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MrMunkeepants

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Everything posted by MrMunkeepants

  1. stuck trying to enter the quarters. can someone direct me to the key, please?
  2. updated to ver2 by uninstalling and reinstalling. I'm getting a 'do not kill' objective failure when I Also getting a lot of collision errors, most I can ignore (slightly entering into walls or items) but some have bigger collision than visible geometry and block my path, or I get stuck in (a few crates, vases, and skeleton parts). This is a huge mission, but it happens often enough to be annoying.
  3. I experienced a major system crash after a few minutes in the I'm a bit wary of venturing in there again. What info should I provide if it crashes again?
  4. I just spent an inordinate amount of time searching the airlock area, before giving up and examining every inch of the station and finding At one point I became convinced it was outside, and swam around looking for it! I think part of the problem is that this mission is particularly dark; if I don't have my lantern on things become lost in inky shadows. I haven't had this problem in other missions, except in "magical darkness" situations. I'm also experiencing wonky collision, things either having none or taking far too much invisible space.
  5. I'm finding them more realistic today as well, since the abusive people in power have set barriers around themselves so thoroughly they are near-impervious and like to flaunt their cleverness. "I did it; and it's all legal! Nya-ha-ha-ha!" it didn't work for me, either. the 'unlock' sound played, but the grate didn't open nor did the lights come on. you can still one-shot backstab a haunt in TDM, it is just very tricky to do. I think they are already at a higher alertness, or something. Can someone give hints to get
  6. he had a few I didn't, but it reminded me that he lists the clock tower on Bell Street when it is on Hill Street (in case that is confusing anyone else) and that the map has the clock tower in the center but it is actually by Marlow Manor - unless there is a second one?
  7. wow, thoroughly enjoyed getting lost and soaking in the ambiance of the Mirkway Quarter! I printed out a map to make notes on, and keep track of which passages connected which areas I found a few extras:
  8. I also get it with the dumbwaiter hitting the the bottom of the shaft. TDM just updated, so I'm surprised assets are missing. Do I need a fresh download to fix it? I tried when posting and it wouldn't go; it should be fixed now
  9. I've done a lot more exploring, gotten a little lost, picked up some shiny objects, and found some bugs: I'm missing prompts for some very obvious bonus things, or seeing ways of entry for others:
  10. I've found a few locations where geometry and collision don't match up, mostly walking through chairs and window frames; tonight I found several crates and barrels in the warehouse had larger collision than they appeared (or at least misaligned) leading to 'dead zones' I couldn't traverse without climbing on invisible barriers. the hanging rope outside the double doors (over Lower Street) threw me off a couple times as well. I'm loving everything else I've found so far, trying to be systematic but also just getting lost
  11. that was fun! I want a place with so many hidden rooms... in the I was pretty sure the switch was After successfully exiting, I got the "can't leave yet" message just as the "mission complete" triggered.
  12. prjames, I swear I looked right at both switches earlier but couldn't see them. Maybe it was ambient light.
  13. I will echo all the praise given; the constructive criticism I had has already been stated so I won't retread. I did experience a crash trying to lean through the shop door, but didn't try it elsewhere. When I couldn't pick up the bottles in room 3 I was confused, but the answer has been laid out here. I've found one more secret: I think that's 4/5 found between us now? I'm looking at the bookcase, but can't find a way to open it
  14. this is just what I needed, thank you for you time and energy! is there a way to minor bugs: really bad LOD popping of tree models all over map, and a completely white compass (which seems to be an issue with all FMs)
  15. this was a delightful little map, thank you so much for it! I got about half the secrets; I couldn't if those are part of the total. Hints, please?
  16. Entering the pibrary, the door was locked; exploring a bit, I heard a noise and there was now an AI in the hallway by the stairs down and the door was closed and unfrobbable. Maybe it close the door behind it? I tried reloading, but there might have been a condition in the save; I will try restarting - or could just noclip through I suppose
  17. the room in the library was locked until a trigger event, and now the door is unfrobbable. Is there another way in, or is this a bug? I checked outside, upstairs, the window... (also, the rain seems to come through the overhang above the front door)
  18. a couple sound-related questions: Can I turn up player sounds, like footsteps? I feel like I'm being very quiet, but AI will hear me easily from across a room. Does environmental noise affect AI the same way it does the player (making it harder to hear footsteps, etc)?
  19. echoing all the sentiments, this is a great one! I cheated a bit (between tips here and noclip) and still didn't find everything - a sign of a densely packed area that rewards careful observation. looking forward to your next fm
  20. thank you for the great mission, and the nested hints! thanks also to the others here providing tips for those having trouble. I never got the display case at the front open, though the note said where was it?
  21. EDIT: I see I've misinterpreted the clue due to a reload to before I picked another item up. I thought the clue about "not being able to breathe" meant I had to find a way to search the poisonous pit, since I was sure I had gotten the other one already ("but if it isn't checked off, maybe I'm still missing one...") ? Thank you Jedi and Bienie for your assistance. A nice, small but well-designed mission; lots of finding ways around locked doors, and technical things I don't think I've seen before. I did notice a lot of foliage popping in and out as I walked around, and the watcher security didn't seem to do anything
  22. I'm feeling particularly dense - I'm struggling with several objectives: how do I access the biohazard area? where are the tunes the winds play? (I searched the area behind the house but couldn't find anything) where are brother Gilbert's funds?
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