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Posts
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Joined
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Days Won
30
Posts posted by Frost_Salamander
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10 hours ago, MirceaKitsune said:
I can confirm performance was very slow in the starting area, particularly when looking toward the buildings from the peer when you can see a lot at once: I thought this is because it's very open and visportals can't hide much, didn't think about the water shader
Just checking - do you mean slow in 2.13, or 2.12. In 2.12 it should have been good with a half-way decent system. Mine is a 3 year old mid-range PC and it didn't go below about 95 FPS in that section. With shadow maps I was getting around 160 FPS. Also no beta testers mentioned anything, so I wouldn't say it was 'very slow', unless you mean in 2.13 which it was.
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I've released an update for this, details here: https://github.com/FrostSalamander/lt3/releases/tag/4.0
The main change is to the reflective water material, as it was causing a performance issue in 2.13. This new version includes a new material from @nbohr1more which looks the same but doesn't cause performance issues.
The release also includes a couple of bug fixes and gameplay improvements. It should be in the mission database soon, but here are download links in case anyone wants them:
Proton: https://drive.proton.me/urls/FTE3WRST48#yvnLUZBtBpDD
Github: https://github.com/FrostSalamander/lt3/releases/download/4.0/faffairs.pk4
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4 hours ago, Mezla said:
@Frost_Salamander, thank you so much for help. I'm afraid, I have to ask for more:
for the life of me I can't find the way to the part of Ministry of Defence where the sword is. I see the window I can open from the very top floor of Ministry but can't go there unless I start flying/noclipping (*screenshot 1*)
I also noticed there is a ceiling window in one of the closed offices but again - I was able to check it only by noclipping. (*screenshot 2*)
All doors seem to be opening from the inside. Help, please, this is the last area of the map I can't find access into.
SpoilerIn screenshot 1, you can open and climb up into that window by standing on the light beneath it. That will also lead eventually to the area in screenshot 2
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On 10/23/2024 at 12:13 AM, Mezla said:
...if only that pesky red book I am supposed to tug be more visible. I'm stuck in this room forever. Even used the poor imam body to block the door, but even that didn't make it work. Clicked all of the red books on the top shelf as per note and still can't deactivate the trap. Help, please
Do you still need help? If so:
SpoilerThe book is on the shelves to the right, 3rd shelf from the top. However it only becomes frobable after you read the note in Salim's garbage bin. It's still hard for people to find I think, so I may make it easier in an update. In Boy Lag's playthrough on YouTube he really struggled with it.
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On 10/16/2024 at 4:16 AM, MirceaKitsune said:
Finally finished it! Beautiful yet difficult FM, both in terms of navigating and finding objectives. Took me precisely a week, had to noclip and look for hints to get many things done.
Got 4817/6071 loot, 4 bottles. Not bad, was expecting even less for something of this complexity.
I have one big curiosity though...
Was this guy supposed to die, like scripted to when finishing the main objective? Because he was alive before I went into the ministry of defense, then I found him like this just after I stole what I needed then exited and went through his home. At first I thought agents were sent to kill him, now I suspect he glitched off the stairs. As you can see his eyes are open so he's dead not knocked out, and I couldn't have done it since there's a no kill objective that would end the run.
Hi -
SpoilerThat is Zayd I believe, in the Grenville's house. No, he's not supposed to die. I guess it's a glitch? As you say if you killed him the no-kill objective would have failed.
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I just tried and was able to login no problem.
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12 hours ago, MPMcguire said:
Hi guys. Just started playing this mission. I'm not sure how to enter the buildings. I managed to scale the rope and get into an area with barrels and boxes. Got some gold there too but I end up going down the stairs to a door that I can't pick open.
Can someone please advise ??
Hint:
SpoilerThere is a note on the ship that you start near about cleaning mushrooms off the ship. See where that leads you.
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15 hours ago, TheUnbeholden said:
This is one of the hardest missions in three areas. First it was the starting area, took me ages to find out how to get inside the fortress, maybe it was may bad for not looking everywhere but still, should have been a little easier to spot.
I managed to get inside the Ministry, tough one but I managed it, there is a office area with a safe that is off limits with no way to get inside. Doors are bolted from within those areas.
On top of that I also have no idea how to get into the officer's lounge to get that stash.
Hi, if you still need help:
Spoilerministry safe: you need to get there using the air vents (see the openings in the ceilings). To get into them, look for a washroom somewhere in that building
Officer's lounge: You can get to the upper lounge floor from the balcony outside. Look for the ship pole thing next to the railings and climb up from there.
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26 minutes ago, Keyring93 said:
I am a newcomer to using the Dark Radiant editor, does anyone have any tutorials on how to begin my first mission, room creation, lighting, character placement, object placement, in-game readables and stuff like that?
You can start here: https://forums.thedarkmod.com/index.php?/topic/12558-useful-important-editing-links/
Specifically, I recommend Springheel's new mapper's workshop: https://forums.thedarkmod.com/index.php?/topic/18945-tdm-new-mappers-workshop/
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16 hours ago, CountMorillonite said:
The Rune
Second time around I can't find the Rune. Usually I Save when I come across something like that, but not this time. It was a pick up maybe half way through the mission, but there was a 2 day gap between when I had it in my inventory and when I didn't. I covered a lot of territory in that gap but can't seem to "re-find" it. It's not where I thought it would be. Help !
The rune is located...
Spoilerin Salim's office in the mosque, on the desk. If it's not there, there is a bug (like maybe it fell through the desk or something?)
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1 minute ago, jonri said:
@datiswous@Frost_Salamander, would simply preserving the rotation rather than resetting it be an acceptable fix? I don't think that would be too hard to do. Different models consider different orientations to be the "front" so it would be much harder to try to automatically determine an optimal view for each model.
I think that would be helpful regardless, because the rotation thing happens to everything and not just paintings.
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I've never actually played any of the Resident Evil games, ever. Is it worth getting them for the experience? What kind of game is it? What will the controls be like (i.e. will mouse/keyboard work I don't do controllers)?
I tried watching the video on the GOG site but all I saw was that cheesy intro movie for RE1.
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22 hours ago, Bergante said:
mmmmh?
just played it again on V3
? is it intended ? --- or an unserious Bug on my Playthrough ?
at the end - in the office where the report is received - the officer sits in his chair and does not move .
so you have to knock him out !when this happened to me - i got angered - and shot him down (so i thought !)
but the first arrow just passed his head - leaving a bloodspot on the wall behind him -
the second shot did the job
Surprisingly funny --- but not to reproduceSounds like a glitch. Sometimes AI just get stuck for whatever reason.
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3 hours ago, datiswous said:
I brought this up in Discord the other day. Apparently it's something to do with the origin of the models, so any fix would have to NOT change the models themselves. I will raise an issue for it.
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3 hours ago, joebarnin said:
How do you determine if the player can see an object? There are a bunch of script methods (canSee, canSeeExt, canSeeEntity, canSeePositionExt), but they only work with AI objects, and the player isn't an AI.
Maybe something with stim/response?
Maybe have a look at this? https://wiki.thedarkmod.com/index.php?title=Triggering_events_when_looking_at_something
It also links to a video where he explains how it all works.
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2 minutes ago, CountMorillonite said:
Yes, although...
Spoiler...maybe try reading the paper first. It doesn't really change anything except perhaps change the flow of events.
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17 minutes ago, CountMorillonite said:
In an unrelated question....
Are the Safe House Letter + Prison Key always located at the same spot, or do they migrate. On my second time around, they were NOT where they were first go through. I'm thinking I have to trigger their appearance but haven't done it yet.
Hi yes the safe house objective becomes visible and spawns those objects in the same spot but it is triggered by events. There are at least 2 things that will trigger it:
Spoiler- killing Coates
- reading the newspaper in The Review offices
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55 minutes ago, High John said:
The Mage's place:
Just remembered(!):After I got in, I started exploring upstairs. Though one of the guards heard me and was looking for me.
I ran downstairs and hid in the room with the fireplace. The guard followed me down, and - killed the mage.I presume that wasn't meant to happen?
Hi,
SpoilerAre you certain the guard killed the mage? Like did you see it happen? The thief that was trapped in the prison cell can kill the mage if you let him out - are you sure he didn't do it?
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OK there should be at least one character in this video that everyone on here should recognize:
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10 hours ago, CountMorillonite said:
Hi - hint:
SpoilerI'm guessing you haven't been to Cook's apartment then? It's in the same cluster of buildings as the safe house. You can see a balcony for it on the west side of those buildings, facing the Coronet. There is the landlord (named Anderson I think) and also Daryl's apartment. You can find what you need in there.
If you've already been to the safe house you know how to get up there. If not, you can climb up from the east side of that building and enter through a window.
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36 minutes ago, irisx said:
Just to confirm that I've also hit the window squeeze-in bug, it happened both in the restaurant and also
in a similarly-shaped window of one of the top-level apartments, I think it is the one where you're normally supposed to sneak in only through a small opening over a ledge on the other side.
Thanks for reporting. Would you be able to send a screenshot of the 2nd instance you mention? I can't picture where it is with that description :-)
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8 minutes ago, High John said:
Great playing experience, and a visual feast. (Not to knock missions set in slums or ruins, but still.) Nicely demanding. Some general feedback.
1) Stuff I needed to get a hint for:a) Mosque archives being in the basement. I feel a hint in a readable would've been useful.
b) Hidden switch for Spencer's archives. I knew it was in the apartment somewhere.
c) Getting into Jerry's Jewels.
d) Getting into Mage's property.
e) Vineyard. Only because I didn't realise it was there. Once I saw mention of it, it was straightforward to reach.I don't mind some stuff being too difficult for me, but thought it would be useful to know which bits were.
2) Stuff I nearly needed a hint for:
Officer's Lounge.This was the only time I found the map useful. Having been almost everywhere, the map helped me know which area I needed to revisit. It helped I had been through the War Room once, hadn't found anything, but felt it must be there for a reason(!)
3) The (drawn) map:
I like incomplete - and sometimes badly hand-drawn - maps. It is more realistic than 'Deus Ex' maps for The Dark Mod world.
a) Except for the area mentioned in 2) above though, I found this map too broad-brush to be helpful.
b) I do get mildly frustrated with missions where I can't really tell if I have been everywhere or not. I end up going over the same areas 3 or 4 times, to see if I haven't missed anything. And I still don't know(!) I don't know if that's a problem with the drawn map, or just the way everything was put together in 3-D.
4) The restaurant top floor:I appreciate one wasn't meant to get inside, just lean in through the windows. But I did once somehow manage to squeeze in through a window. And then I couldn't get back out!
Excellent work!
Thanks, that's great feedback.
I do apologize for the map, I know it's garbage. But it's like that because I can't draw, not because I'm trying to be clever and give people a crap map to make it 'challenging'. Also it would have been difficult to draw a good map for this FM because of all the verticality. Personally I love it when an FM comes with a really good map. I might have to somehow bribe someone else to do one for me next time or something...
That's interesting about the restaurant window - that shouldn't happen and sounds like one for the bug list. Thanks!
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1 hour ago, High John said:
Hi - hint:
SpoilerThe way is to the shop is NOT via the ground floor where you are looking. Look for another way into that building on the upper floors.
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On 6/13/2024 at 8:44 AM, Thief Joe said:
First, congratulations and many thanks for a fantastic mission!
And now, my two trouble spots. I've played almost all the way through the mission, but there are still a couple of places I can't access.
1.) I have no idea how to gain access to the Officer's Lounge!
2.) I have no idea how to access the restaurant office. I've heard there is a crawlspace to get there and that there is one of the forbidden wine bottles hidden in said crawlspace. But I can't find the crawlspace!3.) There is a bottle in a window near the ministry? Can't find it!
Please help with these when you have time. I've enjoyed all your missions thus far and I can't wait for more!
Thanks!
Hi and thanks for playing! If you still need help, read on. These are straight up spoilers:
Spoiler
Use of areaLock spawnarg
in TDM Editors Guild
Posted
Yeah I'm aware of the use cases - I mainly used it for particles and preventing models from showing up through walls. The point of the thread was to reveal why it was even created, as the thread I linked contains advice from @stgatilov to NOT use it at all: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/page/10/#findComment-490707
If that's the advice, an explanation is needed and the Wiki updated.