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ERH+

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Everything posted by ERH+

  1. Is there a way to display atdm:gui_message while a camera is active? I can use a semitransparent screen attached to camera but it requires actual texture for every text block, so message would be much more versatile and easy to modify. 'cinematic' '1' don't work.
  2. What do you mean by positioning the shovel? It ment to be picked up into inventory and Also, is this save/load crash an actual crash, or is loading screen just freeze when you click it and the progress bar is stuck in one place for a long time? If later, I see something in my other mission and it eventually finishes loading. In other instance the game crash when the memory (I assume) still is filled with previous session, but after fresh game start the save works fine - so it may be related to mission file size.
  3. I'm not sure if it changes state to canceled in the very first version of the mission, showed in first walkthrough i've seen. In current version it waits for the endgame cutscene to play and then is checked out. Otherwise the mission would end along with 'heads' objective, before cutscene could even start - in the first version there was no end cutscene.
  4. Yes it wasn't designed with the story in mind - I've made a keep and swamp first, then started thinking what could be happening and what could be achieved by the player. I had vague horror clich├ęs in mind as I wanted to make "just a Halloween mission", so story (based on the Peruvian folktale "snake lover") is cramped between existing architecture and objectives mechanics, more as an afterthought than starting point. With many things already in place I was thinking about restricting player's movement and push him through a rat maze, or aim for mood of foggy desert and risk to make it boring. After all it gave me an idea for making few gameplay styles on the same map by incorporating difficulty levels in different way. Every level would be a story of e.g. different character: one is a thief, one is an assassin, and yet another is a detective. All would take place on the same map with most of elements shared, but objectives would draw the story from different perspectives. I'm thinking about using self drawing map for detective's blackboard with trees of clues, suspects, evidences appearing as the player finds muddy footprints, wax stains, ink imprints, etc. I'm thinking here about flash games like The Scene Of Crime or Rizzoli and Isles - Thief is about looking for small objects, and I want to give some twist to it.
  5. It is so satisfying developing a habit to have an everyday time window for mapping. Waking up early before work just to lay in a "bed" with mouse and keyboard on both sides, lazily adding detail after detail to the map, listening to some ambient rain, storm, wind or blizzard sound to cut off anything around. I wonder if I will manage to finish it for Halloween, but tempo is promising.

    And waking up being excited how I will suprise myself this day is great!

  6. How peculiar, so many decisions motivated by hatred. And you waited literally for years to see someone trip, just so you can dance on their grave? Odd, to say the least.
  7. I think some locks open fast and have 2 in this arg.
  8. Now the frame rate sticks out. Is there a similar process for adding additional frames in between existing ones?
  9. When I try to load your save the mission starts from the beginning, and the script responsible for frobable loot looks appropriate for this particular coin stash. On higher difficulty the same script is activated after you read the hag's note on level 2 - on lower it is activated on map start, and it works fine when I'm playing. Could you crouch onto chest, directly above this stash, and check if maybe it is just related to small frobbox?
  10. What difficulty have you chose, with objective is already fulfilled?
  11. New version! (link in the first post) Some smaller and bigger bugs fixed, but most importantly now player can choose a pocket lantern and/or loot available for harvesting from the start - in the difficulty menu. If anyone want to play the mission as in original version (with bugs fixed) it is now on difficult level. Enjoy!
  12. Are you using saves from earlier mission's version in updated one?
  13. Does it apply for the latest mission update (1.21)? I didn't installed 2.07 hotfix and use win7, don have that problem.
  14. Strange. Anyway, there is a slightly updated download link in the first post (version 1.21).
  15. A compass - you have it in your inventory from the beginning! In newest version the room with breakable ceiling have entrance to the sealed level. The same goes with the second room accessible from the window. I will add small lights to the second map and the shovel.
  16. You need to use the crowbar, and proceed like with lockpicking a door.
  17. One of mission's text files readme.txt file: Version: 1.1
  18. readme.txt file: Version: 1.1 BUILD TIME: about 6 months.this info is literally one line above what you just quote.
  19. With version did you played? It should be in one of text files in unpacked mission folder: 1, 1.1, 1.2?
  20. Maps? I will add more detailed maps of the keep in the first post's walk-through.
  21. New download link in the first post. Reduced number of entities, as I presume all dynamically spawned entities (like emitters) were causing the game to exceed its limits. At least I didn't had a crash during normal or quick save/loads, but maybe it can be related to the overall time the gameplay takes. Compass not working - I don't have that issue, but
  22. Do you guys maybe are using saves between version 1.0 and 1.1? Because their objective structure have changed and objectives trigger different targets now. I'm not saying it in relation to quickload crashes, it may have something to do with entity limit and spawning new objects during gameplay - I will tinker with that.
  23. You mean it crashes on quickload (f5) or on any load from the save/load menu?
  24. Are you playing TheDarkModx64.exe or, 32 bit version (TheDarkMod.exe)? Does it make any difference?
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