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Bergante

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Bergante last won the day on April 18 2024

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    Bergstraße / Germany
  • Interests
    Fantasy / Musik / Doppelkopf

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  1. 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
  2. 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.
  3. 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
  4. @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
  5. 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
  6. 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 !
  7. @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)
  8. answers in hiding : stucks : not sure how quick i will go again - was a hard and long night - we will see
  9. 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
  10. 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 ---
  11. 8.) KO-Arrow !!!! I´ll really miss those yes there are Gas-ones - bur a real bumb to the Head is much more funny
  12. 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
  13. (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 ) ???
  14. 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
  15. Difficulty doesn´t need to be in relation to objectives ! (for me ..) it´s a way of playstyle - to make it more challenging . all ears ? : On easy - mappers could give keys - to open doors quickly - while on hard you need to picklock And besides, this place could be more illuminated (or you have less time before the next NPC comes) So there could be more or less shadows in every place to hide in or a carpet on the floor or not Maybe a window is harder to reach (on easy there is a box nearby - on hard not) ....... sure - this all has to be planned and is additional work for the mapper and will need different maps on different difficulties no-kill , no-ko (or kill/ko all of them/this team) is just a quick and easy way to give a different setting . Maybe you're just asking for objective solutions? --- there are always opportunities to set additional goals not to be heard or seen Find the secrets Don't go down this path Do not touch the ground Leave something in a specific place often No-Kill, No-Ko is just enough --- when it will really be harder to fulfill
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