-
Posts
42 -
Joined
-
Last visited
-
Days Won
1
Lzocast last won the day on July 21 2020
Lzocast had the most liked content!
Reputation
29 GoodAbout Lzocast
- Birthday 12/01/1986
Profile Information
-
Gender
Male
-
Location
CBS, Newfoundland (Native Brit)
-
Interests
Hiking, cycling, videogames, drawing and PC assembly
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
Lzocast replied to Wellingtoncrab's topic in Fan Missions
The tagline for this Fan Mission, as a player, should be, "Rabbit Hole". By this I mean if you are someone who is easily distracted/sidetracked by discovering a new path, or door, or spotting a likely ledge or window, then this FM is either a dream or a nightmare depending on if you enjoy getting (purposefully) lost or not. Explicit objectives are sparse, but the FM forces you to visit each major 'zone' of the map due to the lack of picks to get you through doors and a lot of the one way latches that featured in 'The lieutenant'. There are also a lot of alternate routes and side areas you can visit, though again, there are no actual boxes to tick by going there. As a showcase of what Dark Mod FMs can do these days it is very impressive, with some outright gorgeous areas and interiors. My only criticism there would be the metal shutters. While DM is generally a steampunk setting, and no stranger to the mechanical, these seems a bit too... modern day industrial, of that makes sense? Spoiler territory: ^ If anyone spotted anything else feel free to shout it out. To the creators, I do have a couple questions if you'll indulge me: Final thoughts; having so many of the clues be things you actually had to read in-game rather than the usual frob-the-note affair threw me for longer than I care to admit but was very cool. Having the mission be set at twilight instead of out and out nighttime was also an interesting challenge. Bug report: - Few paintings in the historical museum floating away from the wall. - Memory error on Linux that seems to affect larger FMs with many actors on 2.13 still present. Several game crashes and one complete Desktop Environment crash that closed my session entirely and booted me back to GDM login screen. Specs: AMD Ryzen 7 9700X CPU, AMD ATI Radeon RX 7800 X GPU, 32GB RAM, Ubuntu 24.04 -
Fan Mission: Yuletide Boon by Bikerdude (2026-01-11)
Lzocast replied to Bikerdude's topic in Fan Missions
Glad I came to the forums to check out more details about this mission after playing. I was a little confused by a Bikerdude FM only taking 10mins to run through haha. Knowing it's a tech/build demo means I'm not going to spend the next hour or so looping through it trying to figure out if I missed a secret Krampus area or encounter xD. -
Got out in to the first courtyard and the entire game crashed so hard I got booted out of my DE and back to the GDM greeter. That was new as that's never happened to me before in general on this machine, let alone while playing tdm. For context, I'm on the Linux version, playing on Ubuntu with the standard GNOME DE. Modern AMD CPU and GPU, 32GB memory. Syslog files for tdm specifically below: This is followed by the in game process of having the NPCs pick up and engage in an 'eat' animation seemingly breaking free of the context of tdm and the shell attempting to figure out (and failing) what was being asked: Leading finally to the shell crash: Don't know if any of the other folks are using the Linux version who can/have noticed anything odd in their logs.
-
As others have noted, the mission doesn't really have a plot hook per se once you grab the necklace. It's basically, "Get out of town", and nothing stopping you from doing just that. However, the likelihood that you'll have found a random key and/or note hinting at something going on in building _____ generates a sort of, "Well, I'll just check it out on my way out the door", effect. Several hours of following breadcrumbs later and you've traversed most the city. I also appreciate the way that most of the major locations have notes or such hinting at how to get needed items if you didn't stumble across them first. What this actually puts me in mind of rather than a level of say T1 or T2, is more T3's hub zone. If DM supported that sort of a project, this would be a pretty solid example. Big area, lots of little side story type things happening, that are optional extras rather than explicit objectives, that you do on your way to the starting point of the more traditional levels.
-
Playing this and 'Iris' back to back may have been a mistake. Content overload xD All enjoyable so far, though undead seem inconsistently knock-out-able. Shame as even with overt enemies I prefer knockouts over kills. Quick question:
-
Linux testers needed: new window management and input handling
Lzocast replied to cabalistic's topic in The Dark Mod
Hmm, never even considered that. Something worth looking in to even if just to see if it's there. For actual gameplay I'll keep using the mouse, less hand cramp that way haha. -
Linux testers needed: new window management and input handling
Lzocast replied to cabalistic's topic in The Dark Mod
@cabalistic Testing on my dual boot Macbook (Ubuntu 20.04 LTS), default window manager etc. Runs a hell of a lot smoother than the previous install, correctly picked up my aspect ratio and resolution without needing adjustment and didn't fail to launch into fullscreen if set to over 1280x720 like the current 2.09 version for Linux on the DM downloads page does. Input wise, very smooth, same issue I have on other laptops (and other OS types) that the game doesn't like you trying to move with WASD and use the trackpad at the same time but plugging in a mouse solves that. Had to tweak the mouse sensitivity to practically zero (previous standard release version saw it having to be cranked up). Tabs out just fine, doesn't do anything odd when tabbing back in, no stutters or resolution oddities (doesn't occasionaly shunt the entire window to the right as if trying to display the activities bar like 2.09 sometimes does for example). Congrats, with Dark Mod running smoothly on my Linux partition I now have even less reason to boot up the WIN10 laptop or even to switch over to OSX on this machine xD -
Fan Mission: Chronicles of Skulduggery 3: Sacricide (2020/07/18)
Lzocast replied to Bienie's topic in Fan Missions
-
Fan Mission: Chronicles of Skulduggery 3: Sacricide (2020/07/18)
Lzocast replied to Bienie's topic in Fan Missions
If that is indeed possible I'd submit that as a new way to give the player options for play style. I know it would be an extra thing to have to account for when building missions, a dev could perhaps prevent the player locking the guards out of important areas by having them return to a central location once they fail to enter a locked area (key stolen) at which point a new one spawns on them (as if they've gone back to the boss and reported a lost key), you could even add in more difficulty by say once this event has occurred a certain number of times the guards all get a bump up in alert status. -
Fan Mission: Chronicles of Skulduggery 3: Sacricide (2020/07/18)
Lzocast replied to Bienie's topic in Fan Missions
Like I say mate, not a criticism, it was a nice change of pace to have adversaries who weren't trying to justify their darker desirers or cover for a tragic past and so on. The counterweight to that is that they come off a bit moustache twirly. Honestly the existence of the Archive Key in and of itself wasn't a bad one, its noted several times as a very important room and makes sense it would be locked with a unique key. A little notice at the Front Desk reminding patrons not to loose their deposit box key as it also lets them into the room, throw in a bit of flavour text about how bank staff having no access or some such so folks don't go key hunting like I did and that'd work just fine yeah. Speaking of keys, would Dark Mod support a set up where guards you have stolen keys from could no longer open locked doors? Thinking back to T2 where I'd pickpocket all the guards keys then enter a locked room, re-lock it behind me with the key I'd just stolen then turn the place. Was a small immersive touch when Ghosting a level to re-lock all the doors behind me. Hard isn't the word I'd use, just wasn't a fan of the randomised nature of getting caught some placements added to room entry. Just to be clear building entry wasn't an issue, the less conspicuous routes into all the major locales avoiding direct line of sight with patrols and their illuminated main entrances worked just fine. It was some of the interiors. You can still get around it as a player by disabling the option to auto open a door after picking a lock and keeping an ear out for movement ahead though I suppose so only a minor grumble. I'm so used to there not being guides for these missions and needing to make my own I didn't even look xD Though I'll see if I can find everything myself for a while longer first. An Easter Egg list would be a great addition. -
Fan Mission: Chronicles of Skulduggery 3: Sacricide (2020/07/18)
Lzocast replied to Bienie's topic in Fan Missions
Just finished first playthrough on 21/07/2020 Master Difficulty; 8678 loot found, all in game sidequests completed, hidden objective part done and challenge modes found but not yet attempted. So, before I start cataloguing the usual odds and ends lets actually talk about the experience overall. It was pretty damn fun. No ambiguity the bad guys were almost cartoon level evil which is refreshing once in a while though had to laugh at the number of times... I was also not prepared for meme-ing Builders either so well played mate. Good use of keys, very few instances of them being the only way to open something but rather a risk/reward grab from a guard to make moving through a floor quicker. Little less taken with the number of electric lights especially the frequency of them being over the top of doorways. Often led to situations where the notion of opening a door to cast shadow to observe a new room/corridor from was not possible. Lots of picking locks then crouch dashing into rooms towards the nearest patch of shadow and praying. Not usually a fan of lethal only missions but I think this worked for the reasons listed above and the bit of Indiana Jones-ing in the graveyard was fun. Thumbs up. Side Missions (Some started from notice boards in starting area North West near sewer entrance and North East near thief's hideout/back of Mercenaries Stables respectively, and others from reading unique journal entries in hidden houses etc. Even if you have the final item the objective must have been triggered by reading the appropriate note/book to complete) N/B: Since I'm a Brit I will list all floors in the British fashion first then American after ie: Ground Floor/1st (these are the same thing) Secret Loot 7/13 (This will be updated as more are found. Message me if you think you have something not on this list) Challenge Mode Phew and that does that for now I think. Loving the content, keep it up