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Bluehawk

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Bluehawk last won the day on May 13 2019

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  1. I think dropping ray-tracing into Thief 1 and 2's levels would ruin their designed shadows and make sneaking around impossible, but a new game built from the ground up with raytracing in mind could be interesting.
  2. No, you'll find the "skeleton key" in the hands of a skeleton.
  3. One problem I had when replaying this mission recently was that fighting the skeleton in the shop would sometimes attract the attention of the guards on the street, so I had to quickload two or three times just for that opening sequence. And also the guards walking through the rain and thunder don't seem to have their hearing appropriately handicapped, so the player is at an unfair disadvantage generally when sneaking through those noisy environments.
  4. I can tell you where Tobin's apartment is, if you really want to spoil the sweet and fleeting joy of independent discovery... Do not open this spoiler tag lest you be stricken with incurable melancholy. Now for your next challenge, find the secret skeleton key that opens every door and chest in the mission.
  5. I noticed a funny quirk in this mission due to the new female protagonist. Guards have an idle animation where they'll stretch their arms out to get the kinks out of their shoulders or whatever and play a grunt sound, but in the ai_sfx.sndshd file, one of the avaliable oggs for "tdm_stretch" is "player_tired_1.ogg". That file among others is replaced by the new voice actress, so occasionally you'll hear male guards gasp like a woman before going back to their usual mumbling and grumbling. Regardless, I think the actress did a good job nailing a balance between being hopeful for the future and maybe a little naive but also calloused by her life of crime, not just a gender-swapped Corbin/Garrett and not a retread of Zaya from T2X. There's room for character development if she appears in a sequel, maybe visiting Northdale some day
  6. To get through the checkpoint requires a more face-to-face solution than the typical thief scenario.
  7. I notice in 1.1 performance improvements generally across the map, roughly 10 fps better in the busiest areas and even 30+ in simpler interiors. I think I've found a broken readable though. In the "Moonlit Manse" there's a spilled book with four pages to read. Three of them are fine, but when I frob the right-most page, the 2D sprite for the paper doesn't pop up, and I suddenly can't frob anything anymore, nor open my inventory window, or mantle up on ledges. I can fix this by reloading a save, and the bug is repeatable.
  8. Intel Core i7-2600K, 4 cores, 3.40GHz ATI/AMD Radeon R9 390 (8 GB GDDR5) 32 GB DDR3 physical memory I prefer to play at my native desktop resolution of 2560x1440, with low AO, low soft shadows, stencil shadows, no AA, medium LODs. I know my machine is about 5-10 years old now in parts, so I don't really have grounds to complain. I think the "problem" might just come down to lots of particle effects and a little bit of over-draw in the visportals. Sometimes exterior meshes like distant towers bleed into the interior scenes. Here are some examples, with n_ShowTris on 0, 1 and 2.
  9. Well I didn't get terribly great performance. I was frequently hovering around 30 fps even in simple interiors, for some reason. However, this is one of the greater FMs ever released so far for the Dark Mod, in my opinion. It's architecture and layout, difficulty balance, unique gameplay, readables and lore, all excellent across the board. Lots of opportunity for alternative routes and solutions - for example, I finished the mission with three sets of lockpicks and two sets of "peculiar glasses". So many little stories to discover and threads left open to interpretation or maybe a sequel... It's also a great twist on the usual plague quarter mission. I scored it 5/5/5.
  10. On the hardest difficulty there's an objective forbidding knockouts and kills, but it doesn't seem to register for all NPCs. For example, the civilian in red on fleet st. or the cook and servants on the ground floor of the mansion can all be knocked out or killed without triggering the fail-state, but killing most/all guards works correctly.
  11. I wish the last time I interacted with him wasn't just to complain about some irrelevant point on emergent gameplay, that was maybe an annoyance he could have done without. My condolences to his family, and my respects to all the great things he created.
  12. My framerate jumped from about a steady average of 30 throughout the map to 50-60. Great patch. The mission itself is excellent too, by the way.
  13. I think the particle-based fog from the skybox (?) is being rendered accidentally everywhere and possibly duplicated. This is what I see in the opening exterior, looking up at the sky with r_showTris 1 and 2 respectively. And just down the shaft with the broken ladder, if I crawl into the corner of the little maintenance tunnel/platform and stare at a corner where there should be relatively little going on, this is the result I get with showTris. Notice that the particles are being occluded but still rendered. One last example: shortly after passing the first set of cameras, the entrance hallway with the bulletin board on the left and water tank on the right. In this case, there seems to be a lot of overdraw for level geometry, as well as the flurry of particles.
  14. I also find "mansion_tense02" and '02a" to be annoying ambient tracks, because of their high dynamic range from quiet to loud. Not only can it obscure necessary sounds like guards' movements and the player's own foot steps on surfaces, but it also interrupts my train of thought if I'm talking out loud
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