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Peanut

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Posts posted by Peanut

  1. On 7/14/2020 at 11:18 PM, nbohr1more said:

    Try increasing frame memory:

    r_frameIndexMemory and r_frameVertexMemory to 8192

    and reducing texture memory via image_downSize

    https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks#Image_downsizing

    and lowering resolution scale ( r_fboResolution 0.75 )

    Thanks for posting that. Initially I couldn't get this mission to work, it would crash to desktop just after finishing loading (Ubuntu 16.04 based, 4GB RAM, Integrated Intel graphics, thedarkmod.x64) due to the Linux kernel out of memory manager killing off the process.

    I then tried playing around with the image_downSize settings and found I could get it to work by enabling them.

    Eventually, I discovered that all I needed to do was set image_downSizeBump "1" without having to enable the texture/diffuse or specular downsizing.

    I then tried raising the image_downSizeBumpLimit from the default of 128. I found that I could raise it to 512 and still have the mission work fine. However, raising it to 1024 or 2048 results in the mission just about loading, but severely lagging to the point of being unplayable.

    I don't know anything about the internals here, but perhaps it looks a bit like there could be a number of large bump maps greater than 512x512 which are causing problems? (Is that what setting a "512" limit would mean?) 

    It does seem to be a somewhat large image size (1024?) if that's what's actually happening, but I don't know, maybe it's normal? (pun not intended) At least it seems that way, considering the default for image_downSizeBumpLimit is much lower.

  2. Enjoyable mission (especially considering the modest file size), I didn't see the lever bug, but, I'm not sure if this helps; I did see a bug with most of the safes where opening it first time makes the contents unfrobbable, but closing it and opening it again makes them frobbable. (every alternate time opening/closing results in unfrobabble contents).

    I also ran into the glitch where the completed objective is removed

    Spoiler

    after dumping Warin's body and collecting the reward. Noclipping to his body and re-dumping him completed the objective again. 

    Apart from that, very nice, although perhaps readables could have been reduced just a tiny bit (maybe 20%) in the Watch area.

    • Like 1
  3.  

     

    There's no candle. It's an empty sconce, which makes it look suspicious. And then when you frob it, it behaves like a movable (except it doesn't move). Another possibility is that somehow I'm frobbing through the wall and grabbing a cup on the other side? Not sure. But something odd is going on there.

     

     

    Nice little mission, just posted here to note that yes, this is what appears to be happening.

  4. Quite a nicely polished mission, I don't have much else to add to what's already been posted, however,

     

     

    The coal chute seemed unreasonably difficult to climb back out of again, not sure if this was done on purpose.
    The key drop was also confusing as has been mentioned a number of times.
    There was definitely something weird with the wall between the dining room and lobby, apart from anything else, you can hear the voice of the guard much too clearly while in the dining room (at least at the wall part).

     

    Apart from that... I think it's always interesting to see a FM author to go outside the norms in terms of storytelling and gameplay, so that was cool (verk dark though), however it felt a bit like the story was handed over a little too much to the NPC elements after the dungeon discovery.

    Normally you would expect the player character to get a bit more involved at that stage, e.g. freeing the prisoner, taking the body from the well upstairs etc., so it was a bit confusing to have these parts of the mission setting mostly created for the sake of an NPC to deal with later. It makes you question exactly what you're supposed to be doing to progress if the game doesn't let you interact with the story at that point beyond the diary drop. (I mean, of course the objectives update, it's reasonable in terms of the story that you use the diary, but it still feels a little odd).

    Perhaps exploring this aspect more openly would have been quite interesting, i.e. the conflict between the mercenary/thieving aspect of the player character and any humanist/sympathetic side to his character, although may be too much for a short mission.


    I did struggle with the outside framerate (Intel integrated gfx ftw) but it was just a case of getting past it on to the main game. If it had been more than like 10-20% of the gameplay, I might have easily got bored though and quit. Having said that, the outside ground level foliage especially was quite nice, and I don't think replacing the volumetric style fog with something more fps friendly would have given quite the same effect.

    I think the ambient music location effects in this mission were very effective and contributed a lot to the atmosphere.

     

    Very impressive for a first mission!

  5. When does that flickering occur in the main menu or in-game? What kind of flickering? If it's in-game maybe you can try to type this in the console:

     

    Thanks!

     

    I just tried it again and I can't put my finger on when it starts happening, seems intermittent, may check again to see if it's related to lights.

  6. I've tried TDM on an Ubuntu based distro, both the native binary and through WINE.

    There's not a huge difference between them, maybe the WINE version had a very tiny bit more fps, but the more annoying issue was some screen flicker with the native Linux version compared to running under WINE. I'm not sure if this is specific to TDM or this distro or hardware or whatever.

  7. The reason the streets are so empty is because there is a manhunt going on, and everyone who has a place to stay is trying to stay out of it. (For a counterexample, see the unfortunate incident on Dipper's Walk. ;))

    Makes sense!

    WRT the Red Room and The Book, these are the hardest puzzles in the mission, the real hidden stuff. If you got them, you are real good!

    ...haha almost, but not quite... :) did have to come here for some hints. But then it all looks clear in hindsight!

  8. Very impressive, one of the very best city missions.

    I also had a lot of trouble with the half open door and not seeing the note under the front door. I'm not sure if this is anything to do with screen resolution since I'm playing on a laptop with integrated Intel graphics (@1360x768).

    The readables in this mission were excellent. There was a very definite sense of independent characters living in the city, which was perhaps only slightly subdued by some areas feeling a little empty of civilians, apart from the beggars (ok it's night, let's say most of them are in bed or down the pub :-).

    I got stuck with the mechanism to get into the red room. It was easy enough finding the secret itself, but working out that the dual grille opening was a zero-sum game was tricky. Mostly because this isn't used much in other missions, I wasn't even sure if it was a 'thing' in the engine. I think by far the biggest issue here is that the red room entrance grille doesn't highlight in some way - it just looks like an immovable part of the architecture. Maybe there was a hint in a readable that I missed though, which could be a good solution.

    One other slight annoyance - the clues in the Book of Enigmas were pretty abstruse. Like some other posters, I was left wondering for a while what to do with the mouth of the lion, shooting various arrows in to it & stacking up crates to feed it little lion snacks etc. But at the same time, it wouldn't be pleasant if it was too easy...

    Having said all that, jumping around the rooftops and over the high-lines was very enjoyable, + making the place jam packed with secret nooks & crannies helps maintain interest in exploring, and the mission itself is very coherent as a whole package.

     

  9. Gorgeous mission, especially the

     

     

    greenhouse and bath areas were beautifully done. I actually felt almost disappointed that I couldn't relax in the pool in RL :)
    The water level controls were really fun also, it would be great to see more environment changing effects like that in more missions.
    There were some rooms that were so well rendered (e.g. cold storage room) that it seemed odd that there was nothing special to be found there (maybe I missed something :) edit: looks like I did :blink: )

    In terms of gameplay, it was mostly good, but I felt towards the end that I had way too many different arrows left unused.

    Of course the amount of equipment used in a mission shouldn't matter so much (and it was a fun and engaging mission), but perhaps some more opportunities to use more items could have made it even richer. The final part of the mission in the tower was cool (especially the paintings) but felt just a small bit of an anti-climax: it seemed like perhaps some sort of eldritch daemon was about to pay our hero a visitation but there was no such backlash.

     

     

     

    Thanks for all the work you put in to this!

  10. Wow, what an original mission that just oozes atmosphere.

     

    Some thoughts,

     

    I liked the sense of old Americana in the first part of the mission. Initially the idea of the ship taking a week to reach an isolated mansion seemed a little implausible, but seen in the context of the times and hinted geography, it started to make more sense. I imagined we had sailed down south along the coast somewhere. It was certainly different and impressively unsettling to arrive at a creepy mansion that was already half ransacked.

    The hidden study and story with the phials was excellent, but a little hard to follow coherently. I suppose this doesn't really matter so much as it all creates atmosphere, and it's something that you can piece together after having played though it to an extent. It was not entirely clear if when playing the sub-missions, whether you were re-living the mansion owner's experiences or not (if not, how are the phials appearing? manipulation by the wraith? I may be over-thinking this! lol).

    One other thing I was unsure about after reading the text in the Church about Johan's stowaway plans was whether the first two phial areas were across the sea (Scotland?). If that was the case then it might have been cool to add some little points to indicate a big shift in location, but really this is nit-picking :) !

     

    (The plank in the Church storage was too difficult to notice without resorting to hints but it seems like you fixed this already in v2. The inheritance stash did seem a bit difficult to find where to frob and I can imagine someone getting stuck here if they didn't persist, but at the same time it was better to have things a little challenging rather than too easy.)


    This is a very unique and highly polished mission, great work!

    edit: Just read this after finishing the mission today! Hmm hmmm....

    http://www.bbc.com/news/37875609

  11. Thanks for the feedback. Yes the directory was left a little vague, since the instructions were getting a bit long and I just tried to keep it simple.

     

    I had a quick look at trying to script some menu shortcuts but didn't get very far with it. Might check it out again at some stage.

    I'm not sure who looks after the Linux version of tdm but I guess these are things that they would be interested in?

     

    What are your packages by the way? (if it's not giving away a big secret!)

    Or is it for packaging the Dark Mod itself up for different Linux distro repositories?

  12. Did you leave the door open?

     

    Nope... opening/closing doors wasn't helping. This is a weird slowdown, it keeps getting slower, not just remaining at a constant slowness.

     

    edit: Trying this again, it doesn't seem to be related to opening a specific door. However when it happens, if I turn on noclip, then move through the map like 2 rooms or so, it appears to fix it. If I then go back to the place where I first notice the slowdown, the slowdown has gone.

     

    edit 2: I can't seem to reproduce the slowdown when I reload a saved game at the point where it has already slowed down, however, I can consistently get it when I reload a saved game just a few minutes before it starts slowing down. Also, noclipping outside of the normal play area seems to fix it.

  13. I've been playing this and noticed the same problem as an earlier poster, where the game slows down to treacle after a certain point.

     

    It's not to do with overall performance - it's some sort of trigger that happens in certain circumstances. I think it happens after I go through the doors on the left in the area with the steambot just past the siege workshop. Then everything gets increasingly slower until it's unplayable, even going back to areas where the performance was fine earlier.

     

    I'm going to try again with noclip to see if it still happens when moving through different areas.

     

    It's a nice, enjoyable mission apart from that, and is certainly a lot bigger than I thought it was going to be

  14. Thanks for this mission, it was nicely done and interesting to have a female antagonist in the story.

     

    I had some problems mostly with the stuff that's already been mentioned,

     

     

    The deposit alarm wires toggling between frobable and un-frobable depending on how many times you opened and closed the cover can be slightly confusing. I was also in the way of the secret exit the first time I flicked the switch to open it, so it got stuck half-open.

     

    The first time I played I didn't get the alternative loot drop, so carrying 6 X crates + 3 bags of loot for a total of 9 trips out to the window got fairly boring. I'm not sure what would have helped here, since by this stage the player will most likely have the guards KO'ed or didn't wake them. Maybe some scripted "disturbances" halfway through the loot-ferrying to keep the player on their toes. I also found that the crates etc. seemed too light/silent in-game if you accidentally dropped them.

     

    Other than that...The sequence when you trip the alarm was kick-ass. I liked the length of the individual readables, not too long or too short. The themes were more "adult" than usual and I think this helped believability. If anything, I would have liked to see slightly more intrigue, flawed characters, consequences of alcohol over-indulgence etc.

     

    The hidden stuff was nice, but some were really impossible to find (painting switch + vault button) unless you get the hints at the start lol. Maybe an oblique reference in some readables could help here. I don't like getting too much help at the start in a mission since I want to get the most value out of exploring by myself, but it's hard to know in advance how much of a hint the optional purchase will give you at the start.

     

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