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Posts posted by Bluehawk
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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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Does anything happen after finding or is there any way to interact with
SpoilerMary's grave? It seems like a narrative thread that just fizzles out. As I was escaping through the sewers I even picked up the doll from the corner and brought it with me hoping to place it on the grave or something, but then the mission ended, haha.
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Most people have said she looks like Heather from Silent Hill 3.
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19 minutes ago, stgatilov said:
Which of the two updaters did you use?
Ah, this might be the problem actually. I followed the link on the official release announcement to download the new 'tdm_installer' linked here under Windows (32-bit) - https://forums.thedarkmod.com/index.php?/topic/20460-new-tdm_installer-and-dev-builds/
...But when I extracted it to my folder, the file had a "date modified" of 01/01/2000 (a little strange considering its "date created" is in 2021), so it got lost in the directory and looked like an old file. I absentmindedly used the older "tdm_update.exe" from 17/06/2020 which looked comparatively newer. That might be what caused the conflict in the first place.
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I had what sounds like the same black screen menu with working sound and an apparently functional cursor hidden from view that Jedi_Wannabe had after I updated my old 2.08 installation to 2.09. I tried deleting the config and other obvious things and it didn't work, so I put the updater in an empty folder and downloaded a fresh install of Dark Mod 2.09 to see if it would work on its own, and it did, so it's not driver-related on my end.... but now I need to download all the FMs again and rebind my controls. Rather than be foresighted and keep the old install intact for further testing, I unfortunately deleted everything but the screenshot folder and ported it over. Now I feel silly for being unable to help.
If you can't find out what's causing the conflict, consider this brute force solution (deleting everything and downloading a fresh install) as a last resort.
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You can access the Apothecary's...
Spoilerthrough the back door via Alderman Gardens; if you look for an open window on King Street due south you can pass through an apartment to a balcony and drop down, or you can hop across the roof from the assassin's balcony on Alderman Way; or you can come up into the garden through the sewers. The sewers also provide an alternative route into the Lower Street casino although it's very confusing down there.
The note mentioning Upper Bridge Street is meant to lead you to the assassin he hired, not to his present location. The confusing part is that it removes the objective to find Marlowe's location (which is added when you find his bedroom and library empty). The assassin's journal in her footlocker then tells you that he is in the "Arch Way Club". Arch Way has no other doors to check but the club's, so the clue is technically accurate (if maybe a little ambiguous, because the club is in the sewer).
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It's almost merciful though, because they would've had him reading an awful script.
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And maybe if you shine it in an opponent's eyes, they can be disorientated briefly like a weak flashbomb.
SpoilerOr not, but modelling a "bullseye" style lantern would put a nice Victorian twist on the typical flashlight functionality.
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The first time I played this mission...
SpoilerI missed the secret switch in the actor's dressing room and spent a lot of time exploring the other parts of the district, thoroughly learning where all the characters and points of interest were but I was completely dumb-struck about how to solve the objective. Finally I revisited the changing room, found the switch etc. and learned that in my playthrough, the killer was dressed as the pauper. So what did I do? What any good Agent 47 would do, I made a bee-line to the abandoned hotel where I knew the pauper frequently took shelter and lay in wait for him. I ended up waiting there, by the front door, on the stairs, in the bedrooms etc. for 5 to 15 minutes, banging my head against the wall before it donned on me that he was never coming. Apparently I had knocked out so many guards in the streets already that I failed to notice everyone was dead and by sheer dumb luck I did not hear the killer's voice or see him creeping around a new patrol route. I expected the revelation of his disguise to entail deducing where he would be based on his persona, but the real answer was supposed to be a shocking twist and I ruined it for myself with my over-zealous blackjacking!
So I fell in love with the mission's aesthetic, layout and concept... then my love soured pretty badly. But having replayed the mission and knowing the "rules" so to speak going into it, I have to say it's one of the better entries in TDM and it would definitely make any short-list of recommendations if I wrote one. I don't want to spoil anything for new players except to say that it might be in your best interest to go easy on the knock-outs.
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I don't know if it's been suggested already, but I thought it could be helpful to have the player's weapons and ammo (arrow types) appear on the inventory screen, maybe along the bottom opposite the loot at the top, or on the left-hand side opposite the scroll buttons (when the inventory is full of enough stuff). It would spare the player hitting all the number keys to check what they have and what the don't if it were just summarized visually on the inventory screen,. Maybe clicking on the ammo types with the cursor could also switch to that weapon/ammo-type like hitting the corresponding number key.
Here's a a crude mock-up of what I mean.
Spoiler
The exact layout of the text and icons isn't important, so long as it consolidates the information on one screen.- 3
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Spoiler
Does Carlo's heirloom dagger serve any purpose? The optional side-mission asks to retrieve his grandfather's bust from the strongroom in the bank, but alongside it tucked away in a corner is his dagger as well and dropping it under the bulletin board like the bust doesn't seem to do anything. It doesn't count as loot either, as far as I can tell.
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Spoiler
When you have all the letters from Marlow (one in his personal quarters desk drawer and three in the kidnapee's basement cell), you should read them all and then they should be replaced in your inventory by a new item called "Marlow's Letters", and the protagonist will comment that he's found enough evidence. The new bundle of letters item is still a readable and contains all the text of the separate letters, but now it's a quest item you can manually drop and position on top of the desk of Captain Wilkins as a physics object to trigger the objective.
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Spoiler
If you really need to tank damage through the fire trap, back track up to the island and behind the temple/ruin entrance there is a bright blue healing pool which will get you back to 100%.
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In the flooded waterworks, I found some bugs with the reflections. I apologize if these have been reported already. When standing in certain areas, some of the prefab objects, lights, particles etc. stop rendering in the reflection. The three areas I found were in the corner by the C1 and C2 switches, an area that extends a little into the middle of the room; by the three bulkhead doors around the machinery; and directly underneath the control room. Typically the archways and moss stencils continue to render, but the brick walls do not and neither do the coloured lights.
SpoilerUnder the control room is especially funny looking because you can see the walls, doorways and windows of the room above, but not the floor, ceiling or assets within it. When I first played this FM last night, I could see a bright blue skybox in the reflections (which is how I noticed the bug) but now when I go back to take screenshots, all I get is black. Go figure.
The rest of the mission looked great, ran well, and had just the right balance of difficulty I like (although I have no idea how you can snatch the coins off the table of the two playing cards without them noticing). A solid FM.
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On 12/26/2019 at 11:04 AM, kin said:
Thanks for this. The author names say everything!
The dream team.
I really enjoyed the special effects at the end and their implications about what sort of person Bolero is. His little adventure in Volta 2 might not have been so unusual.
SpoilerI also like how you basically inverted Santa Claus into a magical thief, and our dirty scoundrel Corbin ends up righting wrongs and doing good deeds in the night instead. The solution to the grain silo in particular had a suitably miraculous quality to it.
Also the river and sewers - any time a mission lets you go off the map gives me a magical feeling, like the first time I played Down in the Bonehoard and your map gets updated with a giant question mark. "Where hell am I now?"
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One piece of loot I saw but could not reach was
a bag of gold stuck to the ceiling next to the very long chain of a hanging lamp. I tried jumping onto the chain from the side-chapel, the balcony above and from the neighbouring columns, but I couldn't jump high or far enough. Are the stained glass windows meant to be climbable? I couldn't get up onto the window sill. I even tried knocking the gold down with a broadhead arrow but the arrow stuck in the purse as if it were wood!
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The haunted house was interesting, but the lonely shopkeeper was creepier.
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Oh, that's embarrassing. Apparently I can't read.
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Applefinger's note names 3 locations for gems and I found them all, or I think I have, but the objective didn't trigger.
The pond outside, the freezer box in the basement, and the workshop table next to the sleeping guard.
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This is a really beautiful and well-rounded mission with plenty of options for entry to the main objective and organic hidden objectives to discover. Not to mention the extra challenges, which I'm going to attempt now that I've run through the mission normally. This is an instant classic, I think.
I haven't found a Full Metal Jacket reference, but I have found a reference to the college antics of a certain Supreme Court Judge.
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The original 2033 had a 4-stage light sensor on your watch where red was completely visible, yellow was moderate, green was well hidden and black (no light) was completely hidden, but I found the AI to be very temperamental and they would spot you in a second from across a large room even at green. You were better off breaking line of sight whenever possible and ignoring the light system unless you absolutely had to cross open ground. I'm not surprised they streamlined it into a binary system for the sequels, because it felt binary in practice.
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I finally found the 6th secret I was missing. I thought at first it must be related to a certain "mist"-ical item that can be found down by the docks and spent a good hour trying to frob things with it, but it turns out it was just..
..an unassuming little flashbomb sitting above a work bench.
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I've found all the loot, but only 5 out of 6 secrets. Is that working as intended?
Is that portal in the magically hidden passageway just a teaser for Chapter 3, or is there some way to interact with it.
I only ran into one little bug. When I stand near to the statue in the intersection between the church and the tavern, the skybox flickers. If I move out of the intersection in any direction, it appears fine. Could it be z-fighting between two intersecting 'ceilings'?
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It seems to be working correctly. Active portals are green, adjacent inactives are red, and all others are are not drawn until you move close enough. No flickering or other visual aberrations on my end.
Here are two screenshots from the beginning alleyway in "A New Job", the new-ish official mission bundled with TDM.
I hope that's helpful. Cheers on the patch, guys.
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Hidden Hands: The Anomaly
in Fan Missions
Posted · Edited by Bluehawk
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.
https://i.imgur.com/TN6m2iy.jpg
https://i.imgur.com/n7OboVS.jpg
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.
https://i.imgur.com/U2XYf7m.jpg
https://i.imgur.com/iYVFmZO.jpg
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.
https://i.imgur.com/Ywhskmz.jpg
https://i.imgur.com/pnEq4zT.jpg