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Goldwell

Active Developer
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Posts posted by Goldwell

  1. 5 hours ago, datiswous said:

    Hi, I'm still playing this. Fantastic mission. I just can't find

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    where the attic is where I'm supposed to find the orb. I found at least 2 attics, one with a garden in it, the orb wasn't there.

    Nevermind. I already found it. Would make it a bit more logical if you could put it in your inventory. But I guess this makes it more puzzly.

    Here some screenshots of things I encountered while playing:

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    ac2_2022-03-22_22_11_12.jpg.c2b8cf36bd99846dd2ebaff177bc1f09.jpg

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    Also, could you give me a hint about Lord Balcon's big treasure? I have no clue where I could find it.

     

    Re: I'm not sure what treasure you're referring to sorry. What gave you a hint that Lord Balcon had a big treasure?

     

    I haven't played this mission in many years and have forgotten a lot of the finer details haha :)

     

    Re: the bugs you found, those are quite interesting! When the mission was released there was an issue with that safe I believe, but the shadow bugs weren't there. That does appear to be a problem with running an old mission (I think this was a 2.03 mission) on 2.10.

     

    However I do plan to go through and update all of my older missions for 2.10 at some point, so i'll add those bugs to my todo list, thank you!

    • Like 1
    • Thanks 1
  2. 7 hours ago, thebigh said:

    Another amazing mission. I don't know how you do it.

    The mage tower, the docks, the numerous shops, the Keeper tunnel, all your locations are cool and feel like part of a city. Popsy, LOL. OK, so the Watch archives were a bit too huge to be really believable but that didn't matter.

    Finished with a stealth score of 15, having knocked out only two guards: the one in the wine shop, because I can't get around him, and the guy urinating on the peasant because I found him irksome. I got $4,116 and only 2/6 secrets.

    Thank you for the kind words!

     

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    I'm really looking forward to seeing how the mystery is resolved.

    I am hopeful that the wait won't be too long :)

    • Like 1
  3. 1 minute ago, Anderson said:

    I like the current TDM logo but it just needs to be more high definition. No changes needed.

     

    If the team wants to do that then the easiest way to do that would be asking whoever has the source files of the original intro video and then re-render it at a higher quality.

    • Like 1
  4. 1 hour ago, wesp5 said:

    I just finished this mission yesterday with all side quests and the main quest on easy and while it was quite entertaining, the overall changes were a mixed bag for me. In my opinion, a problem of TDM is that stuff in missions are done differently and thus a clear overall design is missing. On one hand this makes TDM unique, on the other hand it makes it harder for people looking for a normal game where they can rely on everything being like the expect it to be. Now for a closer look:

     

    Thanks for leaving your feedback!

     

    Firstly with the mention of continuity. My missions since Shadows of Northdale Act 1 have very much strayed from the standard core of TDM. There are design and game choices in the core game which I personally am not a fan of, so for all of my missions I decided to flow a certain way adopting changes such as using Kingsal's arrow models and animations, to implementing Epifire's custom models and of course to my own tweaks and feel.

     

    I always set out to make missions that I personally want to play and prefer, now with that I completely understand it's not for everyone. Some people find my missions bad, some find them great, and some just okay. And that's completely fine, just the nature of games and mods. We are all entitled to enjoy or not enjoy whatever we want.

     

    I just make missions the way I like them and prefer them to be made, and among my missions I try to keep a strong sense of continuity among my design/game choices. If people dig it, sweet, if not, sweet!

     

    Now as for your other points:

     

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    - I loved the female protagonist! I believe you should provide the assets to the core game so we can see more of her.

    It was awesome doing a brand new protagonist. This was the first TDM mission with a female protagonist and it felt quite refreshing when writing dialogue and how she would interact with the world. There are about 60-80 custom player sounds I had to implement as well as narration lines of course. But to implement the player sounds I think you would need to do quite a lot of work to get them into the core mod. Firstly some of the sounds aren't the best pick for the action they're doing, good enough for my mission but not good enough for a core asset imo. Additionally there are some other unknown issues which need to be beta tested, such as one other poster pointed out of the guards using the same sigh vocal as the player which means sometimes they make a noise that is meant for Clara haha. So there would have to be some changes to the core vocal definitions to address that as well as what ever other issues come up.

     

    If someone wants to do that, they have my blessing but I don't have the time personally to do that.

     

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    - I loved that you could take food for later. This should go into the main game too, or could I at least add it to my patch?

    This is another Goldwell FM feature, one that I don't think would be appreciated if it was in the core. You'll have players ask "well why can't I pick up food anymore? I wanted to throw it to distract a guard".

     

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    - I liked the taking animation, although it sometimes moves stuff through solids. Could this be added to the core game?

    That animation was originally scripted by Obsttorte, and then optimized by Grayman. Complaining that sometimes objects fly through solids is not something i've ever experienced with the script, and it is a bit nitpicky and doesn't really matter or negatively impact the overall effectiveness of the animation, that's my personal opinion on that. As for it being added into the core game, because the script in its current form alters how frobability works it would need to be changed so as to not break previous missions. For example if you frob an object that is targeting another entity, the script breaks. Which is why all of my missions use a S&R system. You would have to either change the script to support that, or go through and retroactively change every mission that has such an action.

    It could be done, but it's a lot of work.

     

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    - I didn't like the merged lockpicks. What were the reasons to do that? Why would lockpicking be different in this mission?

    This is a personal preference of mine and one that I actually saw in a few Thief 2 FMs. Having two lockpicks doesn't add anything of value, it just makes it more annoying having to switch back and forth. When the actual action of lockpicking remains the same, I figured okay lets just simplify this down to just having one lockpick.

     

    You still need to engage in our lock picking "minigame", so you still need to listen to the clicking and time it so that they click on the right time to get the door/chest open. So nothing has changed on a technical front.

     

    As for why would the lockpicking be different in this mission? Well again because I prefer the system of just having one set of lockpicks instead of a snake and triangle lockpick. Additionally I recieved very positive feedback during beta on that so I decided to keep it in.

     

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    - I didn't like the new arrow heads without a shaft. I don't think we have a Hawkeye quiver, how are we using them?

    This doesn't feel like a big deal to me. If I had a full water arrow sitting in the basin of Lady Volta's bathroom for example, instead of just the arrow head people would complain "well why is there a full arrow in the basin?".

     

    I think that falls down to a matter of preference, because opening it up to the realism critique just opens a whole can of worms that neither side can win. And extends even beyond that, why can our thief carry so much? why can they hide in a shadow when being right infront of a guard? why can you fall from a great distance and not sprain your ankle? etc. There's a lot of choices you make whether to gamify something or make it realistic.

     

    Of course you can't go too silly, but I think having just an arrow head for the water arrows in area of waters is well within acceptable limits of being gamified. The player sees a source of water, they check to see if there are water arrows.

     

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    - I didn't like the new taking sound effects, they reminded me too much of Thief 4. The old sounds are much better!

    I personally love and prefer the new sounds along with the loot animation, I feel the two go together great. But there is no right or wrong opinion on that, just opinions! :)

     

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    - I didn't like the new menu screen. It has the game name missing and the size is too small so options stick of the borders.

    I see what you mean! I definitely could have improved the new menu screen there. Fair point!

     

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    - I didn't like the new mouse cursor. I don't think TDM is about somebody pointing a sword at things in the first place ;).

    Blasphemy! The sword is mightier than... the shadow? :P

     

    Thanks once again for playing and leaving your input :)

  5. 1 hour ago, stgatilov said:

    @Goldwell was working on a better TDM logo video, but the work halted for some reason.

     

    I did actually make a prototype which I thought was an improvement. But it wasn't liked and then we discussed adding more complexities which started to expand the time it would take me. Couple that with a lot of real life commitments taking up my time, it became hard to devote time to this. Now all of my spare time is put into finishing off the Shadows of Northdale campaign.

     

    • Like 4
  6. 8 hours ago, Xolvix said:

    Cool, looks like this is the mission that I'll play first after updating to 2.10. Quite eager to see what 2.10 brings to the table. That said I've got a couple of questions, just so I get the best experience:

    1. The screenshots are fairly dark. Does this mean the gamma should be set at 1.0 instead of the new default of 1.2? I don't mind dark environments, just want to get the right atmosphere intended by the author.

    2.

    Normally I play with classic stencil shadows, however I'm happy to change this since I upgraded my GPU recently. I'm a bit surprised the choice of shadow rending tech has an impact on volumetric lighting, but this is a new feature of 2.10 apparently so I'm probably just unfamiliar with how it works.

    Anyway, looking forward to trying out this mission!

     

    re: question 1

    I play with my gamma set to 1.2.

     

    I did use a lot of darker custom textures with this mission so you might even need to tweak the gamma further depending on your monitor brightness settings.

     

    re: question 2

    Definitely recommend playing with the shadow maps, I don't think the performance hit is too major and you get to see the beautiful new volumetric lights! Some of my beta testers had 1060's and were running the mission without a hitch. So fingers crossed you should be right!

     

    If you are finding performance issues, there is an experimental feature you can turn on called "Frontend Acceleration" (Settings -> Video -> Advanced). Apparently that helped massively for those having performance problems during the testing phase.

     

    Have fun!

  7. 6 hours ago, Apiai said:

    Hello Goldwell,

    congrats for this very nice mission. Here's my feedback, I'm playing with V2.10b8 32bits version :

    - super fast savegame loading, I don't know if it's related to V2.10 but i've never loaded savegame as fast, it's really appreciable
    - I've noticed some metal floors sound like wood or no sound at all : for example, in the room in front of cart guy
    - nice grave, really touching
    - everything else is perfect : story, fun contracts, places, new enemy

     

    Thank you for the kind words, glad you enjoyed it!

     

    Re: faster loading times, that's a 2.10 feature :)

     

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    - I've noticed some metal floors sound like wood or no sound at all : for example, in the room in front of cart guy

    I just tested this in game and couldn't replicate the issue. I tested the room Infront of the produce merchant (cart guy) and the metal in there sounds like metal and the wood part sounds like wood.

     

  8. 4 hours ago, gokudo said:

    Wow. An exciting peek into the future of TDM. Was Joy the female voice from T2SOTM? Loved that too. Soundtrack was surprisingly upbeat for cryo chamber, they do some dark stuff!

     

    Thank you for the kind words!

     

    I don't know what T2SOTM is sorry! But this was my first time personally working with Joy.

     

    Re: Cryo chamber, I too was surprised to find something that was not complete existential dread among their library! haha. But having gone through quite a few of their albums they have a lot of amazing ambients that branch beyond their typical style of dark ambient.

     

    2 hours ago, Bluehawk said:

    I noticed a funny quirk in this mission due to the new female protagonist. Guards have an idle animation where they'll stretch their arms out to get the kinks out of their shoulders or whatever and play a grunt sound, but in the ai_sfx.sndshd file, one of the avaliable oggs for "tdm_stretch" is "player_tired_1.ogg". That file among others is replaced by the new voice actress, so occasionally you'll hear male guards gasp like a woman before going back to their usual mumbling and grumbling. 😄

    Regardless, I think the actress did a good job nailing a balance between being hopeful for the future and maybe a little naive but also calloused by her life of crime, not just a gender-swapped Corbin/Garrett and not a retread of Zaya from T2X. There's room for character development if she appears in a sequel, maybe visiting Northdale some day 😉

     

    LOL that's too funny! Well I know now what bug I have to fix for version 1.3 :P

     

    I was expecting a lot more issues implementing a brand new female protagonist then I had run into. And while I think some volume tweaks and maybe a couple of different sounds could be improved (and the issue you mentioned :P) overall it worked out much easier than I was expecting. And for a first attempt I am very happy with how it turned out.

     

    Re: the voice actress, I too think she did an incredible job. I gave her barely any guidance other than "you're a badass thief" and she just pulled the character from that.

     

    I am glad that she is being well recieved because it was fun to just have a brand new protagonist, made the experience feel fresh.

  9. 7 hours ago, JackFarmer said:

    Some of you guys have now reached a level that falls under the Geneva War Weapons Convention when it comes to mapping quality.

    I will respond in an appropriate manner in the foreseeable future, until then: Excellent work, you scoundrel!

     

    LOL thank you!

     

    I poured a lot of blood, sweat and tears into making this mission. So it’s very much appreciated. Possibly the first time I’ve had a mission be described as a “Geneva War Weapons Convention” level of quality too hahaha :D

    • Like 1
  10. 1 hour ago, Zerg Rush said:

    It means Post Data.

    Respect to the roof top, you can access from the gate tower, also using rope arrows. But anyway it don't make much sense, because without first eliminate the unwanted guest, from the top there isn't access to the rewards nor possible to open the door to the factory.

    TA9UKjn.jpeg

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    Ohhh right!

    Yes it's okay to be up there in that area, I thought you meant you could open the door that was up there. But being able to get up into that area is fine because it allows the player to jump over to the rooftop of the manor and access a way in via the vents. Which is why I didn't try to stop the player from getting up there.

     

    Thanks for posting the screenshots!

  11. 49 minutes ago, NeonsStyle said:

    I also found the only way to get into that room opposite the main entrance into the Noble womans house was to alert the AI and get them to open it.

    I assume you're referring to the factory side entrance? (should have a sign outfront with some gears on it).

     

    If so that door is meant to be unfrobable until after you pickup the contract for Unwanted Guests (which takes place in the factory).

     

    AI shouldn't be able to open that door however, so that's a bug! But as is always the case in immersive sims, it can be hard to keep the player not getting into places they shouldn't be just yet! I do admit, that's a clever way to get around the door without starting the contract for it though ;)

    • Haha 1
  12. 58 minutes ago, NeonsStyle said:

    Enjoyable level. Loved the entry into the level by, was very cool. 

    Playing this. Found a strange issue with the AI in the water. There's a body down there, and they attacked it. lol Also at that spot, on a pipe above the body I got stuck between the pipe and the fake door. Don't like those creepies though. 

    One thing I really don't like about 2.10 is the AI are super sensitive. The slightest sound, even creeping had
    me detected multiple times from almost every AI. Not sure if you're not tweakign the AI sensitiviies to a realistic
    level, or if 2.10 is over the top.  Still, another cool level. Love the new thief :)

    The AI will freak out if it hears a mouse farting 20 miles away. 

     

    Possibly one of the most irritating parts of TDM. 
     

    For that reason I actually play with the AI sound difficulty setting set to “forgiving”. Because the standard setting is ridiculously sensitive as you mentioned.  

     

    Thanks for the kind words too, glad you had a good time :)

    • Like 1
    • Thanks 1
  13. 3 hours ago, Zerg Rush said:

    I finished it again , now with a slight better result (7 secrets and two of the challenges from the shop), but I didn't know, how to entry the shop, nor where I find the combination of the save in the jewelery to finish the third challenge.

     

    Re: the safe there is a tip inside the silent dagger which gives hints there.

     

    Or if you're looking for a more direct hint

    Spoiler

    Check the rock with a tree on it in the starting water area

     

    Re: breaking into the fences shop, you'll find that key during the contract called Unwanted Guests
     

    Or a more direct hint

    Spoiler

    You'll find the key on the top floor of the factory, where the "unwanted guest" patrols around

     

    • Like 2
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