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joebarnin

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Posts posted by joebarnin

  1. That was a nice mission! It's been a while since I played a 'tail' mission. Tailing the dude was hard but not impossible - I had to reload a few times. The city area was nicely designed - good geometry/geography. Kind of fun to zoom past areas (while tailing), then check them out in detail on the way back.

    Someone else mentioned that guards can spot things in total darkness. I noticed this too - they spotted bodies, even dropped weapons; sometime from pretty far away. I don't know if this is a DM issue, or something about the mission in particular (I was on Easy).

    Good fun! Congratulations, and thanks!

    • Like 3
  2. stone_movement_end is defined in tdm_sfx_sliding.sndshd:

    stone_movement_end {
        minDistance    1
        maxDistance    25
        volume        1
        unclamped
        shakes        0.2
        
        sound/sfx/movement/sliding/stone_movement_end.wav
    }

    Note the "shakes" variable. One possible way to avoid the shaking is to define your own version of that sound without shaking. Create or edit a .sndshd file in your FM (in the /sound folder) and add something like this:

    stone_movement_end_no_shake {
        minDistance    1
        maxDistance    25
        volume        1
        unclamped
        
        sound/sfx/movement/sliding/stone_movement_end.wav
    }

    Then just reference stone_movement_end_no_shake in your mission

    • Like 2
  3. 2 hours ago, Knockout Thief said:

    I need a hint on where to find the key to the display case for the turquoisium. I have a lot of keys , none work.

    Hint 1:

    Spoiler

    The lowest level of the museum (basement)

    Hint 2:

    Spoiler

    The basement can be accessed via the elevator, or by crawl spaces (crawl space entrance near the main door)

    Solution: 

    Spoiler

    One of the rooms in the basement has a lot of extra display cases. Hunt around behind one of them, you'll find the key

     

  4. Nice mission! Good fun. I especially enjoyed

    Spoiler

    the sense of motion, with the clackity-clack of the train and the scenery going by.

    Also, due to my own incompetence,

    Spoiler

    I didn't find the first two sets of water arrows near the beginning. So I had to traverse most of the train without using them. It was hard but doable, which made me realize that I sometimes use them as a crutch.

    Looking forward to the rest of the series.

  5. @tapewolfThanks for the compliments; I'm glad you liked it! As for your hidden comments...

    Spoiler

    Sneaking into the maze room before the door closes. Clever you! I didn't think to test that. I really should prevent the player from doing that, it kind of spoils the effect of the maze walls changing.

     

    As for secrets,

    Spoiler

    there are four total, the two you found, plus: 1) close to the start, there's a window with a wooden awning. Climb up on it, there's a broach on a ledge above the awning. 2) After the art gallery, right after you go through the arched tunnel, there's a balcony with a table and chair. Climb up in it (use the nearby barrel), and look for a switch.

    And there's one 'unofficial' secret, I don't think anyone has found yet:

    Spoiler

    On the window sill outside of the pub, there's a gold coin (Special loot). Grab it, and then give it to the beggar you saw earlier. Put it on his crate.

     

  6. On 3/12/2022 at 11:28 AM, Araneidae said:

    I encountered a rather annoying little bug with this mission.  I normally play with "Open Doors on Unlock" set to "No".  Unfortunately I ended up trapped and had to redo that part with the setting set to "Yes".  I'm glad that I guessed correctly that this was the problem!

    I guess this is a combination of a scripting oversight in this mission and an unfortunate interaction with the engine, I know that other missions have ended being broken due to this setting.

    I have fixed this problem, and uploaded a new version of the mission to dropbox (see the first post in this thread). Could someone please update the mission database too? Thanks!

  7. 25 minutes ago, Araneidae said:

    I encountered a rather annoying little bug with this mission.  I normally play with "Open Doors on Unlock" set to "No".  Unfortunately I ended up trapped and had to redo that part with the setting set to "Yes".  I'm glad that I guessed correctly that this was the problem!

    I guess this is a combination of a scripting oversight in this mission and an unfortunate interaction with the engine, I know that other missions have ended being broken due to this setting.

    I'm sorry you ran into this issue. Can you let me know where it happened, so I can fix it in a future release?

  8. 14 hours ago, datiswous said:

    Your mission introduction screenshot with the text on the 2 walls left and right, that is eddited in right? I wonder how it would look when applied on textures in the same view.

    Yeah that was done in Adobe Photoshop Elements, using horizontal warping to give the effect of looking at the wall at an angle. If I understand correctly, your suggestion is to put the text straight on the wall texture, then see if you get the angled effect when looking at it from down the hall. Interesting, maybe I'll give that a try

  9. 1 hour ago, GUFF said:

    I finished it. It's a fairly good puzzle mission with some physical timing/movement puzzles with the colored orbs, light zones etc. Nothing quite as frustrating as some older puzzle heavy missions for Thief/Thief2.

    Just a few things I couldn't figure out:

      Reveal hidden contents

    The safe outside of the target mansion behind the package you can move, couldn't find any hint as to what the combination may be.

    The wine cellar near the beginning, couldn't find a key or a way in. Even using tdm_show_keys and noclip, the only thing that would open it is the master key hidden outside of normal playable bounds.

    Couldn't find a use for the room key xx found in the same maze as room key 3. Seemed like it perhaps shouldn't have even been there since it didn't create the same noise the other maze keys did when you got close to them before picking them up.

     

     

    Glad you liked it. As for your questions

    Spoiler

    The safe near the front entrance - the guard in that area has a scroll that you can pickpocket, it has the combo. Opening the safe is one of the secrets in the mission.

    The wine cellar is also a secret - there is an unlit wall lamp near the door (hard to see) - frobbing it will open the door.

    Yeah, that key shouldn't be there - it is leftover from when that puzzle was more complex. But you shouldn't be able to get to that location - were you nocliped at the time?

     

  10. 10 minutes ago, Wellingtoncrab said:

    This is already possible via a spawn argument - the catch being that on stencil shadows the light volume will not interact with any shadow casting geometry - so it will go through walls, pillars, etc.

    So to answer your question: it depends.

    Congratulations on the release!

    The spawnarg is volumetric_noshadows=-1. Here's my question and answer in the 2.10 Beta thread: 

    In my mission I use volumetic light in a single room. If you have stencil shadows, you can notice a little bleed through a floor - a minor issue that I chose to ignore. I just really needed the volumetric effect in that area.

     

  11. Sorry, I wasn't clear. The "wait 1.0" on the trigger_once was a mistake by me - I didn't mean to have that spawnarg on the object. What happened was, I had a trigger_multiple with a wait on it, and then I converted it to a trigger_once but forgot to remove the wait. Then I noticed that the trigger_once wasn't behaving like a trigger_once - it was behaving like a trigger_multiple. I removed the "wait" and it starting behaving properly.

    So my post was just academic; I'm just wondering if that behavior is expected. Or perhaps this comes under the heading of "If you do something weird, you might be weird results".

  12. Just finished. What a brilliant mission! I'll hide comments just in case they spoil things for people.

    Spoiler

    The design and layout are outstanding - so many levels, and so many paths. I'm just astounded by the complexity and interrelationships of the buildings and rooms.

    The progression was spot-on too, in a couple of ways. First, having to earn your tools (despite not having them). You start out scrounging for every penny, trying to afford the picks and a few arrows. But over time you end up with tons of loot and equipment (rarely had to use arrows, as it turned out). Second, the progression of exploration - at each step, just when I thought 'how in the world am I supposed to get there?', I'd soon figure it out. Very sophisticated map design. 

    The hostile/non-hostile thing was a nice change of pace. But it threw me for a loop a couple of times: I could be recalling this wrong, but people I thought were non-hostile got upset with me for just bumping into them. Could that be possible? Or am I mis-remembering? I might go back and load a save to see if I can get it to happen again.

    I'm not a completionist, so I left a large majority of the loot out there. But that's okay; I'll go back and explore some more, just to be in that world.

    And I haven't even mentioned the clever use of 2.10 features (xray, volumetric lights). And the quality of the readables/stories.

    A sincere Thank You!

    • Like 1
  13. Amazing mission! Just finished it on easy. Really nice use of 'special effects' of various kinds (don't want spoil things). Great design, very attractive. Fun to play.

    Spoiler

    The mage's glasses were brilliant - what a clever idea!

    I didn't get many secrets, so I know I missed some things. Questions:

    Spoiler

    1) There's a door in the library that opens to a solid rock wall. The glasses didn't see through it either.

    2) The Crystal Sword Key and Arcane Rod - how do I use those?

    Thanks again for an outstanding mission!

    • Like 1
    • Thanks 1
  14. I did a quick check of Now and Then on beta05, it looks fine. It doesn't use security cameras. I did see one light-leakage issue, but it's a bug in my mission, that for some reason didn't show up in 2.09 but shows up in 2.10. I'll fix it soon.

    • Like 2
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