MirceaKitsune 260 Posted October 19, 2019 Report Share Posted October 19, 2019 Very good FM overall. Simple and elegant mapping, with a bit of intrigue and some nice stuff to find. It's not always often you see a change of scenery in TDM, the pier theme was a nice idea. 2 Quote Link to post Share on other sites
wesp5 359 Posted October 22, 2019 Report Share Posted October 22, 2019 (edited) A wonderfull mission, full of great atmosphere and cool details! I had a weird bug though: the guy in the room next to Anna tried to open the door when I sneaked by and he got stuck, so I heard a continuous thumping and thought there was a monster behind it, maybe connected to Anna's curse! Luckily while searching Anna's room he somehow got unstuck, but speaking of Anna's curse, if you update the mission maybe you could remove a hand from the chest so it makes more sense? I also noticed that you made it so that only the lids of all containers were frobable which makes getting loot out of them much easier. Would it be possible to use a def trick or something to make this work with other missions too? Or is the only way to do that for the mission authors to implement it themselves? Edited October 22, 2019 by wesp5 2 Quote Link to post Share on other sites
Darkness_Falls 73 Posted December 10, 2019 Report Share Posted December 10, 2019 On the Download Missions page, when you go to your mission's full Description, there are a bunch of <\br> tags. Thought that might be a problem with how your description was written, as I checked a few different missions and didn't see the issue there? I tried to grab a screenshot, but somehow failed. (I think screenshots sometimes capture background TDM menus/pages instead of the active window.) And since I've already downloaded your mission, it's not on the Download Missions page for me anymore. Hopefully you can replicate 1 Quote Link to post Share on other sites
Dragofer 1484 Posted December 10, 2019 Author Report Share Posted December 10, 2019 Thanks Darkness_Falls for the headsup, and @MirceaKitsune and @wesp5 for your generous reviews. No idea how the </br>'s got in there as I don't use them, but that'd be a good opportunity to bring in some fixes for other issues that cropped up after release. As for the unfrobbable container bodies, they're all atdm:froblock entities so it should be possible to overwrite them with a modified version that changes 'frobable' from '1' to '0'. It's entirely possible, however, that this entity class is used in other ways as well, potentially breaking missions, but looking at i.e. St. Alban's Cathedral it looks like it's used exclusively for container bodies. I've attached that file to this post: remove .txt from the ending, then unzip to your darkmod folder. modified_lootboxes.zip.txt 2 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge | Co-FM: The Painter's Wife Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
wesp5 359 Posted December 10, 2019 Report Share Posted December 10, 2019 6 minutes ago, Dragofer said: As for the unfrobbable container bodies, they're all atdm:froblock entities so it should be possible to overwrite them with a modified version that changes 'frobable' from '1' to '0'. Thanks, I will test this with the next missions I will play! 1 Quote Link to post Share on other sites
nbohr1more 2239 Posted December 10, 2019 Report Share Posted December 10, 2019 17 minutes ago, Dragofer said: Thanks Darkness_Falls for the headsup, and @MirceaKitsune and @wesp5 for your generous reviews. No idea how the </br>'s got in there as I don't use them, but that'd be a good opportunity to bring in some fixes for other issues that cropped up after release. As for the unfrobbable container bodies, they're all atdm:froblock entities so it should be possible to overwrite them with a modified version that changes 'frobable' from '1' to '0'. It's entirely possible, however, that this entity class is used in other ways as well, potentially breaking missions, but looking at i.e. St. Alban's Cathedral it looks like it's used exclusively for container bodies. I've attached that file to this post: remove .txt from the ending, then unzip to your darkmod folder. modified_lootboxes.zip.txt 2.13 kB · 1 download The br tags were added by me to the mission page. It works on the website but apparently it is rendering incorrectly in-game. I think we should fix that on the TDM side rather than living without basic line breaking on the website side and having all mission descriptions look like a wall-of-text... 2 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
SuaveSteve 27 Posted December 12, 2019 Report Share Posted December 12, 2019 On 12/10/2019 at 9:00 PM, nbohr1more said: I think we should fix that on the TDM side rather than living without basic line breaking on the website side and having all mission descriptions Why not interpret the description as markdown? The site can convert it to html and the game can, too; but no train smash if it leaves it as is. 1 Quote Link to post Share on other sites
Thiefette 61 Posted May 4, 2020 Report Share Posted May 4, 2020 Just finished this up and really enjoyed it. Spoiler Took me a long time to make it to the ship as there were so many wonderful places to explore lol. Each area was well done with a look and feel of reality back in the day. I'm not sure about what the door hanging off the hinge above the shopkeeper led to but I seemed to get everything so maybe just atmosphere? The only negative I found was some of the lanterns seem to give off too bright of a glow but a quick shot with a water arrow took care of that. Thanks for all your hard work and I look forward to more. 2 Quote Link to post Share on other sites
lowenz 612 Posted July 11, 2020 Report Share Posted July 11, 2020 (edited) Play-This-with-TDM 2.08 It's a masterpiece Edited July 11, 2020 by lowenz Quote Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S. Link to post Share on other sites
Dragofer 1484 Posted July 11, 2020 Author Report Share Posted July 11, 2020 @lowenz Thanks very much! But I'd suggest holding off a couple days because I've just posted version 2 in the beta forums, with a focus on improving the ship's playability and more content for the ruined house. 1 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge | Co-FM: The Painter's Wife Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
lowenz 612 Posted July 11, 2020 Report Share Posted July 11, 2020 Oh! Just in case! There's a little texturing bug: 1 1 Quote Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S. Link to post Share on other sites
Silverflame3 12 Posted September 17, 2020 Report Share Posted September 17, 2020 (edited) On 7/11/2020 at 6:20 PM, Dragofer said: @lowenz Thanks very much! But I'd suggest holding off a couple days because I've just posted version 2 in the beta forums, with a focus on improving the ship's playability and more content for the ruined house. Congratulations on the new version released, 2.0 looks mighty impressive so far! Not to mention the new content in the haunted house. What the actual f happened there, story-wise? I remember last time it was just an interesting mystery, now it was a full fledged heart pumping horror chase to save my skin! I mean, a lot of dark mod missions implement a one-of zombie or ghost somewhere on the map as part of rewarding your exploration with spooks, but this one definitely stood out and thoroughly creeped me out, not to mention the windows keep glowing blue once you leave the building. As for the undead, I guess the one that comes after you in the basement is the thief you found upstairs, and I suppose the old man with a bloody head and eyes missing is the old caretaker, but who is the skeleton upstairs? Is it just coincidence, or do they look worse and worse the more you progress towards the exit through the window on the third floor? And what's the deal with the magical daggers flung at you, and the skeleton in the basement? Looking forward to the rest of the map! Edited September 17, 2020 by Silverflame3 Quote Link to post Share on other sites
Dragofer 1484 Posted September 17, 2020 Author Report Share Posted September 17, 2020 Glad you liked the new form of the dilapidated house! And you got most of the background right: Spoiler The readables on the first upper floor indicate that the strange new landlord has drawn plenty of suspicion from the townsfolk: the caretaker writes that he gets jeered at when going past the inn, and the girl writes she's seen men outside sizing up the house. This ultimately leads to the landlord getting walled up in the basement, and the caretaker didn't make it out either. In the basement you see the thief who tried to make a living in the abandoned house, on the first upper floor you see the caretaker and on the top floor is the landlord (if you went back down to the basement you'd see the alcove is now empty). The knives were dropped by the thief when he came to face what happens in the house, and they get flung towards the player simply to add some extra malevolence when the player goes for the safer-looking route through the attic. 1 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge | Co-FM: The Painter's Wife Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
GUFF 18 Posted September 18, 2020 Report Share Posted September 18, 2020 I liked the new additions and lighting changes. Could be really difficult to get into some places in the previous version without alerting someone half way across the map. Quote Link to post Share on other sites
blaa 9 Posted September 21, 2020 Report Share Posted September 21, 2020 Absolutely loved this one, pretty much exactly what I´m looking for in a Thief mission. Great setting, lots of "side-action", well-written lore, fantastic decoration, great sound effects. I cannot stress enough how good this map both looks and sounds. Easily one of the best mod-missions I´ve ever played. And the Spoiler creepy house actually managed to get a scare out of me right after you take the ring from the skeleton and the lights turn on. One slight problem: Spoiler I found the real dowry, but I cannot interact with it at all it seems and just finding it did not update the objective... I can only keep opening and closing the lid of the chest. Some minor nitpicking: I would have preferred most NPCs being neutral or going into fleeing mode when seeing you instead of everyone rushing you like a madman. The hooded thugs aka the competition would have been enough as enemy-types on the docks imo. Some more healing items would have been nice, I found one healing potion and no other way to heal. Quote Link to post Share on other sites
Dragofer 1484 Posted September 21, 2020 Author Report Share Posted September 21, 2020 Thanks both for leaving your thoughts - the real dowry is quite essential, so I've uploaded v2.1 which makes the secret compartment's scripting implementation more robust (custom scripting was needed to prevent the 2 "doors" from clipping into each other and to avoid awkward situations where the player accidentally blocks the lid from fully opening and takes the loot without seeing it). Took the opportunity to make a few more changes as well, most prominently dropping the visual alertness of outdoor AIs to 80% (a tactic that was useful in other missions like Behind Closed Doors to avoid the feeling that AIs are hyperacute). Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge | Co-FM: The Painter's Wife Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
lowenz 612 Posted September 21, 2020 Report Share Posted September 21, 2020 Old texturing problem on some objects still present in 2.1: Quote Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S. Link to post Share on other sites
nbohr1more 2239 Posted September 21, 2020 Report Share Posted September 21, 2020 Please delete and re-download the mission. Tels' mirror has auto-update temporarily disabled so I removed it for this mission. 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
Dragofer 1484 Posted September 21, 2020 Author Report Share Posted September 21, 2020 That lantern appears normally on my end after I applied a fix for v2.0, but the bottles are a new issue because of an incorrect skin setting that I now fixed. To be sure, I've deleted the FM's own copy of the skin definitions for the lamps to make sure there's not some conflict going on, and reuploaded a new pk4 to the mirrors except Tels' mirror, for which I dont see login credentials currently. Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge | Co-FM: The Painter's Wife Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
blaa 9 Posted September 21, 2020 Report Share Posted September 21, 2020 7 hours ago, Dragofer said: Thanks both for leaving your thoughts - the real dowry is quite essential Does anything special happen when you find it? I updated the mission but now my saves won´t load and I don´t want to start from the beginning, seeing as I finished the mission with the objective unchecked already. Quote Link to post Share on other sites
Dragofer 1484 Posted September 21, 2020 Author Report Share Posted September 21, 2020 1 hour ago, blaa said: I updated the mission but now my saves won´t load I'm afraid you can't update a mission in the middle of a playthrough, but I can give you this link to my backup of v2.0. Simply go to darkmod/fms/peril and replace peril.pk4 with the one from the link. Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge | Co-FM: The Painter's Wife Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
blaa 9 Posted September 21, 2020 Report Share Posted September 21, 2020 I think you misunderstood, I already finished the mission, the only thing I could not do was interact with the dowry. So I just wanted to know what happens when you do interact with it. Quote Link to post Share on other sites
Dragofer 1484 Posted September 21, 2020 Author Report Share Posted September 21, 2020 12 minutes ago, blaa said: I think you misunderstood, I already finished the mission, the only thing I could not do was interact with the dowry. So I just wanted to know what happens when you do interact with it. Ah right - no, there's no visible scripted event that occurs when looting the dowry, only the objective completes. 1 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge | Co-FM: The Painter's Wife Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
V-Man339 177 Posted February 15 Report Share Posted February 15 (edited) Just a heads up there is definitely some kind of bug I've just found. Currently running the game on timescale 20 watching like a surveillance camera to figure out how this man died but at some point this guard outside the boat died on the docks, setting off alerts while I was in the Spoiler haunted house. Will post a video if I can find him dying in action. My suspicion is that this is very close to what happened to the guard near the target in Penny Dreadful 3. Edited February 15 by V-Man339 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
Dragofer 1484 Posted February 15 Author Report Share Posted February 15 I like to think of that as a little murder mystery for players to find... not even I know the circumstances. Maybe he just stumbled over a loose plank in an unfortunate way? 1 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge | Co-FM: The Painter's Wife Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
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