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Posts posted by Baal
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2 hours ago, chakkman said:
Sounds like it can be prevented by not saving in the first 5 seconds after you start the map.
No, that's not the solution unfortunately. I did not save at the beginning of the mission, and the bug still occured.
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On my last two playthroughs of this mission, I wasn't able to complete it because of the known Lily bug. That's unfortunate, but it was still fun playing. The map is so large that I found places I have never been before every time.
I don't know how common that problem is. Maybe a warning for new players that the mission is kinda broken at the moment is appropriate?
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I have seen sitting AI on the ground in at least one mission ("Seeking lady Leicester" in a secret area). Maybe that's applicaple for your case.
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Thanks for the input. It's working as intended now. Ball fixed it.
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I bought this at the end of last year; and even though it's early access, and will take a while to be completed, I did not regret it. It's a fantastic game. The visual style fits the dark and dirty setting perfectly. Everything else is very well done. The map-, creature-, and especially audio design is very creative.
The next big area will be released in a couple of month (based on the last few updates); I'm looking forward to that. If you can live with a "Wait for the next update" screen in the middle of a game, I recommend this 100 percent.
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4 minutes ago, wesp5 said:
I am using a black outline in my Unofficial Patch and this works fine IMHO.
I don`t mind the white outline either. Could you share a screenshot? I haven`t seen the patch in action yet.
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It has become a habit for me to always press the "hide inventory item" key (in Thief and TDM) after interacting with the inventory. So you're proposal regarding that sounds good to me.
But I also have keys setup to select certain items (flashbombs for example). In this case I would want them on screen.
That means: Auto hide items when scrolling, or on pickup. Don't hide when explicitly selected by a key. Is it possible to implement it that way?
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I am still not a fan of the outline. Especially if it is bright yellow. It does not have the simplicity and elegance of the original (the way Thief did it), and looks very out of place to my eyes (and taste). But I also understand that that doesn't always work as well with TDM lighting.
I can't think of a better solution at the moment.
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8 minutes ago, hightide said:
I agree, I love Dishonored but Lampfire HIlls feels much more modern than even the setting of Dark Mod. IIRC the town was founded by engineers, so maybe they've been progressing without interference from state/religious authorities?
It could simply be set in a different time period, if you need an explanation for this.
But the reason is, that people just build what they enjoy and what inspires them. It's more fun to build beautiful and extravagant things than the dark, grimy and more down to earth Bridgeport (at least for some).
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17 hours ago, stgatilov said:
But if you happen to have a time, you can record a trace using Tracy at the problematic location.
When I enabled tracing the mod segfaulted with the following:
Tracy Profiler initialization failure: CPU doesn't support invariant TSC. Define TRACY_NO_INVARIANT_CHECK=1 to ignore this error, *if you know what you are doing*. Alternatively you may rebuild the application with the TRACY_TIMER_FALLBACK define to use lower resolution timer.
I guess I have to do that first.
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The new indicator on the lightgem marks areas you're not supposed to be in, if I'm not mistaken.
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Thank you both. I will take a look at your suggestions tomorrow.
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My notebook recently died. I'm running this on an ancient machine at the moment until I get new hardware. It's a Core2 Quad (most likely the bottleneck) and some old AMD card. I forgot which one but it has 4GB of video memory. I will check the memory usage next time.
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It's very impressive so far, full of (beautiful) assets I have not seen before. I get a very strong Dishonored vibe.
One issue I have is a huge slow down (to single digit fps) that happens frequently (and lasts a couple of seconds) near the guarded gate to the manor at the beginning of the mission. Does this mission use some heavy scripting that could be optimized?
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It was TDM inverted. But it works as intended after a load. I don't know what I did before it occured, so I can't reproduce it.
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I have a strange issue with beta 2. Whenever I pick up (as in physics grab) an object, the perspective changes a little. The camera seems to shift back a little bit, (or the fov is slightly higher, but I think it's the former). When I put the object down, it reverts back to normal.
The default tdm_door_control (3) is the only method I tried so far, and it works well. I like it.
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Congratulations from me, too. Downloading as I type, and looking forward to playing it.
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I can check, but I didn't download any translation packs. It's the same mission files that worked on 2.13. At least I didn't notice this problem before; I believe it's new in the beta.
Edit: I deleted the translation .pk4, and it's fine now. Was that just outdated or does it contain errors?
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I ran "Sir Talbots Collateral" on 2.14 to check it out.
Two of the three inventory map items don't show the correct names. One is "<show objective 15>", the other "Captain's Chest Key".
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Thank you. That sounds great. Especially the expanded door controls. I'm looking forward to checking it out, as soon as I can.
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5 minutes ago, chakkman said:
I had my issues with blackjacking before, but, now, even with the indicator on, I miss 9 of 10 K.O.'s, and I have no idea why.
Really, this game seriously needs a revision of the hitbox/blackjacking system.
I think the issue is the noise you make when getting close to a moving AI. It alerts them to the next level of awareness, where knockouts don't work anymore (or something like this; I don't know the details). Maybe the blackjack helper does not take this into account.
It means you can't just run up to them and knock them out on every surface; you have to find the right opportunity (when they stop for a while, or are waling on carpet).
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7 hours ago, Frost_Salamander said:
Regarding your first point, you don't need to jump. There is a ledge just below where you took that screenshot, and that leads you to other ledges and ropes, etc.
The AI - If he stood up he heard you. Be quieter, and maybe deal with him. Blackjack, flashbomb, etc. You can even sneak past him. There are some annoying TDM bugs with AI and they do weird things. I can't do anything about that unfortunately.
Thanks, I did not see another way up there. Maybe I should turn up the gamma.
About the guard. I had no problem sneaking past him. It's just that his animation looked very glitchy. There is some issue going on, and I was wondering what exactly the problem is. But I don't know wether it's a mapping or mod issue.
This is a great mission. The setup of guards and their patrols is very well done; it was fun sneaking around without getting frustrating or tedious. Except for the tavern maybe. That was a little too cramped for my liking. I almost ran out of water arrows (because I try to knock out as few guards as possible).
I also loved the gloomy mood outside, with the thunder and rain. Very atmospheric.
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Some more issues i encountered:
This jump seems to be the intended way to progress (unless i missed something). I found that very difficult and frustrating, only managed to do it once or twice. Eventually I just noclipped across.
I don't know what this guard (sitting on the stairs) is supposed to do, but he repeatedly stood up and immediately sat down again.
Fan Mission: "The Maybury Idol, Part 1: A Trip to the Museum"
in Fan Missions
Posted
Congratulations! It was fun testing this. There a lots of cool ideas in here, and a few "nice" suprises. Well done.