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Posts
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Posts posted by thebigh
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2 hours ago, wesp5 said:
the loose notes icon looks like a scroll, but when you use it you get a book and some loose pages
Good point. Unfortunately I haven't got the skills to create a new readables gui. If I ever update the mission that will definitely be on my list.
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I don't think the invisibility potion is functional. At least, I have never seen it in a mission.
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The very first door? The one that started with a board blocking it?
Yeah, that one cannot be picked. The key to it is hanging on a hook just to the left of the door, beside the oil lamp.
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If you're updating from 2.09 to 2.10 say, then cancel can only mean to undo everything and go back to how things were. From a new install it could mean either, "I changed my mind, I don't want TDM at all anymore" or "This mirror is glacial. Let me switch to a new one". I suppose both options would be useful.
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That seems like unexpected behaviour to me. The average user who cancels an operation is probably expecting to cancel it and would be surprised to find a bunch of leftover files later on.
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The problem with that is that some sounds, no matter how loud they nominally are from their spawnargs, shouldn't interfere with interfere with guards being able to hear the player. Imagine a big city ambient speaker consisting of background hubbub like indistinct voices, crickets chirping, and a dog barking somewhere in the distance. That might have its volume set pretty high but it absolutely should not interfere with guards hearing your footsteps.
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Another cool city mission! I've really enjoyed the whole COS series.
I finished this one with 5/13 secrets and 7114 gold on the hardest difficulty. I never found the keys to the other two safe deposit boxes so that's something I can look forward to on another playthrough. I found the room with the challenge scrolls but I am not even going to consider attempting those until next time!
The guard patrols were harsh but fair. The ground floor of the bank I found most troublesome; that and the lady in the office upstairs in the council building who never looks away from the only entrance, which is brightly lit.
Loved the use of verticality. The street with the many balconies was very satisfying.
I'm really looking forward to COS4!
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It's probably possible to do this crudely with scripts: decide on which machinery noises you want to obscure your footsteps, identify the guards that patrol that area and then scale their audio acuity to your proximity to the noisy object.
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3 hours ago, Nicholas said:
If you need a little hint for that:
SpoilerLook carefully at the lights surrounding the book-cases, and the position of lever-books on the shelves.
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1 hour ago, Anderson said:
I feel like me stupid, me no understand but how to use a slow match? I've probably asked about this before and I forgot.
Does the training mission or the tutorial FM's have any hints on this?
Use the object handling controls to rotate it and touch the bright end on the candle or torch you want to light.
It's just like picking up a lit candle and using it to light another.
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Congrats on the release!
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3 minutes ago, datiswous said:
This does feel a bit like cheating to me at times. I mean, if you lean forward, you're supposed to be lit as well, but often that isn't the case.
It can depend. If you're leaning forward so that just your head and torso are in the light you obviously should be less visible than if you step forward and your entire body is in the light.
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I love Little Big World. It's so bizarre. You have to wonder why the guards even care about Garrett there- with all the other weird shit going on around them a little shadowy figure creeping around would just be one more minor oddity.
It seems generally that we have few Trickster-ish levels. Sure, missions like Deceptive Shadows, Briarwood Cathedral, and Mandrasola have elements of that sort of thing. But I don't think we have any mission like Escape from T1 (not that I mind, that map is completely unfair to anything but Rambo-style players).
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1 hour ago, Nicholas said:
Argh! One of the readable XD definitions got broken.
Try this patched version, which should stop the bug. It seemed to only affect the hardest difficulty.
This will nikely need to be updated in the in-game downloader @nbohr1more
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3 minutes ago, Xolvix said:
What the hell, where did this sudden onslaught of missions over the last few months come from?
This mission was about 70% finished when the Christmas Connections contest was announced, so I put this on hold and started working on it again in Feb. Honestly, it probably isn't up to the standards I'd set for myself nowadays, but since it was nearly finished I decided not to just abandon it. Maybe someone will still have fun playing it. I'd also briefly intended to make this my Connections which is why it contains more references to other peoples' missions than usual. Ah well.
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I didn't replace the skull screen on purpose. I have no idea what happened to it
But I can confirm that failing, say, a no-kill objective doesn't cross out the objective on game-over screen. I just tried it on COS3, put an arrow through a patrolling guard's eye, and the mission failed but it didn't mark the no-kill objective as failed. So that seems to be a TDM thing.
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Just now, nbohr1more said:
What's the name of this series of missions ( so I can update the wiki )?
I haven't settled on a name yet, so I guess we can just call it the Duncan Lynch series after the name of the protagonist.
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3 minutes ago, Anderson said:
I like the darker menu.
Me too. This is the Dark mod after all.
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Changing the menu width would have implications for fan missions that use custom menu splash screens. So long as it isn't widened to more than half it should still be OK though.
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8 minutes ago, Anderson said:
My love for small missions started with The Parcel.
Me too! That and Living Expenses still hold up well as mansion missions, and I've tried to emulate at least some of the feel of those old classics even though mine has a slightly darker theme.
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- Popular Post
- Popular Post
A virulent and deadly illness afflicts the children of Bridgeport. One brilliant but greedy physician can treat the disease, for an extortionate fee. Burgle his house for the cure your daughter needs.
Hello sneaksies! I'm happy to announce my new mission. A sequel to my first map, The Factory Heist, this is a smallish mansion heist that's turned out to be somewhat tricky, and I hope you enjoy uncovering the house's hidden secret! Promotional pictures here.
Big thanks to my beta testers: datiswous, madtaffer, acolytesix, and wellingtoncrab. Without their input the level would be an unbalanced mess.
V1.01 available in the mission downloader.
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Yes, I'm pretty sure that's right.
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1 minute ago, Summer said:
That did it! It worked! I moved the installer into the main folder and I'm updating now. Thanks so much!
Good to hear! Windows does some funny things sometimes. Happy sneaking!
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Huh. That is very strange. Did you say the directory itself was called tdm_installer.exe, with the .exe extension? If so, try renaming the directory to anything else and then copy the file out of it.
Things that could be improved
in The Dark Mod
Posted
There's also the issue of how to handle speakers with smaller radius than those of your footsteps.