Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/movement/' or tags 'forums/movement/q=/tags/forums/movement/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Spoke too soon, its looks like a file permissions issue? WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human/grass_1.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human/grass_2.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human/grass_3.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human/grass_4.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human/grass_5.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human/grass_6.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_crouch_run01.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_crouch_run02.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_crouch_run03.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_crouch_run04.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human_carpet01.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human_carpet02.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human_carpet03.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human_carpet04.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/skirt_rustle01.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/skirt_rustle02.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/skirt_rustle03.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/skirt_rustle04.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/movement_ladder_wood01.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/movement_ladder_wood02.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human/wood_2.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/human/wood_3.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_walk01.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_walk02.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_walk03.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_walk04.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_walk05.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_walk06.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/player/dirt_walk07.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/movement_water01.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/movement_water02.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/movement_water03.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/movement_water04.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_01.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_02.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_03.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_04.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_05.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_06.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_07.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_08.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_09.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_10.ogg' using default WARNING:Couldn't load sound 'sound/sfx/movement/footsteps/climb_ladder_metal_solid_11.ogg' using default And this tmp file issue "WARNING:Cannot rename E:\Darkmod\tdm_sound_sfx02.pk4.tmp to E:\Darkmod\tdm_sound_sfx02.pk4", now has a file I can see in the tdm folder. So renamed the tdm_sound_sfx02.pk4 to tdm_sound_sfx02.pk4.old and the tdm_sound_sfx02.temp to tdm_sound_sfx02.pk4. And that fixed the sound issue, so my question is what process is creating the temp and trying to rename/overwrite an exiting .PK4 file..?
  2. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  3. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  4. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  5. Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar. Other than that, it's subjective and the feedback from playtesters was positive. Also, referenced internally here: https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158
  6. That's already implemented just not enabled on the default helmets: I may set some movement speed immobilization on them in the next version. Great suggestion to use rank to make the disguise drop even faster, will definitely be doing that... experienced members of the team would indeed see through your disguise even faster.
  7. @kin Here are more details about how I reduce footstep sound volumes. I extract the footstep sounds from tdm_sound_sfx02.pk4. sound └── sfx └── movement └── footsteps └── player ├── metal_jump_land01.ogg ├── metal_jump_land02.ogg ├── metal_jump_land03.ogg ├── metal_jump_land04.ogg ├── metal_run01.ogg ├── metal_run02.ogg ├── metal_run03.ogg ├── metal_run04.ogg ├── water_crouch_run01.ogg ├── water_crouch_run02.ogg ├── water_crouch_run03.ogg ├── water_crouch_run04.ogg ├── water_jump_land01.ogg ├── water_jump_land02.ogg ├── water_jump_land03.ogg ├── water_jump_land04.ogg ├── water_run01.ogg ├── water_run02.ogg ├── water_run03.ogg ├── water_run04.ogg └── water_run05.ogg I use a bash script (for Linux) that I wrote to reduce the volumes using FFmpeg. #!/usr/bin/env bash set -eu IN_DIR='sound/sfx/movement/footsteps/player' mkdir -p output/"$IN_DIR" for i in "$IN_DIR"/metal_run*; do ffmpeg -i "$i" -filter:a 'volume=-4dB' output/"$i"; done for i in "$IN_DIR"/metal_jump*; do ffmpeg -i "$i" -filter:a 'volume=-10dB' output/"$i"; done for i in "$IN_DIR"/water_run*; do ffmpeg -i "$i" -filter:a 'volume=-10dB' output/"$i"; done for i in "$IN_DIR"/water_crouch_run*; do ffmpeg -i "$i" -filter:a 'volume=-10dB' output/"$i"; done for i in "$IN_DIR"/water_jump*; do ffmpeg -i "$i" -filter:a 'volume=-5dB' output/"$i"; done Then, I put the resulting output sound files in darkmod/sound/sfx/movement/footsteps/player/. (If I change anything in the future, updates will likely be at https://gist.github.com/daftmugi/68bcf3835fdb95e5a7b8148edcc14d38.)
  8. That sort of tone doesn't fly in our forums.
  9. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  10. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  11. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  12. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  13. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  14. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  15. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  16. Is there a way to make multiple sounds while getting multiple items? That would be enough to make the player check the inventory. Also auto-search could be the final reason to accept the current implementation ;): short-frob shoulder body, long-frob auto-search body and grabbing it for movement.
  17. Interesting, didn't think about that. Yeah the compass uses that trick, I could just use a model of the helmet instead. If it looks good and is worth maybe I'll consider that, though it might be distracting and not make enough sense. The heads are modeled that way: Hoods and helmets are part of the head mesh as they aren't attachments. This is normally a good thing since performance isn't wasted rendering the head or hair under the helmet, but complicates things for my approach as the only way is changing the head models at runtime which may break precaching and stuff. Only a few hats are attached as a separate entities, like the little red hat some merchants wear or the straw hat... those aren't ideal for disguises though and I don't plan on supporting both approaches. Technically I could try attaching the independent helmet model to the player head, but that would surely look awful and clip through the hood and stuff... only right way is to give the player the Citywatch head once that error is fixed. For AI there is no other way apart from also changing the head model: Stealing the helmet from a guard implies taking it off them, which means they need to switch to a helmetless head which can only be done by setting a different head mesh upon frobbing... no idea if that triggers the same crash as the player head, if so I'm out of luck till a dev can take a look at my report. The base disguise system can be used that way too, it's just not the theme I went for by default as I wanted them to be physical wearables. You can define a magical disguise too that implies creating an illusion which tricks other AI into seeing you as one of them. In fact I thought of including one for undead using a magic skull that makes them think you're also dead, might add that in the next version if others think it makes sense and is worth it? Note that the spawnargs are documented via editor vars in case anyone wants to make their own: As long as you have a moveable model and inventory icon it's just a few tweaks to define any disguise. Simply inherit from the base "atdm:playertools_disguise" entity def and customize the team and other spawnargs... remember to use the proper mass / friction / impact sounds. Let me throw them here for anyone who wants a quick preview: atdm:playertools_disguise { "inherit" "atdm:playertool" "editor_usage" "Don't use. This is the base class for disguise inventory items." "editor_usage1" "Individual hats and helmets will derive from this." "scriptobject" "playertools_disguise" "gui" "guis/tdm_hud_disguise.gui" //"model" // to be defined in subclass //"clipmodel" // to be defined in subclass "inv_name" "Disguise" "inv_category" "Disguises" "inv_icon" "" "inv_droppable" "1" "inv_map_start" "0" // Disguise "team" "0" "rank" "0" "personGender" "PERSONGENDER_MALE" "personType" "PERSONTYPE_THIEF" "regen" "0.25" "rate" "0.5" "rate_alert" "0.1" "distance" "500" "speed_move" "1" "speed_turn" "1" "overlay" "" "snd_wear" "player_rustle_short" "snd_remove" "player_rustle_short" "model_head" "head_thief" "skin_head" "" // Disguise editor vars "editor_float team" "The team the player disguises into when the disguise is active." "editor_float rank" "Rank while the disguise is active." "editor_var personGender" "Person type while the disguise is active." "editor_var personType" "Person gender while the disguise is active." "editor_float regen" "The disguise regenerates over time at this rate." "editor_float rate" "The disguise degrades at this rate when the player is seen by a member or ally of the team." "editor_float rate_alert" "The disguise further degrades by this amount when an AI is alert, increases gradually with alert level." "editor_float distance" "Maximum distance at which being seen by the AI can degrade your disguise, offsets with AI visual acuity." "editor_float speed_move" "Movement hindrance while wearing the disguise." "editor_float speed_turn" "Turning hindrance while wearing the disguise." "editor_var overlay" "Overlay image while wearing the disguise." "editor_snd snd_wear" "Sound to play when putting on the disguise." "editor_snd snd_remove" "Sound to play when taking off the disguise." "editor_model model_head" "The player's head changes to this model while the item is worn, can be seen in mirrors." "editor_skin skin_head" "The player's head changes to this skin while the item is worn." }
  18. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  19. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  20. TBH, I'm all for keeping stuff easy. This brings more complexion to an already complex system, which takes into account leaning, movement speed, crouched and standing position and stuff. I also think that most of the people here underestimate how hard this game is for beginners. It's even hard for me, and I played this game and similar games for almost 20 years now. TDM is a LOT harder than the Thief games, and, those were considered quite hard back in the days as well. I don't think the barrier of entry should be set even higher. I also frankly see no benefit in terms of gameplay or atmosphere. And, if I may also say this: The original Thiefs didn't have it. May sound lame, but, I think this game tries to capture the feel and gameplay of the originals. Including certain gameplay mechanics, which IMO shouldn't be touched.
  21. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  22. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  23. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  24. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  25. ...and I finished the mission. I really like your idea no sword + no broadheads - it made the mission more enjoyable as I was scratching my head for a few moments how do I kill somebody (before trying the obvious:). This may be not much, but you nailed your goal perfectly! It made the mission longer and richer while not making accomplishing the objective tedious. Lots of vertical movement (building ledges), windows open (great indicator! - makes the game experience more... streamlined?) somewhere high up you cannot get to at the first glance. Good looking, rich architecture in several styles (I liked the hotel a lot). Architecture does not hamper player's movement (!) - although the map is quite big, boring running is minimal. Design: textures are a perfect fit for the architecture; the items on the scene make the locations rich and believable. The design was probably thoroughly tested as there was just a couple of occurrences where I jumped on a table etc., got stuck and had to NOCLIP my way out - great job! The only thing I did not like was spawning/endgame area (the cellars), where the lanterns make you walk blindly as their light cones obscure what is behind them (please see the attached screenshot). It has its charm, but I did not like it as it served no other purpose (e.g. walking blindly into a corpse;). I did not finish the Atkins objective. I did a lot of the subtasks on the list, but as I was not aware such a list exists, so I considered the subtasks just an eye/script candy. There is the bug with pool guard's key which was already discussed and is fixed. Overall: Such a nice mission! Rich for the eye, rich for the story. Thank you, it was a wonderful experience.
×
×
  • Create New...