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DeTeEff

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Posts posted by DeTeEff

  1. 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.

  2. 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?

    • Like 2
  3. Spoiler

     

    7 minutes ago, hightide said:

    still trying to find 

      Reveal hidden contents

    evidence at the warehouse;

    seems like I will need a key to 

      Reveal hidden contents

    the vents and maybe also tongs and a crowbar?

     

    Some have had problems with the evidence (some bug), but you need:

    Spoiler

    Torturers log

    Greynards diary 

    One of Greynards letters

    Regarding the tools:

    Spoiler

    They are located in the lab, among the tools on the ground. 

     

    • Like 1
  4. 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 (

      Hide contents

    quite a few ended up in the river😁

    ).

    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

    Spoiler

    There 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 :)

     

    • Like 1
  5. 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:

    Spoiler

    After you have infiltrated the hideout and collected your necessary data, you may leave and explore the city at your leisure. 

     

    • Like 2
  6. 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 :D

    • Like 1
  7. 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

    • Like 1
    • Thanks 1
  8. 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:

    https://humanrightsembassy-my.sharepoint.com/:i:/g/personal/andrei_turcan_humanrightsembassy_org/Ee7ixODDcN1PvvyEazu6ac0BVM9Sg0cSqwQYKTtn1a0CFA?e=NzcGcz

    https://humanrightsembassy-my.sharepoint.com/:i:/g/personal/andrei_turcan_humanrightsembassy_org/EeKeIRiAi31OtA532dD8dQwBmyoqGfpfWIOdka2Z4ZvxnA?e=0hUeRp

    https://humanrightsembassy-my.sharepoint.com/:i:/g/personal/andrei_turcan_humanrightsembassy_org/EZmzCm4pgyFNhzFiNnKpghYB2QM5b2l1idZ-Z1r_uY8pFA?e=h1FiN4

    https://humanrightsembassy-my.sharepoint.com/:i:/g/personal/andrei_turcan_humanrightsembassy_org/EZzwfRljoxVInNykeQ5os6kBIor52nw9a3TKovC5dyo4eA?e=DBdovM

    https://humanrightsembassy-my.sharepoint.com/:i:/g/personal/andrei_turcan_humanrightsembassy_org/ESl7weQm3c1Jpgi7lPx3PocBWYhuglamOB1bHIU5rjdzoA?e=c5J0U3

    https://humanrightsembassy-my.sharepoint.com/:i:/g/personal/andrei_turcan_humanrightsembassy_org/EVyk1gKE-WJCuU6lwwuN-XEBHQ7yJ7GfJPpHEOd1XqpRcw?e=JUFu5a

     

    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...

    • Like 1
  9. 2 minutes ago, huntaffer said:
      Reveal hidden contents

    Yeah, thanks. I managed to find out before your answer. I thought the tongs is meant to disable the alarms, so I 've been searching on the wrong spots first.😁

    BTW . Is it possible to disable the alarm mechanism on the porcullis system ?

     

    Spoiler

    No, but if you take out the guard, noone will notice the blaring. Very good idea though, with the tongs disabling the alarm :)

     

    • Like 1
  10. 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 

    Spoiler

    You 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

    Spoiler

    There 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. 

     

    • Like 1
  11. 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 .

     

     

    error.jpg.fe447ee4daa5d699dfc48c7d3be68076.jpg

     

    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

    Spoiler

    and it checks if you've locked your home door. 

    It's one of the longest script in the mission. 

    • Like 1
  12. 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

     

    • Like 1
  13. 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... 

    • Like 1
  14. 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:

    Spoiler

    These can very much be opened, with the right tool.

    Spoiler

    There is a crowbar in the same box as the grate tool.

     

    Regarding the notes

    Spoiler

    You 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.

     

    • Like 1
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