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Bluehawk

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Posts posted by Bluehawk

  1. On 5/3/2021 at 12:53 PM, JackFarmer said:

     

    Guys, I am sorry that it does not work on your end. 

    The opening scene outside the hatch is barely 800 DCs, below in the first room it is around 2,000 DCs and not really getting much higher in other places. Therefore, this should not put too heavy load on your hardware (my last mission was way more demanding in that regard).

    I am afraid I am at a loss when it comes to performance optimization. Maybe @nbohr1morecould help here if he has the time?

    @STRUNKOn a different note: have you finished your prefab for your bats? I would like to have these flying beasts for my next mission!

     

    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.

     

  2. 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 😄

  3. 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.

     

  4. 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. 

  5. You can access the Apothecary's...

    Spoiler

    through 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).

     

    • Like 1
  6. The first time I played this mission...

    Spoiler

    I 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.

  7. 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

    eJy7nfw.jpg


    The exact layout of the text and icons isn't important, so long as it consolidates the information on one screen.

    • Like 3
  8. 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.

     

  9. 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.

    Spoiler

    tl2E7yN.jpg

    GYHFD3Y.jpg

    Yg8RzAN.jpg

    RTQPHtA.jpg

    JDxhpjq.jpg

    BOf50fT.jpg

    Under 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.

     

  10. 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.

    Spoiler

    I 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?" ?

     

    • Like 1
  11. 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!

  12. 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.

     

    • Like 1
  13. 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.

  14. 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'?

  15. 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.

     

     

    FGbrrQM.jpg

     

     

    A2V9RLS.jpg

     

    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.

    • Like 1
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