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vozka

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Everything posted by vozka

  1. What a great mission! I was expecting something short and focused on one topic/location, so the density and variation of content was a very pleasant surprise. The creepy house and the kitchen secret were especially excellent and helped the overall atmosphere. It felt not only sinister, but also kind of hopeless, which I never really got from other missions that I played. Quite often even in missions where the topic is kinda heavy the point of the mission is that you have some agency to influence it (like the Painter's Wife), whereas here you just explore and rob people and watch all the bad st
  2. Great mission. All the important things have been said already - I liked the creepy atmosphere created only with events that were quite realistic, and I also thought the characters and writing were very good. The videos were great as well. I managed to find 3 out of 5 secrets, and about 4150 loot, and it took me about 1:45 hours - couldn't imagine getting 5k. Until I found one of the secrets even 3k was not simple. There were small things that I couldn't solve: Looking forward to anything else you create.
  3. So did I, but I had to write the path by hand. Not exactly intuitive.
  4. I just tried the new installer and I'm having a bad time trying to choose the install directory. Firstly it's weird to have an installer that's still trying to install the game into the current directory because for many people that will be a temp directory where the installer executable installer was automatically extracted after they launched it from inside the archive. Could it perhaps detect whether there are already Dark Mod files present in the directory and if not, default to something like Program Files in Windows? Secondly is there no way to change the drive letter in Window
  5. Perhaps we should delete this whole conversation because while I appreciate you guys wanting to help me, like I said twice, I did find it in the end and finished the mission. I mentioned it took me a really long time because it made the mission kind of tedious and less enjoyable and I'm interested to know if there was a readable somewhere saying where to look for the mechanism that I missed (or even what to look for) or if the players are supposed to find it on their own. For me personally an ingame hint telling me what to look for would make the mission more enjoyable, but I'm not discou
  6. Again, not the problem, also like I said I already finished the mission. The problem I had was finding where to input the code, the actual mechanism, not what the code number was.
  7. Yes. Right, must have missed that. Perhaps it would be better to not use generic names like "safe key" so that the player knows what keys they do or do not have without having to try all of them (I think that all the other keys were named well).
  8. Finally finished this, a nice mission, but I've got to admit one thing - I couldn't for the love of god find Everything else was fine, but even after looking at it several times I didn't notice it and since there are various different openable compartments around, I didn't even frob it by accident. I was sure I must have missed something so I searched through the city several times and the mission became quite tedious after that as a result. Was there a readable hint somewhere telling me what to look for? Other than that the idea and the execution are good, but I felt lost (and no
  9. Found a couple smaller issues so far. Firstly it's possible to get stuck behind furniture immediately in the beginning: The newspaper also deserves a small fix, the second headline about the mayor is too long and looks obviously out of place.
  10. I just finished playing all five William Steele missions and I've got to say, what a brilliant series. One of the few things I'm missing in TDM is an overarching story like in Thief games, so playing these missions back to back was a treat. Although the story is smaller in scope and not as strong as in T1/T2, it's obvious that a great deal of effort was put into it, there's a crapton of readables that are interesting and yet not too long and I love how one continuous story brings us to such different places. I especially enjoyed WS2 because I just like rooftopping and verticality,
  11. Apart from the aliased text which has hopefully been fixed for next versions, and which I started seeing again i 2.08 after seeing it a couple times in 2.07 and then never again, I also encountered a couple black objects. Both screenshots are from Northdale part 2, first one is from the path to city watch station, second one is from inside the station. If I recall correctly, the round lamp was already fixed during the betatesting, but apparently only for the turned on state (or maybe it was a similar looking but different model). It looks fine when turned on and emitting light, but
  12. Firstly because it's lesser known and therefore more unique to the game and secondly because it's a fictional world inspired by history, not a historical setting. Abstract art started in the victorian era. But I'm not pushing it, just answering why I thought it might be a good idea.
  13. What the title says - I thought it might be interesting to use actual contemporary art pieces from living artists in the game as some important loot. The reason is mainly that I very much value games with attention to details that you don't notice at first, making them even cooler when you do. Using actual art pieces that are unique and have some value is one of those things from my point of view. I realize this idea will be all about what fits the games setting and what does not. I'm not able to properly judge it as I haven't been around for long, but since it's not really a historical g
  14. Right, I mentioned that above, this is not a final lowpoly version, I will reduce the polycount and possibly make a shadow mesh, same with adding doors. It also has 4k textures right now. I wanted to get it working as is first so that I know that my workflow is correct and I can test it in game. Could you upload a zip of the test mission with model that you used so that I can try it here please?
  15. Thanks a lot, getting closer to creating correct materials. Unfortunately, this was not the cause for the object not loading in game, it still does not work.
  16. Thank you! That helped me understand it better. The model now works correctly in DarkRadiant both as .ase and as .lwo. But it does not load in an actual level (the suffix is in lowercase). The console in dmap just says that it couldn't load the model and the game shows a black cube. I used the newer .lwo and .ase export plugins for Blender. No idea what it could be this time, so I uploaded the model and materials to dropbox if anybody wants to take a look: https://www.dropbox.com/s/jub4fqs36nw9af5/gothcab_darkmod.zip?dl=0 Note that this is not a final model, I will reduce
  17. Okay. Changing all textures to .tga worked, now they all get loaded correctly in DarkRadiant, the object looks fine in light preview. But when testing in game, dmap says that it couldn't load the file GothicCabinet_01.ase, that's why there's only a black box. This is, again, interesting, because I was already able to load the model once, although without a material, and I don't think that I changed anything but the material settings in the .ase file. Too bad dmap isn't more detailed about why it canot load. I'll probably try to export it to .lwo, tried .ase first because it seem
  18. Good, I made progress, but there are still some problems. It's still a bit confusing for me what's just the material name and what's the full texture path, but it works so far. I had to change \ to / in the model file, backslash works with builtin textures, but for some reason not with custom ones. However. Now the model looks okay and loads the _ed texture in DarkRadiant fullbright preview. As soon as I switch to lighting preview , I get blue checkerboard textures again. And in game the model does not even load - I get a small black cube instead. edit: right, DarkRadiant
  19. I may be a bit dumb. I found a few good CC0 models I'd like to convert to TDM. I should be able to make a low-poly version and bake materials, so everything else would be easy, right? Yeah, wrong. It's probably just some stupid mistake related to the way file paths are written in the material or model files, but I'm unable to find what it is. Thanks for any help. I managed to export the object as .ase and make it show up in DarkRadiant. I managed to assign it a built-in tiling texture. It works in game. However I'm completely stuck at creating and assigning a new material. I think I
  20. I had had the aliased font problem as well, BUT it seems to be fixed now without me doing anything, no idea why. The only thing I changed was that I set image_useCompression and image_useNormalCompression to 0, that was the first and only time I ever touched the console, and now I cannot find any broken parchments. Changing compression back to 1 does not break it. r_useFBO is set to 1. One perhaps important piece of information is that this is not a new 2.08 beta bug, I encountered it in fresh 2.07 installation as well (just forgot to report it among reporting other things), and it
  21. Oh, right, that makes sense. I like having additional objectives and restrictions, but I can be pretty dumb regarding puzzles. What about the spiders? is that intentional behavior? In the situation on the screenshot below the arrow just goes straight through the spider and breaks on the concrete floor.
  22. Just played this mission for the second time for testing purposes and I noticed a couple issues. I'm playing 2.08 beta, not sure if that can affect any of these things. The first is that on the first playthrough the mission did not end. All the objectives except do not harm/do not kill type were checked, but nothing happened when I climbed into the sewers. The fence was standing on the street outside the sewer entrance. On the second playthrough everything worked as it should. The other issues were consistent for both playthroughs: There's also one spot in the garden, shown on
  23. I got even more dramatic gains than you did. I have what used to be a mid-end laptop about 8 years ago, an Ivy Bridge i5 CPU upgraded with enough RAM and an SSD. With a bigger mission, Volta and the Stone, the loading time was 1:48 m with compression on and only 31 seconds!! with image_useCompression and image_useNormalCompression set to 0. Looking at the FPS at the beginning of the mission, I seem to have gotten a 2 FPS reduction with the compression off, but that might have just been statistical noise, I would need to do more tests to find out if there's an actual difference.
  24. Again, this does not matter as long as the assets are published under creative commons and accessible in any way, even just inside the game.
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