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Aprilsister

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Everything posted by Aprilsister

  1. Baddcog, try reading what I wrote. And then, if you want, you can try and respond to that. You seem completely confused as to who I am; what I was criticizing; what and who I praised, etc...
  2. Use a shrubbery to break up the lower hall.
  3. I wasn't being flippant at all. I was telling all the right people for all the right reasons to seriously "fuck off". I stand by what I said there and then and I stand by what I've said here.
  4. Reap and Siege Shop still haven't even been made available to the in-game downloader. This kind of ill-consideration, combined with some of the recent arrogant, flippant and cliquish commentary (quite contrary to the once and future promote-every-chance-we-get practice that gave rise to the moddb push), sure seems a perfectly lovely way to accomplish what I always thought nbohr was (rightly and thankfully) up to... Or, rather, not. It seems pretty fucked up to have new FMAs subjected to such disregard. Or, rather, it is pretty fucked up.
  5. Well, now that you've expressed your penchant for writing... And Sotha brings up the excellent new work by Nosslack... And there has been a steady call-out for some back story... And the bridge thing sounds intriguing and just the thing to get us there... Why not treat us players to a bit of a toe-dipping into The Plague Ward? As a player I would love to play this mission -- venturing across the bridge/tenement, with plenty of readables about what exactly (or vaguely) is on the other side... dot dot dot
  6. Well, there is an idea -- breaking boundaries. But sometimes you may end up going too far too quickly. Your mission had a lot to it that I'll bet a lot of people didn't get a chance to see. You took away the darkness, fine. That's going to make things very different and very difficult. But, on top of that you placed a limit on knockouts (never good, IMO, but worse especially across the board on all difficulty levels; not with kills or knockouts, but, again, especially with knockouts). Too far. Too much. Too hard. Too frustrating. Too bad... because as I said there is much beyond the frustration... I mean, for instance, your friend's work -- all the backstory and such (which, btw, had some serious incongruity in the dates) -- is obscured by the impossible impassible gameplay. I friggin' know this but only because I "hacked" the 2KOs objective into an optional mode.
  7. Just used this and it worked nicely. This I've seen and used and it was years ago to boot, it wasn't google (might even have been so long ago it was pre-google!). It did work. I've long since forgotten the site. ...Google it
  8. What if we are looking for tautology?
  9. A very very good thing, this that. Perfectly sublime.
  10. I have complete confidence that you will release a very fine mission next time around... Except, caveat, caution... with the other way of getting beyond the beyond: pushing TDM to its limits. It is not necessary. Not to say you can't/shouldn't have some volume. And detail within said volume. But, generally, 2 or 3 nice, tight episodes are better than 1 hulking, lumbering, bloated so-and-so.
  11. Went back to play this one (as I had to take a break from the contest missions, and do some betatesting). I anticipated that it might have been updated during the interim -- and I see that it has been, to 1.02. But... This FM is also (along with "Siege Shop") NOT in the in-game downloader list.
  12. Well, been meaning to find a way to drop this negativity, so I'll take this opportunity to answer the opposite of the question. The Revenants are my least favorite. They have the personality of irritated and irritating cats suffering irritable bowel syndrome. And this is too bad because, even more than Benny, I think the best, most memorable, most quintessential voice in all of Thiefdom are the classic phrases (and reading): Join us... join us, now! As for favorites, can't say as yet.
  13. This mission is still not available to the in-game downloader. And it looks like it got skipped over as far as a mention at moddb too. New FMAs should be shalomed!
  14. Oh, sorry didn't check back for a while there... Um... here's what I found out: There is a console toggle command called "tdm_show_health". Default is "0" but if you set it to "1" it'll show the health of all such things that have a health property. So, NB! Be careful that this might get you into spoilage trouble! Only turn "on" when looking directly down at character in question down and/or at the best angle you figure will be "backgrounded" by the void and not other AI "behind" the AI in question -- no matter how far off in the distance, no matter how many bits and pieces of mapped geometry (veils, windows, walls, mountains) there may be, you will see their health as well. Spoilage! Anyway upon the gazing upon the slumpt character in question you will see a "Health:" and a number... Dead As A Doornail = -1 ... The Kills and KOs (and other mission stats obviously) are in an "SStat" structure instance in the code called "AIStats" which is a component of a "SMissionStats" structure instance called "m_Stats" which is protected in a class called "CMissionData" instanced as "g_MissionData" and pointed to by "m_MissionData"; So, I think it should be relatively handy enough to have an in-game GUI screen, much like the "Objectives" "pop-up" that came with 1.04(?), that could give the full array of mission statistics at the touch of a hotkey as we play along? ... Also, if y'all are still here and still listening: I had a lot of come-back-to-and-find-them-mangled-up-and- having-moved-out-into-the-middle-of-the-street bodies in this one (i.e. Springheel's "A Score To Settle"). Just so you know. Whatever it was with whatever used to happen in other missions with, I guess, some of the earlier models... occurs here. Repeatedly. And dramatically. I might narrow it down to the first 3-5 guys you'd encounter if you headed east (as apparently you are supposed to {I didn't; I did much as Fidcal did; I always choose LEFT! (politics ) when given the chance}) on your way north.
  15. Okay, thanks. Those are what I was hoping to hear and also what I expected to hear. It's basically as I had imagined it. The bludgeoning method is a risky one because it's a matter of reaching a certain level of damage beneath the lethal level and this probably falls within a tolerance of about one good whack! Knowing that, unless the mapper, as Fidcal postulates, would have to intentionally manipulate the built-in system to falsify these two distinct labels is good enough for me. I'll find out about the console thing myself, I figure it's almost sure to be there somewhere in some kind of "count" variable.
  16. Well that's why I have had to ask these question; I want a definitive answer. ...Because if what you say in response to #2 is true then what you say in response to #1 is not. I have just whacked a guy 3-4 times in the head with my blackjack and felled him... didn't want to kill him and hoped that I hadn't... picked him up and he was labeled "Body". So I guess what would really help clear this up is an authoritative answer to the "Body" vs. "Corpse" question. The rest can be figured out with this info alone (I'd just like to have those other answers if they are something someone can readily provide). Thanks.
  17. While playing "A Score To Settle" I have come to the realization that I need these questions answered definitively. Can you KO someone with repeated blackjack strikes? Or is that, once you miss the opportunity afforded the nice, clean, unexpected first strike, you will only end up beating them to death?If a shouldered ragdoll says "Body" as opposed to "Corpse" does this mean that the person has not been killed?Is there an in-game TDM GUI way of checking stealth score while in the middle of a mission? Or maybe at least someone knows a console command to get at the things I am obviously interested in here (Kill-count, KO-count...)?Thanks
  18. Raymeld, I just went and downloaded the mission (the "hard" way, by the way{!}: see above) to see what the problem might be. Yes you should very easily see the ladder. Your gamma was way too low (I always adjust the gamma before messing with the brightness, btw, so maybe you should reset the brightness to neutral). Getting on that ladder should be absolutely "no problem". I could hardly help from attaching to the ladder when I stood below (and, maybe, back a slight bit so I could see it, looking up) and jumped. Here's what you do to see if you've attached: Get your blackjack out.Jump.If your blackjack gets "pocketed" (disappears, as fi you have your hand{s} otherwise occupied), you have attached to the ladder.Climb (if you can't then move a touch right or left to make sure you are able to move your body up the center of the sewer shaft).Zen, Baby, Zen. You gotta visualize, believe and immerse...
  19. This FM is still not in the in-game mission download system.
  20. You are only (supposed to be) shin-deep, dude. Of course you can jump. If you have clipped down below the underlying surface for some reason then restart. Otherwise jump! And as for not being able to see the ladder, you should be able to see it so leave the gamma where it is for this and all future missions, I'd recommend. Sorry you are having such a difficult time.
  21. I vote for a more praiseable praiselingish poll for this praiseworthy mission. It really is fun (and quite a showcase)! And... it signals, immediately, the arrival of a very fine new TDM FMA!
  22. Season and Gameplay really wanted to give both ~3.5 so hit one @ 3 and the other @ 4... Aesthetics + Storytelling (should be separate) a 4
  23. I'd be happy to beta. Got a pretty MOR system, I believe, all things considered: Q8200 (2.33x4) w/4GB (utilizing only 3GB {see:XPSP3 - 32bit}) 8800 GT w/512MB
  24. Well, I appreciate the responses, and I appreciate that it's not-quite-there and that it's quite a complex undertaking to get it "there". I also like the part about going ahead and adjusting Cleighmoor to the objective situation. I think I've said this before out in the forums (I know I've said it in beta testing forums): it seems to me that TDM FMAing would benefit from a culture that it is sort of underway amongst a few of the authors -- that being a serialization style "campaign/epic/saga" release paradigm. An episodic format will keep the missions from overwhelmingly hw taxing size; keep the author from having to work "unrewarded" (loving feedback, it must be rewarding, eh?); and generally keep the mod content flowing... So, while we are here, let me ask: is "Home Again" a part of the Cleighmoor campaign? or something apart from the Cleighmoor campaign? Either way I hope to see it soon. You've really proven yourself to be a great benefit to the mod. I'm anticipating (not meaning to put undue pressure, honestly) that many of the excellent improvements you've made are inspired by what you have in mind FMA-wise.
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