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Posts posted by JackFarmer
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12 minutes ago, Frost_Salamander said:
I'm not sure that will work - initially I tried using frob_action_script, but when you are unlocking a door with a key you aren't actually frobbing it, so that script never gets invoked. I then tried used_action_script, but apparently that works for everything BUT doors. So I ended up using the triggers.
You are right; it does not work (I vaguely recall that I tried this for the first mission of HHBAM).
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5 minutes ago, Frost_Salamander said:
I've added a bit to the Wiki to show how to automatically remove single-use keys from the player inventory after they are used. I've seen a lot of players ask for this as some don't like loads of keys clogging up their inventory. I know some authors have done this already, but I didn't see anything in the Wiki about it.
If someone has a simpler method, I'd be happy to update or change the Wiki entry.
What if you give the relevant door a frob response via S/R which removes the key in question?
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9 hours ago, Knüppelaufdierübe said:
I've been running around for ages. Where is the goddamn paddle?
SpoilerIn the basement, the room opposite the firewood
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On 10/27/2025 at 1:52 AM, Cambridge Spy said:
So how much have you done so far with the remake?
My original idea was that you should enter this abbey from the outside. However, I just couldn't get the facade right (not to mention placing the building in a believable coastal region).I have to admit, I just can't design building facades. So now you enter the abbey through a cave system on the cliffs of the island.
This was very demotivating, and I'm only making very slow progress. I've failed several times so far in designing the prayer room. I've completed maybe 10% of the project.
I'm trying to see this project through now (I just want the terrible HHI to disappear), but after that, I think I'll be done with mapping.
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16 hours ago, Arcturus said:
What a coincidence. Might buy the associated album in the near future as it somehow slipped off of my radar back in the day. Collins feared, that a British mayor label would turn down his recordings and ask him to re-record the tracks with someone like Trevor Horn. Thus, Collins arranged for indie label distribution in the UK to have his work 100% as he wanted it.
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One of the German voices says "Weapons, weapons for the poor!"
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41 minutes ago, demagogue said:
Why might it be something especially for me?
Because I seem to remember that you have a penchant for retro stuff in the style of the good old 8/16-bit days.
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https://video.sidh.bzh/w/f947ddab-81cb-4d99-86fe-d0cd0078dffe
Might be something for you.@demagogue
More information available on grumpygamer.com
Ron is on Mastodon and posts there regularly. Apparently, he left the US for NZ ca. at the beginning of this year.
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That looks fantastic!
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30 minutes ago, thebigh said:
You can probably do this by creating two identical entities, one that responds only to a fire arrow stim and one that responds only to a water arrow stim, and use the atdm:teleport entity to swap between them as required.
This might be the easiest approach (if you do not want to script something). Doing so would also remove the need to check whether a water or a fire arrow has been fired as at this particular moment only one item is in place and does only react according to the defined stim property.
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- Water arrow shot at entity in question : Machine off shall play
- Fire arrow shot at entity in question: Machine on shall play
- Fire arrow shot AGAIN at entity in question: nothing shall happen
- Water arrow shot at entity in question: Machine off shall play
- Water arrow shot AGAIN at entity in question: nothing shall happen
correct?
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17 minutes ago, pwl said:
ttlg seems to down again at least for me I tried different forums but got same message that there is a problem connecting to site!
When I was able to access today, it showed thousands of "users" online...
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On 9/8/2025 at 8:35 PM, chakkman said:
I definitely think some of the spells are pretty powerful, almost essential later in the game.
Whether or not you can also beat the game with a stealthy ranged character, I don't know. I only can say that I had issues later in the game, but, maybe I'm just too bad at playing it, or distributed my skill points unwisely.
I'd just go on and see how you do with your character. Frankly, casting the spells is a bit fiddly in the game anyway, so, maybe you will want to avoid that completely.
Some more food for thought:
Sounds exactly like the problems I ran into, haha.
Boy, oh boy, these stories really take the fun out of playing.
By four hours of playtime, I actually meant about four hours of game progress; in reality, it took me somewhere between 10 and 15 hours (had to look into walkthroughs as well as I had no clue what to do), but I hoped things would get easier with a higher character level.
If you obviously can't do it with stealth and a bow and arrow, then that's a major design flaw. It's a shame, I was really looking forward to it, but I don't think I'll continue playing now, because it sounds brutal, what's still to come in terms of difficult stuff.
So I'm not surprised that the game didn't become that well known back then, if it's so unbalanced.
On 9/10/2025 at 11:25 AM, lowenz said:Unfortunately, I can't play the demo because I can't get it to run on Linux. Thus, this sounds completely crazy, hard to believe for me. If there really will be all these changes/additions/improvements, this would be the biggest sensation since the circus games of the ancient Romans.
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6 minutes ago, chakkman said:
Wonderful game (Arx Fatalis), even though it has slight balancing issues, and punishes you when you're not playing as a character excercising magic, IMO. At some point, I had to quit my playthrough, because some enemies became too much for my sneaky ranged attack character.
Hm...I am ca. 4 hours in (after the first council meeting in the city), I upgraded lots of the sneaking stuff till now (stealtlh, bow, etc.). You think I should spend more skill points on magic to avoid problems?
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Indie Game - Window/PS/X-Box
I am not native English, but for my German ears the English voices sound very German. The voice acting in the German trailer is much better though...and ends with a much better statement!
Anyways, looks promising and since @chakkmanintroduced me to the genre with "Arx Fatalis" (which I am currently playing), I think I will give this a shot.
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Forgot to update the threat.
Version 5 is out since 25.07.2025, most vital changes:
Spoiler- added new script command to make sure player can proceed after the convo with Desmond has ended
- added new script command preventing the player from crashing the final video
and thanks to the training I received from our dear friend @Wellingtoncrab:
Spoiler- The lobby in Mission 1 now contains a model of the monster just as I had originally imagined it!
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16 hours ago, Angelot said:
Good morning everyone! I'm playing Blood & Metal. Can you please tell me where the Wilkinsons souvenirs are? I've completed all the other objectives. Thank you very much.
Edit:
In the meantime I found the compass and the rudder.
SpoilerThe model ship: upstairs, the room with the noble guy in the green jacket sleeping on a chair
The spyglass: upstairs, the room in which the song "Leave Her Johnny" plays
The ship's wheel: lobby, the room with the padded werebeast-
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On 7/29/2025 at 2:28 AM, demagogue said:
TDM has its own kind of mystery cult in the Inventors, although FMs haven't really developed them in that direction.
For my part, that is definitely correct. The temptation to use the inventors as a humorous element was simply too great for me. But I would do it again!
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On 7/24/2025 at 6:04 PM, Amadeus said:
Vengeance for a Thief 3 has a shop, so the things for sale there can simply be transferred over when packaging the campaign. Vengeance for a Thief 2, however, has the player starting in a prison cell, and there is no shop available, so given the context of having a player in prison, it wouldn't make sense to have a shop here
I don't think adding volumetric lights and particle effects throughout the map should be done to already existing missions without the mapper's consent. The placement of VL lights is an artistic choice made by the mapper. The same with particle effects. I also don't know why briefing videos would need to be made or title menu screen music. These are all artistic choices that don't I don't think have any bearing on whether or not this series can be released as one single packaged campaign (although I'm happy to be corrected on this if I'm wrong).
It would be great to honor his wishes to make it one single package, but placing VL lights, particles and new music doesn't really qualify IMOYeah, would be too much changing his original work.
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7 hours ago, nbohr1more said:
Yes. Sir Taffsalot wanted his 3 missions packed into a campaign but couldn't do it before he passed away. It would be great to have one of his final wishes come to fruition.
Well, I could imagine doing that, provided I would be allowed to:
a. replace the text videos with real briefing videos & narration
b. add new title menu screen and new music
c. add EFX to all missions
d. add volumetric light to existing light sources and particle effects where I think it is appropriate
e. add shops at the beginning of all missions (otherwise the whole project would make no sense in the first place) -
Yes, a new faction like that would be something, but using models from the existing mages is maybe not a good idea when it comes to visible differentiation.
In fact, it would also be a good thing (or even better) for the existing factions (Builders, guards) to get new characters and new vocal sets, because the old ones are simply worn out and you can't vary them endlessly in larger missions.I'm not talking about one or two new sets per faction, but at least 3 or 4 new sets for certain factions, because there's actually nothing (or way too little) for the pagans/inventors/mages.
For vocal sets, however, we would need native speakers to write the texts for new vocal sets...and of course we would also have to find suitable voice actors and have them recorded. Just finding suitable (and willing) speakers who are prepared to take the necessary time is not exactly easy.
For new characters, we need someone who has the artistic skills, because simply putting material on existing models will probably not be enough.
However, both are very time-consuming and I'm afraid there's no one left who could do it.
Also, NPC AI in general would benefit from an overhaul, especially when it comes to behavior in alarm mode. But I'm afraid there won't be anyone to do this either, because this seems anything but trivial.
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Every mission from the Hidden Hands series is somehow linked to the TDM fraction "The Inventors", and in some of these missions there are mechanical entities similar to your preference.
However, the TDM Inventors are totally different from Thief's Mechanists and the Inventors in my missions are even a different interpretation from the little TDM lore available:
SpoilerDefinitely eccentric, per-dominantly capitalist and here and there a little megalomaniac...not forgetting all the crazy inventions that nobody needs.
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Congratulations on the release!
Stunning visuals, however, I get extremely low FPS. Might be because of the draw count (there are areas with 8000+ draws).
Portal placement is well done (though a few vital portals are missing IMO), therefore I do not understand the low performance on my machine. Will investigate later.
Anyways, great looking with unique objectives and a very creative application of existing assets!
Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
in Fan Missions
Posted
Well, depending on your status of the optional objectives either
two or three guys board the magnetic train, the train leaves the station...and then "mission complete" is displayed.