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Posts posted by DeTeEff
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Hello!
I'm working on a fog heavy map and have encountered a problem regarding visportals. If I look straight into the visportal and back away, as the fog gets thicker the portal closes as the fog engulfs it, ie the fog gets so dense that the engine deems it to thick to be seen through. This sounds like a good thing, but the thing is, even if the fog is so dense, some stuff will still be visible through the portal, like light cones and hazy effects. But the engine lets the fog thickness take precedense and closes the portal anyway and this abrupt closure of the portal makes a jarring cut between a dark area and pop up of haze and stuff. I have tried func_portal on the visportal to try to override the standard range but it doesn't work.
Any idea folks?
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Same here. I love that at least somebody else has my setup, with the 3D-view in the left corner and then all angles in the other three
Sometimes I get the feeling that folks only work in one orto-view and use commands to turn it around...
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It was some years since I finished that mission, but if I recommend correctly I created three different starting locations and used the "diff_N_nospawn 1" spawnarg on each to delete the ones not appropriate for that particular difficulty.
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On 1/13/2023 at 7:21 PM, datiswous said:
I dare you to make a mission intro with your painted minitures.
Haha, I thought it would be more interresting with an intro with the little rascal. A mission in the vein of Little Big World perhaps
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Oohhh, Bohr with another interresting contest suggestion
I just wanted to pop by and see how the mod is going. And I saw that the devteam with that crazy dude Stgatilov has sent out 2.11 for beta! My belly rumbles and my legs itch for map building! It seems now that one have to relearn lots of stuff because now you can do much more advanced stuff than I learned in the beginnig. Volumetric lights and crisp textures and much more advanced stuff than my fragile brain can comprehend.
I'm intrigued to start mapping again but most free time has been spent painting miniatures and with a 6 month old taffer in the house and lots of RL-issues (searching for a new house mostly) that's all I can do for my own time at the moment.
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Spoiler7 minutes ago, hightide said:
Some have had problems with the evidence (some bug), but you need:
SpoilerTorturers log
Greynards diary
One of Greynards letters
Regarding the tools:
SpoilerThey are located in the lab, among the tools on the ground.
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On 8/27/2022 at 4:39 PM, grodenglaive said:
That was a different and fun mission. I liked navigating through the crowds - I hadn't seen that in other fm's. It was quite challenging at times, especially during the "follow" section. It was VERY challenging trying to get back home after completing the objectives. I did notice an issue with guards seeing bodies that were stowed in the dark though - I had to make sure to put them in an area that no one ever ventured into (
).
Sorry for late reply. To boggled up in toddler duty at the moment...
Glad you liked the mission! Yes, I believe the years of optimising the engine (as well as better hardware) has made it more feasible to add crowds in this game. I don't play much missions myself so I don't know, perhaps I'm one of the first to try to implement it.
Regarding the discovering of corpses
SpoilerThere is a counter that checks your level of violence and if too much violence, more guards will be added and some of these will be carrying torches so there are in fact not many places to hide the bodies. These guys are spawned all over the map and scour their premises for suspicious activity. I assume that it was a torch guard who found your old sins
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3 hours ago, tapewolf said:
I liked this. It was surprisingly large and complex and there's probably a lot I've missed while following my target. Mercifully I didn't encounter the segfault problem other people were seeing on this mission, though that happened quite a lot with "Adventures of Thomas" which I played afterwards.
Thanks for providing so many mines as well, I spent far too much time setting traps for the courier. Turns out six mines is not only enough to blow the corrupt official to pulp, but it can also blast you clean off the balcony into the bargain.
Regarding exploration:
SpoilerAfter you have infiltrated the hideout and collected your necessary data, you may leave and explore the city at your leisure.
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2 hours ago, Spyrano said:
Don't think I've played a TDM mission with such a lively, lived-in, squalid (that's a compliment) city.
Glad you liked it! I tried to create a city with lots of different styles as you progress through the level, from slums to posh mansions.
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7 hours ago, gokudo said:
Had a bit of Thief meets Time Crisis vibe to it earlier which was interesting. Loved the new accents the most. Nice change from the usual old voices they keep rehashing.
That accent is from a very talented actor. Had to fly him in, via helicopter, from some far away country. He wasn't cheap to hire. And he requested a Tobleronebar as payment.
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29 minutes ago, Amadeus said:
I just finished this FM last night, and it was a ton of fun! I absolutely loved your city design and city atmosphere. It's nice that you took a step away from TDM's tried and true "doom and gloom" aesthetic and made a really vibrant city. It was a wonderful combo of original brushwork and modules, I really loved it. Great work!
Glad you liked it and also glad you could enjoy it without annoying bugs it seems
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2 hours ago, JackFarmer said:
The fog is great, much better as in the first beta and adds significantly to the mission's mood, congratulations!
Great idea:
I have never seen that before, oh and
Can you teach me how to do that with skeletons or bodies trapped in cages?
Glad you like it! I don't think I ever changed the fog from the first beta though
The hanged man is an unique entity def thing. I downloaded the necessary files from the forums. Sotha was (at least) one of the creators. Bottom line, it's not an ordinary rag doll with a rope attached. I don't know how to create a gibbet though...
Here is the package.
https://drive.google.com/file/d/0BwR0ORZU5sraX3k2QWhZZEt2VUU/edit?usp=sharing
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19 minutes ago, Anderson said:
Love the linear, long progression of the mission. Very smart and good use of light through the level. The crowded places proved to be somewhat of a challenge. Mostly it's about navigating certain areas and getting through scripted scenes. Especially where the entrance to the Pub where Clerwick is. But subtitles usually help to understand that we're supposed to wait.
Clerwick wasn't exactly sipping wine neither unlike the drunk near him
Wanted to report an instance where I was stuck in one of the poor slum tenants rooms with cluttered items. I was lured by shiny gold plate of loot but got stuck on the broken bed. Can this be fixed? Screenshots:
Glad you like the mission!
Damn, I thought I hade managed to rid those sticky places. Well, well, when you're building irregular stuff one's bound to get stuck, even though I added collision meshes to try to remedy that. I found another sticky place on a roof when I streamed the mission the other day btw... Just have to noclip out of it...
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2 minutes ago, huntaffer said:Spoiler
No, but if you take out the guard, noone will notice the blaring. Very good idea though, with the tongs disabling the alarm
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8 hours ago, huntaffer said:
Hi DeTeEff
Thanks for commenting, I suspected this to be a bug . It's funny and weird.
You mean at mission start I need to lock my home door ?
Do you think a fix is possible ?
Very good mission. When I started to play it, I thought this is below average quality and gameplay, but man , this changed very quickly when I reached the pub scene and started to follow Clerwick.
The Roughboys' hideout and the perimeter is very cool. I do not like the horror part of the story , but apart from that 5 out of 5 stars.
Awesome work.
Glad you like it!
The script resets a lot of stuff in the city (respawning downed guards and adding extra guards if you've downed a lot, depending on difficulty). The trigger box that fires the script is located by those stairs in the service tunnels/sewer area.
Regarding the home door
SpoilerYou don't have to lock it, it's just a funny little easter egg I added, that occurs if you don't lock it.
Regarding the horror elements
SpoilerThere are no more than some gruesome details in some readables and despicable behaviour by some people (torturing women, displaying them in their bedroom etc.) But there's no supernatural elements or something like that.
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5 hours ago, huntaffer said:
Hi DeteEFF & taffers, please help, maybe I found a bug that needs a fix.
I got a segmentation fault when leaving Greynard's place, after the main objectives were completed.
Screenshot attached with the exact location, passed through some watery area and where are some stairs appear .
I managed to "noclip" through the beginning of the stairs and I can continue my leave from the tunnels.
"You forgot to lock your home door. This could be a bad thing...
signal caught: Segmentation fault
si_code 128"
That bug seem to come from the script that repopulate the city after returning from the Roughboys hideout. It's called restore_city and checks for how manu guards and which guards/civilians have been downed
Spoilerand it checks if you've locked your home door.
It's one of the longest script in the mission.
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1 hour ago, datiswous said:
Btw. During the following Clerwick sequence it is handy to have more quicksaves, I think. You can set the amount with:
com_numQuickSaves N
So for example:
com_numQuickSaves 6
To get max 6 separate quicksaves
I don't get this? I have not added any save restrictions?
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1 minute ago, NeonsStyle said:
...mostlty because of the brazier near the bottom of the stairs.
How nice then the player is given water arrows then
Or do you mean the electrical light outside the small stairs to the church main entrance? That small passage before the little alcove where the acolyte emerges?
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10 hours ago, NeonsStyle said:
This is one of my pet peeves of some of the missions of late, where AI are super sensitive to both
visuals and sound. Given how easy it is to adjust these in the level, I have to assume it's something
deeper that is causing this issue. It's really breaking the ability to sneak when you can't sneak past
a guard quitely on carpet or in dark shadow. I don't know if this is a 2.10 problem or a mission problem,
but since I've seen it in the last few missions, I'm thinking it may be a 2.10 problem.
I have done nothing to the acuity of the AI. They should be vanilla as far as I'm concerned. Personally I play on
Vision Forgiving
Hearing Challenging
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Maybe the foglight has something to do with it... Will check tomorrow if I get the time...
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I just streamed when completing the mission on Calm settings. The VOD is her for anyone to see, with my disgusting broken english
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25 minutes ago, kin said:
I face the same issue with the non "ticking" objective after reading everything mentioned. Although I loved the mission and specifically the gameplay. Would realy like to see a bigger mission in the future with those qualities.
Glad you liked it. As I said before, I have no idea why it doesn't tick off. I plan to record a video of me playing the mission, perhaps even stream so I can show. With so many people having issues and me cannot replicate them, I almost feel like a fraud...
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19 minutes ago, NeonsStyle said:
This was quite a good mission. I really enjoyed the trailing the target right through the whole map, having to pass places I wanted to explore n leave them to later was very cool. The concept of the guards increasing as you took them out, and raise their level was also very cool idea. Not seen that before.
However it does have some problems. I felt it wasn't really finished, as there were large areas without any loot, locked doors with nothing inside. In the warehouse area lots of crates that can be frobbed but not opened, and have lootable goodies inside (noclip peek). Never found a way to open them. I also never found the final note despite searching over 3 days going back over it. In the end I had to use the test area to finish it.
Still, really liked the idea for this, would've been nice if you'd hung onto it a bit longer and finished off the loot gameplay. Maybe in a future update. That would make it worth multiple play throughs.
Thank you.
Thanks for playing!
Yes, some areas are a bit barren, like somebody mentioned the starting section was a bit devoid of loot.
Regarding the frobable boxes:
SpoilerThese can very much be opened, with the right tool.
SpoilerThere is a crowbar in the same box as the grate tool.
Regarding the notes
SpoilerYou need three parts of the evidence:
Greynards diary located in the safe in greynards office.
The Torturers Log located in the interrogation room.
Any of the letters from/to Clerwick, located in the desk in Greynards office.I don't know why but another player hade problems with the objective checking off as finished. I have tried several times and as I pick up those pieces AND read them, the sound cue is played as it should and as the third and last piece is done, the objective checks off.
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Visportals and fog
in TDM Editors Guild
Posted
No, that only affects the skybox so it doesn't get fogged. The portal still closes as I move backwards...
If there was a way to force the portals to stay open, then I could close areas the player has left with switches and func_portal-entities.