the door. Having the distinct lock sound was very helpful as well. Once the mission is finished, with all doors unlocked, it's quite easy to go back and forth.
Which is what I have to do because my loot total is very poor.
There is what I think is a safe above a table where Jalid & Yardley were located. It made no sound so it's not keyed. Must be a button or lever that opens it. Or maybe it's just decorative.
SpoilerLook closely at the ceiling above the desk
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3 hours ago, CountMorillonite said:
I'm curious about a few things. I was never given rope arrows at the beginning, and there are obvious placements of wooden beams specifically for rope arrows. Did I miss a pickup somewhere along the way? I'm currently at Armoury St.
Also, I noticed references to the map. I don't have a map either.
No, there are no rope arrows. Everything you need to do is climbable. You can pick up the map from Bromwich's office near the start of the mission.
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59 minutes ago, esme said:
OK, I loved this mission, I've loved every one of the lieutenant series so far
The only issue I did have was a framerate drop on the
Staircase down from the dock level to the subterranean area with the overturned boat, not sure if it was the shadows from the mesh on the lights or all the planks in the steps but something seriously slugged my graphics card in that area
Had something similar on the cannon deck of the ship in "Foreign Affairs" just that one area, everywhere else was fine
I've just realised I played Version 1 so this may have been looked at
Everywhere else was smooth as silk
I got all the loot* & everyone apart from the the non KO guards is asleep, no issues with KOing, spent a lot of time staring at things wondering how I was going to get up/down/across to them & thinking "this is never going to work" except it did, I do like puzzles like that
*
So thank you for this
Thanks for playing and so glad you liked it!
It sound like you're having issues with the volumetric lights, which are prominent in both of those areas you mentioned. Nobody else reported any issues - what's your PC setup?
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14 minutes ago, CountMorillonite said:
Thanks for your response...in fact it's your latest mission that I want to play, but I need to upgrade to ver 2.13 in order to play it.
Maybe it's the "impulse xx" that confuses me. It has no meaning to me. I want to customize the settings found in Dark Mod's pulldown menu's...
Main Menu / Settings / Controls / etc....
I know I can do this manually, but I thought there would be a quicker way. So I'm trying to find where the default settings are stored and just copy/paste to the newer version.
I don't see anything in DarkmodKeybinds.cfg that points directly to default settings (there is a lot of "binding" which I also do, but that's not what I'm talking about)
Another example....once ver 2.13 is installed, the default for "speed" is "walk". I want it to be "run". Is there a file somewhere that lists all these defaults so that I can copy/paste from ver 2.12 or do I have to go through each default one at a time and change it
I just copy the files from old install to new install. However, I shouldn't recommend this in case there are new variables in 2.13 that will get missed? But you'd think they would get written to the files anyways. Not sure what to really recommend here, but that's what I do and I haven't had any issues.
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8 hours ago, CountMorillonite said:
I want to copy my customization settings from ver 2.12 to ver 2.13.
What file holds these setting values?
I know there is a DarkmodKeybinds.cfg but it doesn't seem to be where the setting values are stored. For example, I want my "next/previous Inv item to be wheeldown & wheelup, not the default [ and ]. The .ini files don't seem to have what I'm looking for either.
I know I can manually adjust these things, but it's a whole lot simpler to find where these values are stored and copy them to the newer version.
I'm pretty sure DarkmodKeybinds.cfg is what you're looking for, if we're talking about 'next/previous weapon' for example. I just tested it by setting 'next weapon' to down arrow or mouse wheel down:
bind "DOWNARROW" "_impulse14" bind "MWHEELDOWN" "_impulse14" bind "MWHEELUP" "_impulse15"
Darkmod.cfg contains all the other settings like graphics, etc.
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1 minute ago, STRUNK said:
Yes, newest version. I tried an older mission and that seemed ok.Are there new/changed graphics settings?
Not around ambient I don't think. Other people had issues because of missing 2.13 materials though.
Maybe @Jnon used a darker ambient as well? Either way it shouldn't be problematic. Do you have screenshots to share or anything?
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40 minutes ago, STRUNK said:
I know this is not the right thread for my question but I didn't want to read through the mission's threads for an answer.
Why are the 2 newest missions pitch black?? Like there is no ambient light at all ... it makes playing a lot less fun ...
Thought it was only 1 mission but both have the same so I guess it has something to do with new lighting system or something?
Question is: how to get "normal" ambient light back?The ambient in mine is a bit darker than 'normal' but it's not pitch black. I'm not sure why this would matter, but are you using TDM 2.13?
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4 hours ago, grodenglaive said:
I'm curious if the mission is any easier at the lower difficulty settings or if it only changes the loot objective. I only managed 4048, so clearly I missed a lot!
The only differences are the loot count and the player inventory (a few more arrows/mines on easier difficulties).
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11 minutes ago, Johnnytheboy76 said:
Thanks. While I've got you, I'm stuck in the dock area:
I've managed to open the dock gates and I've taken care of the Foreigner and chap in the office adjacent to him. I've opened their safe. There are 2 doors I can't open as they are latched from the opposite side, the one with the graffiti and the one at the top of the stairs by the frobbable row boat. I have been able to climb using ropes onto all the windows that I can see to be open but I'm completely stuck as I presume I can't progress through the dock gates until I've completed more tasks.
SpoilerFor the one with the graffiti, you need the Fishend key which you get from room 5 in the Inn. I'm not quite sure what the other door is you're talking about?
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44 minutes ago, Johnnytheboy76 said:
Hi,
SpoilerInstead of trying to jump directly across, keep going along the ledge until you are blocked by the rock. Then turn around, face east, and you can take a running leap onto the platform. It's doable the other way too but this should be easier.
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26 minutes ago, Johnnytheboy76 said:
Morning all. I'm very much enjoying this mission so far, but, I'm hitting a brick wall. Literally. I've died several times hitting it. How do I............
Get into the tower. I've managed to jump from a balcony onto the tower balcony with the door that is latched from the inside. Either side of the balcony, I can see what are the only 2 apparent ways in to the tower. I've tried jumping to both of them but keep falling.
Hi @Johnnytheboy76;
SpoilerWhen you come out onto the treasury balcony, follow the ledge around to the right. You'll see an open window on the tower you can jump to. The latched doors you are seeing are more for exits, and the one on the left you can get to by climbing up the pipe if you just want to skip the tower and move on.
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11 hours ago, nbohr1more said:
Let me know and I’ll update the darkmod.txt in the mission database.
yes please.
People think TDM itself is broken because of this, so best to warn the player.
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On 6/27/2025 at 3:20 PM, GUFF said:
In the past a lot of missions that required a newer version of the game executable and assets would tell you this when you tried to start them up.
Does anyone have an example of a mission where this check is done? It isn't a bad idea, and seems like something the core game should be doing, with the FMs providing whatever metadata they need to enable it. Something rings a bell recently with maybe some constant being available via script events?
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21 minutes ago, Bergante said:
@Frost_Salamander
Here i am again playing V2
as told i will report
at the moment i am about half-way (thirdly-) through V2
and have to give you Part 1 of my experience because something funny happened !
a Question to the other Players : nobody disrupted by stuck NPC´s ?
Yeah this happens quite often in missions ! (and usually does not prevent from continuing to play)
but in this wonderful mission - it diminishes my excitement and reduces the flow of the game - disturbing
Frosties : I don´t want to send you my story as bug-report --- but as story-line of the play through (!Subtitles!)
Just noticed ! new install without coordinates - sorry
the first of two discovered construction faults ( don´t mind -Everyone will excuse it.) (at Jump to the Tower)
making Plans --- what happens is just nice
missing Food discovered
calling myself to order :
because in V1 i did this way up
a very small Piece to be handled
from more far away one may frob
when one gets closer - no more
The first encountered stuck one - her again but now in the Kitchen
The hardest part in your mision - to rob them without any disturbs !!!!!
the next (second) got stucking - and he knows about
and the third - that almost prevented me from moving forward. He is not disturbed by the opening and closing.
...... but i did
thankfully i played this time as Klatremus " Norwegian-style sup.Ghost " (steal everything you can get)
and thanks - now one can take food out from inventar without thats making noise
? have you changed sound when it falls to ground ? (perhaps more experience in handling - now)
Hopefully, you can figure out why they get stuck; because these are places that are not on their normal route.
I only remember one who had a real problem mastering the passage to a viewpoint. (if you take the upper path - later)
In V1 it happened once - the guard from the back of the pub - paid a visit to the lout on the right side of the pub entrance - and got stuck at the window pane. (Normally he does not pass the entrance.)
if you think - we have to accept these irritation (or you find out there is just one reason for all of them) I´ll stop posting
Have a nice weekend
hi @Bergante - Thanks I'll make a note of these for any future updates. Regarding getting stuck - do you save and reload at lot? There is a known TDM bug that causes AI to get stuck when doing this: https://bugs.thedarkmod.com/view.php?id=6276
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20 minutes ago, High John said:
I have got to the end, and found it very challenging and enjoyable. Much appreciated. Some general feedback.
1) The first time I found the Warwick Tower caretaker, I didn't find what I needed to go the next step in the Tower. I went back later, expecting there to be a master key I failed to spot. Which you might expect a caretaker to have. Only because I read in this thread there was a
did I know to look for one. A hint in a readable would have seemed appropriate (or did I miss it?)
2) On the outward trip to Fishend, the game was semi-linear, which I found helpful, because it was not always straightforward how to progress to the next area.
a) Early on it was evident that the next step was to get into the Art Dealers.First I tried the balcony, but it was latched. Then it was clear which window you had to go to. Tried going from the balcony horizontally, but that didn't work. Looking around it seemed the only obvious way was from the Tower balcony opposite. But I needed to get up there. And only then did I spot the drainpipe.
b) And when I first reached the Armoury, there seemed no way forward. But because I knew there had to be one, and other options I tried didn't work, I eventually worked out what the route had to be.
3) I eventually found the room with
Jalid and Yardley. And picked up the letter that prompted the New Objective of killing Yardley. So I first killed Jalid with a headshot - and was told I had failed the game - since I didn't know which was which.
Should I have guessed? Based on ethnicity?
4) I read in this thread what to do about the Clarice objective, but couldn't make it work. So gave up, since it was optional.
5) I did this on Difficult, but only found 7200 out of the target 8000 loot. So clearly I missed stuff, and that's on me. But at least that Objective was optional too.@High John most of this I'll put in spoilers:
SpoilerRegarding the tower - if you observe it from the outside you can see at least 2 openings. When I designed it there was only one (the window facing the treasury). The drain pipe was a late addition after feedback from the beta testers, as some of them missed the whole Clarice thing and couldn't figure it out. That's why it's optional. So, if you had come in from the other open window you would have seen the loot in the tower through that open window, and should have been wondering how you get it - then you explore.
The Clarice objective - what didn't work? I tested it countless times and nobody else has had any issue (besides maybe one or two not being able to figure it out).
The Armory - well yeah it's just a matter of looking for a way up.
Jalid - yes based on ethnicity. If you had played the previous missions in the Lieutenant series you'd know there is a bit of tension between the Moors and the Lieutenant's homeland. But even if you don't realize that, you can always blackjack them first and check their names when you shoulder them. Additionally there is a note outside that room on the table where the guard sits talking about a 'foreigner'.
In closing - my missions are designed to be on the challenging side. My favorite type of missions are ones where the challenge is in trying to progress to the next area (i.e. player vs architecture). I don't like key hunts hence the barred doors. Usually the path can be found with careful observation in all directions (including vertically, which people tend to forget), and use of your spyglass. Either way, I want everyone to enjoy my missions so the feedback is always welcome, and thanks for taking the time to play and comment!
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21 minutes ago, hightide said:
this was a tough one! It took a week, on and off, so some things might have been changed but I was in progress with v1 and didn't want to start over.
as much as I love a Thieves Highway and snaking through tertiary structures, I kept running against barred doors and being confused as to where to go next. (At one point I decided to noclip through the door and work backwards to where I was stuck.) Sometimes it was simply not realizing I could catch and climb a narrow ledge.
I finally turned AI Hearing down all the way with this mission; its been an issue for me with Dark Mod, but here I felt they could hear me from a block away (or stories, in the tavern) and it was unfair/unfun.
Is there a way of escaping after finding Clarice in the Tower? Thankfully I quicksaved before
but if I hadn't I don't know that I would have put together what I needed to do from hints in readables. There's a fine line between obtuse and obvious, maybe its just because my playthrough was spread over some time.
I still really enjoyed the mission, thank you so much for the work you've put into creating this world and the experiences for us!
Thanks for playing!
Let me re-iterate: I don't ever tweak the AI or the maps to make the hearing more difficult. I don't try to make it easier either. It's all stock TDM. You did the right thing by changing the difficulty settings to suit your preferred experience.
Also, there are moss arrows and things to help with this that the entire player base seems to have forgotten about (e.g. for the marble floors).
Regarding Clarice:
SpoilerIf you blindly jump down into an oubliette (a very thing invented to keep people stuck down them), then no, you will not be able to get out. I felt I left plenty of help for the player around that :-). For the objective, well neither obtuse or obvious is ideal and I was trying to find somewhere in between.
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38 minutes ago, High John said:
Hints:
SpoilerHave you found Clifford Norman's house yet? If not you'll find something there to help. If you have found it, you need to go through a door in a basement in Fishend somewhere.
The answer to 2) will become apparent once you do the above.
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15 minutes ago, chakkman said:
After doing loads of Thief Gold and Thief II missions in the last year or so, I decided to play a TDM mission again, for a change. I'm not sure if it has to do with this particular mission, and the loads of marble floors in it, but, wow... I had my issues with blackjacking before, but, now, even with the indicator on, I miss 9 of 10 K.O.'s, and I have no idea why.
Really, this game seriously needs a revision of the hitbox/blackjacking system. It's the biggest crap anyone has ever invented. Maybe someone will tell the person responsible that these systems need a certain amount of tolerance one day.
Back to Thief fan missions, I guess...
Maybe it's your difficulty settings? You're the first person that's complained about this issue, even in beta.
Most of the floors are stone or wood. Maybe the office at the start is marble though.
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44 minutes ago, kin said:
Just finished. What I liked in this mission is that you never know which windows can open if you don't inspect very closely.
Pretty much all windows that can be opened start partially open. This is the clue to players. There might be one or two unimportant ones that start closed and open from the inside.
That said, I'm glad you enjoyed it!
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7 minutes ago, irisx said:
Naive question, but could this be related to the "leaning forward can squeeze you through windows" bug I have reported in Lieutenant 3?
could be - I don't know if it's an 'official' TDM bug or not. Some would need to report it with a test map where you can reproduce it, etc.
Garbage Performance and Broken AA (1660 Super)
in TDM Tech Support
Posted
eh... no. There is no excuse to be rude. If they apologised, sure. Nobody's perfect.
No, I don't get the point. Nobody left TDM on your lawn. You put it there yourself.
Nobody, ever, needs to put up with crap like this. I don't care if you are John f****** Carmack. Nothing is worth putting up with yet another toxic contributor to an arguably borderline toxic community.