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Carnage

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Posts posted by Carnage

  1. A really good FM Bikerdude. Performance was very good outside on my rig, which still is a single core. Creating an immerse atmosphere was done very well and I really liked to roam around. I had to get used to the fact that loot wasn't everywhere, but that's the same in real life. Although I agree that one wouldn't tell anything about a secret in a readable, but you sometimes have to go for enjoyment because no one likes to search for too long because it downgrades the fun a bit. I left a small clue in my FM and players were still searching for a long time. I didn't notice anything awkward, other than the things that were already mentioned. Story was good and I liked the readables that were spread around. Nice job and I'm looking forward to more :D

  2. Reading all your comments you totally convinced me to look at it the other way around. In the end it just depends on the community to vote in a fair way, and seeing how mature this community is communicating with each other, it really shouldn't be a problem.

     

    Regarding the end date, I agree with Springheel, which gives everyone enough time to play all the FMs.

  3. I totally agree with you there. I was just thinking about similar contests in the past (mod contests, etc.) that did have that rule. Of course there was a price attached to those, but I kinda got the feeling that such a thing would be normal for a contest.

  4. IMHO there should be at least one rule in future contests.

     

    - Contenders can't vote.

     

    Although the contest is just for fun, I found it a bit awkward that one could vote on its own FM. Voting on each others FM isn't that bad but it is possible that due to rivalry voting isn't done completely fair. I'm not saying this is the case, but it could be. You can always leave a message what you think about the FM as a fellow contender. It's just my opinion of course. How does everybody else think about this?

     

     

  5. I think you can adjust which AI can relight torches and not, by removing the def 'AI_USE' for torches. That sounds logical anyway. Of course you can always remove the ShouldBeOn arg on various torches and leave them only on the torches you want to stay on. Very simple of course but it's a possibility. Giving the AI the ability to light torches on the higher difficulties only is also possible. I didn't use this but Fidcal explained me how and that it is possible. Glad people liked the relighting of torches in my FM by the way :D.

  6. TDM is already quite highly optimized. If we can find more ways of optimizing it, you can bet we'll do it, but we can't really commit to improving performance if we've already squeezed pretty much all we can out of it at the moment.

     

    When we get the D3 source code, I'm sure we'll find some ways to tighten things up. With access to the renderer, we'll be able to make a more efficient lightgem routine, but until then I think things are as smooth as we can get them...barring any new discoveries on how to gain a frame here and there.

     

    Really, it's going to be about careful use of vis-portals around the map, monster clipping to eliminate unnecessary pathfinding, careful texturing...etc.

     

    So the system specs are quite a bit higher because TDM is way more complex than Doom 3? I can play vanilla Doom with everything on max without any problems, but I had to decrease the quality of TDM quite a bit. Will certainly practice placing visportals properly a lot more. There are a lot of tricks of course to 'fool' the player that he/she is walking in a large scale area smile.gif. Thanks for the clarification.

  7. It's more of a mission specific thing really. Just like Dromed authors have to do certian things to maintain good performance, they are just slightly different things than Dromed.

     

    But this missions performance is being worked on and I think will be pretty decent once finalized.

     

    So performance in general won't be increased in the future? You need quite a decent PC to experience TDM in outside areas at the moment. I think it would be a good idea to add a bit of information (small guide) in the wiki what the best way is to place visportals and build your mission in outside areas. Just some hints and tips or something like that. I for instance had quite some problems with it at the beginning and had to decrease the size of open areas to up the performance. The wiki does decribe quite a bit about visportals but for instance, I didn't really knew which way the visportal side should face, and that's just one example. Of course it's just an idea and can imagine that the whole team is way more busy with other important things :)

  8. I haven't completely finished it yet but I think this a winner. Have to wait if there will be others, but it will be difficult to surpass this one. Great job Melan! I like the readables that can be found everywhere and visuals are perfect, even though I had to decrease the screen resolution quite a bit. Did had to restart in the beginning because the Archer guard didn't want to move anywhere after quickloading. I also alerted the archer and found that guards that were quite far away also came running. Hope the performance in TDM will be increased in the future, because it spoils the fun a bit. If it wasn't for that, the mission would have been perfect.

  9.  

    There's a metal grating in the second garden, on the left side near the metal fence is a lever. It's partly hidden in a flower.

     

     

    If you want to add a spoiler just directly reply to my post and you'll see that my part is between two spoilers with brackets. Those two things need to surround the text you want to hide.

     

    Edit: Thanks 7upMan, you were a bit faster than me ;)

  10. I'm glad you liked most of the mission and I'll certainly try to do much better next time. This was a good lesson for myself and with the feedback of everyone I try to improve. Just want to clarify the bads a bit ;).

     

    - Architecture and interior is not my stongest point and hope to improve as I go. If you mean support beams, I never like that in a FM. Not when it's not necessary in my opinion at least. It's just like they couldn't make sturdy houses at that time. He's (was) a wealthy lord and could afford to let someone build a good house at least. In the end I think it's just taste. Maybe I'm totally wrong here and will build lots of them the next time, but at the moment I don't. Old buildings and a like need them though, like the secret passage.

    - Hmm didn't find the z-fighting anywhere, could you clearly see it? The wrongly rotated textures were noticed by my beta-testers actually but I couldn't get it right. In the end I just decided to stick with it, because only a few people will notice those tiny details. Most of the people just go through a FM and won't stop at everything to see if it fits perfectly. Some do though and I'll try to keep it at a minimum next time, but story and enjoying the FM go first in my opinion and getting the little details right is last on my list. Maybe a wrong order, but a FM can never be perfect, because there are always people with different taste.

    - Yeah the lever is my bad, but if you don't know it's there you'll never notice it do you? Decreasing frob distance or placing it somewhere else would have been a lot better though :).

    - Haha one of my beta-testers asked to put the money bags there and I liked the idea, because you needed to time it correctly if you wanted to have all the loot ;).

    - No one having keys, I agree but I kinda wanted the player to go through the secret entrance, maybe I should have made an objective of that or give the option to go through the other doors as well, but it would have made it a bit more easy. Now you really need to move around the house and avoid the patrols.

    - Should have made it easier to find the secret hiding place, sorry :)

     

    Lots of thanks for pointing out the good parts as well, because they were intented to be experienced how you did :D

  11. Sometimes they do and sometimes they don't. It's certainly not solid yet but the Lord will notice it everytime. Everytime I left his door open he said something like 'this should be closed' and started to look around for trespassers. As long as you keep the lights on of course. Thanks for your review, it really motivates me to continue the series. It will probably take one year before the next one will be released, because I'll be on a backpacking trip for about 6 months but it will be released. I hope I'll have an even better package to work with by then :).

  12. I think in general we all need to keep in mind that the package is a beta and that sometimes things aren't implemented as they should be. I got quite a few warnings that several images on objects couldn't be found when dmapping and also some textures that couldn't be applied properly. If we look at the greatness of all the FMs released to date, it's amazing what's already possible in TDM. Releasing all the FMs is a very good beta test for the whole TDM team in my opinion :).

     

    Thanks for the feedback guys. Regarding the hint, I didn't want to make it too easy, but I see a few more details would have been better. The thing is that you can make anything a secret lever in TDM, which makes looking for one even harder. And you don't see the difference between a secret and a normal object.

     

    Fidcal:

     

     

    The guards standing in front of the doors outside have sacks of loot, there's a secret button under Anderson's desk, in the kitchen is a basket next to the worktop/slab with wine bottles in it, and on top of some closets/cabinets is some loot.

    But I'll decrease the loot amounts the next time because just like you I don't like to walk around searching for loot too long.

     

    Regarding the tweaking, I'll certainly spend more time on it the next time. I try to learn the visualizing by looking at other FMs, but still have to learn a lot :). Sometimes I do think it's just a difference of taste. With building I always try to look at buildings, streets, etc nowadays and implement it that way. In my opinion people want to see too much support beams in a house, it's not like they couldn't make anything sturdy in that time, right? Making curves bent and smooth is also a taste. You can make a FM brilliant visually with little details and stuff like that, but how many people will even notice it. Sometimes when I read feedback (any FM) I think, 'are you even enjoying the FM because your looking at every small detail'. In general it should be good of course, it makes it easier to immerse in a FM but you don't have to overdo it in my opinion :).

  13. Congrats on the relese of your first mission Carnage smile.gif

    I had a go at it and think is a nice one overall cool.gif but there´s some things that could use a bit of "ruffing up" like the outside and

     

    the sewer/sercet entrance (the rounding of that sprialstaircase is missing some endcaps)

     

    , I think it´s just too stright and repetive mellow.gif but that´s just me rolleyes.gif

    as I sad a nice one overall wink.gif

     

    I'm still learning as I go, so any hints and tips (that's for everyone reading this) would really be helpful. Glad you liked it :)

  14. I've played around a bit, its quite easy to reproduce - the best place is where it has been said, trying to mantle the roof from the archery target (well the decorative shield). It seems that this crash can take place anywhere in the map, I got it while mantleing a table in the guards dormitory.

     

     

    Another place that you can reproduce it and also get a good look around is climbing the tree on the right hand side of the first green area of the map, from there try to mantle onto the wall in the right corner, sometimes it will hardlock there while the game and music continue, if you mantle any of the stuff up there there is a chance of it happening.

     

     

    What could be causing this? Could it be visportals? I would like to avoid this kind of thing in the future. I certainly want to learn from previous bads ;)

  15. Well I finally had the time to play your mission after finishing my own. It was a wonderful FM! When walking through the mansion you see that you've put a lot of time in decorating each and every room. You have a real good feeling for it, something I don't have yet, and I'm a bit jealous ;). The story was good as well and all the other readables were fun to read. I liked the fact that some of them weren't even story related and gave me a feeling that there were other people living there as well and not just the general with his wife. The best part was snatching the diamond, I really started to think, alright what would I do in this room and then the whole ceremony began :), wonderful! The only thing that wasn't so good was the performance. I don't have a great pc but I could play all the FM's without any major stuttering. I did have them quite a lot in this one and not only outside. Upping the performance is really difficult (I know) but it would have made this FM near perfect. I hope that you'll continue to release FMs because this one was already great, super nice job!

  16. Found a major issue with anytime you are on the outside areas of the second story in this mission - particularly the area around the arrow target. I was jumping around to see if I could get onto the roof and each time I got on top of an object (like the arrow target itself or the decorative shield behind it) TDM would hard lock my machine and I'd have to shut it down.

     

    This seems to happen to my machine any time I get fairly high up in the outside areas.

     

    I'll try that myself as well. Wouldn't know what could be causing that. I blocked it so the player couldn't get on the roof, because there's not much there and it would be very difficult to keep perfomance up there. It so difficult to up the performance in large outside areas....

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