All the files in this package are updates to files that already exist. Find the files, overwrite them with these new ones, and you're done. It's not rocket science, just make sure you install the latest proper patch (1.0.4+) first.
All the files in this package are updates to files that already exist. Find the files, overwrite them with these new ones, and you're done. It's not rocket science, just make sure you install the latest proper patch (1.0.4+) first.
Sort of, but I hear the mods get pretty buggy when combined.
Several of us do still keep an eye on this, and other TNM-related, pages. Thank you for your kind words :-)
We can't. Not as far as I know, anyway. The original files we uploaded had no spaces in the name, it seems like the Desura client added it.
Yes, any outlet that gives you version 1.4.0 will include the Italian localisation. Note that currently the auto-updater version for Windows on Desura is 1.0.0 because of technical difficulties, but you can download the DRM-free stand-alone which is 1.4.0 (and therefore also Italian).
Check out this Let's Play, it's pretty enjoyable and gives you a fairly good idea of how the game plays: Youtube.com
We've made it very easy to implement your own fan translations. Look for the Override folder in the game's folder in your documents and there'll be a readme with instructions.
The Linux version is pending approval. Sorry for the wait, everyone!
Thanks :D
(Yeah we drop in every uh... several months)
Apparently you need to be signed in to get it directly from ModDB.
Hey Eric, way late to reply but in case you still didn't realise yet: it tells you to make sure you've run Deus Ex once no matter whether or not you already have. The installer can't tell if you've run the game or not, so it just reminds you to do it anyway just in case.
We're not planning to feature an atlatl, no. We want to add slings, but we may just go with blow pipes instead.
I know you made this comment over half a year ago, but... *ahem*: Kickstarter.com
This project has the same lead designer (ie. me), composer (Leo), and animator (Phasmatis) as The Nameless Mod. If you have money to spare, and it sounds like your kind of thing, a pledge would be appreciated ;-)
I think you can change the controls in the Unity launcher, but I'm not sure.
Do not install Deus Ex Enhanced, it's incompatible with TNM. Shifter is more or less compatible by now, but it's not how the mod is meant to be played. Same goes for DSTNM.
You can find a guide for how to make the new D3D renderers, ENB Series, New Vision, and HDTP work with TNM here: Moddb.com
Kentie's requires you to overwrite TNM.exe with Kentie's .exe, that's pretty much it. Be sure to still use the original shortcut though.
I'm not sure I understand what you're saying, but you should pop into the DX Editing forum on the OTP board and ask there, I'm sure somebody will be able to help :-)
Do you still launch the game using the proper shortcut with all the TNM parameters? And when you use bNoUIFix=True, is that while also trying to use Kentie's exe, or is it without that? Because Kentie's stuff I think changes the directory of the .ini files, so that could be messing things up for you. There's also the possibility that you just happen to have a really unfortunate resolution, so even without the fix it'll scale itself too low - it kinda scales up and down in intervals. Does DX's GUI look all right?
Should work fine with Kentie's exe, you just have to rename it to TNM.exe (back up the original first). Otherwise you can change your resolution in TNM.ini, and set it to anything you want including 1680x1050, look at the Troubleshooting section in the manual for instructions. There are also instructions for what to do if your GUI is too small to read :-)
Is it just me, or did you not actually ask any question there?
If it doesn't recognise your saves it's because Kentie's exe moves the save folder of the game to your My Games folder in your documents. You'll need to copy your saves over to that location from the DeusEx folder.
Probably not the fixed DeusEx.u (TNM's code references a ton of classes in that package, and the fixed version would have to be very carefully made not to conflict with TNM's changes - even so TNM would probably still override a lot of the fixes). It's fully compatible with New Vision and Kentie's DeusEx.exe, however (you'll need to make a copy of Kentie's exe and rename it to TNM.exe, overwriting the original one).
Hmm! Yes I'm certain you can. Try renaming TNM.exe, then copying Kentie's, and then renaming the copy to TNM.exe. I can give it a shot myself later and see if I'm right.
Depends what you mean by compatible. I'm not sure what revision changes, I think it's just the original Deus Ex maps, in which case you can run TNM while you have Revision installed but it won't change anything about TNM. If Revision messes with DeusEx.u or similar though, it will almost certainly break TNM. I'm not sure if that's the case.
Yeah I used to have that glitch a few years back, it's a Deus Ex problem. There was a long period during TNM's development when I had to restart the game several times until the sound would work - you can do that, but it's pretty annoying.
I don't know if a definitive, dependable fix was ever discovered, but try reading through this thread on our forums and see if it coughs up a solution that works for you: Offtopicproductions.com
Otherwise try searching that forum for "sound" and a bunch of mentions come up, might be something in there that helps.
Just mentally replace all instances of TNM.ini with DeusEx.ini ;-)
Hey, well actually it's too long. We had 5 weeks to make it, so making a game of this sort of length was a little outrageous, that's why the environment art is slightly on the primitive side, at least compared to what our art team could've done if they'd only had one or two levels to focus on.
The difficulty is of course highly subjective. I think it's pretty easy too, but you should've been there during the play testing - we had to simplify some of the puzzles a lot. That's the problem with puzzle games, it's really hard to change the difficulty, so you can't really supply difficulty options in the beginning.
As for a map editor, well... we made it with Unity, so if we ever release the source files you could easily make more levels yourself (we probably won't though, mostly because we can't be assed).
Thanks. Our lead programmer is working on a patch that addresses the boss fight bugs among other things :-)
Here it is downloadable from ModDB:
Indiedb.com
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