joebarnin
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Days Won
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Posts posted by joebarnin
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6 hours ago, darksilence said:
Thanks for this great mission. I really enjoyed it!
One question regarding the story:
When coming back to the present, everything changes according to the fact that "Now and Then" was never found.
However, the "Thief's journal" (written by that other guy that also wanted to steal the painting) doesn't change, and it still talks about stealing "Now and Then". Is this something you missed or is this part of the story? Are we (the MC) somehow connected to this thief?
SpoilerThat was something I missed - the journal should change. There's actually another document (a note on Addison's desk) that needs to be updated as well. Plus, someone figured out that you can knock out and shoulder one of the people in the mansion, and then carry them back to the future, which should change the readables too. So I've got some work to do for version 2!
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3 hours ago, Roastbeat said:
I found a bug!
I made it to the final stage of the level. I found all four hammers for opening the shrines, but I cannot return to the chapel again, after I opened it with the special key and closed the door by hand to prevent noise issues with the undead. I've been in the chapel earlier (there's a key and without it's not possible to enter another area).
So now I stand in front of the closed chapel door and have to restart the level, what I won't do since I always save my gamestats via quicksave. There's no older state I can recall.. so that's it for me.
Thanks anyway for the really great experience of a huge detailed level!Use the noclip console command to get through the door, then turn it off once you are on the other side.
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@roygatoThanks for the feedback - I'm glad you enjoyed it. I'll try to reproduce the
Spoilergolden hammer case
bug, and fix it for version two.
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I'll be happy to help.
Also, just checking - I have the ability to grab the latest code (trunk) from SVN and build on my machine with Visual Studio 2017, and then run it. Is that what you mean by TDM SVN?
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So basically, it's a Pong simulator.
I don't see the script - it didn't get attached correctly?
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You can use the 'noclip' console command to get back into the "real world". It will allow you to go through that fence and back into playable area. Here's how to use console commands: https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls
- walk up to the fence
- use the console to 'noclip'
- walk through the fence to the playable area
- use the console to 'noclip' again (this turns it off)
I'll investigate how this happened in the first place.
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10 hours ago, MrMunkeepants said:Spoiler
I missed Addison's safe the first time around, so I went back; reading that note didn't complete the objective. Maybe doing it in the wrong order broke something? The pages make 'boop' sounds as I flip back and forth.
SpoilerIt could be that doing things in the wrong order causes 'hanging' objectives. I had put in logic to deal with that, but perhaps there are paths that still cause problems. Luckily, that objective isn't mandatory, so you can finish without it. (Just thought - try reading all the way to page 4 of Addison's note).
10 hours ago, MrMunkeepants said:What is the third?
SpoilerYou have to read two different journals.
SpoilerEloise
and
SpoilerAntioch (Builder)
10 hours ago, MrMunkeepants said:Spoilerthe code for the hammer, and whatever inter-office listening device opened up (I heard the noise, but couldn't find anything).
SpoilerThey are related.
SpoilerFrobbing the book on the shelf unlocks the globe, so do one and then the other. Then,
Spoilermove the brick to get a view into the office, then
Spoileruse the spyglass to get the code.
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54 minutes ago, Sneaker said:
Very nice. Just got through first play through (missed many things, but will return).
- After the cutscene where you find the guards are at your apartment, I decided to go to the Builder's building (I had not gone at all previous to the cutscene). When opening the front door after unlocking, the game crashes. I went back to an earlier save game, and I could explore the Builder's area fine.
Hmm. Were there any error messages, or just a crash to desktop? Do you have logging configured so that you get a qconsole.log file (in \fms\nowandthen)?
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7 hours ago, MrMunkeepants said:Spoiler
Why does Franklin have a door to Eloise's bedroom???
Shhh. You weren't supposed to notice that.
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1 hour ago, OrbWeaver said:
Delighted to hear that a mapper is actually using my ambients. I guess this map will be next on my list to play.
Yes, your ambients worked out really well - they all fit the scene. I think I used four of them total. The one I used in the crawl spaces worked especially well - others have commented on that too.
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Thanks for the comments.
SpoilerThe combination note is under a drawer that is open at the start of the mission (representing the fact that the townhouse has been ransacked). So you have to close the drawer to find it. But once you close the drawer, it should be visible, even in the dark. (The note is in an easier position to find when you play on the easiest difficulty level). Sorry it was so frustrating for you.
SpoilerYeah, I probably could have worded the note about the missing ring better. I guess I assume she accidentally kicked it and it ended up in the corner.
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On 9/13/2020 at 7:24 PM, Talabar said:
Probably the best use of a wide variety of ambient music I've seen in an FM so far. I found the ambient music helped me get my bearings during repeat visits to the city streets.
You can thank @JackFarmerfor several custom-made ambient music segments in this mission: the starting screen, all three levels of the museum, and the rundown townhouse. Great stuff! I also used a few of @OrbWeaver's ambients too. Plus several of the standard ones.
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Nice mission! Played on Catburgler (middle). I didn't do any knockouts anyway. 283 loot.
SpoilerNice loot placement, it took a while to find many items. The jewelry box was a pain - hard but fair. The guards were just right - not too many of them, but with the lanterns they were tough. I manged to excite one of the guards enough so that he dropped the lantern, which was good because his future patrols were lantern-less. But, he put the lantern down in an awkward place that made the rest of the mission tough. Fair enough! I liked the layout of the factory, lots of verticality and noisy steps. A nice feature of the mission was that you had to get the generator started to accomplish the main objective, but that turned on lights and made getting around the factory tougher.
I loved the ruins, especially the tilt effect. I don't know how much work it was to build it, but I'd love a full-sized mission where much of it are ruins like that.
My only criticism is that the factory floor and some of the rooms were pretty 'generic'. Not a lot of stuff, or variety. A minor quibble.
Congratulations and good work!
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25 minutes ago, michael_a said:Spoiler
The skeletons? Is this before or after you went back in time? Once you go back and steal the painting, they shouldn't be there anymore, because they didn't steal the painting, so they didn't kill each other.
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29 minutes ago, vozka said:
Perhaps we should delete this whole conversation because while I appreciate you guys wanting to help me, like I said twice, I did find it in the end and finished the mission.
I mentioned it took me a really long time because it made the mission kind of tedious and less enjoyable and I'm interested to know if there was a readable somewhere saying where to look for the mechanism that I missed (or even what to look for) or if the players are supposed to find it on their own. For me personally an ingame hint telling me what to look for would make the mission more enjoyable, but I'm not discounting the option that I'm just dumb or unlucky.
There was no hint about the desk mechanism that made the combination lock visible. I'll be honest why: that mechanism (the desk with a slider that opens a hidden compartment behind the fake books) is a common asset in TDM - it's used by many missions, so I figured players would be familiar with it. If you've never come across that desk before, I can see how the slider might be hard to find.
As for the basement safe key, there is a hint as to its location in the note on Addison's desk. And in the room where you pick up the key, there is a hint as to where it might be used. I didn't want to be too explicit with the name ("basement wall safe key" is too obvious).
I know the feeling of a mission getting tedious/frustrating. Feel free to ping the mission announcement threads for hints (and the first post in this thread has a hints section).
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10 minutes ago, michael_a said:Spoiler
The key is in a different apartment - you have to find a different vent.
SpoilerOutside of Carla's apartment, to the right of the door, look up
The empty apartment
SpoilerNote that the switches cause the lights to flicker a certain number of times
SpoilerMaybe there's an order to that?
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46 minutes ago, Andy32 said:
Realy nice mission.
But i stuck in the museum..
...at the nugget. I open the door of the case with the key but i can't frob the blue nugget.
maybe someone can tell me what is wrong
Here is the link to my savegame in gdrive
Try closing the case and then opening it again, see if you can frob it then. Or, close the case and see if you can frob it through the case
Edit: if neither of those work, I can give you a kludge involving the noclip command.
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48 minutes ago, tapewolf said:
FYI I managed to bring Lord Clifton...
...back to the future.
Not sure this was intended because the history of the painting just says he was knocked out and died 10 years later.
Granted, he's now stranded in a future where his house is a ruin and he and his wife are dead, but on the plus side, he gets to know that his machine worked. When he wakes up, anyway...
(I'm hoping this doesn't get fixed because the mission was a bit of a downer where he's concerned)
SpoilerOh wow! I assume you knocked him out, shouldered him, and then came back to the future? Brilliant! That's something I hadn't thought of. Hmm, I'll have to deal with that in the newspaper.
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1 hour ago, Marbrien said:
The objectives direct me to certain individuals' houses, but the map doesn't say where they are. Where is Franklin's apartment please, and is it readily accessible?
SpoilerHis apartment is across from the museum, near the big gate. There are two doors to it, one from the street, the other from the courtyard. The doors can't be picked, so you'll need a key; there's a hint about where a key is in Franklin's journal. Answer:
Spoilerat the bottom of the stairs that lead down to the courtyard, there's a window that leads to Eli's room. Key is in there.
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24 minutes ago, Acolytesix said:
That was an awesome mission! Now I'm gonna restart the whole mission & run it again. Found only 2,44? of the treasure. 2 of 11 secrets.
The 2nd time around usually reveals a lot more Had an issue in part 1. Want to see if it does it again from a clean slate.
Thanks! Some of the secrets are brutal - I would never have found them myself!
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2 hours ago, AluminumHaste said:
I was hoping someone would do that! Thanks!
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3 hours ago, Acolytesix said:
Anyone find the bust?
SpoilerIn Builder Administration, Storage room. Move some small crates to be able to open a larger crate.
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Spoiler
Fireplace switch - hint: you have to do something else first before it works
Answer:
Spoilerdouse the fire
SpoilerBook switch - hint: it unlocks something else in the room
Answer:
Spoilerthe globe - give it a spin (after using the book)
SpoilerGold hammer code - hint: after solving the previous puzzle, you will have your answer (use your spyglass)
SpoilerPawnbrokers house - answer: there's a switch in the waredrobe. Hard to find
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Spoiler
Just to be clear, the 'power room' isn't the room with the time travel machine. Instead, it's on the level that's downstairs from the dining room. Save level as the kitchen - across the hall from the kitchen. On the wall, next to the electrical device with an arc.
As for something unique, I'm baffled. I don't know what that means.
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Newbie DarkRadiant Questions
in TDM Editors Guild
Posted
Try this technique: https://wiki.thedarkmod.com/index.php?title=Location_Settings#Sound_Override. I think it was used by JackFarmer in the HH:TLC mission.