Bikerdude 3740 Posted January 18, 2016 Author Report Share Posted January 18, 2016 @All this thread is getting a bit off-topic. @moderators, can one of you move the promo related items to a separate thread please. Quote Link to post Share on other sites
Deadlove 260 Posted January 18, 2016 Report Share Posted January 18, 2016 These aren't splash pages. They area fan art. Quote Plastik Musik - Andrew Nathan Kite, Ownerplastikmusik33@gmail.comhttp://www.facebook.com/plastikmusik /http://www.youtube.com/plastikmusikhttp://www.plastikmusik.bandcamp.com Link to post Share on other sites
Bikerdude 3740 Posted January 18, 2016 Author Report Share Posted January 18, 2016 Which is far enough, but some of it isnt related to the mission - hence the thread move request. Quote Link to post Share on other sites
nightchild 2 Posted January 24, 2016 Report Share Posted January 24, 2016 hi everyone!!! I am playing this great mission and I love it so far... at the basement of the inn there are two stairways ...under one of them is the removable brick... what is under the other one? is an arched space on the wall behind the crate there that looks like is movable but I can't find a lever or something thank you in advance!! Quote Link to post Share on other sites
Bikerdude 3740 Posted January 24, 2016 Author Report Share Posted January 24, 2016 @Nightchild, You can't access that part of the basement from there, there are two ways into that location though -think coat rack and cupboard on the gnd floor.or think hygiene and oneself, on the 1st floor Quote Link to post Share on other sites
nightchild 2 Posted January 24, 2016 Report Share Posted January 24, 2016 @Nightchild, You can't access that part of the basement from there, there are two ways into that location though -think coat rack and cupboard on the gnd floor.or think hygiene and oneself, on the 1st floor thank you for your help.. as a matter of fact I had almost been there but I let it for later and then, forgot it for a while ,, I love it btw ..you people have done an excellent job and I am also so glad to see that all my opponents seem to be of the living kind too as I hate the "other kind" especially in tdm (but I am sure that the following parts will right this wrong , or vice versa ) Quote Link to post Share on other sites
id3839315 9 Posted January 31, 2016 Report Share Posted January 31, 2016 I did find a key, but the cupboard cannot be frobbed whatsoever. And I can't even grab it with noclip! That's why the mission is called Behind Closed Doors. Quote Link to post Share on other sites
Goldwell 2439 Posted February 21, 2016 Report Share Posted February 21, 2016 I upgraded my PC on the weekend and i've been playing through this, very impressed and congratulations to the team as a whole! I had a couple of issues though with that sound popping problem. I didn't read through the thread as I want to avoid any spoilers but has anyone else had any issue with the popping sound? Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Snowed Inn | Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse Link to post Share on other sites
Bikerdude 3740 Posted February 21, 2016 Author Report Share Posted February 21, 2016 I upgraded my PC on the weekend and i've been playing through this, very impressed and congratulations to the team as a whole! I didn't read through the thread as I want to avoid any spoilers but has anyone else had any issue with the popping sound? Glad your enjoying it :-) That issue seems to be plaguing some maps (I think only large ones), that and its not happening on ALL the VPs in the map. I'm hoping Steve/Grayman can narrow down what's causing it at some point in the near future. Quote Link to post Share on other sites
Goldwell 2439 Posted February 21, 2016 Report Share Posted February 21, 2016 Glad your enjoying it :-)That issue seems to be plaguing some maps (I think only large ones), that and its not happening on ALL the VPs in the map. I'm hoping Steve/Grayman can narrow down what's causing it at some point in the near future. Yeah it only seems to happen with me on large maps as well, I remember having the exact same issue on Moonbo's house of locked secrets. It sounds like an audio jack being loosely inserted and removed. I could be wrong but wasn't there a fix for this already? I remember reading a while ago either a fix for the issue was implemented in the current TDM or perhaps in an upcoming version. Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Snowed Inn | Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse Link to post Share on other sites
Bikerdude 3740 Posted February 21, 2016 Author Report Share Posted February 21, 2016 I could be wrong but wasn't there a fix for this already? I remember reading a while ago either a fix for the issue was implemented in the current TDM or perhaps in an upcoming version.Ah yes, might be on SVN, @Steve/Grayman...? Quote Link to post Share on other sites
demagogue 1252 Posted February 21, 2016 Report Share Posted February 21, 2016 If it happens only at the start of the game or reload, then I think that's related to my Locations ambient system, which uses by necessity sound fading, and id made it such that fading from silence means you start a sound at full volume, 'instantly' drop it to 0 volume, then fade up. But it's not instant, so there's a pop. I think after the first time it stops (testing suggests it), but happens again when you restart. It's always been there, but not noticable except for a few ambients. I made a special soundshader to solve it with a silent leadin, and I gave directions, but mappers aren't always following it. The best way to fix it would be to address the fade out function at its source, or I guess rig it so the location system forces a leadin into the soundshader somehow. Edit. If it really only happens the first time, another possible fix is a preemptive silent fade at the start. I just thought of it. I'll see about it. Quote What do you see when you turn out the light? I can't tell you but I know that it's mine. Link to post Share on other sites
Bikerdude 3740 Posted February 21, 2016 Author Report Share Posted February 21, 2016 If it happens only at the start of the game or reload, then I think that's related to my Locations ambient system, which uses by necessity sound fading, and id made it such that fading from silence means you start a sound at full volume, 'instantly' drop it to 0 volume, then fade up. But it's not instant, so there's a pop. I think after the first time it stops (testing suggests it), but happens again when you restart. It's always been there, but not noticable except for a few ambients. I made a special soundshader to solve it with a silent leadin, and I gave directions, but mappers aren't always following it. The best way to fix it would be to address the fade out function at its source, or I guess rig it so the location system forces a leadin into the soundshader somehow. Edit. If it really only happens the first time, another possible fix is a preemptive silent fade at the start. I just thought of it. I'll see about it. This should be moved to its own thread, @Springs...? Ah oops, is this info on the wiki..? is that something you can fix on the SVN version..? see above. Quote Link to post Share on other sites
nbohr1more 2093 Posted February 21, 2016 Report Share Posted February 21, 2016 The audio popping in Sir Talbot's was due to negative values in the sound mixer calculations. The fix is in v2.04 (SVN). Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to post Share on other sites
Goldwell 2439 Posted February 21, 2016 Report Share Posted February 21, 2016 (edited) The audio popping in Sir Talbot's was due to negative values in the sound mixer calculations. The fix is in v2.04 (SVN). Does that translate over to this mission and I guess all other large missions as well? because if that's the case i'd rather just wait until 2.04 so I can experience this mission without any popping. Edited February 21, 2016 by Goldwell Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Snowed Inn | Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse Link to post Share on other sites
Bikerdude 3740 Posted February 21, 2016 Author Report Share Posted February 21, 2016 Does that translate over to this mission and I guess all other large missions as well? because if that's the case i'd rather just wait until 2.04 so I can experience this mission without any popping.it dosent happen often enough to warrant waiting for 2.05, enjoy the mission now. Quote Link to post Share on other sites
nbohr1more 2093 Posted February 21, 2016 Report Share Posted February 21, 2016 I think one of SteveL's "no clunking" patches includes this fix too: http://forums.thedarkmod.com/topic/17142-picking-up-stuff-without-clunking-it/page-3 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to post Share on other sites
Twitch 8 Posted February 23, 2016 Report Share Posted February 23, 2016 (edited) I loved this map. It's absolutely fantastic. The vertical design, the lack of pickpocketing, the aesthetics, it's all amazing. I loved the secret compartments in the desks, the locked crates, and the map that highlighted your progress.However, it's not perfect, but my gripes are small:-I don't like the inability to use the equipment screen at the beginning. I don't like using the blackjack or the sword or the lantern, and I'd like to be able to just not bring them in the first place. I understand that this was probably done to keep people from buying things, but surely you can just set the items available to purchase down to nothing?-Friedt's Manor really looks like it should be robbable. I spent a long time and two mission restarts trying to get inside it, before finally realizing that the doors were all fake.-There are a LOT of fake doors, and it's not always obvious which ones can and can't be opened. I suggest keeping with the "doorknob = openable" trend, 100%, so you can tell at a distance-When you enter Shingle Plaza from the Inventor's Guild, there's a short little monologue as you stand in the window. Since you need to drop down somewhat quickly to keep the inventor from seeing you, the monologue keeps you from being able to hear if a guard heard you landing on that wooden beam.-Shingle Plaza has one way in, and one way only. I was expecting to be able to pass through it to get to another street (since I took the long way around and needed to backtrack for loot.) The map makes it look like you should be able to get to Millgate from there, which is further reinforced by the door that the guard passes through from time to time (which ends up being a dead end)-Several well-hidden and hard-to-reach windows have no gold inside, just tools, like the gas arrow above Shingle Plaza and the health potion above Cull Street. I don't feel like those tools are enough of a reward. With that said, I still really love this map, it's definitely my favorite so far. As promised, I'll be releasing a video soon showing all the ways I can find to mantle out of bounds (I've already found one on accident ) Edited February 23, 2016 by Twitch Quote I hereby grant you, Twitch, the Glenham Tower Climbing Award! Link to post Share on other sites
V-Man339 171 Posted February 24, 2016 Report Share Posted February 24, 2016 Can I just say that this puts Thief 4's entire hub to absolute shame in terms of just how much vertical design there is going on?Holy shit. Quote I like to record difficult stealth games, and right now you wonderful people are the only ones delivering on that front. Click here for the crappy channel where that happens. Link to post Share on other sites
Twitch 8 Posted February 24, 2016 Report Share Posted February 24, 2016 Quote I hereby grant you, Twitch, the Glenham Tower Climbing Award! Link to post Share on other sites
Cambridge Spy 140 Posted March 6, 2016 Report Share Posted March 6, 2016 Finally got round to making a playthrough of this video: [video=youtube] Quote "Let me guess - little blue men with three heads stole your sweetroll?" Link to post Share on other sites
Fieldmedic 151 Posted March 15, 2016 Report Share Posted March 15, 2016 Simply gorgeous mission! I love all the crevices and slums and different entryways! One quite big mistake though. If you stand on Finegrim street, by the broken door, there is a rope hanging from a building. I guess it's mainly there to serve as a entryway to the balcony with a bottle. But you can actually scale the roof and when you walk about there, you encounter a massive "outside the boundaries-experience" with an archer. I have done everything but I cannot exit the mission. Technically I've already finished the mission as I've moved about, north of the wall, as my above spoiler states Quote Link to post Share on other sites
Bikerdude 3740 Posted March 15, 2016 Author Report Share Posted March 15, 2016 @Medic, thats all part of the charm. Some players will always get outside the map, and some actually like finding ways to break the map. Quote Link to post Share on other sites
Oldjim 154 Posted March 15, 2016 Report Share Posted March 15, 2016 Re exiting you obviously didn't find the room in the basement of the last manor Quote Link to post Share on other sites
Fieldmedic 151 Posted March 17, 2016 Report Share Posted March 17, 2016 (edited) Re exiting you obviously didn't find the room in the basement of the last manor I found it now... I didn't try to pick that door to the power station! Now I'm embarrased... Edited March 17, 2016 by Fieldmedic Quote Link to post Share on other sites
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