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Wellingtoncrab

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Everything posted by Wellingtoncrab

  1. If you are there and still having trouble: Thanks for playing!
  2. I don’t think subsequent patches have been numbered. I think we’re on 1.105c-beta.
  3. @vorobThe versioning in the mission downloader works differently than the info/description which is just reading the a text file in the mission archive. Every time a mission gets updated the mission downloader will increment by one. Release is 1. First patch is 2. Second is 3, etc. If you have the latest version from the mission downloader, you have the latest version.
  4. @SeriousToni thanks for playing and posting your thoughts!
  5. I know on my phone I have to hold it in landscape mode to be able see the spoiler tag button
  6. Hey @esme Looks like this is just part of a lock entity that got mistakenly left behind and isn't anything of actual interest - just a bug! Thanks for catching it.
  7. @krazykimchi thanks for taking the time to both play and leave your thoughts. I am glad to hear you enjoyed the mission - if this one of your first you have a lot to look forward to! I will add that guard to my list of things to look at when I get around to another patch. Thanks again!
  8. Sorry for the delay in getting back to you - we were looking at this trying to figure out what was going on. We could not replicate it exactly but the volumetric lights and overlapping alpha effects do sometimes exhibit weird artifacts that pop up in other parts of the mission so I expect it is some extension of that. Hopefully it does not hamper you enjoyment too much and thanks for taking the time to report it.
  9. Don’t get hung up on the secrets too much, they are secrets after all and are just intended to be additive, not essential. Trust me, most of the “true secrets” are really inessential. I don’t like to get to far into digressions about the ai image generation, but the thing that nags at me a bit is that when it comes to things like portraiture or painted landscapes lots of the meaningful training data would be in the public domain but when you ask about “ethically trained” models in the ai crowd a lot of the responses you just see are “You don’t get it, the ai is studying shapes and forms. You can’t copyright a shape! You can’t copyright a style!” as if it were impossible for something to be both legal and kind of wrong. As useful of a tool it is, it’s hard to feel gung ho about it.
  10. Yes, that is correct. Getting there, but there are some more Looks like you got everything as far as: We hopefully managed to fix the trophy in 1.1 - there was a conflict with the frobability with another chest - so it would behave strangely based on whether the player had opened the other container or not. Thanks again!
  11. Glad to hear you enjoyed the mission @Klatremus , thanks a lot for taking the time to play! Thanks for catching this and those other loot bugs. There are two pieces of loot worth 110 which currently do not spawn on the lowest difficulty causing this discrepancy. As far as I can tell there are no loot differences between 1.0 and 1.1 and the totals are identical. In the next patch with the inaccessible loot removed the new loot total will be 8765 across all difficulties and everything should still be where it was in your initial playthrough. Regarding Secrets: Thanks again for playing!
  12. @Oleronwhether you’re in the middle or the end I think the answer will be:
  13. It is correct that the portraits are AI generated, but I would stop short of saying I “made” them. While there is a method to guiding and getting results which are consistent using these ai art tools, it isn’t really an art or craft. That belongs to the artists the “training” algorithm has stolen from. Pictures of AI posed in game were used as a starting image for all of the portraits. From there it was a combination of text prompts and other images being blended together by the ai into each iteration. I am not exactly sure how many times it needed to run through, but it was a lot. I did not use images from other games to influence the result, just old oil painted portraits (such as those by Rembrandt Peele) and feeding the images back into themselves. Sometimes I would feed a siblings portrait into another result in effort to create some kind of sense familial resemblance and bring in more consistency between the portraits without completely losing their relationship with their in-game counterparts (where they had one). Hopefully this makes it feel like the individual portraits of the Leicester family members were all by the same artist. All post processing as well as the frame and canvas materials and height information were made in substance designer. It is very difficult to use technology like this and not feel conflicted about it. Were we not a very small team working on a non commercial project I would not have done it. We did obviously all really like the portraits, but probably did not expect them to be the seemingly standout thing in a mission rather crammed with new assets.
  14. Bit late for anyone who has already started their playthroughs, but hopefully the latest patch makes this a little easier.
  15. Along those lines if we're talking about next missions we can't wait to see, I would do just about anything to play a new dragofer solo jam. Even before he was ever a master of the scripts, he was a master of the maps.
  16. @wesp5thanks for playing! Do you mind wrapping your post in spoiler codes where appropriate? As with the currency which launched with 2.11, the textures and assets will be released CC0 at some point and authors have our permission to extract them and use them Thanks for the feedback, a couple of points on these:
  17. @Marbrien Regarding the area you are describing: Kids these days have no work ethic. I am certain you were just picks away. Maybe taking a closer look at the family portraits you were just admiring will bring some clarity to the family head count.
  18. If you playing with your mod pack enabled I am not certain it is that interesting - as Amadeus mentioned we are overwriting some of the same script files as your mod. Features you are probably used to using, such as the “fast doors” code which causes doors move_time to vary based off the players movement speed will not work in this release unless you modify the scripts in the mission directory. Which we don’t recommend - but it’s your boat to float.
  19. Yes - while you a holding a physics object you can hold down what ever button you have bound to parry/manipulate to freely rotate it across all axis with the mouse. I would not recommend players play this (or any mission) using the unofficial patch.
  20. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  21. I think more accessibility and customization options should be exposed in the main menu. Even as a new player when you’ve gotten to the point you understand what a cvar even is, looking them up often when you aren’t sure what you are looking for is even available is not a good experience. Given just how much discussion and disagreement there has been about the blackjack over the years, offering the new feature (which again I like btw) but making it something you can easily disable if you prefer in the game menu is a no brainer imo. I also don’t like the idea that things which can give players motion sickness, such as camera animations, are not directly adjustable and accessible in the game menu. So I don’t really see a reason why any of these should not be included, given there is real estate available in menu.
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