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Posts
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Joined
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Days Won
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Posts posted by bwyan
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8 minutes ago, datiswous said:
Are these only in the video or also included in-game as subtitles? TDM 2.10 has a new subtitle system.
Unfortunately not at the moment. I might look into this for a future version of the mission.
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52 minutes ago, Cambridge Spy said:
Surprise last minute New Year's gift:
Thank you very much for making the video. Impressive that you took the time to make subtitles also
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@mango777 Thank you very much. I'm glad you liked it. Hopefully more will follow in the not-too-distant future
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4 minutes ago, NeonsStyle said:
Just mention the room is all you need
Thanks, but the room is already mentioned in the mission objective and the readable found in Braxton's office in version 1.0, so I think something else is needed as well.
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@NeonsStyle I think I will alter the objective description (or the note so that it specifically mentions a switch) in version 1.1. Hopefully this will make it somewhat easier. I will also see what else I can come up with to make it more obvious.
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11 hours ago, madtaffer said:
In what way you get the code from the diary? I got 3 codes depending how I understood it after consequent read.
Here's a hint
SpoilerThe first digit is a time of day. The second digit is counting something somewhere in the map. The last two digits are a story about zelmer when sick and he is also counting something.
I hope this is helpful
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@NeonsStyle Thanks very much for your nice words and I'm really happy you like it. More will definitely follow.
Regarding9 hours ago, NeonsStyle said:One issue. If you noclip into the secret room before opening it, you can't get out without noclipping.
I think the census is:
SpoilerFinding that book switch was a bit too hard
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@Bluehawk Thanks for pointing it out, I will make sure to correct this in version 1.1.
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@NeonsStyle I'm glad you like the mission in general, and yes rooms are generally a bit larger than average, so lighting is not the most performance friendly - although I have tried to optimize it as much as I could.
Regarding the vault:
SpoilerThere are two "special" rooms in the level. Both are hinted at in the readables found in Braxton's office. One letter is named "Evidence locker" and hints at a fake diary with clues to the evidence locker code that Zelmer has hidden somewhere in his private quarters.
The other letter titled "Hidden vault" talks about a secret room that can be found and opened somewhere inside Zelmer's office (adjacent to his private quarters).
If you would like me to be more specific as to exactly how to open each of these hidden/locked rooms, do let me know
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21 minutes ago, datiswous said:
What I had not figured out is
This will be explored further in the next mission in the series
21 minutes ago, datiswous said:Also, it's still not clear where this is coming from:
I believe you helped me find some crates that imploded when grabbing a bow leaning up against then. It's possible I've gotten your name mixed up though, so do let me know if this was not reported by you.
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@pwl, @joebarnin Thank you both. I'm really happy that several people like my mission
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4 hours ago, datiswous said:
I was flying a bit through the outside area (using noclip) and noticed there's a lot of detail outside of what is possible for the player to see. I wonder if that has an impact on performance. Maybe not because of visportals?
Yes and no. The two primary areas where this is true is Gatwick square and the garden. I have done as much as I could to limit performance-loss in both cases, like ensuring no overlapping lights and applying the 'noclipmodel' spawnarg to most if not all objects not reachable by the player. But yes, generally speaking those two "rooms" are larger than what is generally advised in the wiki and elsewhere, so some players may experience sub-optimal performance around there in particular.
This is something I will try to be more mindful of going forward and also something I could return to and improve in this mission in a future update if several players reports that those places in particular perform a lot worse than other missions generally.
Do let me know
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2 hours ago, tapewolf said:
The key assignments
It was indeed intentional that Braxton and Zelmer's keys both open many of the same doors with some few exceptions. I could perhaps lessen the crossover somewhat in a future update.
2 hours ago, tapewolf said:An optional objective
This is a good idea, but it depends a bit on what I end up settling on in terms of story for the second mission. In any case, I think it is unavoidable that I will have to return to this mission and do minor tweaks before episode 2 is ready for release.
2 hours ago, tapewolf said:Do we find out who has
Not explicitly so. It is hinted at, but I am pretty sure that it will become a bit clearer after playing through the mission briefing of the next mission.
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Just now, kin said:
Ok got it. Now I am having trouble finding the switch. I must be missing something obvious.
SpoilerIt is in Zelmer's office. If you would like me to be more specific, then please write me a PM
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On 12/2/2021 at 2:46 AM, bwyan said:
There are unfortunately also a few (primarily cosmetic) things that I have been unable to solve – at least for this release:
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The small church model used in Gatwick square has low-resolution textures applied
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@kin Thank you!
4 hours ago, kin said:I am having trouble finding
If you would like some help with that:
SpoilerI would advice you to carefully read the end of the "Hidden vault" letter in Braxton's office. You should also get a new objective after reading the last page which further hints at how to open it.
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@Goldwell and @Bienie Thank you both for your kind words. It means a lot, especially coming from other experienced mappers.
SpoilerIt was discussed quite a lot during the beta, since others also had a hard time locating the switch - especially in the earlier beta versions when there were no concrete clues as to what room it was even in. I had hoped adding a more descriptive objective would be enough for release, but I suppose the book switch was perhaps not the best idea after all.
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Oh, I forgot to show the console, above is version 2.10/64 #9684
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@duzenko Yup, now the mirror is working, but the shading issue has also reappeared on the silverware (I'm not sure if that is something you've been working on or not):
Another thing which I could mention (which is completely unrelated) is that my system mouse cursor is visible and overlayed on top of the game and if I move my mouse in any direction, the camera stops when the cursor reaches the borders of the screen.
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@Shadow Thanks! You were very helpful and also quite hard to keep confined inside the boundaries of the map. I'm sure you will find even more holes to escape through eventually
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@duzenko So I managed to compile the svn version (2.10 #9675, supposedly), but the issue still appears to be present with black mirrors mirrors (screenshot: far right) and visual glitches on the silverware (screenshot: middle and left) in version 0.9 of my FM:
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@duzenko I haven't tried compiling TDM before (I generally stick to pre-compiled binaries where possible).
I have had to manually compile DarkRadiant though, so I'd be happy to try it if it helps you out. Do you know if compile instructions for TDM exists somewhere? -
@JackFarmer Thanks for your kind words. Figuring out the timings were quite cumbersome with a lot of trial-and-error involved, but it was fun to do and quite satisfying when it eventually all lines up. I only hope that future updates to TDM won't mess with the pacing of animations. In that case I'd be screwed
Fan Mission: Cole Hurst 1: Eaton by bwyan (2021/12/02)
in Fan Missions
Posted
@thebigh @grodenglaive @kin Thank you all for your nice words. I'm glad you enjoyed it. I will hopefully be able to follow it up some time this year. No promises though