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simplen00b

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Posts posted by simplen00b

  1. Done the update (thanks to everyone hosting the mirrors - downloading took a little while but was trouble-free), haven't opened a proper mission yet, but - um....has the main menu music changed? Or have I just listened to it properly for the first time in nearly a year of playing TDM? :unsure: It's great - really cinematic. Just had it playing right the way through 3 times in a row...

  2. At least my definition for Iron Man would be:

    Intentional voluntary challenge of no saves and no loads.

     

    Actually I am not sure if the community has the same definition for it. Good thing you brought it up so we can define it and that way understand what we are talking about.

    Could this be any use as a starting point - http://forums.eidosg...Final_rules.htm ? Iron Man/Titanium Man rules are a few posts down the page.
  3. Halfway through your Knighton Manor walkthrough and wanted to say I really like your style - conversational, involved without being hyper, funny, and at the risk of sounding prudish, I really appreciate the lack of swearing. (Haven't watched your alcohol-fuelled bonus video yet, mind. ;) )

     

    So anyway, thanks - look forward to more!

  4. Ok, barely started this and I'm already stuck.

    Are you stuck in the cell? If so, (i) you're not the first (I suspect noclip has been used more than a few times) ; (ii) there's a readable outside the door which gives an admittedly pretty lateral clue about what you need to do.

    Small hint:

    There's something just outside the cell door that you can 'use' on something in the cell (in line with the readable).

     

    Big hint:

    There's a bottle which you can pick up outside the cell door - use it on the pagan seed just inside the cell door.

     

  5. What version are you using? Should work on anything newer than Win 98. Did you install using Tafferpatcher and then the new 1.19 patch?

    All sorted now - I was trying to install from an iso image of my T2 CD (I hate having to keep the CD in the drive) and it seems it was an issue with MagicISO; tried it with Virtual CloneDrive and it installed fine. Then I just followed the instructions for the 1.19 patch and it all seems to be working OK. Initial impression from playing a few minutes of Running Interference: (i) I think it does look better than I remembered (once I adjusted the resolution) - not as grainy? - but it's difficult to quantify; (ii) controls seem slightly more sluggish, especially with carrying bodies - I feel like I'm underwater; (iii) I've forgotten a lot of the T2 controls :( ; (iv) font of hints/inventory lists is tiddly but pretty sure I've read that can be adjusted; (v) Ah, the joy of running full-tilt along a corridor up behind a guard and coshing him before he has the chance to do anything except say "Uh?". Which brings us back to: -

    Springheel, on 01 October 2012 - 11:41 PM, said:

    *List*

    Yeah, that's pretty comprehensive. (I know the AI in TDS would notice extinguished lights/missing loot, but I don't remember them ever going into alert about it.) I'm just aware that for some people, your list makes TDM AI more frustrating, not 'better'. But hey, thems the breaks, waddya gonna do (etc etc)
    Strange as it sounds, I actually think most diehard Thief fans who are still playing the game don't play for the stealth challenge at all.
    I'm nowhere near being an authority on T2 FMs, but having recently watched Fenn P's videos of King's Story and Rose Cottage, it wouldn't surprise me. I enjoyed watching the videos, but I think playing them would have driven me potty. I much more love the 'creeping around wondering if I'm going to get busted' element of Thief.
  6. Re: TDM AI though - this could be a opening a huge can of worms, but is TDM AI exceedingly more sophisticated than Thief AI? Tbh, I never really noticed anything drastic while playing both.

    Dunno about exceedingly more sophisticated - I think the main difference is greater sensitivity, although there are those restrictions about helmets/levels of alert etc. Oh yeah, and their ability to relight torches and candles at times of huge inconvenience. Could be wrong but I can't see anyone being able to do a speed run through an average TDM mission like you can in some of the Thief missions.

     

    And it only becomes a can of worms if you start taking the position that preferring Game A makes you an intrinsically superior person to someone who doesn't (not that that would ever happen on an internet forum, of course). No but seriously, if I ever started believing that preferring TDM made me a better person than someone who preferred T1/T2/whatever, you have permission to take me outside and shoot me, or at least hold me down while someone else kicks me on the knee.

     

    And (finally getting back on OT) I have just tried to install T2 on my superduper laptop.

     

    And it won't let me. Not compatible with my version of Windows.

     

    Gonna go to bed.

  7. Anyway, if the source code goes GPL, The Dark Mod would go completely obsolete

    If eye candy was the only difference between T2 and TDM, this may be so, but I think it misses the key difference - I mean, this patch isn't going make the AI in T2 start behaving like those in TDM. (Is it?)

     

    Plenty of room for both, definitely.

  8. For the most part, I tried to keep the walkthru to only required steps needed to finish the mission, I intentionally left out specific loot locations as loot is optional. Don't want to give everything away, right?

    Fair do's. I'm thinking of doing a lower-info version of the maps, maybe with just the brother's rooms labelled, so players can at least cut out some of the "Does this key fit this door? No.... This door? Nooo..... This door?" (etc etc). BTW, your walkthrough also helped me find some rope arrows for the first time ever, which'll save

    lugging those crates to the basement

    :P

     

    Re the final jump in to the water - have to say, I just quicksave beforehand and keep doing it until I don't die. Really don't know what keeps killing me.

    I'd really like to make a video walkthru for this, and just see more video walks in general for TDM.

    I would LOVE to see Fenn Phoenix do a "Let's Play" of this mission (especially the final part). Just not sure how he'd last through the key hunt....
  9. On a similar note, with Shadowhide's permission I've put together (fairly crude) maps of each floor so players can have some idea of where they need to go when they've found stuff :smile:. Really I've done them for people who hate key-hunts but may feel inclined to give the mission a go if they have some directions (if only for the amazing ending), so the maps are pretty detailed re locations of secret levers/buttons etc.

     

    So don't look if you want the full key-hunt experience :laugh: . Comments/feedback welcome.

     

    post-9265-0-62144400-1348617577_thumb.jpg

    post-9265-0-17066100-1348617599_thumb.jpg

    post-9265-0-42103700-1348617613_thumb.jpg

     

    EDIT: Lower detail maps (i.e. just showing the locations of the various brothers' rooms) available here.

     

    P.S. @Brethren - thanks for the walkthrough; really helped me find a room I hadn't found before. However, I think there's one thing you missed (and it's not surprising, coz it probably tops the 'How was I meant to know THAT?' list; in fact, I'm astonished anyone found it at all): -

    After you've killed Clement & got the ruby, go back to Brother Bertram's room through the secret passage from the library. There is now a golden sword hanging in the air in the middle of the room worth 75 loot.

     

    • Like 4
  10. I've played it through three times now on each level of difficulty and I've never got more than about 1100 loot so I'm still missing at least one key/lever. (First playthrough on easy took over 5 hours, BTW, but now it takes a bit over 1 hour :P .) I'm a fan of this mission but even so I couldn't argue that there are elements which are completely "How is anyone meant to work that out?"

    use your lantern in the dark rooms

    That's about the only thing I haven't done yet, but as long as I play in a dark room the low ambient light hasn't been a problem (in fact, it's one of the things I love above it - Shadowhide isn't afraid of contrast in his lighting).

  11. Started a Patch Constructions page on the Wiki where I (and anyone else) will be placing basic tutorials on building things (mainly spaces) with patches - there are a couple there with tunnels, next I'll be making one on creating corner stones and later a big one about using patches to make entire buildings and building facades.

     

    http://wiki.thedarkm...h_constructions

     

    PS: Let me know about any mistakes or if it's confusing.

    Ooh ooh ooh ooh ooh

    *hops up and down in excitement*

    Looks like this could be a real help - I've been messing around with tunnels for weeks now, and still haven't worked out how to do branching off/intersections. (Mind you, haven't made things easy for myself. Nice wide-open regular tunnels? Nah. Tight, cramped, winding around like an umbilical cord on LSD? Yeah baby. 'Cept it's mind-blowingly hard keeping everything together. Ah well.)

     

    Loads of RL stuff on at the mo so dunno when I'll get the chance to look at it, but I'll let you know when I do.

  12. Frustrating freezes anyone? :angry: Maybe not as everyone seems to be finishing it o.k.

    Dunno if it'd help, but have you posted your system specs anywhere? I've got a fairly powerful set-up and I got some sudden frame-rate drops but it doesn't sound like that's your problem. (S'hide uses a lot of moving-shadow lighting, which I love but can be a real frame-rate killer IIRC.)

     

    Anyway, just wanted to say I've finally completed the mission (on easy) and - WOW. The moment when the final challenge kicked off was one of the most jaw-dropping moments I've had in any - well, I was going to say FM but I think I could say any Thief mission, period - and I found I needed some pretty Thief-y skills to get round. More than made up for the earlier frustration, although after exploring one avenue fruitlessly, I did use a spoiler to find out where to go - it was hard enough to get around knowing where I was going, let alone stumbling around cluelessly.

     

    After some consideration, I voted 'Excellent' for gameplay, which may be over-flattering given my earlier outburst, but the frustrations really were outweighed by the good stuff (I'd say I had similar frustration levels with Heart of Lone Salvation, which I also loved despite the difficulties).

    Voted 'Excellent' for appearance - the only thing that stopped me voting 'near perfect' was that the fog effects especially got a bit too much at times (especially in crouch mode, which is my default position a lot of the time). Voted 'Good' for story - really liked the whole background ambience of the place gradually being consumed by pagan evil, but at the same time it didn't feel like I could much about it except get out before the whole place went down :) .

     

    Maybe we should have a collection of spoilers for key-hunt-haters so they can do all the legwork as quickly as possible and then enjoy the final section. It really is quite amazing. I know S'hide says he's never going to make another one. I really hope he changes his mind.

  13. Thanks demagogue. Very gracious response to my venting. I had clambered around

    those barrels

    but not seen anything. I'll give it another go tonight.

     

    In reflection, I think it's to the game design's credit that it took me this long to get frustrated (and if that doesn't win me Most Back-Handed Compliment of the Year Award, nothing will). I normally hate searching for levers and stuff with a vengeance and just give up, but this one didn't feel too difficult and I was trotting around it quite happily. I just felt like (warning: incoming self-justification) I had got this wonderfully wrapped present (espec. given a comment that the best stuff is at the end) and I was starting to peel off layer after layer of lovely wrapping paper and it was all coming off beautifully and I was just getting to the very last layer when - I had to stop and go into town to buy the right pair of scissors cuz that was the only way to take this layer off and I didn't know where the scissors were and - yeah, well, anyway.

     

    Will probably edit earlier post to make it less of an assault on the eyeballs for unsuspecting forum browsers.

  14. Help i have some questions?

     

    1. i have small lever, where to use it?

    2. how to open secret wall door in the clement room? (button does not work)

    3. where is key for a little box in the dining room?

     

    Please answer...

    Re no 1: I'm guessing it's

    the dark blue room in the basement with a panel on the wall by the bed that can be frobbed

    but I could be wrong cuz I don't have that lever. Where did you find it?

    No. 2:

    There's another button in the room you need to press as well.

    No 3 I'm stuck on too.

    'Fraid I'm struggling to enjoy this now - I felt like I was on a real roll:

    needed a spoiler for the secret lever in the library, but got the skull (loved the creepy voices), quickly realised where I needed to put it (more creepy voices - yes!), got the key to Clement's room, opened the secret passageway, crept up to the final door, gearing myself up for a major confrontation, really enjoying the build-up in atmosphere, and

     

    NO. NO. NO. Do not tell me, now, at this climactic moment of excitement, that I have to go and find another wretched key.

     

    Sorry. Sorry. Sorry for shouting*, just really disappointed. Up till now this is probably the only key hunt FM I've ever played that I've actually enjoyed, but this has killed it for me, for this session anyway. Just wish I hadn't been allowed to get this far without picking up everything else that I needed to pick up (I know, easier said than done).

     

    I'll go and calm down and come back to it tomorrow. Sorry again. :(

     

    *Edited to reduce typographical impact of my venting

  15. All in all, I'm enjoying this. I just wish I could turn the sound back up.

    +1. Visually, it's one of the most atmospheric missions I've played - so much so that I don't even mind that it's a bit of a

    key hunt

    - getting the sound levels adjusted would make the atmosphere even better. Pretty sure I've knocked everyone out (yes, I know, but I thought I had got everyone earlier and then a guard appeared from nowhere) but even so, some sounds are still LOUD - the pagan-light in the basement has made me jump a couple of times when it's got too close, and when I

    picked up the crate

    in the dining area, there was a sudden and unnervingly loud, er, roar? Growl? Dunno what it was but it was freaky.

     

    Climbing up that hole from the basement was tricky but I found

    a bale and a crate on the bed

    did it. Wasn't easy, but, hey, I like a mantling challenge, which is why I was SO PLEASED to get up here:

     

    post-9265-0-07600400-1348096859_thumb.jpg

    and, yes, I did find the little reward for doing it.

     

    I dunno, maybe the gameplay will suddenly totally nosedive and I'll want to throw my laptop through the window, but for now, I'm happy exploring.

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