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Gantolandon

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Everything posted by Gantolandon

  1. Is there a way to make a readable actually frobbable when attached to the door? It seems that if they are close enough, it is impossible to actually frob the readable. The door will eat the frob instead, even though the readable is closer and the user looks at it directly.
  2. Manually running the game with the high-performance GPU solves the performance problems, so it appears that's what's been the main issue. As for the laptop manufacturer and model, it's Lenovo Ideapad Y700. I have found the driver settings that should automatically take care of the problem. Thanks for your help!
  3. After changing my laptop, I found myself unable to return to TDM because of poor performance. The previous one used ATI Mobility Radeon HD 3650 and managed to get a decent amount of FPS (over 30) on all but most challenging maps. The current one, despite much better GPU (GeForce 960M) barely manages to get more than 10-11 FPS even on small maps. This is somewhat mind-boggling, as there is nothing that should warrant a performance drop, especially such a drastic one. I wonder what could have caused it? The only thing that comes to my mind is that my laptop actually uses two GPUs - the crappy Intel one to render the desktop and GeForce for gaming. Is it possible that, for some reason, Dark Mod doesn't get the memo and still uses the Intel one? How could I check if this is the case? Here is the relevant info from DxDiag: --------------- Display Devices --------------- Card name: Intel(R) HD Graphics 530 Manufacturer: Intel Corporation Chip type: Intel(R) HD Graphics Family DAC type: Internal Device Type: Full Device Device Key: Enum\PCI\VEN_8086&DEV_191B&SUBSYS_380217AA&REV_06 Device Status: 0180200A [DN_DRIVER_LOADED|DN_STARTED|DN_DISABLEABLE|DN_NT_ENUMERATOR|DN_NT_DRIVER] Device Problem Code: No Problem Driver Problem Code: Unknown Display Memory: 4137 MB Dedicated Memory: 128 MB Shared Memory: 4009 MB Current Mode: 1920 x 1080 (32 bit) (60Hz) Monitor Name: Generic PnP Monitor Monitor Model: unknown Monitor Id: LGD0469 Native Mode: 1920 x 1080(p) (60.006Hz) Output Type: Internal Driver Name: C:\WINDOWS\System32\DriverStore\FileRepository\igdlh64.inf_amd64_bde03d8af75e6be5\igdumdim64.dll,C:\WINDOWS\System32\DriverStore\FileRepository\igdlh64.inf_amd64_bde03d8af75e6be5\igd10iumd64.dll,C:\WINDOWS\System32\DriverStore\FileRepository\igdlh64.inf_amd64_bde03d8af75e6be5\igd10iumd64.dll,C:\WINDOWS\System32\DriverStore\FileRepository\igdlh64.inf_amd64_bde03d8af75e6be5\igd12umd64.dll Driver File Version: 21.20.0016.4550 (English) Driver Version: 21.20.16.4550 DDI Version: 12 Feature Levels: 12_1,12_0,11_1,11_0,10_1,10_0,9_3,9_2,9_1 Driver Model: WDDM 2.1 Graphics Preemption: Triangle Compute Preemption: Thread Miracast: Supported Hybrid Graphics GPU: Integrated Power P-states: Not Supported Driver Attributes: Final Retail Driver Date/Size: 11.11.2016 02:00:00, 94208440 bytes WHQL Logo'd: Yes WHQL Date Stamp: Unknown Device Identifier: {D7B78E66-5A5B-11CF-DC65-1218BDC2D835} Vendor ID: 0x8086 Device ID: 0x191B SubSys ID: 0x380217AA Revision ID: 0x0006 Driver Strong Name: oem82.inf:5f63e5340a14bf6c:iSKLD_w10_DS:21.20.16.4550:pci\ven_8086&dev_191b&subsys_380217aa Rank Of Driver: 00D10001 Video Accel: ModeMPEG2_A ModeMPEG2_C ModeWMV9_C ModeVC1_C DXVA2 Modes: DXVA2_ModeMPEG2_VLD DXVA2_ModeMPEG2_IDCT DXVA2_ModeVC1_D2010 DXVA2_ModeWMV9_IDCT DXVA2_ModeVC1_IDCT DXVA2_ModeH264_VLD_NoFGT DXVA2_ModeH264_VLD_Stereo_Progressive_NoFGT DXVA2_ModeH264_VLD_Stereo_NoFGT DXVA2_ModeH264_VLD_Multiview_NoFGT DXVA2_ModeHEVC_VLD_Main DXVA2_ModeHEVC_VLD_Main10 Deinterlace Caps: {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering {335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch {5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend D3D9 Overlay: Supported DXVA-HD: Supported DDraw Status: Enabled D3D Status: Enabled AGP Status: Enabled MPO Caps: RGB,YUV,BILINEAR,HIGH_FILTER,STRETCH_YUV,STRETCH_RGB MPO Stretch: 5.000X - 0.000X MPO Media Hints: MPO Formats: YUY2,R16G16B16A16_FLOAT,R10G10B10A2_UNORM,R8G8B8A8_UNORM,B8G8R8A8_UNORM Card name: NVIDIA GeForce GTX 960M Manufacturer: NVIDIA Chip type: GeForce GTX 960M DAC type: Integrated RAMDAC Device Type: Render-Only Device Device Key: Enum\PCI\VEN_10DE&DEV_139B&SUBSYS_380217AA&REV_A2 Device Status: 0180200A [DN_DRIVER_LOADED|DN_STARTED|DN_DISABLEABLE|DN_NT_ENUMERATOR|DN_NT_DRIVER] Device Problem Code: No Problem Driver Problem Code: Unknown Display Memory: 8075 MB Dedicated Memory: 4065 MB Shared Memory: 4009 MB Current Mode: Unknown Driver Name: C:\WINDOWS\System32\DriverStore\FileRepository\nvlti.inf_amd64_ed616d55e0bead92\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nvlti.inf_amd64_ed616d55e0bead92\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nvlti.inf_amd64_ed616d55e0bead92\nvldumdx.dll,C:\WINDOWS\System32\DriverStore\FileRepository\nvlti.inf_amd64_ed616d55e0bead92\nvldumdx.dll Driver File Version: 22.21.0013.8233 (English) Driver Version: 22.21.13.8233 DDI Version: 12 Feature Levels: 11_0,10_1,10_0,9_3,9_2,9_1 Driver Model: WDDM 2.2 Graphics Preemption: DMA Compute Preemption: DMA Miracast: Not Supported by Graphics driver Hybrid Graphics GPU: Discrete Power P-states: Not Supported Driver Attributes: Final Retail Driver Date/Size: 17.05.2017 02:00:00, 885216 bytes WHQL Logo'd: Yes WHQL Date Stamp: Unknown Device Identifier: Unknown Vendor ID: 0x10DE Device ID: 0x139B SubSys ID: 0x380217AA Revision ID: 0x00A2 Driver Strong Name: oem10.inf:0f066de3744ba503:Section234:22.21.13.8233:pci\ven_10de&dev_139b&subsys_380217aa Rank Of Driver: 00D10001 Video Accel: Unknown DXVA2 Modes: DXVA2_ModeMPEG2_VLD DXVA2_ModeVC1_D2010 DXVA2_ModeVC1_VLD DXVA2_ModeH264_VLD_Stereo_Progressive_NoFGT DXVA2_ModeH264_VLD_Stereo_NoFGT DXVA2_ModeH264_VLD_NoFGT DXVA2_ModeHEVC_VLD_Main DXVA2_ModeMPEG4pt2_VLD_Simple DXVA2_ModeMPEG4pt2_VLD_AdvSimple_NoGMC Deinterlace Caps: n/a D3D9 Overlay: Unknown DXVA-HD: Unknown DDraw Status: Enabled D3D Status: Enabled AGP Status: Enabled MPO Caps: Not Supported MPO Stretch: Not Supported MPO Media Hints: Not Supported MPO Formats: Not Supported
  4. I can't figure out how to set all three coordinates of a point while using the Clipper Tool. I can set two of them just fine - set the appropriate view and click on the figure. But the third one is invisible. When changing the view and dragging the point around the brush, the currently invisible coordinate is always set to some random value, making the point appear far away from the brush. Is this a bug, or am I doing something wrong?
  5. The Dark Mod playthrough by Bobbin Threadbare from SA has been finished and archived in the LP Archive.
  6. If the game actually freezes and crashes instead of just being slow, it's worth checking if your GPU/CPU doesn't overheat. The only time I actually got a bluescreen with TDM was when I ignored the dust building up for too long.
  7. Loved the mission and this is coming from someone who doesn't really like mansions.The environment is one of the more beautiful I've ever seen in TDM. The owner of the house is a moron, though.
  8. Not every community can and should function as a market. Many religious groups, for example, would be upset if someone took money for performing their rituals, especially if they came from the outside. Charities are a somewhat closer example - they exist to provide some service to others for free, and trying to turn a profit would actually upset people contributing to them.. Modding community was always about fiddling with a game and freely sharing results. It existed in this form for at least 20 years. Trying to bring any sort of change to a society requires a lot of research and a bit of tact. Valve, however, decided that modders will surely abandon their heathen ways as soon as they get a whiff of dollars and came out with a plan that was insulting on several different levels. It didn't protect unpaid modders from having their work used to create paid mods, Bethesda cut was so egregious, because the company charged over 30% just for the privilege of creating content for their game, which actually brings them customers. Neither them nor Valve were responsible for anything - they wouldn't curate the items to ensure they are not someone else's mod stolen and repackaged, they also wouldn't provide any technical help. If a mod didn't work, Valve suggested finding its author and asking them on forums to update it. You could refund it in 24 hours, but it would come in Steam Wallet pseudo-money. Then there is the matter that the people chosen by Valve to be the first modders - entrepreneurs went completely bonkers after being presented with money and support of two big corporations. Many of them felt already like captains of industry, calling everyone opposed to the new scheme entitled children who would rather exploit them and prevent from making modding their day jobs, rather than giving them the payment they deserve. Some of their mods were of extremely poor quality, like an armor that had to be worn by entering a console command. The fishing mod depended of another one whose author didn't even want it on workshop. The author of another one , which used to be free, made a paid version and updated the existing one with popups pestering the player to pay him. Combined with grandiose claims of proponents of the new system, which was supposed to bring a fresh wave of better, more polished mods, it made an extremely poor impression. It's not that this was even possible, because there were nothing in the Valve model that actually incentivized people to polish their mods or risk making something more complicated than cheap reskins. It had a low revenue rate and very limited market, which meant anything more niche or expensive to make would be unprofitable. People who wanted to make things for free still could do it, but it was pretty clear neither Valve, Bethesda nor captains of industry have any interest in keeping it that way.The new system encouraged mod authors to freeload on content already provided in workshop and no one seemed to be interested in preventing them from doing this. Entrepreneurs, in turn, would hide their work beyond a paywall, giving nothing to community in return. In short, it was a terrible and abusive model, implemented in the worst possible way. If not that, I doubt the outrage would be so egregious.
  9. Less than $300. The author has to earn $100 to be able to cash out. I heard they are able to get the money in $100 increments, but I haven't verified that myself.
  10. This is getting even better than expected: In case of Skyrim, the cut is like 25% for the author of the mod and 75% to Valve and Bethesda for doing nothing. Other producers can set their own rates.The author isn't getting anything if their mods earn less than $400.Valve isn't responsible for technical support for mods. There are no mechanisms to demand that from the author. If your mod suddenly stops working after an update, go to forums and beg its creator to fix it.You have 24 hours to get a refund, but the money gets transferred to your Steam Wallet.If a mod uses content taken from some other free mods, Valve doesn't care. In fact, the first advertised mod for Skyrim did that and the author decided to take it down because of ethical issues. The whole case is described here.
  11. I agree with Airship Ballet.
  12. I agree with this, but the blackjack is particularly problematic because of not even one, but two reasons. First is that it's much better than any other tool the player has on his disposal to permanently disable their enemies. It's more quiet and less messy than the sword and broadhead arrows, doesn't require you to expend a rare resource like gas arrows. Most of the time, using the blackjack is a no-brainer, especially if mission objectives require you not to kill anyone. TDM team already made some changes in blackjack to make it less powerful, but there is not much that could have been done here. The second issue is much more severe in my opinion - letting a guard wander around is always a worse choice than knocking him out. There are no gameplay reasons to not eliminate every danger you encounter, unless the mapper specifically adds one, usually by implementing a hard knockout limit. Half of the features that TDM offers - dynamic patrol paths, relighting torches and electric lights, AI spotting missing loot - go to waste, because most of the players will just eliminate the AI the first time they see it. Sometimes precisely because of these behaviors. I believe there should be some incentive not to knock out every guard on the map. AIs waking up would probably be more annoying than challenging, but I have some other ideas: Allow the mappers to designate "critical" guards that are expected to be in a certain area, otherwise their friends get spooked. Obviously, this could only work with stationary guards, or the ones with very short patrol paths.Make guards more paranoid if they should reasonably expect to encounter other guards, but didn't for some time. This could be once again designated by the mapper, and calculated on the fly: if the guard encounters a friend several times during their patrol route, they should expect to encounter them more. Paranoid guards would not automatically raise their alert level, but would need less to achieve one.Make KOd and killed guards count in the stealth score - right now you can ghost an entire level and still get the same result as someone who blackjacked every guard on the map and arranged their bodies into a living sculpture on the courtyard.
  13. Wow. It's very impressive, especially for a first published mission. I'm still dabbling with DR and I wish I was able to build something that's half as beautiful.
  14. A minor annoyance: in the Readable Editor, the field "XData Name" won't let the user put any other characters than letters and numbers, including the underscore. To enter a string with an underscore, you have to write it somewhere else and paste it to the field. Another minor annoyance: Ctrl + Tab works inconsistently. Sometimes the orthographic view loses focus and requires clicking on it before the shortcut starts working again.
  15. There is currently an ongoing LP of both Thief 4 and The Dark Mod, made by Bobbin Threadbare from Something Awful. The thread is, unfortunately, hidden beyond the paywall, but the movies are available on YT. As of today, he managed to cover Tears of St. Lucia and Mandrasola.
  16. I fiddled with the startpack a bit, drew a large cuboid and fiddled a bit with its size, moving it around. Somehow, I managed to make the orthographic view show it in another position than the camera. It became apparent when the camera view shown my cuboid bisecting the little equipment room, while on the orthographic view it was completely outside. I saved and restarted the program, and both views correctly shown the cuboid bisecting the room. I didn't manage to reproduce this again, though. Edit: All right, I think I got it. Steps to reproduce: 1. Draw a cuboid somewhere near another object. 2. Select your cuboid. 3. Right-click the map, create a model. The model will be selected along with the cuboid and they will both move together. 4. Move them around. 5. Ctrl-Z until the model disappears. 6. Move the cuboid around, until the camera shows it bisecting another object on the map.
  17. My wish is a pretty minor one - something happened between 1.8.0 and 1.8.1 that made camera view work much slower. Is there a possibility this could be fixed?
  18. Metal Age vibe is very strong in this mission - for me, this is a very good thing. Definitely one of the best missions I played.
  19. An excellent mission - now I know why it was remembered so fondly by the people who played TDM before 2.00. I'm pretty sure you just need to
  20. Fixing the sound-related bug had a tremendous effect on AI. You really need Moss Arrows now when trying to sneak through tiles. Alert levels 1 and 2 can now be reached pretty fast, even when the AI is in adjacent room. It kinda highlights another problem with the behavior of the enemies - repeated alerts have no effect on them and your sneaking through the wooden floor will frequently go like "THUMP!" "Huh?" "I guess that was nothing" "THUMP" "What was that?" "I guess that was nothing." "THUMP" "What was that sound?" "Just rats I guess". In several missions, there were instances when the guards heard me somewhat too well. For example, The Heart of Lone Salvation has this area in the basement next to the well, where accidentally kicking a coin mildly alerts the guards on the level above. In Poets & Peasants, I managed to get the guards guiding the victim's home agitated by repeatedly jumping on the dirt behind the Builders' school.
  21. I have a couple of question about proper visportaling. It's easy enough to do inside a building with visportals in doors, windows and in places where corridors turn, but doing this in the city streets has proven to be extremely hard. Houses with triangular roofs are especially problematic. So my questions are: 1. Is it possible to make a proper visportal touched by nodraw surfaces? Does it make sense? 2. Do you usually try to separate little side alleys between buildings on your maps with visportals, if their roofs are not touching the skybox? What is the simplest way to do this? I tried to make a skybox roof for the alley and place a visportal in its entrance, but it is incredibly clunky and the skybox will obstruct buildings outside the alley that are high enough. 3. In the city view, is trying to separate every corridor worth the effort, or should I just create larger hubs, several buildings each separated with visportals?
  22. Loved this mission and I can only imagine how much work went into it. My only complaint is the sheer amount of equipment, both given to the player in the start and available during the mission. Especially gas arrows could be made more sparse.
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