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Goldwell

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Posts posted by Goldwell

  1. 4 hours ago, refl3ks said:

    Finally integrated the road, thanks to @Amadeus, I copied the settings from Good Neighbor. Added a few effects and made myself a wallpaper to keep myself motivated while I continue this project, what do you guys think?

    DGEpiWe.jpg

     

    I felt the pathway on the ground looked better before, if it's possible curve the end of the pathway down near the fog to the right a little bit more, so that it's aiming towards the center of the buildings. I think that might improve it a bit more.

     

    Also I absolutely love your logo in the bottom left corner man! Very nice touch!

    • Like 1
  2. 2 hours ago, vozka said:

    Oh, right, that makes sense. I like having additional objectives and restrictions, but I can be pretty dumb regarding puzzles.

    What about the spiders? is that intentional behavior? In the situation on the screenshot below the arrow just goes straight through the spider and breaks on the concrete floor.

     

      Hide contents

    ac1_2020-04-03_15_10.43-resize.thumb.jpg.11382fcf61e6cf1b5b313618d64bae28.jpg

    That is definitely not meant to happen. Something funky must be happening with their collision boxes to cause it not to register the arrow hitting it.

  3. 16 minutes ago, vozka said:

    Just played this mission for the second time for testing purposes and I noticed a couple issues. I'm playing 2.08 beta, not sure if that can affect any of these things.

    The first is that on the first playthrough the mission did not end. All the objectives except do not harm/do not kill type were checked, but nothing happened when I climbed into the sewers. The fence was standing on the street outside the sewer entrance. On the second playthrough everything worked as it should.

    The other issues were consistent for both playthroughs:

      Reveal hidden contents

    If I understand some tips in this thread correctly, there's supposed to be a voice cue telling the player to shoot the lever that lowers the ladder to the attic. I did not get anything in either playthrough.

    For some reason I cannot shoot the spiders in the sewers until they activate and start attacking me after I get quite close to them. If I shoot one with a broadhead as soon as I clearly see him in the mist, the arrows consistently just fly through him and hit the ground under/behind him.  

    There's also one spot in the garden, shown on the screenshot, where it's quite easy to get stuck, forcing the player to reload.

    Being unable to finish the mission during the first playthrough kinda soured the experience, but other than that this was super well-done, surely one of the best missions I've played so far, especially the graphical fidelity and attention to detail.

    ac1_2020-03-28_17.42.55-resize.jpg

     

    The vocal line is set to only play on the easier difficulty. The reason is that folks playing on expert don't need or want a voice line pointing out something to them.

     

    With regard to the mission not ending that is concerning, I haven't tested this mission in 2.08 yet, but I will give it a playthrough and try to figure out what happened there. More than likely it's an error i've made as I don't think 2.08 would cause that to break. If I can identify an issue i'll also fix that area where you're stuck as well and upload an updated version.

     

    Thanks for the kind words as well!

  4. 3 hours ago, nbohr1more said:

    No, the Fence intro is the main issue. If Goldwell agrees, I could upload it to the official Moddb page so curious players

    can try it (with a warning about the issues in 2.04 and newer). I should probably try to DMAP it in 2.08 beta since there

    are numerous DMAP fixes there and it may repair the intro.

     

    I have no interest in uploading outdated versions of my missions anywhere.

    • Like 1
  5. I decided to remake the accountant 1. Which is why the old version is drastically different to the new version. The core concept remains the same though (visiting a fence in the sewer and breaking into a noble home to steal a necklace for him). 
     

    I had explained this in the author notes of the release thread for the accountant 1 but I’ll paste it in here too:
     

    This FM is brand new and serves as the first installment in The Accountant series, a few years back there was a small prologue style mission released however I felt that it did not represent The Accountant series so I decided to go back to the drawing board and do a whole new mission that's larger, has a better level design and has a story that lines up closer to what I plan to do with the accountant series.”

  6. 2 hours ago, refl3ks said:

    I'm back trying to finish what I started a year ago. I haven't had the pleasure of finishing or releasing any FM's just yet, but hopefully that will change soon! This mission is called Vertigo, I'll follow up with more screenshots as I progress. This project is a labor of love for the original thief games. Map is divided into smaller shape segments to help with optimization, it also gives me more flexibility with visual fidelity.

    I'm (mostly) using Springheel's modules.

    Visual inspiration: Thief 2014

    Let me know what you guys think!

    Side note: I'm in the process of blending the road in better with grass, any suggestions would be appreciated.

    zRJMmeV.jpg

    That is incredibly impressive! wow!

    • Like 1
  7. 14 hours ago, Springheel said:

    I think just the editor image is missing.  Do you see any issues in game? 


    These two should be fixed in revision 15885

     

    The other ones are super old models, so either something has broken, or they were never finished and were uploaded by mistake.

     

    Ingame the apebeasts seem to be showing up without issue.

     

    But now ingame the werebeast is MIA ingame.

     

    VbIH5jl.png

     

    He is meant to be in the middle.

     

    To make sure none of my def files were messing with anything I made this testmap in the dark mod base directory and made sure no FMs were installed. But yeah, in the editor the werebeast looks right, it's just ingame he is broken.

  8. 14 hours ago, blaa said:

    First mission I played after the two that come with the mod. What can I say, absolutely amazing. Did not expect an animated opening sequence and voice acting. The atmosphere was great and the decoration awesome. Got ~2600 gold, found 5/6 secrets.

     

    Btw, did I understand this correctly:
     

      Reveal hidden contents

     

    The Lord is a cannibal? And eating the corpses the doctor butchered in his experiments?

    Also, is there any hint why the inventor killed himself?

     

     

    Welcome to the Dark Mod! Glad you had a good time with my mission too :)

     

    The inventor and the lord are open to interpretation but I can give a bit of background how they both came to be.

     

    My idea was that either the lord had killed someone and hid part of their body in his freezer or yes he was a cannibal. There is no connection between him and Dr. Waldemar however.

     

    With regard to the inventor, the feelings I wanted to invoke there was how suicide can sometimes be a mystery. A childhood friend of mine had killed himself and he left no note, there was no indication why he did it, just one day he decided to do it. It left everyone else in his life wondering why the senseless tragedy. With the inventor I wanted to imitate that experience I felt.

     

    But that's just what I personally associate with that scene, some people might put their own story there or some might not put any thought into it at all. I just leave that up to the player to decide.

    • Thanks 1
  9. 49 minutes ago, VanishedOne said:

    @Goldwell I think lionhead_amulet.lwo has always been like that; it is on my 2.07 installation. The broken material is called tdm_blackheart_amulet so I suspect it's a Blackheart Manor asset that was only halfway added to core.

    You're right about the shroom flinder problem being an old one; does https://bugs.thedarkmod.com/view.php?id=2559#c9479 help?

    Well I guess that answers those ones, thanks! Hopefully they get fixed in 2.09.

     

    Also I noticed that when the werebeast was in game it keeps displaying this message in the console

     

    g1X8lTF.png

  10. So I updated to the latest 2.08 beta and went through the assets again. Good news is that the werebeast is all there now.

     

    But here's some assets that are showing up a lil funky for me:

     

    1) atdm:ai_manbeast & atdm:ai_manbeast_spear_thrower

    YMezo2j.png

     

    2) models/darkmod/junk/dirt_edge02_grass.lwo

    vaZVrDe.png

     

    3) models/darkmod/loot/jewellery/lionhead_amulet.lwo

    mklLJvm.png

     

    4) models/darkmod/nature/boom_shroom_flider.ase (I think this is an old one but thought i'd add it in anyway)

    yWGy6bQ.png

     

    5) models/darkmod/weapons/volta_spear.ASE

    hsj1iph.png

     

    6) models/darkmod/weapons/volta_spear_broken_shaft.ASE

    4Adb50x.png

     

    7) models/darkmod/weapons/volta_spear_broken_tip.ASE

    K3H0bHE.png

     

    8 ) models/darkmod/weapons/volta_spear_bundle.ASE

    KoWu816.png

     

    9) models/darkmod/wearables/headgear/broadbrim_hat.lwo

    iderPoI.png

    • Like 2
  11. 1 hour ago, Springheel said:

    Even when swim-running?

    Yep.

     

      

    4 hours ago, STiFU said:

    Oh that's quite a bummer. Could you maybe reduce the strength of the force field instead of completely removing that section? I wouldn't want you to throw your work out. :(  Especially because it sounds pretty interesting.

    I'll tweak with it and play with it when I get back to that section, and hopefully I can work something out. But it wont be a huge deal breaker if I have to reduce, i'll just make it a smaller scene. The mission is already quite big so maybe cutting some fat will help.

     

    It's all about adaptability right? ;)

  12. 23 hours ago, STiFU said:

    Why doesn't it work? The average swim-speed is the same as before, so it shouldn't be a timing issue.

    Here's one example where I had an issue.

     

    I have a sewer scene where there is machinery spinning at the bottom, if the player gets too close they die. I added a plank of wood across this area (Above where the gears are) and put some loot on it. The player also is fighting against a current I added which is a func forcefield that pulls the player down towards the spinning gears.

     

    The purpose of the scene is to create some danger but some reward. If there was no current they could just swim down, grab the loot and then swim back up. No real point of it.

     

    In 2.07 you can swim down, grab the loot and then swim back up fighting against the func_forcefield, it's tight but you can still make it. In 2.08 with this new swimming animation, the forcefield will keep the player down there long enough to kill them.

     

    I was only hoping there was a simple way to use the old swimming style like a spawnarg on the liquid entity or changing a def file or something.

     

    But as we've established it's not a simple change, so it makes more sense logically for me to remove the section of my mission, rather than disrupt something that's in the core mod.

    • Like 1
  13. 22 hours ago, nbohr1more said:

    The "cv" append is internal code.

    In the console, setting:

    pm_swimspeed_variation 0.0
    pm_swimspeed_frequency 0.0

    should revert to the old swim behavior.

     

    Thank you!


    But how do I revert this for people playing my mission? Can I change a def file in my FM folder? Or is there a new spawnarg to turn it off? 
     

    I have some underwater sections in my current FM that don’t work with the new swimming style.

  14. 3 hours ago, stgatilov said:

    I'm not sure what do you mean by "swimming animation".
    If you talking are about player swimming movement, then I guess the answer is no. Most likely the movement is built into C++ code. According to comment, cvars can be used to change that. But since they are archivable, changing them programmatically would mean breaking them for an unaware player.


    I’m referring to this: https://bugs.thedarkmod.com/view.php?id=3550

     

    And that’s a bummer. I’m not a fan of the new swim style at all.

    • Like 1
  15. 4 hours ago, Springheel said:

    I can't see anything wrong with either of them from my end.  All the textures show up for me on my SVN build.  Are you getting any useful console warnings?

     

     

    That's outdated, actually.  The updated werebeast textures are in "werebeast.mtr"

    I followed the instructions in the OP to download a fresh install of the 2.08 beta.

     

    Which means the version I have is “svn rev 8634/ 15810.”

     

    I do have an SVN tdm install but I did the fresh beta install as I want to be sure the version we rollout for the first beta has everything (asset wise) in it.

  16. 17 minutes ago, Springheel said:

    I had thought 

    I had thought so.  I tested the manbeasts on a fresh SVN build after uploading them.  I'll have to double-check to see what went wrong.

    So I think I found the issue with the werebeast at least, the material file for the model textures are pointing into a different folder to where the textures are actually found.

    To help make it easier for you to track things down, the material file "tdm_ai_monsters_werebeasts.mtr" is found in "tdm_ai_humanoid_guards01.pk4" and the texture files are found in "tdm_ai_monsters_spider01.pk4".

     

    So the issue is that the material file for the werebeast points to:

    "models/md5/monsters/werebeast/"

    Whereas the actual textures are found in:

    "models/md5/chars/monsters/werebeast/"

     

    Having that extra "chars" subdirectory seems to be throwing things off there.

  17. Congratulations on your first FM Amadeus!

     

    I just finished playing it, took me just over an hour and damn was it a lot of good classic thieving fun! For a first release you have hit it out of the park, i'm very impressed!

     

    The layout and flow of your mission was really well done, you had a good variety of intriguing locations and some very thoughtful puzzles and layouts. Your use of mixing standard assets and combining them into something new stood out to me too, felt very refreshing. The mission ran really well and you could feel it was well optimized, in terms of details and readables you did an excellent job. I found myself immersed in your world and was having so much fun going from location to location just exploring and reading. The mission was also a lot bigger than I thought it was going to be and

    Spoiler

    going down into that creepy place under the shop... holy crap! I had goosebumps, very creepy! Well done!

     

    All over all this was an excellent mission, and for a first time mission incredibly impressive, thank you!

     

    Also do you plan on making a sequel or another mission? because I would love to see more missions from you!

    • Like 2
  18. 8 hours ago, Summer said:

    I hadn't even noticed that mission 2 was out, so in honor of that I decided to replay mission 1 first. I finished it when it first came out, when was it, 2018 or some such. This time, however, I encountered a problem...

     

      Hide contents

    I went to the thieves' lair after Wiverton's place. I knocked out the three thieves in the hideout, plus the guy in the kitchen. I found the statue and Corbin said something about putting something on it. I couldn't find anything, so I checked out this thread. I returned to the hideout, found no boss woman patrolling and no hood to put on the statue. The archery range has no candle, as the room is completely dark, and was even the first time I entered there. What am I doing wrong?

     

     

    If memory serves me correctly the thief boss lady will come back to the thieves guild back you visit Wiverton's apartment and do your tasks there.

     

    Then you can find her hood and her key too.

     

    4 hours ago, chakkman said:

    Totally agree. 👍 Nothing beats well made city hubs which lead to your tasks.

    Thanks!

  19. 7 hours ago, pawpawegg said:

    This is a great mission! IMO better than Act 1 and hard to pick between this and The Accountant 2! (Sequels can be better 😉). The mix between the undead and guards was cool - I got the fright of my life when I came out of the 

      Reveal hidden contents

    secret passage, then I couldn't get back in

    and a zombie started attacking me!

     

    Can someone help me please with the code for the 

      Reveal hidden contents

    safe/vault under the taverns?

    I must have missed a readable (or read too fast) and it's bugging me! Thanks 😀

    Thanks for playing!

     

    As for the code:

    General hint

     

    There is a rather eccentric fellow down in the basement called Popsy, he asks you to help him out, after you do he will tell you the code.

     

    But if you just want to know what the code is...

     

    The code is 7 8 2

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