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Fan Mission: The Warrens (by grayman) (2018/9/1)


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#1 grayman

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Posted 01 September 2018 - 03:54 PM

*
POPULAR

Announcing the release of the fourth William Steele mission!

Attached File  mission_start.jpg   286.03KB   0 downloads

Summary

Steele is in what’s left of the quarantined Warrens, where he searches for the elusive murderer Gyles Deacon and evidence that Deacon was responsible for murdering Steele’s parents.

 

The William Steele Missions

The Warrens is the fourth of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I might package them as a campaign, in addition to the single missions. (We’ll see about that.)

 

If you haven’t played WS1: In the North, WS2: Home Again, or WS3: Cleighmoor I suggest you complete those before playing WS4: The Warrens.

Download

The mission is available from the in-game download page.

 

In addition, it can be obtained here. Place ws4_warrens.pk4 in your fms folder. TDM will recognize it as a new mission.

Build Time

Nearly 4 years.

 

I18n

 

The Warrens is ready for translation.

 

EFX

 

This mission is the first William Steele mission to take advantage of EFX, so make sure you turn that on.

Thanks

Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming.

 

Thanks to my beta testers: Abusimplea, Aluminum Haste, Bikerdude, Boiler's_hiss, Cambridge Spy, ERH+, nbohr1more, Ubersuntzu, unfairlight, and Xarg.

 

Thanks to Goldwell for his voice work on the opening monologue and the voice on the cylinder.

 

Thanks to Sotha for a praying animation for the priest.

 

And thanks to YOU, for playing!

 

Known Issues

If you experience low frame rates, please consult the 
Performance Tweaks page on the Wiki.

Important

This mission requires TDM 2.06 or later.

The William Steele story relies a lot on readables. Please try to read every readable you find.

Most importantly, Enjoy!

Screenshots

 

Attached File  ws4_warrens_2018-09-01_16.27.53.jpg   248.25KB   2 downloads

Attached File  ws4_warrens_2018-09-01_16.28.54.jpg   294.11KB   1 downloads
 

WS5: Deceit

 

With luck, Deceit will be released before the end of the year. (We'll see.)


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#2 Durandall

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Posted 01 September 2018 - 04:18 PM

I've never been so excited for a mission. The William Steele missions have been among my favorites in The Dark Mod archives. Thanks for all your hard work grayman. I certainly appreciate it.



#3 lowenz

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Posted 01 September 2018 - 04:20 PM

Here we go, guys!

 

Thanks Grayman! SO PROLIFIC!


Edited by lowenz, 02 September 2018 - 01:00 AM.

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.


#4 peispud

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Posted 01 September 2018 - 06:32 PM

Excellent...I've been patiently waiting. Thank you very much :-)



#5 nbohr1more

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Posted 02 September 2018 - 12:28 AM

The mission is now in the mission database. :)


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#6 Obsttorte

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Posted 02 September 2018 - 02:00 AM

Congrats on the release. Can't wait for playing it later on. :)
FM's: Builder Roads, Old Habits, Old Habits Rebuild
WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.
Mapping and Scripting: Apples and Peaches
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Texture Blending in DR: DR ASE Blend Exporter

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#7 lowenz

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Posted 02 September 2018 - 02:20 AM

What an a-MAZE-ing layout! Mind-boggling but with a so "authentic" urban feeling!

 

EFX is perfectly working in 2.0.7 beta :)

Only found this tiny graphic issue (all that house windows):

image.jpg
 
Stupid question: why lighthouse beacon room is bricked up?

Edited by lowenz, 02 September 2018 - 02:22 AM.

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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.


#8 Goldwell

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Posted 02 September 2018 - 04:47 AM

Congrats on the release Grayman! Another fantastic mission by you.

 

The rainy atmosphere was just  :wub:  perfect! Thank you!

 

Spoiler

The Accountant
Part 1: Thieves and Heirs | Part 2: New In town

 

Shadows of Northdale Campaign

ACT I
 
Stand Alone Missions
Lord Edgar's Bathhouse | Spring Cleaning


#9 Amadeus

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Posted 02 September 2018 - 09:23 AM

YES! Congrats Grayman! Looks like I gotta clear my schedule today and give this a whirl :)



#10 chakkman

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Posted 02 September 2018 - 04:59 PM

 

What an a-MAZE-ing layout! Mind-boggling but with a so "authentic" urban feeling!

 

EFX is perfectly working in 2.0.7 beta :)

Only found this tiny graphic issue (all that house windows):

image.jpg
 
Stupid question: why lighthouse beacon room is bricked up?

 

 

Sorry for offtopic... but... is there a console command to display those hardware stats?



#11 lowenz

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Posted 02 September 2018 - 06:46 PM

 

Sorry for offtopic... but... is there a console command to display those hardware stats?

No, it's the RTSS (->MSI Afterburner) overlay :P


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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.


#12 Obsttorte

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Posted 03 September 2018 - 05:01 AM

BTW, I don't think those windows have graphic issues. We actually have a red wooden window material iirc.


FM's: Builder Roads, Old Habits, Old Habits Rebuild
WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.
Mapping and Scripting: Apples and Peaches
Sculptris Models and Tutorials: Obsttortes Models
My wiki articles: Obstipedia
Let's Map TDM YouTube playlist: ObstlerTube
Texture Blending in DR: DR ASE Blend Exporter

End of shameless self promotion.

#13 Judith

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Posted 03 September 2018 - 06:07 AM

There are also blue wooden doors, so that looks made on purpose :)

 

Also, as a regular forum nitpicker (*cough* technical artist *cough*), I found several spots where framerate goes down to 30s-40s, but without any apparent reason. No high drawcalls, shadows or anything like that. Will investigate further and post when I'll have something more tangible to present.

 

Otherwise, it's nice and big city mission, lots of small alleys and sprawling corridors to explore. As for EFX reverb, I kinda feel this was tested mostly on headphones, as with speakers the effects are there, but they feel a bit too subtle. But maybe that's the matter of personal taste, more than anything else.



#14 nbohr1more

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Posted 03 September 2018 - 08:34 AM

There are also blue wooden doors, so that looks made on purpose :)

 

Also, as a regular forum nitpicker (*cough* technical artist *cough*), I found several spots where framerate goes down to 30s-40s, but without any apparent reason. No high drawcalls, shadows or anything like that. Will investigate further and post when I'll have something more tangible to present.

 

Otherwise, it's nice and big city mission, lots of small alleys and sprawling corridors to explore. As for EFX reverb, I kinda feel this was tested mostly on headphones, as with speakers the effects are there, but they feel a bit too subtle. But maybe that's the matter of personal taste, more than anything else.

 

The reverb is based on the examples in your EFX thread. I think the problem is that the ambient music is rather loud and it's drowning out the effect.

You can adjust the ambient music volume, of course but we should probably have an "EFX volume slider" that just adjusts the "reverb" flag component of the effect.


Please visit TDM's IndieDB site and help promote the mod:

http://www.indiedb.c...ds/the-dark-mod

(Yeah, shameless promotion... but traffic is traffic folks...)

#15 Judith

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Posted 03 September 2018 - 09:00 AM

Yeah, those were made in simple rooms with patrolling guards, no music or anything else really. I'd be careful with a global reverb slider though, as everything can go messy really quickly with this.



#16 grayman

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Posted 03 September 2018 - 10:15 AM

Yeah, those were made in simple rooms with patrolling guards, no music or anything else really. I'd be careful with a global reverb slider though, as everything can go messy really quickly with this.

 

So for those of us who know nothing about EFX, and who will rely on the provided templates (as I did), we're going to need instructions on how to adjust the multiple settings to achieve certain effects.

 

I'm not one who's going to read technical EFX docs to learn all the ins and outs. After about an hour, I would prolly say &$^^@*^#!!! and toss EFX entirely. If we're going to use it, it needs to be simple to implement.

 

So: how do you make the reverb louder, to overcome ambient music?

 

I'm also not in favor of One More Slider, because I'm certain volume isn't the only thing a mapper might want to tweak, and tweaking shouldn't be left up to the player, who really really only wants to play the mission, not tinker with his settings and cvars 'till the cows come home.



#17 grayman

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Posted 03 September 2018 - 10:39 AM

Thanks to those who've played at this point.

 

Yes, the Warrens is a bit of a funny place, with a guy who decided to paint his shutters red, and another guy who took all the glass out of the top of the lighthouse and replaced it with brick, and folks who're trying to keep the electricity on while the rest of the district has gone dark. (Who wanders around keeping the street torches lit?)

 

I'm sure you'll find a few other odd bits and pieces. Don't consider them bugs (unless they really are); they're just part of the "charm".

 

There will be plenty of formality and stiff-upper-lip and "sticking to standards" in the next mission, which takes place inside a bank. Who wants their bank to exude "charm", eh?

 

;)


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#18 Judith

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Posted 03 September 2018 - 11:40 AM

So for those of us who know nothing about EFX, and who will rely on the provided templates (as I did), we're going to need instructions on how to adjust the multiple settings to achieve certain effects.

 

Those templates are WIP like the whole thread, and they'll need adjusting for every mission, since most sounds and music seem to be set by ear, and there are no volume normalization standards used, AFAIK.

 

But the most simple approach for now is:

a) If you need to make the effect louder, add "room" parameter and start from -1500 (default). Maximum value is 0.

b) If you need more echo in your location, add or change "decay time" (range from 0.1 to 20 seconds, default: 1.49)


Edited by Judith, 03 September 2018 - 11:40 AM.


#19 Judith

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Posted 03 September 2018 - 12:15 PM

Ok, I did a quick check, IMO the main problem is the volume of desolation_loop: even on my cheap studio monitors (with relatively flat response), lower frequencies are distorted and they create this loud boom sound. That basically obliterates more subtle sounds. You can also add "room" -250 to make effects more noticeable. Here's modified .efx file, see how it works for you:

 

Spoiler


#20 grayman

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Posted 03 September 2018 - 12:23 PM

Thanks for doing that, and thanks for the 'room' pointers.

 

I won't be making a version 2 unless there's some fatal error lying in wait, but I can use the suggestions in future maps.



#21 Judith

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Posted 03 September 2018 - 12:26 PM

Sure thing, it's just kind of nice feature after all. The mission works fine as it is, I didn't encounter anything game-breaking :)



#22 LordSoth

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Posted 03 September 2018 - 02:58 PM

Like the mission so far, like the part to Sir Taffsalot. Now it is a big place to roam around, so wheres is the MAP!!!!.

 

Have a link on taffers to

 

http://www.tafferspa...ws4_warrens.zip


Edited by LordSoth, 04 September 2018 - 02:52 PM.


#23 grayman

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Posted 03 September 2018 - 03:03 PM

As Lt. Benson said in his opening instructions to his guys, "Maps are on the pillar to my left."

 

Go back to where you started to git yerself a map.



#24 pwl

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Posted 03 September 2018 - 03:15 PM

A great William Steele episode!! Thank you Grayman loved exploring this one and the memorial for SirTaff was awesome!!

pwl.



#25 Tarhiel

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Posted 04 September 2018 - 11:08 AM

Downloading now! :)






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