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Fan Mission: Down by the Riverside, by Dragofer (2016/09/25)


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Poll: Fan Mission: Down by the Riverside, by Dragofer (2016/09/25) (27 member(s) have cast votes)

Gameplay: Enjoyment. Fun duration. Smooth flow, ect. Versus Bugs. Frustration, Boredom, framelag

  1. Poor (1 votes [3.70%])

    Percentage of vote: 3.70%

  2. Tolerable (1 votes [3.70%])

    Percentage of vote: 3.70%

  3. Good (10 votes [37.04%])

    Percentage of vote: 37.04%

  4. Excellent (11 votes [40.74%])

    Percentage of vote: 40.74%

  5. Near Perfect (4 votes [14.81%])

    Percentage of vote: 14.81%

Appearance: Visual pleasure, lighting, visual style, deduct bad texturing etc.

  1. Poor (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Tolerable (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Good (2 votes [7.41%])

    Percentage of vote: 7.41%

  4. Excellent (11 votes [40.74%])

    Percentage of vote: 40.74%

  5. Near Perfect (14 votes [51.85%])

    Percentage of vote: 51.85%

Story & Text: Story. Text. Briefing. Graphic storytelling

  1. Poor (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Tolerable (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. Good (9 votes [33.33%])

    Percentage of vote: 33.33%

  4. Excellent (6 votes [22.22%])

    Percentage of vote: 22.22%

  5. Near Perfect (12 votes [44.44%])

    Percentage of vote: 44.44%

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#76 Taquito

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Posted 02 December 2016 - 04:52 PM

I think I'm stuck. How do I get inside the second house?



#77 Dragofer

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Posted 02 December 2016 - 05:20 PM

I think I'm stuck. How do I get inside the second house?

That's the exterior of the house you had been inside of. You're on the right track:

What you need to do here is to complete the first objective, for which you find a strong clue in the readable 'Johan's Plotting'.
Spoiler
.
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#78 Taquito

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Posted 02 December 2016 - 05:50 PM

Thanks for the clue Dragofer. I was running the whole mission without reading much. Too exited looking at the great Art Direction and lighting. Will read and role play in my second run.


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#79 NeonsStyle

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Posted 03 December 2016 - 11:08 PM

Not sure if others have noted this. I never get the conversation outside the attic door. I've seen an LP of the level that had it. Not sure if its been removed or a bug.

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#80 V-Man339

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Posted 08 December 2016 - 09:35 AM

Is the newest version on the missions list?


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.


#81 Dragofer

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Posted 08 December 2016 - 11:47 AM

Is the newest version on the missions list?

 
No, I've just downloaded the mission ingame and saw that it's an old version.

 

 

Rereading gnartsch's post:
 

The 'internalName' has been changed to "river1_1", which is why this does not show up as an update, but as a new mission.
The internal downloader simply can't tell that this is related in any way to the already downloaded mission "river".
If only the version had been updated to 2, then it would have shown up as an update just fine.

 

After some investigation, it appears there's a multitude of ways to communicate to the ingame downloader that a mission has been updated:

- I've been able to trigger the downloader to offer me an update by lowering the number of Alberic's Curse from alberic3.pk4 to alberic2.pk4

 

- Confirming gnartsch's quote, the version number must be an integer. If I reduce penny2_1.pk4 to penny2.pk4, then the downloader returns a duplicate mission entry in the list. This was likely what happened when this mission was renamed to river1_1.pk4

 

- On the other hand, The Siege Shop is still called siegeshop.pk4 even though it's on version 4. It appears to use darkmod.txt and/or readme.txt to convey its version number, but nothing happened when I reduced these numbers. (Both inside the .pk4 as well as in the extracted .txt's). Modifying darkmod.txt does seem to be an offical way to signal an update.

 

 

I believe I've deduced enough now to reliably update the mission (see points 1 and 2), but am now unclear on the role of darkmod.txt and/or readme.txt (see point 3). Does someone have insight into the updating process? In any case, repackaging the mission will be an opportunity to look at the problem with the conversation. Until then, the Dropbox link has the most up to date version.


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#82 FenPhoenix

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Posted 08 December 2016 - 06:10 PM

I didn't get the door conversation in my LP at first either. The one guy walked up to the guy at the door and said his first line, then got no response and walked off again. I believe it was because the guy at the door was on first alert (or whatever TDM calls it), as he settled down shortly afterwards. I replayed that part in my next video, being careful not to cause any alerts, and the convo worked then. It also worked the first time I played off-camera with an earlier version.


Edited by FenPhoenix, 08 December 2016 - 06:11 PM.


#83 V-Man339

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Posted 08 December 2016 - 10:31 PM

If we're doing patches still, I think there needs to be a change.

I'll be direct; the metal floor and the overly bright lights are too much, especially when the "shorter" route is through the brightly lit storage area.

Too crowded, too bright, too loud surfaces, needs some form of relief, even with maximum noisemakers and moss arrows I can't budget for the last encounter well enough. I'm not about to make suggestions, but I genuinely think if you want this to be something the player can stealth score 0, all loot and read all the notes, the bottom level needs work.


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.


#84 lowenz

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Posted 09 December 2016 - 03:23 PM

This area is so dark and majestic at the same time! :D (testing new TDM 2.05)

 

image.png

 

Great job!


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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.


#85 V-Man339

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Posted 20 December 2016 - 05:43 PM

Does the mission have the most up to date version of the map in the mission selector yet?


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.


#86 grayman

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Posted 20 December 2016 - 06:05 PM

Does the mission have the most up to date version of the map in the mission selector yet?


You get version 3 when you use the in-game downloader.

#87 V-Man339

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Posted 26 December 2016 - 11:17 PM

Definitely holds up, I'm curious how this ties into A Step Too Far, if at all.

 

Recommendation I have to make, it basically ends up being impossible to read the book in the navigator's room unless I fire off a noisemaker, and this is to say the least a dangerous proposition with very little in terms of predictability (mostly due to how claustrophobic the environment is and how close other NPC's are), so I'd recommend adding loot the room to give the player a reward other than a redundant readable (a telescope wouldn't be too surprising), make the AI walk over to the map and study it for a moment every once in a while, or something to ensure my strategy isn't "fire noisemaker, rush to the light to turn it off, read in a hurry, look in chest with nothing in it and wait while anywhere between 1-8 AI cool down and become permanently more cautious just so I can read a book he wrote."

Feel like I might be admitting to too much of a meta here, but still, as it stands there's a high risk room for no reward off the beaten path.

 

Other than that, I can safely say this is a near perfect level.


Edited by V-Man339, 27 December 2016 - 04:39 AM.

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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.


#88 Cambridge Spy

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Posted 30 December 2016 - 10:10 PM

I got bored, so I got round to trying out the latest version. Thanks for now making it possible to explore the bilge deck without knocking out anyone. I'll see if I can make my playthroughs before 2.05 comes around.

 

PS. Great, played Invernesse on Expert and I find that the light at the entrance to the jail is on, meaning I have to knock out the jailer. Oh well...


Edited by Cambridge Spy, 31 December 2016 - 03:07 AM.

"Let me guess - little blue men with three heads stole your sweetroll?"

#89 Cambridge Spy

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Posted 02 January 2017 - 03:36 AM

My playthroughs of both parts are finally here:

 


"Let me guess - little blue men with three heads stole your sweetroll?"

#90 Abusimplea

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Posted 03 January 2017 - 06:10 AM

Played version 3 and like how the early version i betatested evolved to the experience it is now. Story, gameplay, visuals, and all that new content made it an unexpectedly pleasing - and long - "replay". It is a good multimission, that does not feel too easy when going on a knockout spree on the 3rd difficulty.

 

I encountered only one bug:

In the church level the game froze when shouldering any body. I repeated that with different bodies multiple times and it froze each time. Other levels where not affected by this bug.



#91 Thiefette

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Posted 03 February 2017 - 05:33 PM

Wow, this has been impressive, not quite finished but am in the church level and had the same thing happen as Abusimplea had happen - mission froze upon trying to shoulder a body. Other than that everything has gone great so far. Will finish up later. Thanks for your hard work.


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#92 Ladro

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Posted 16 April 2017 - 07:30 PM

Dragofer: you are an Artist! :-)

 

I really enjoyed your work here, it's incredible.

 

The best campaign so far, top of the top, for me.

 

I only do not liked the end, but really you made a narrative WORLD, not only a simple FM.

 

My congratulation and really really thank you for this creative jam :-)

 

I hope you'll do more FM in the future.


Edited by Ladro, 17 April 2017 - 11:55 AM.

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#93 NeonsStyle

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Posted 12 May 2017 - 02:20 AM

Just love that cover image Dragofer. It reminds me so much of the Famous Five books by Enid Blyton when I was a kid lol. 


I have a small YouTube channel making videos on a variety of games. Come and have look here:
 
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#94 Dragofer

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Posted 15 June 2017 - 06:28 AM

Thank you very much, I’m glad you found it to your liking.
 

Played version 3 and like how the early version i betatested evolved to the experience it is now.


I actually still have the original form of the mission that was intended for the 2015 Halloween contest, interesting you should mention that. Figured I’d make it available here, under the name:


Tales of the Riverside

 

HF8SQkhl.jpg

The concept of this mission is somewhat different from Down by the Riverside. They both have the same initial idea, but they take it in different directions (as suggested by this particular image). There are also other major differences, such as a different starting ship and a more low-key story.

 

Importantly, this had just one round of beta testing before I decided to radically change everything, so it may be a bumpy ride.

It did cross my mind to refine this mission – I was a less experienced mapper in 2015, and I felt that the speedbuild contest restricted its potential. Well, that was what I already did, with the result of Down by the Riverside. From here on I'll follow Melan's advice to focus on new works instead of reworking the old.

So I’m putting this out here as an unofficial release of the original contest mission, in its current form, without being intended for TDM's mission list. Maybe it’ll be an interesting case study to see how a mission develops over time?


Very short walkthrough

Spoiler


Download
Google Drive
The download button is on the top right, save the file in the darkmod/fms folder.


Edited by Dragofer, 16 June 2017 - 06:11 AM.

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