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LEGION

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Posts posted by LEGION


  1. Hey there,

     

    to play this FM in 1.06 last night was awesome!!!! I have AA and AF up to highest and everything else that is possible except res (1280x720) and it ran soooo smoothly!!!!! Great Job Biker & Melan!!! Also Great Job @ 'The DM Improvers', no stuck AI or any annoyance/immersion-breakers and finally a working Stealth-score, so '0' is best, and I always thought I sucked with this value. :)

    Too bad I played the old version, so I only spent two hours, but couldn´t figure out the bonus-obj. And there is still loot, as always.

    Can you get to the City Guard that is patrolling high on the wall above the builder compound?

     

    you find

    some evidence about a certain noble and leave said evidence in the drop box on the cloister wall.

    And regarding the cloister there are several ways into the place..

     

    Drop Box? I had the idea to leave a certain

    hastly driven note?

    in the room with the explosives. Guess I was on the completely wrong track. Have to search for that box again, but I can´t remember such a thing or a save in the Builder Compound (I´m referring here to an earlier post of yours, Biker), just a save in the

    noble´s basement.

     

     

    Anyway, I´ll never forget this mission, so many memorable sights that build up atmosphere, DM-art! :wub:


  2. First the quotes,

    then the votes.

     

    Has any body else found the

    way to the attic by flipping this switch?

    WayToAttic.jpg

     

    DAMMIT, NO!!! :angry:

     

     

    Also loved the secret room, I spent I think 15 minute in there just reading stuff and looking at loot and imagining all the things our good Captain has done.

     

    Is that room in the aforementioned

    attic

    ?

     

    I get the out of date errors with nearly half of the FMs. I dmap if they are for AAS32 or AAS48, etc., but I ignore the message if it is only for RAT paths.

    What surprised me was that the map leaked. I think I'll download it again, from the first mirror this time, and try it again. I'll dmap it anyway, but if it leaks, I'll try to fix the leak properly so there is a skybox around instead of the wall like I did yesterday.

    Did you tried 'runaas' only instead of a full dmap? I dmapped once a doom3-map after I added ambient light and got I leak too, but with runaas only the map was fine. But I´m a WinXP-user I should add.

     

     

    Gameplay: Excellent

     

     

    It was most fitting for the start of the Thomas Porter-series!! A simple burglary going bad resulting in the next mission! Because of that fact I didn´t assumed that I was able to 'block' the alarm. That wouldn´t fit with the next mission-briefing, Beleaguered Fence. I too took the window-entrance (after that I heard my inner voice: "Inside at last.") after evading the patrolling guards and found the scepter fast, but decided to search the house first. Good decision I thought after I found the alarm-room. That puzzle with the rods was really cool and I felt like the biggest genius after solving it very fast (~20 seconds) and the solving-sequence was very well made, only the door unlocked too early. But how was I confused as their was no shut-off-button, only Alarm-test? "Oh well, better leave that alone."

    The AI-patrol-routes were believable and intense, sadly, I too often saw two (once even three) AI´s blocking each other on doors resulting in one walking into a door, and the others standing behind and waiting for the walking AI to finally pass the door, but that would never happen without my interference.

    Except this immersion-breaker it was a blast! After I found the manuals I realized why I could solve the rod-puzzle so fast, that Scrooge only paid for Mark II, and then there was talk of not exposing the gears lest they get not blocked so I was again confused. "Could it be possible to 'shut off' the alarm?" So I tried with the nearby found padlock only (thanks Sotha for putting so much movables in your map!), but it would always fell down and because of my belief that it´s supposed to going wrong, I left it and instead began to clear the area with my black friend. No, I´m white, I meant my blackjack. biggrin.gif

    The crypt-riddle was also cool, I was there before and as I found the disc I heard myself saying: "I know exactly where to put this..." (you see, even while speaking I use my three little comrades..., can´t help it...) And hell, was I glad that there were no zombies THIS time. Three missions in a row would´ve been too much. (Even the ones in Beleaguered Fence were a bit off.)

    I´m so sad that I didn´t found the mentioned secret room, I love such details and it would´ve been nice to see a contrast to the display-cases and what they told of Knighton. Well, next time I have to play on Difficult (and evade/help out blocking AI´s).

    I had a great laugh with the "Where is my bottle gone?"-guy! He couldn´t rest, instead would search under his bed and a little table nearby while laying down in bed for half a second. I felt 'urged' to lay him down to sleep again.

     

     

     

    Appearance: Excellent

     

     

    The beginning was almost stunning with the 'hop over the grass-wall (what´s appropriate name for that?)' and the nice skybox and leaving guests. Sadly I wasn´t able to hear them, I guess I was too far away and stunned after all.

    BUT, there were too much bright textures, mainly the grass-wall! The house (that was a nice look) was ok, but around the house there was no 'feel of shadow'. A darker grass-texture and darker ground would´ve fixed that.

    Although it was nice to have a clear sky, the banding destroyed an otherwise nice view like in this screenshot: (also note the contrast between ground and grass-wall)shot00002g.jpg

     

    The house itself was very nice and fitted Knighton and how glad I was to see so much non-electric-lights for my beloved Water Arrow! But it was not as nice as Beleaguered Fence but still Excellent, the Lighting was responsible for this. And I missed swirling flies in the lavatory-area, god, I even walked over that stinking, slimy ... (since The Order Of The Vine (THIEF™) I always search in that kind of areas, though it´s so disgusting, boah, but someone could´ve lost sth...)

    A nice detail was the bread with the note, oh man, I would´ve loved to steal this bread and bite in it, but he must´ve nailed it so hard into the table, I couldn´t get it. ^_^ (I know, the dagger and the note would´ve stayed in mid-air, isn´t there a fix for this? You could´ve made all frobable, so the player can take out the dagger, the note, and then the bread finally gets frobable, don´t know how to set this up though)

     

     

     

    Story: Good

     

     

    I shouldn´t even vote this, because I haven´t seen every story-related stuff. Besides Knighton´s secret room I´m also missing that 'side-story' some of you mentioned. I only found the dead body and the hint that the sleeping guard with playing-debts must be responsible, but no hard evidence else so I´m surely missing a diary or sth like that.

    Anyway, the story I read fits as it is the first mission of the Thomas Porter Series and Good is still good, so, good job! :)

     

     

    Overall It was great fun and I will have even more when I try to ghost this, hopefully a cure for blocking AI´s will be found JUST IN THIS VERY MOMENT!!!! But also I have to say (although considering that I haven´t found all places) it was too short, shorter than the others. A little town-section where you get to the place would´ve helped but well, you´re the small-mission-master and showed why you deserve that title and I´m glad to hear that in the meantime you´re back at mapping and working on the Thomas Porter Series. Oh, I almost forgot. I very much liked the diary you put in the inventory, that extended the briefing but would´ve fitted better IN the briefing. I´m sure some players didn´t even noticed the diary! No word in the ReadMe of this.

     

    Finally, my stats: post-3744-129493699241_thumb.jpg


  3. Noisy,

     

    I forgot to tell you: your tapper sound-shader 'tdm_footstep_stone_jump_land' refers to a non-existant

    sound/sfx/movement/footsteps/player/stone_jump_land04.wav

    resulting in a jump-sound not played. (default-sound is silence)

     

    Also, the stone-set with that you started this thread (and I think ocn was referring to) would be fitting perfectly the upcoming Thief-AI!!!! :)

     

    And about the headphones, yeah, the doubt is spreading, maybe it was my imagination after all, I still would love to compare the 7.1-phones...


  4. Yeah, z-fighting is never visible on screenshots, but THANKS Sotha, Clipper indeed was what I needed, so easy. Who has 'Clipper is mapper´s best friend.' in his sig? Oh yeah, you... :blush:

     

    I´ll use that now always. Resizing dimensions can cause further trouble as I described in first post so I won´t try that anymore.


  5. On this spot here: post-3744-129466594332_thumb.jpg Without cutting the whole beam apart and changing dimensions, any method else?

    If I decrease the size in lowest gird-size, it´s still noticeable that it does not fit if light falls on it, also I get a gap behind inside the room.

     

    In UnrealEd I would merge the two beams so they are only one brush after(no intersections), but DarkRadiant tells me that merge fails because "result would not be convex".

     

    Is there not the opposite of 'substract'? Meaning that the brush is built only on spots without intersections?


  6. I don´t know if I found a bug: After picking up a body, and putting him down again, the player makes the same 'arg, hrrg...'-sound as he does on picking up and there is no 'bump'-sound played when the body hits the ground. I experienced that now in Fidcal´s Sound-trainer.

    I don´t think it was before like that... :unsure:


  7. The engine prefers ogg´s over wav´s right? Even if the shader speaks of wav´s only the engine would load the still existing ogg´s, so I might never heard the wav´s I created. After I deleted the oggs (I deleted also the old movement.shader in sfx01.pk4 before) I got ID SOUND ERROR. My files were mono and 16-bit, as the others already existing wav´s.

    Are the movement-footsteps somewhere else defined? I let the 'step_human'-ones alone, they are not mentioned in the shader, I only deleted the ones mentioned in movement-shader.

     

    Anyway, the oggs are definitely EAX-compatible as any sounds else. Even the AI-voices are affected, I can tell now. It´s just not very obvious, but that must be a problem with the EAX-set itself I think. I tested with the outside-preset, that should´ve the strongest effects.


  8. triple-post:

     

    Alright, I made some tests:

     

    there is no difference between ogg´s and wav´s! I added EAX into Fidcal´s Sound-trainer and f.e. wood and gravel are the same affected as ogg´s or wav´s! (I made sure that they are oggs)

     

    But the voices are not affected. As one builder spotted, äh, heard me I think I heard a voice-set that was affected, can´t be sure though.

     

    note: I lost nearly an hour finding out that the wav´s need to be mono... ^_^


  9. Hey, look what I found, there are no wood-steps for AI?:

     

     

    //uses D3 sounds
    ai_wood_footsteps {
    
    minDistance	1
    maxDistance	30
    volume		-10
    // no_dups
    
    sound/ed/player/steps/step05.wav
    sound/ed/player/steps/step07.wav
    sound/ed/player/steps/step09.wav
    sound/ed/player/steps/step11.wav

     

    These are the same as for stone. Why not use the player´s wood-sounds? Would be better than stone, just increase the volume via shader.


  10. Yes, jumping makes it very obvious!

     

    Ah, wait, I looked into the soundshader and the pk4, the walk-grass-files are wav´s:

     

     

    tdm_footstep_grass_walk
    {
    description "Made by GoldChocobo"
    // no_dups
    minDistance 1
    maxDistance 30
    volume -12
    
    sound/sfx/movement/footsteps/player/grass_walk_r01.wav
    sound/sfx/movement/footsteps/player/grass_walk_r02.wav
    sound/sfx/movement/footsteps/player/grass_walk_r03.wav
    sound/sfx/movement/footsteps/player/grass_walk_r04.wav
    }

     

    but the grass-jump is ogg, hmm...

     

    edit: when I change all the ogg´s into wav´s and delete the oggs, the engine should load the wav´s without me changing the shader-references, don´t you think? I´ll try that...

    edit2: Of course not. (I thought the engine would look for other sound-files too) Ok, then I´ll change every file inside the movement-folder into wav so I can change every .ogg in the shader with TextCrawler...


  11. What about a 2-mission-concept? The story from the first mission results in a second mission and votes decide how well it fits. So, every contester releases two little missions, but still, the contest-time should be doubled or even longer...

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