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V-Man339

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Posts posted by V-Man339

  1. I can't use an integral quest item in TD4: Alchemist

     

     

    Upon rebooting the mission I had 00:00:00 time and -1 saves.

    This doesn't seem as important as any of the other issues I've run into, but I still feel as though it's worth mention if there's a symptom in that of what I'm encountering.

     

    https://www.dropbox.com/s/j1ixrnxysba0h19/boop.zip?dl=0

    https://www.youtube.com/watch?v=6HD-b5s7WvI

    This noise happened previously during "Heart of Lone Salvation" when I rested the holy healing potion on... anything.

    I assumed it was due to Fidcal not assigning a sound to the item's physics but this is apparently an issue elsewhere?

     

    This also happens upon breaking the glass in "The Alchemist", as well as when I open the secret underwater door.

     

     

    Copy pasting these here from the beta test thread because as of the moment this is absolutely murdering my ability to finish this mission on video in the perfectionist manner I'm hoping to.

     

     

    Edit:

     

    You need to take some damage before you can use it, it's basically a health potion & you can't use it if you have perfect health

     

    This worked on the first issue, thanks!

  2. Edit: updated to proper savegame

    Save game uses "The Alchemist"

    https://www.dropbox.com/s/j1ixrnxysba0h19/boop.zip?dl=0

    https://www.youtube.com/watch?v=6HD-b5s7WvI

    This noise happened previously during "Heart of Lone Salvation" when I rested the holy healing potion on... anything.

    I assumed it was due to Fidcal not assigning a sound to the item's physics but this is apparently an issue elsewhere?

     

    Update: This also happens upon breaking the glass in "The Alchemist", as well as when I open the secret underwater door.

    • Like 1
  3. You said a level 1 alert (1 of 5), but I think you meant a suspicion alert (1 of 3).

    The level 1 alerts are ridiculous and unfair, but the suspicions (which trigger from level 2) are more about what we think is you've been caught out.

    (Level 1 they mumble and keep walking. In level 2 they'll stop and look over.)

    I mean whatever the player wants the setting altered to.

    Really, anything that helps a player understand just how much they've tipped AI off is helpful as an option to include. Right now every time I make a video for a mission I end up having to either

    • Finish the level using noclip, notarget and tdm_show_loot
    • Use tdm_ai_showalert 1 just to test strategies being feasible or not.

    An option for notifying the player of a goal they've set themselves isn't unreasonable so long as the user is in charge of setting the parameters themselves.

    I would know, I've done more than a few missions without level 1 alerts and have the video evidence to back it up.

     

    To be clear, I don't particularly mean this as an objective written in the screen on interface so much as a hard notifier of some kind in the background, game overs being an optional addition.

    Really as a concept this is purely for perfectionist nutjobs like myself, a game over on alert of player choice isn't something I'm opposed to so long as the player actively chooses to make it that hard for themselves (With a warning that this isn't the intended play method and a disclaimer that this flat out breaks some missions, like The Transaction), because it would help a lot compared to finding out the hard way in the results screen for a lot of people.

    This is largely I'd imagine a feature to make replaying levels more interesting to the majority of people.

     

    Needless to say no such modifier needs to be added for knockouts or kills since the player doesn't "accidentally" knock people out in The Dark Mod.

  4. So you basically want an enforced ghosting option that adds an invisible objective to the current map you're playing. If you get an alert, you fail the objective. I assume the mission continues rather than ends right there, which would be totally brutal.

     

    This could be added as an advanced gameplay menu option, with a slider that lets you control what level of alert causes the failure. So you could set the slider from 1 to 5 or whatever it is. 5 being easier, 1 being ultimate ghosting (probably impossible on some maps).

     

    As this is entirely optional and up to the player, you should be allowed to change the option mid-game, with previous alerts not counting towards the objective failure.

     

    Some missions might make it impossible for this to work as intended, such as ones where there are friendly NPCs or forced cutscenes where you interact with enemy NPCs.

     

    Another thing against this is that most of the time, you should be able to pick up on the auditory + visual cue that comes with a level 1 alert (such as a guard craning their head slightly and saying, "Huh?"). Once you know what actions are taken in response to each alert level, you would know that you failed even without an Objective Failed notice popping up.

    Agreed on all of it, 100%.

    This should be right next to visual and audio sensitivity if implemented.

  5. I feel like moss is worse to step on, lots of little bumps and it feels like I'm almost getting caught on some.

    Not sure if this has been altered in some way, but I can tell the soft shadows are amazing by comparison to the old ones.

     

    Some physics have changed in regards to movement, so this is definitely worth investigating.

    There is no doubt, moss arrows aren't doing their job now due to seriously nerfed movement speed due to the new physics.

    The video is to demonstate that I would rather creep on tile than move on moss now due to the unpredictably slow move physics.

    It would seem to be that I'm having to manually mount over every moss mound as though it were a physical object, creating a heavy traction where there previously was none.

    https://www.youtube.com/watch?v=8vAwQjw-Bho

  6. I can't use an integral quest item in TD4: Alchemist

     

    Upon rebooting the mission I had 00:00:00 time and -1 saves.

    This doesn't seem as important as any of the other issues I've run into, but I still feel as though it's worth mention and am wondering if you'd like the save for that as well?

     

    Edit: This was a problem unique to the level, apparently holy healing potions need for you to have taken damage to use in TD4: Alchemist.

  7. Wondering what the intended means to

     

    take the alchemist down is, I managed to knock him out but I'm just not seeing anything otherwise.

    As well, I seem to have run into a bug in which I can't ingest the holy healing potion?

     

    Will be posting the bug in the beta thread.

     

    There's also a large "boop" noise when I break glass.

     

    Lastly, are there any bonus objectives?

     

     

    Are we seriously intended to leave the alchemist and his smuggling operation for someone else to deal with?

     

     

  8. I'm not entirely sure whether this belongs in the bug section but I've noticed inconsistent behavior with regards to frobbing a particular key, easy sometimes, difficult others.

    I'm not sure if this is due to beta or not as I haven't played this mission in past versions, but suffice it to say due to the old nature of the mission I don't think it'll be a level specific fix and thus I decided to post it here.

    I think it may have to do with the opening and closing of the cabinet?

     

    https://www.dropbox.com/s/r51gjyyekql96yf/cant%20frob%20key.zip?dl=0

     

    https://www.youtube.com/watch?v=l070Or9iMA8

    (ignoring my choice of podcast is once again encouraged)

  9.  

    Some physics have changed in regards to movement, so this is definitely worth investigating.

    Try doing a crouched creep, walk and run.

    I don't think it's as smooth and reliable to jolt past people anymore.

    As well, I think the moss has been nerfed a bit, enemies now look towards me when dropping a lot more easily than before if I drop from rafters onto the ground.

  10. I feel like moss is worse to step on, lots of little bumps and it feels like I'm almost getting caught on some.

    Not sure if this has been altered in some way, but I can tell the soft shadows are amazing by comparison to the old ones.

  11. I thought you said this was 2.06? That video is 2.05. Not being able to frob purses was a known issue that should be fixed in 2.06. Are you still seeing the issue in the latest 2.06 beta?

    I feel exceptionally dumb now, ran update program and forgot to check if I was in beta for next version.

    How do I go about installing the beta?

    Edit: nevermind, read original post

    Apologies for the error and wasted time.

  12. You can just noclip, notarget over to the desk in the library.

    The thumbnail displays, with tdm_show_loot, which item is not frobbable.

    If you aren't able to replicate I can record a video, if that would help.

  13.  

    So the item isn't always non-frobbable in the mission? It's only non-frobbable if you do certain things?

    After testing I can confirm it's particular items, always.

    Have started PD2 and both of the known issue cases are still non-frobbable.

  14. Which loot items, specifically? Are they in a container (chest, safe, etc)?

    No, they're usually just sitting on a desk, sometimes they'll sit on a shelf that's part of level geometry.

    It is consistent which loot in which missions aren't frobbable, though, at least on some level.

    If I start a level and do the same things it ends up replicating the exact non-frobbable items. (See; that piece of loot will always be

    Edit: I added another save that I hope will help in the process.

  15. http://forums.thedarkmod.com/topic/18989-increasing-amounts-of-inability-to-frob/

    This entire issue, I don't think this has been bugtracked but forgive me if it has.

    So far I can't seem to frob loot, and only ever loot.

    Reliably happens to particular items on any given map, new to this version.

     

    I don't know how to log a bugtracker, so I'll be leaving that to you guys.

     

    A save with this issue on "The Creeps"

    https://www.dropbox.com/s/tesjnw71mpmn2uh/cant%20frob%20the%20creeps.zip?dl=0

     

    A save with this issue on "Thief's Den 2"

    https://www.dropbox.com/s/cv7yd0qieb6f2nf/another%20frob%20bug.zip?dl=0

     

    I think this one is Penny Dreadful 2, don't quote me on it, it's an older save.

    https://www.dropbox.com/s/y5d73parfg5eooy/cannot%20frob.zip?dl=0

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