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MirceaKitsune last won the day on August 3 2025
MirceaKitsune had the most liked content!
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895 LegendaryAbout MirceaKitsune
- Birthday 03/05/1989
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Romania, Bucharest
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mircea_kitsune
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The blacksmith is a decorative door: If you can't frob it there isn't really a way inside.
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What's strange is I can play through it just fine without any of those issues happening: Physics and collisions should work the same way on all platforms right? It's very dubious why I never caught this if it's an AI / physics problem.
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Maybe Windows and / or Nvidia specific then, I'm on Linux / amdgpu driver. No idea sadly, unless a developer wishes to investigate the cause can only be guessed.
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I understand, sorry myself for having no idea what's going on: I tested and played this for hours on end, apart from slow FPS in some outdoor areas (meaning slightly below 60) I never caught any of those crashes or extreme slowdowns. All I can think of is if anyone's running a modded version of TDM, some mods may be interfering with something in this FM, I run vanilla (latest dev snapshot) so maybe that's why I never encountered them.
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Thank you for the interesting insight. Like I said I made some design choices from the start that can't be changed now and may have not been all good: I went with a small box so I could add a lot of detail to a smaller area including large crowds of AI, as well as using the building modules exclusively for architecture. This made the FM and especially interiors rather cramped and increased issues with AI getting stuck... while I hoped the clumped buildings help with portals and performance, the use of so many models seem to slow it down a lot even with LOD models. This isn't the only FM with such problems and is relatively easy compared to many missions I faced, some problems would need to be solved by the engine if ways of improving them are ever found. The no kills and no KO objective for civilians were added on the basis that by default almost everyone is friendly: The only exception is thugs which always hate the player, other than that guards and builders only get upset if you trespass into their territory or steal from them... both can be KO'd, civilians can't but they're only hostile in a handful of cases which should be a very tolerable challenge. Only guards can become permanently hostile early on... it's not telepathy but as explained by some of the readables, they communicate with each other so if one guard sees someone committing crime all guards are informed immediately. Some secrets are secret because they're unlocked later and harder to find while posing a little challenge to get to. Readables are longer since this was meant to be story and environment oriented, where everything tells a story with world detail adding to it... a larger map has the same amount of readables just that they're more dispersed and you spend more time navigating the world. As for that unexplained fail screen it's very strange and sounds like a bug, the failing objective should definitely have an X and it should be obvious what happened.
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Thank you, glad you liked it! Cu plăcere
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Glad you enjoyed it! You're likely experiencing the infinite crack decals bug when pushing a movable against breakable glass: This was fixed in the latest development version, it will take some time for the next release when everyone will have it. As for that optional objective...
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Fan Mission: "The Last Night on Crookshank Lane"
MirceaKitsune replied to Jnon's topic in Fan Missions
Very good FM, I much enjoyed it! Large city hub with an unique design, countless areas to explore each with its own little story. I found over 10.000 loot but not all, not something I can say in most FM's. I also encountered a few problems, such as a noclip brush you can climb on using some planks that let you walk on air and into the void... that and the no kill objective doesn't work, I can kill anyone including the categories it mentions and the objective doesn't fail. -
Easy is recommended for beginners, as higher difficulties may be very hard on this FM. Both due to the increased number of circles, as well as extra AI or cameras and turrets being enabled, not to mention some tools having to be picked up rather than starting the mission with them. Sadly the objective system doesn't allow you to trigger a target per condition, only when an objective is failed or completed. As such making the circles change to confirm cheese placement wasn't a readily available option. As long as it's at least touching the paint when you drop it the placement should be confirmed.
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Seems it's time for my submission to this thread: Back in 2021 I began a marathon project, creating much of it during one summer. Unlike most of my map attempts, it was brought very close to completion and is technically playable even if far from polished. At some point I started working on other things including different FM's and didn't touch this any more. It's now been sitting on my drive for over 3 years. I don't want it to get lost unless I were to do more changes in the future. I gave the FM an alpha version thread over a week ago; It's so early I hadn't even decided on a final name, the directory was named empire and I believe the name I ultimately wanted based on its story was "Fall of an Empire". Several testers tried it and expressed enjoying it, which is part of what motivated me to post it here. As I have too many projects and ideas to likely pick this back up for finishing touches, I'd like another mapper who enjoys it to do so, which would prevent the existing work from getting lost. For team members with wiki access, please add it to the Abandoned Works wiki page: The pk4 is available on Google Drive or Mega, below is a series of descriptive images I dug up from my screenshots directory taken as I was working on the project: Description: I created this in 2021, a few elements were inspired by what was happening in the world and my life at the time. It was an ambition to create a city hub with 3 different cities / towns / villages you can travel between which are all available, the area being much more open and less cramped than my previous missions. Story wise it was meant to be a contrast between technology and magic; I believe you work for a king who hired you to find his missing daughter, along the way you travel through different areas and have a lot of side quests you can do for various characters in each zone. Since I'm unlikely to want to work more on this, I can be okay with the locking system of the abandoned works process... if I wanted to make changes again, I'm sure whoever picks this up wouldn't forbid me from doing so after they're done. Whoever wants it most can take over, feel free to ask questions but if I don't respond don't wait in my confirmation to pick it up; As a general rule everything I make is freely licensed and defaults to CC-BY-SA so share it freely. I only ask to remain credited as an author, otherwise please keep the FM true to its spirit: I recommend fully playing through it to get a feel of what it's going for, for questions you can check the alpha thread I linked where I already clarified a few unfinished aspects. I'm hoping this can be picked up by someone who truly likes it and is passionate about it, and ideally an experienced mapper since I'd like the best for this project especially with the amount of work I put into it
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Geez, what is up with those crashes? Up to the DE itself... TDM shouldn't even be able to do that, unless maybe the engine caused a memory leak or triggers a GPU crash! Are any developers following this, can I suggest taking a look at what's happening with this FM? That's such a bizarre line: What is the name of the video driver doing in place of an in-world entity?! At least I know what it's from: I use the "commoners eating and drinking" prefab in many of my missions, which contains a table where several AI are sitting, some of them eating fruit others drinking from bottles. Periodically they pick up the fruit or bottle, bring it to their mouth to eat or drink, then drop it back down typically on the floor. This appears to be what's causing the floating bottles, which unlike those crashes I've also encountered; I suspect that sometimes AI pick those entities back up with an offset, causing them to float far away from the hand while attached to its bone... maybe this offset eventually becomes so high it reaches the limits of vector storage and breaks the engine? Also I use Linux too: Manjaro, KDE Plasma, Wayland. I'm also on the stock amdgpu driver with an older AMD card.
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The rooms seen from the grates aren't meant to be entered: They're decorative, meant to be seen into if you find those vents. I should have considered that may get confusing when I made them. The 8 circles on the Easy difficulty should be simple to find. For those I can provide a list from memory:
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After hours of playing through this, I have to reach the conclusion it's not possible to finish till the end: I have no idea what to do to complete even the initial main objective. After a while you're stuck in this large open world with no clue where to go next. I noclipped everywhere, looked at the spoilers here only finding a few bits and pieces but no walkthrough. A shame this is just too confusing and possibly glitchy thus I don't see how it can be finished... It was a very impressive attempt: The map has a lot of issues including bad geometry, but I can tell the author tried which deserves to be commended. It's one of the largest and most complex city maps I've seen in TDM, the scale of the area is pretty amazing. The overall feel and division of the world is very nicely made too, some of the places are very beautiful!