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roygato

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Posts posted by roygato

  1. On 12/22/2021 at 1:40 AM, Bienie said:

    Thanks for the detailed feedback! Sorry the ring eluded you for so long, I didn't provide much in the way of hints for it, but I figured most players would break in to the neighbor's place at some point and find it.

     

    It's just a little unfortunate placement for it. :awesome: If you don't find it right away, you may never go back. I visited the room as soon as the mission started, just didn't open my eyes.

    On 12/22/2021 at 1:40 AM, Bienie said:

    There's definitely a lot of random breaking and entering that pays off in my CoS missions. This one is certainly no exception.

    It's like your style at this point. Just revisited CoS 1, did not remember it having that stuff in there too.

    On 12/22/2021 at 1:40 AM, Bienie said:
      Reveal hidden contents

    Hah, indeed I think Varg was out burning down a builder outpost that night :D it was hard to choose only 4 black metal icons to put in the map...

    I definitely know what you mean about it being better when the player can find it a bit more serendipitously, but as a mapper I have to also consider the time I put into parts of a map that only very few players will ever find. That's why I made it a little more obvious to attract more players attention to it. At the same time I know one of the coolest feelings in a map is stumbling upon something that makes you wonder if anyone else found it before. It's a hard balance.

    Totally get it.

    On 12/22/2021 at 1:40 AM, Bienie said:

    As for the bugs/notes;

     

      Reveal hidden contents

    Abbath's chest is a known troublemaker. A lot of players seem to run into the opposite problem, where the contents become unfrobable when the chest is open. It's on my list to change this to a regular footlocker when I update.

    Were you able to frob the money through the cashbox lid in the pub, or did you open the cashbox and then frob it through the cabinet door? If so that's not exactly a bug, just a minor oversight.

    The frobbing of the gas arrow I was aware of actually through my own testing. I could not for the life of me make it not grabable through the wall. I just gave up and figured nobody will find that bug! I guess you found it though ^^

    It didn't even occur to me that the zombie should be exempt from the kill objective. That actually would make sense and I just forgot about him in his cage down there. The problem is that he is on the same team as the cultists so that they don't freak out at eachother.

     

    Spoiler

    For the pub cabinet/cashbox, I don't remember right now, I'd have to check it again. I could at least frob the cabinet door from the opposite side of the desk, and then frob the cashbox open through the whole thing as well.

    I was trying to get the zombie kill one of the cultists for me, no wonder it didn't work. :awesome:

     

    • Like 2
  2. Pretty impressive, for a first mission nonetheless. I only wished there was even more to it, the mansion was just ripe for plenty of secrets and such. The city blocks also seemed like a lot of effort for not a lot of gameplay payoff, but the world-building is definitely better off for it. I did enjoy the developments that do occur. The little details were also fun, such as the various conversations, NPC encounters, and the custom voice acting. Very stable too, didn't see any technical issues.

    I'm not a fan of forced no-knockout, but I'm glad almost all the lights were candles to offset it. Not to mention all the light-switches. And as mentioned, the mansion is massive, so avoiding people wasn't particularly difficult. Or who am I kidding, there was a good old AI brawl before I was finished, thanks to there being like a hundred of them.

    Good stuff, hopefully we'll see more by you in the future.

    • Thanks 1
  3. Somehow this took me three hours. Chased that fucking ring for probably half of it.

    Other than that, you know it's a Bienie mission when most of the content requires climbing through apartment windows. A lot to do and find again, just fun stuff. The side content was particularly amusing, namely the

    Spoiler

    cultists' hideout. I guess Varg wasn't invited to the 90s reunion.

    Speaking of which, why did we just leave the girl in the cell?

    Also, I'm a little sad that this part of the story was objectified by the Detective challenge. I feel like some of this side stuff is more effective when you just stumble upon it. This one got too verbose, "go to this guy's house, go to the sewer, go to Fenriz' house which is located here, find the secret in this exact spot". I feel like especially when it's optional, it's fine to let the player work for it.

    I had a few of what I might consider technical issues. Well not really issues, more like notes.

    Spoiler

    Some items can be frobbed through the geometry. At least the following:

    • Stuff in Abbath's chest
    • The money in the pub cupboard
    • The gas arrow in Williard's windowsill. I was rummaging around his house and picked it through the wall. Some time later I found the note the proper way outside.

    Other than that, killing the zombie in the cult hideout fails the no kill objective. Not sure if intentional, I always find it a little odd when spiders and the undead trigger it.

    Still, enjoyable as always. Good job again.

    • Like 2
  4. I already beta tested this at the time, but it was fun to see the improvements. Certainly a lot of the jank is gone, so kudos for that. A fun mission, with some novel ideas. I don't seem to remember others that tease an objective, and then make you either hard commit or leave it.

    That said, I'm not sure if it's because I'm running a 2.10 beta build, due to testing the new frob outlines, but I had a serious bug. When the fence offers you the lockpick, the map and the gold pouch, I couldn't for the life of me frob anything but the lockpick. So I just left the rest, and went though the entire mission. Which worked up until after the final cutscene finishes, since I'm now stuck in limbo, as the "do business with the fence" objective never completed. I skimmed through the comments, and it doesn't seem like anyone else has had it happen to them, and it worked fine back in beta testing, so could be a 2.10 quirk. Or just a rare occurrence.

    A pretty ambitious mission in a lot of ways, definitely points for the effort and making due with what seems to be less than ideal equipment.

  5. 16 hours ago, JackFarmer said:

    My three cents:

    1. Volta 2 is a masterpiece for me.

    2. I love the complexity, the atmosphere is fantastic and thus the mission deserves the attribute "TLE" (=Thief-Like-Experience)

    Agreed. Both Volta-missions are some of the best TDM has. I'm not that big on tomb-raids or underground ruins, certainly not compared to mansions or cities, but Volta 2 was really fucking good.

    17 hours ago, JackFarmer said:

    3. I hope that your next missions will be similar in size, complexity and atmosphere!

    Absolutely, love these big sprawling missions, especially when they're this well designed.

    • Like 1
  6. 4 hours ago, OrbWeaver said:

    I suppose our stone footsteps are indeed a little "clumpier" than Thief's and the tile footsteps are less high-pitched, but it certainly doesn't sound "off" to me.

    If anything, the tile sounds in Thief are absurd, it's like you're wearing high-heels. Always bothered me a little bit, even if it's exaggerated for clarity.

    Or what do I know, maybe everyone wears boots made out of literal wood, so it's as loud as humanely possible.

  7. Quote

    To state it clearly and precisely: we do not make percussion instruments, handpans or hang drums. Playing the drums is a different language. The imitators of the hang allow playing with sticks or gloves. We make the hang for the hands, beyond any playing techniques.

    An excerpt from this here blog post https://www.hangblog.org/newsletter-panart-may-19th-2010/

    Right. Well, turns out there are about a billion different handpans from other companies, and they are expensive as all hell. :awesome: I'm just a fan of tuned percussion.

  8. 1 hour ago, Zerg Rush said:

    Also good with the handpan

     

    That instrument sounds so fucking good. I almost wish this track didn't have vocals, the handpan alone is so cool.

    Klaus Schulze wasn't too bad either, the first track in particular was pretty good. May check some of his other discography out, not familiar. Thanks for sharing anyhow.

  9. 2 hours ago, Zerg Rush said:

    The oldest (symphonic)metallhead I know, in memoriam

     

    Boy was I confused when I bought the SOEL 2 album back in the day, only to realize that version of this song only had Fabio on lead vocals. What a waste.

    Speaking of legends, I've been listening to Susumu Hirasawa lately. This was a pretty funny live show he concocted.

    I suppose it's like an evolution of a DJ gig, but just waving your hands at laser beams is very amusing to watch.

    • Like 1
  10. Had to really pick my brain to figure out what would best fit under "re-adaptation".

    This is a classic. Basically a re-arrangement of several Mass Effect OST tracks, with original lyrics on-top. Such a great tribute to a great trilogy.

    This is one of these off-genre covers. I honestly don't believe you can fuck this track up. The melody is so good that you could make a redneck country jazz version and it would probably still be lit. In this case, Astrophysics trades the acoustic instruments and choirs of the original for some 80s synthwave goodness. It would not be that remarkable just off of that, but when the pace picks up at 1:00, it's party time. :awesome:

  11. 18 minutes ago, cabalistic said:

    But it is *not* the goal to have several different highlights that the players are meant to choose from to their liking.

    I see, that was the impression I was under. Or maybe I came to that conclusion by myself. :awesome:

    In that case, sure, if the new one is how the game is meant to be played, then it by definition shouldn't be an "option".

    • Like 1
  12. 21 minutes ago, Araneidae said:

    On the other hand, the advantage of menu options is that you can see what's available.  How do I know what the tunable options are?  There isn't a clear link to documentation as far as I am aware.

    This is it exactly. If it's not in the menus, it might as well not even exist as an option. When I sit down to play a game, I don't start off by searching the internet for what obscure variables I may be able to hack into a different form. I look at the menus and see what the developers have deemed important enough to be customizable.

    • Like 1
  13. 4 hours ago, cabalistic said:

    otherwise the menus just get overloaded with a plethora of options nobody will fully understand.

    Yeah? When I played, say, Dishonored and Prey, I sure appreciated having all the HUD customization options in the menus, as opposed to having to hunt down console commands in forums or wiki articles.

  14. 35 minutes ago, darksilence said:

    Thanks, but note that I am talking about portals, and not leaking of the whole map.

    When I use r_showportals 1, I can see the portals on the doors of my rooms (red when closed, green when open), but not on the rooms I created using Springheel's modules, even though they appear to be completely closed.

    Right, sorry.

    Perhaps this video might be useful. It's precisely about internal leaks, and the map is built using Springheel's modules.

     

    • Like 1
  15. 3 minutes ago, STiFU said:

    There are definitely more people posting bullshit on a regular basis on this forum and it can be quite exhausting sometimes to keep up the discussion with them. 😉 Also, it's not even that @peter_spy posts bullshit, because most of the time, he is actually just stating facts, but every now and then he can become rather vulgar, I'll give you that. 😉 

    "Bullshit" being these pissing contests. I'm not arguing his knowledge on the topics he knows. I'm arguing he's the only one whose MO it is to insult people, as opposed to letting it go or "being respectful".

    Again, if the mods choose to be hands-off, I'm more than fine with it, but the messaging is very mixed in this very thread.

  16. 2 minutes ago, greebo said:

    Well, we (speaking as TDM team members who are unfortunately forum mods too) could easily have pulled the trigger on the ban and lock buttons on several occasions already, but usually we prefer to handle this like adults (as you put it) and we talk it over, that's really the only reason this thread is still alive. 🙂 Though we all can remember people being banned in the past (it must have been two members over the past 16 years, if I recall correctly), it will happen if people are really asking for it.

    I get that, but doing unpleasant things is also part of being an adult. Sometimes you need to punish, when words fall on deaf ears, again and again.

    4 minutes ago, greebo said:

    So I'd really, really appreciate if everybody pulled themselves together and make this a nice place to be around, discuss and work on TDM stealth gameplay.

    I think "everybody" is already doing that. It's just that there is one common denominator to all of these "bullshit" cases.

  17. 7 minutes ago, kingsal said:

    We don’t tolerate name calling and personal attacks regardless of how patient you’ve been.

    I would say you do, when the punishment for that behavior is nothing.

    10 hours ago, nbohr1more said:

    Both of the participants in this "argument" have also exhibited "troll style" posts.

    I've been following the discussion in this thread. Unless you have an example at hand, I'm gonna call bullshit. This is like an excuse a limp school administration will give when they let a bully go unchecked. "Man, if we punish him, his parents might call the papers, and that would be such a headache, so let's just say  'both sides' and call it a day."

    As little as my opinion even matters, I don't care if anyone in particular runs the gauntlet and insults every member in this forum, myself included, but I do care a little when the mods try and manage it with complete absurdities.

    Nobody is being mind-controlled to act as they do, we're adults here who can take responsibility for their own actions. Or words.

  18. 1 hour ago, nbohr1more said:

    It is hard to know when a trap is being created

    It's not that hard when it's the same guy every time.

    1 hour ago, nbohr1more said:

    It could very well be that whatever action we take here might be used as propaganda to claim "The TDM community is toxic because, etc..." "TDM Admins are draconian..."

    Right, so there is no point to talking about spooky silent committees and bans. Either moderate, or let people be, but don't push the onus on us peons to manage someone else's negativity.

    1 hour ago, MirceaKitsune said:

     peter_spy looks like he can handle it too

    No he can't, he'll go back and delete his posts if he gets reamed in an argument. The total opposite of "can handle it".

    • Haha 1
  19. 17 minutes ago, STiFU said:

    Shockingly, I haven't played The Painter's Wife, yet. So, I shamefully have to admit that I don't know what the Team behind that FM pulled off with respect to the auto-map feature.

    In case you want to have a look, here's a screenshot.

    Spoiler

    8Hkt7aU.jpg

    The map will highlight in blue in a relatively generous area, and when you cross over to another "zone", it will update. Worth mentioning that, as opposed to T2, it won't leave a mark on the areas you've already been in.

     

    • Like 1
  20. 11 minutes ago, Gin said:

    Generally speaking, the automap does reduce the need for landmarks for the players connect the world with the map.

    Yes, this is the theory. I don't believe it would be the reality. I'd have a little more faith in the mappers than that.

    20 minutes ago, Gin said:

    Personally, I do prefer no automap because I like to figure out where I am based on my surroundings and comparing it to a map, but the thief style auto map is pretty inoffensive compared to most games.

    Pretty much. I never wanted or needed an automap in the missions that don't have it, but when it does appear, I don't mind.

  21. 5 minutes ago, Gin said:

    I think navigation would be a bit more difficult, but that's it.

    Indeed, but I was thinking in terms of map design, would the authors have done anything differently if the automap was not available through any means.

    5 minutes ago, Gin said:

    Thief style auto maps would be like an easier difficulty setting on navigation without going too far with telling the player where they are, and has the flexibility to still be vague if the mapper wants it to be. (An example would be the burrick caves in The Bonehoard level in Thief 1, where they're only marked as "Where am I?")

    Yeah, I'm strictly thinking of how Thief 2 did the automap. It's there if the mapper wants to use it, but I don't think it has been a hindrance, seeing T2's FM community.

  22. 42 minutes ago, nbohr1more said:

    Not sure how detrimental such a change would be?

    Missions like "The Painter's Wife" and "Behind Closed Doors" have an auto-map so what is the distinction about this approach that makes it "better"?

    Conversely, if the capability is added to core TDM for either "mini-map" or "auto-map" ( or both ) with the option for mappers to offer this with a clean

    implementation does it really harm the overall project?

    Talking strictly about the automap, I don't get it either. I checked the thread for The Painter's Wife, and didn't find a single comment from anybody complaining that it has an automap. I very much doubt the mission would be any different without it, although the authors can freely correct me.

    If TDM players are "intelligent human beings", what are the mappers then? Morons who will do poor work if given the chance? Thief 2 has this feature, it's completely up to the mapper to use it, and it has the best fan missions around.

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