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Bergante

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Bergante last won the day on April 18 2024

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    Bergstraße / Germany
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    Fantasy / Musik / Doppelkopf

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  1. @MirceaKitsune thx and congrats for the release as told while beta testing (not played the release yet) : i loved all these little faults - they fit well to the obscure story (especially flying mice) all the others : this missions seems to have struggle with Quickloads (to often/quick one after the other) this "crash to desktop-Bug" happened to other missions before (two i know could solve it ) so --- just be prepared - and try not to reload to often
  2. and an other It´s in so called sewer area --- so not really the wrong place - and he will see where the last drop falls down
  3. Thanks @taffernicus for activate this thread ( it´s in my favs now ) so i have a place to show my short story If a lady is upset - then you better not disturb her.
  4. upps : in some former Missions doing so was forcing crash to desktop not stucks Think it´s been in JackFarmers Beta-testing - but this has been solved and yes - i did more than usually - not as much like for V1 - but yes because i´m in a testing-Mood - so normal saves after every corner - to have a near start and quicksaves/-loads when i try something out ; or to do the Beer-garden robbery without causing suspicious Okay - will try again ! (more like in "HazardPay" ) and see if i get less stucks . @taffernicus
  5. @Frost_Salamander Here i am again playing V2 as told i will report at the moment i am about half-way (thirdly-) through V2 and have to give you Part 1 of my experience because something funny happened ! a Question to the other Players : nobody disrupted by stuck NPC´s ? Yeah this happens quite often in missions ! (and usually does not prevent from continuing to play) but in this wonderful mission - it diminishes my excitement and reduces the flow of the game - disturbing Frosties : I don´t want to send you my story as bug-report --- but as story-line of the play through (!Subtitles!) Have a nice weekend
  6. Yes !? mybe i´m confused ? Snatchers discription : ~ FORWARD LANTERN ~ Replaces the light of the player lantern with a less intense, forward facing version The linked by you is what i though it would be ! Thanks - i downloaded the " z_handheld_lamp_v0.5 " and will look if it works in modPack5
  7. 1 hour ago, HighJohn said: ( ??? how to Quote an intact Spoiler ? first try was empty ; others did different stuff ) Ha the same to me Yes !
  8. @snatcher made a new install for TDM2.13 added your mod-V5 activated : Forward Lantern / Shadow marks ( and added the "z_tdm_loot_stealth_stats" into it ) Yours : the Forward lantern isn´t here anyones ? : Inventory Grid - to F2 does not show up like messaged before (old appearance, no sorting)
  9. answers in hiding : stucks : not sure how quick i will go again - was a hard and long night - we will see
  10. Hi Jack a big thanks for this hijack into this excellent Mission ! as allways your mission-design is outstanding ; excellent in graphics and exiting/challenging in playing. at first sight one may think it´s a tunnel-Mission - but it´s not . there are sideways , byways or for a good reason Places that look like reachable but only to tell one : you may come here later don´t know how to praise more but i have some questions , some comments and some critics here they are : all in all you get a 5(-) / out of 5 ( the - only for my problems by trying to (Sup.-) ghost this fantastic Mission
  11. Congrats to the release of this beautiful Mission (or as i say , this collection of mini missions ) an accident happened on my first look into it happy greetings ---
  12. 8.) KO-Arrow !!!! I´ll really miss those yes there are Gas-ones - bur a real bumb to the Head is much more funny
  13. Ha - not tried--- did so but your answer surprises me ! - as mentioned in my comment , from my first Playthrough i´ve been sure this was made for a sup.ghost . it´s tricky (especially the secrets) but there´s almost always a helping solution (tool) laying near by ! That's why I was sure that you did this on purpose by design @Touchpadto give you a hint for this place : Have you done it to the shadowed area on the left side - behind the "tunnel" - but before you have to pass these laying zombies ? that´s one of the places why i´ve been sure @kingsal made this for Ghosters the difficult parts were to get the emeralds from the ceiling (without waking the sleeping dead nearby) and to get into the store-room without breaking the sup.ghost rules ! ( a very special move ) best wishes to all who try to ghost - it´s fun Edit : Kingsal --- a little special for you
  14. (about : tdm_loot_stealth_stats.pk4 ) thanks for your comment --- hope you or someone else will put it on the teams " to be discussed - List " I have another suggestion : how about the possibility of locking a lock with the lockpicks that would be a way for ghosts / sup.ghosts to leave places without leaving a trace of their appearance ; while the other way around : a chest / door / box .... remains open , you would have to keep a key that you found in a room that you entered through a back entrance , and can leave through the door (which can only be opened with the key - could then be locked with a lockpick ) ???
  15. tdm_loot_stealth_stats.pk4 Why hasn't this been implemented in TDM ? Sure, it replaces the loot number - but - couldn't it be given as an additional inventory? As I recall, I came across it through Snatcher's Mod and tested both. I think I had both installed at the same time (later deleted Snatcher's Mod - sorry for that) And as I recall, they did not come into conflict ! It's pretty nice -because you learn when and why you are discovered and trigger suspicion. Sure - in reality you won't always know about it - so some players won't like it So my question is : Could it be implemented in the game settings - on or off
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