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Posts
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Posts posted by DeTeEff
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16 minutes ago, High John said:
Am enjoying playing as Thief. Though I haven't tried to comply with the optional 'no knock-outs' objective.
Two questions.
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Where is the key to the helmsman's safe?
- Is there a way of releasing the spider?
1.
SpoilerOn the Helmsman's belt
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SpoilerNo
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Where is the key to the helmsman's safe?
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43 minutes ago, MirceaKitsune said:
That is true for the thief, but the same isn't implied for the other two characters, at least from what I found. If you play as one you find the other two as AI in the world, which is a fantastic idea at that. However only the thief is dead due to the spider incident... the assassin and saboteur are always wandering in the hallways, which implies they're both actively conducting their respective missions.
SpoilerThat was what I wanted to convey. The saboteur walks round like the maniac he is. The assassin can be found looking at doors and casually looking inside windows... The thief is just dead, bitten and wound up in a pile.
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8 minutes ago, Keruah said:
I played only through the easy/thief mode. Tomorrow, I'll try other characters. I think, I too got some problems with npc detecting me from at least one room away. The guy in the central corridor was constantly repeating "oh, this is not good" or something like that. The other thing, I got a bit tired of reading every journal in every room. Have never seen so many journals in any of the missions as of yet (but tbh, at the moment, I've only played around 15 missions). Otherwise, a great mission. It felt so fun to break into the hall and knock out all the guests in one blackjacking spree. I'll come back to it as an assassin, I really wanna see the difference
Glad you seem to like it I wouldn't consider Thief to be the easiest though. As assassin and saboteur you'll be able to move among the guests without problems, as long as you don't do anything illegal. But the thief is always considered hostile to everyone.
SpoilerMost diaries are just fluff
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3 minutes ago, grodenglaive said:
Cool original fm. I just did the thief level for now and will return to do the other two once I've completed the other contest missions. It was very difficult to finish without knocking anyone out, but I persevered. I enjoyed locking everyone in their rooms. Looking forward to playing as the assassin and offing some guards in the process.
Glad you like it. Haha, yes a lot of players seem to like the ability to lock in people
Hopefully you won't need to KO too many people when playing as assassin/saboteur as you may walk among people as an infiltrator.
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Regarding the alarm
SpoilerIt's only possible for the saboteur to trigger the blaring alarm by sabotaging the engines
But I see now that Knüppelmann referred to the general alertedness of the guards after seeing that something's been stolen.
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7 minutes ago, Knüppelaufdierübe said:
Ah ok, I thought it was by design.
I may perhaps fix in a future patch that not all guards fetch lanterns. It has come to my attention that many players found it too challenging with all 5 roaming about with lanterns which I respect.
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7 minutes ago, Knüppelaufdierübe said:
If you don't mind the guards running around with their swords out, you can use that ship-wide alert to
- get the bridge empty for long enough to take a parachute (and possibly other stuff) without any danger of getting spotted,
- make most of the guards drop their lanterns (in case you took out the fuses)*, which usually helps a lot.
*) The number of guards with lanterns seemed to differ between missions, not sure.
The lantern carrying guards should be the same for all difficulties/contracts but the path changing system is a bit wonky so sometimes they don't fetch lanterns.
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8 minutes ago, MirceaKitsune said:
This FM is quite the experience. I'd say I haven't finished it yet as this is one of the fewer cases where I'm going to do all the difficulty levels. From what I can say so far so that I don't lose my thoughts till then, starting with my runs so far:
My first run was a more frustrating one. I decided to first play as the thief, thinking that's the easiest difficulty while in reality I think it's the hardest. There was no way to navigate the ship without getting caught: This is the only time I played with notarget on and just pretended to hide as it's the only way I could do it. Indeed I removed the fuses and shut off power to the ship, at least the first floor as the second floor still had the lights on; While that makes it somewhat bearable for a while, the guards with the lanterns appear so suddenly and frequently that getting around them was impossible... even if it wasn't for that it's often hard not to be surrounded and bump into someone, more on that below.
Then I decided to do the assassin. I noticed it gives you a tension meter instead of having everyone be hostile all the time including in the hallways: HUGE improvement! Still hard when entering restricted areas, but I at least managed a normal run this way. I did the first assignment and will likely play the other two as well just to mess around, after that I'll do the "TDM version of environmental activist" run last
Bugs I found and thoughts on the difficulty:
The main issue is the halls are sometimes extremely crowded: So much so that at times 3 to 5 AI get stuck in front of a single door, you need to wait a few minutes before one manages to find its way around or clip through someone else after which the congestion slowly eases. On a side note I've also seen AI get stuck inside walls or doors, they will clip halfway through and be stuck walking in place.
The other issue is the lighting: If you remove the fuses you can leave the lower floor in darkness, but there's nothing you can do when a guard with a lantern comes around too fast and there's nowhere to hide in time. There's also the issue of the upper floor still being lit, the schematic suggests there should be a way to turn it off there as well so I might need to look more carefully.
If you're considering further changes: Maybe check if the number of guards wielding lights can be reduced slightly, otherwise path AI's so they don't all run into the same place at once. It might help if some of the special arrows (water, moss, noisemaker, etc) can be offered in appropriate locations: For example I can imagine water arrows provided in the form of a fire extinguisher with the note "guards use this in case of fire on board", those can at least put out the fireplaces though I don't think they disable handheld lamps.
That being said, I absolutely love the concept and the way it was implemented! This has an oddly relaxing and pleasant atmosphere, and the way characters and objectives are designed around it further make this a great experience.
I love how each difficulty is an unique character with different objectives and mechanics, that's a fantastic use of the difficulty system and something I'd love seeing more often. The way you can interact with the ship's systems and every action has a consequence further adds to it: I loved how if you don't play the thief, his character is killed by the spider and you even find a different outcome if you go to his spawn location. The custom character skins are also quite beautiful and very well done, not to mention the megaphone announcers though it would be nice if there were more songs for variation.
Thank you so much for the kind words. It's funny that you are among the first to mention the music/ambience.
Yes, in hindsight maybe I should have reduced the amount of AI on this ship. But to be totally honest, the mission got scewed in the favour of the infiltrator difficulties and the thief got the short end of the stick. Most time was spent on the poisoning mechanic and different paths. The lantern guards may have been involved in a bit of unkilled darlings (because of the amount of time I spent on their individual path nodes and overall patrol adjustments).
If the mission gets an update I may very well remove the lantern behaviour on 2-3 guards, when playing as thief. The lantern fetching only happens after the lights have been killed (there are no fuses for the third floor btw).
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3 minutes ago, The Black Arrow said:
Here we have another amazing mission by...Weren't you called Fieldmedic before? You've made a great horror-ish fan mission once, I remember something like that...Huh, well anyway.
As per usual from you, Mr. Moose, it's so complex and that's what makes it great.
- Amazing graphics, I really enjoy when the thunder hits to light the place up, the volumetric light is to die for. Literally, even, since these people can see you from that flash, hah!
- Very well done layout, it is very tight and there's no corners but for a huge flying ship you must make expenses anyway.
- I LOVE the idea of all passengers having keys, it means I can lock them in their own rooms, thereby not interrupting my thieving!
- However, the gameplay is still EXCRUCIATINGLY FRUSTRATING at times. There's always more than 3 AI ready to corner you, making you have to load another save. Pray that you make saves constantly and not just quicksaves.
Also, if that isn't enough...
Some guard, the Moorish one, noticed the painting missing then told everyone "There's a thief about". I GOT FUCKED! You're lucky I save often.
So, anyway, after all the intense mental pain, I just "surrendered" and got myself caught up, all I wanted to do is get out of there with the parachute, which I did.
This really is a great mission, I love it, the fact there's two more playstyles adds to the replayability and that's great.
In short; this is another Fieldmedic--I mean, DeTeEff, mission that's complex, amazing and totally worth playing. Just be patient, I tried and I reaped great rewards.Haha. Yes, I'm the old Fieldmedic with only strange missions where I try to push the boundaries beyond playability...
Glad you liked it! Yes, the painting will be missed and therefore trigger the guards to start searching for a thief. I thought about making more loot noticeable but as you experienced, there is a lot of ruckus. It wasn't what I wanted but I thought it would be strange/silly if nobody had realised that the painting was missing...
Yes, I went for replayability so the story may be a bit lacking. I hope at least there are some fun and quirky things to find in the readables.
/Mr Moose
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Reinstalled and now it seems to work. I hope it'll stay that way. Thanks for the help anywy
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Just now, Knüppelaufdierübe said:
How do I open the locked crates without keyholes in the cargo area (with no prybar'ish tool nearby)?
There in fact is a "prybar'ish" tool nearby.
SpoilerCheck in the engine room nearby
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Thanks for also looking into it, @stgatilov
I haven't had time to reinstall yet.
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1 hour ago, Melchior said:
Onwards, with the deranged Mr.Peabody... part ⅔:
Once you are 'familiar' with the layout of the airship, mission execution is just a matter of planning...Or once you know the tricks - its easy to cause mayhem. Too easy, infact - the real trick isn't to go berzerk and make a bigger mess than even a ruthless pagan warrior can handle.
Once the arms are acquired - you can either visit the engineering bay to pull fuses, or just start clubbing bridge officers wandering around aimlessly...(no need for ME to bloody my hands - gravity does the dirty 'work' ). Seems the lantern search patrol isn't quite able to deal with an actual sabotuer. Surprised there isn't an engineer's mate - or other 'greasehand' to do "joe" jobs like replacing a fuse. Having ONLY 1 ENGINEER IS FATAL TO A SHIPS OPERATIONAL SAFETY! that airship co. is SO going out of buisness!!
Guards don't "check in" - either so after you've tossed a few overboard - life is easy, but short for some. I did find it odd the 'Helmsman' left his post on-duty...oh well.Thoughts on the Airship ("defects") itself:
- Lack of Intercom Voice (speaking) Tube system: MAJOR DESIGN FLAW.
- Lack of Fire-Alarm System: CRITICAL DESIGN FLAW.
- No Indicator system on Flight-critical systems: Fault Alarms on Hydrogen-generator, Steam-Turbine(s), and Electrical buss. [Would be visible on engineers post in bridge] MODERATE FLAW.
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Engine bay has no access controls (numeric padlock, or guard-station) MINOR FLAW.
In general most ships have a dedicated "Engine Control" room - usually with monitor equipment and a Engineering-officer plus technicians on standby.
General thoughts one TDM (engine) features that are now needed / apparent:
- Guard patrol end/start loop "check-ins": accomplished however - verbal ack. from a guard captain, or the 'Punch-Clock' system (yeah actual time-sheets, I bet they have metrics to meet in 1760 still)
- Remote 'alert' system; possibly Intercom - to alert non-local NPC's that somethings amiss elsewhere...
- The information Aggregator entity (NPC?); to whom all these bits of status/events go - and who reacts upon them...somehow. [Sending patrols? altering map-state, making other envrionmental changes? ]
- Also; proper support for NO-BOW player starts. Meaning: until you get a bow - any arrows CANNOT BE USED. And - I guess any "Taffer" with a bow visible - even with a fine silk smoking jacket on, would be considered a hostile villian. [Could be implimented as a 'Anti-Bow' object in inventory that is 'removed' when a "bow" is obtained.]
I will interpret this critique on the ship on a more fluffy level, more than actual critisism on the level design, am I right?
Yes, when you get the layout strait, it's not that hard to navigate the mission.
The AI in TDM is quite advanced but it is difficult (if even impossible) to steer the AI anyway you want via scripts etc.
I'm aware that the player magically get a bow if picking up arrows. Therefore I added a bow at the place where you obtain the arrows.
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I'm thinking about moving all fms/custom folders and delete the whole game and reinstall...
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This is definitely a fine map, epsecially for a/pair of begginner(s)! One should not compare with one's own work, but if I should compare this to my first mission in TDM, wow, this little mission is really good!
Game play 3
I know the station was shut down, but there should at least be one or two AI present, for gameplay reasons. There is a new layer of work with adding AI (monster clipping for one) so I guess their abscence was because of time restraints. Other than that, there was not much to critizise. I loved the sneaking up on the ropes and good use of verticality.
Story 3
Nothing special. The clues made sense. Short, descriptive briefing.
Visual 4
Apart from some misaligned textures I found nothing distracting. I did find the areas after the pipecrawling a bit strange. It felt like outside, but there was some kind of roof? Was that whole area meant to be the interior of the station?
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24 minutes ago, boissiere said:
Erm, you can get into that room from the kitchen.
Is that so? Gonna have to try again. It may be one of those instances where you look a thousand times and cannot find it and when someone points it out it's obvious
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This was a nice mission. As you said, not too big, just a 20 minutes romp in the winterland.
Gameplay 4
There were lots of places to go, to feel thiefy. Like up on the roof. Sadly I got frustrated that I couldn't enter the room with the key on the wall. A room with beds. The windows felt large enough for a thief of my size to enter but I couldn't get in. I already had enough loot so I gave up. Other than that the gameplay was balanced; not many guards/no restricting objectives and good places to hide.
Story 3
These kinds of missions do not need that much story, but enough info was given.
Visuals 3
The wintery skybox was nice and the spacey magic jumping section in the end was fun. Other than that it was fairly standard, but a bit rushed in some places with missaligned doors, but not bad considering I guess it was built on a time restraint.
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This was impressive on many levels!
Game play 5 stars
Everything went smoothly, no getting stuck on anything. I love all small details (that enhance stuff, without infringing upon gamepley), like the latches on boxes and doors, and small knick knacks. I love that you could move almost anywhere and get where you want without linearity/chokepoints. The possibility to choose your way is a big plus from me; you can take the high road, or you can search for all these little latches and hatches and sneak the sneak way. Lovely!
Story 5 stars
I have only played Volta 1 so I'm not familiar with everything but that didn't stop me from enjoying the characters and environments. They felt realistic and not over the top. All in all, it felt good to rob that Gordiff of his gambling/smuggler money!
Visuals 5 stars
Wow! This mission has a buttload of custom assets! I felt from the start, with the custom menu screen and the beautiful briefing/video that this is not your ordinary mission building looser crapdog, sitting in his basement, trying to figure out coding. This is some graphic designer or painter or somebody else with knowledge in the visual arts! Just that video and briefing must be weeks of hard work!
Somehow the guards/AI gave me an Thief 2 vibe, I don't know why. Maybe something about the design of the custom people. It felt disconnected with the ordinary mod, definitely in a good way! You're truly a King, mr Sal!
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Wow! This is what the thief games are about; Nice city scapes, a very open canvas for the player to roam (not just a one way street).
GAMEPLAY 5 stars
I really loved all the sprawling passages and roof top-routes you could take. Wherever I went there was somthing new to be found. The guard routes was balanced and there was "almost" too much shadows, which is good; It is frustrating to have extremely tight spots where you get spotted almost before entering the light. I had no problems with the climbing parts and the pipes worked like a charm to grab onto. There was also no places where I got stuck. The only critisism may be that some stuff was a bit hard to frob (the decree in the attic and some loot in some chests) but that is ordinary TDM stuff
STORY 5 stars
I implement all custom assets in here, as many of them can be categorized with the story elements. Custom textures/models/interresting readables and the real voice actors to voice the custom dialogue. Top notch! Even as most fan missions consists of "getting in and taking that special gobbilydingo", this was (for me at least) a unique take.
VISUALS 5 stars
Everything beautifully detailed with lots of (I guess, custom assets). No clean/barren places to be seen. Nice use of moonshine in the windows and this ties in with my love for sprawling city scapes with lots of dirty back alleys and pipe climbing and different ways to get where you want.
I often have problems just to relax and play as a player (since I mostly build missions myself and rarely play) and since almost every mission I play is supperior to what I can produce, I have a dirty habit of searching out errors in other missions to remind me of that "these people can also make mistakes" and this was one of those missions where the mistakes were almost non existant. There was some models popping into existance (the flower pots outside the manor, when coming from the church gate. I guess these are for LOD/optimization. And maybe 2, Z-fights. Other than that, there was no errors I could spot!
Good work!
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Still same.
Created a new log: https://drive.google.com/file/d/1OGuNsPOYxeNfgtAezdZnH2qk4JrwPQFL/view?usp=sharing
What does these errors do (they were there before and after reinstalling tdm_base01.pk4)?
0(28) : error C1060: incompatible types in initialization
0(28) : error C1056: invalid initialization -
Here is the file. Hope you can find something useful
https://drive.google.com/file/d/1E3yaf1XA1VIijnQA4QjmzcCFlkkLlGV0/view?usp=sharing
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On 10/17/2024 at 6:04 PM, nbohr1more said:
Please invoke reloadGLSLPrograms the condump graphics.txt and attach the condump file.
Sorry, tech noob here. How exactly do I do this?
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29 minutes ago, Dyger said:
That helped, thank you.
Now I have the problem that it is the wrong guy I demuffined? I poisoned the muffins in room 5 (Jason Stratton, mentioned that he want to do business in Flowerdale in the Kill order, and the guard captain's note mentioned that he want to do business? Again, did I oversight something?
I really love your mission, I am quite sure it is just me
SpoilerThere should be no target bearing that name, I'm afraid. He should be named Jasper Stratton (but there are other names as well. They are randomized.
Some spoiling
SpoilerHave you checked off the "Find out who your target is" objective? Unless that is done, you may not finish the kill objective.
Full spoiler
SpoilerFor the drugdealer contract, you need:
Find the sack of mandrasola in his room. (Could be room 5, 6 or 9.)
There are hints for in which room he resides in the Captain's room (name) and in the ledger (name and room number).
If you grab the sack in his room, you'll be able to check off that you know he is your target. If he's already killed, it will check off (and "Do not hurt innocents" will check off as "undone")
Hope that helps
TDM 15th Anniversary Contest RESULTS!
in Fan Missions
Posted
Thank you all for contributing and for playing! And a special thanks to Kingsal!