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Wellingtoncrab

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Posts posted by Wellingtoncrab

  1. 1 hour ago, Melchior said:

    Still I did not;

      Reveal hidden contents

    Find the darned combo to the BIG safe in the Astral-plane... its probably in some book or note I missed or skipped reading; any hints?

    Spoiler

    “Wilson” the bank teller may be able to tell you how to open the safe if you ask him nicely. He is hanging out in the area with the floating bed where you find the duplicated dew drop

    If you are there and still having trouble:

    Spoiler

    Try looking down

     

    1 hour ago, Melchior said:

    Also...

      Reveal hidden contents

    So the well burns everything in eternal flame....Uhm I'm "helping" the Lady but not quite sure that was what she'd want...Oh whelp.😬

    Spoiler

    While there may be ghosts, zombies, werewolves, etc in TDM - doesn’t seem right there should be some kind of comfortable or definitive answer to what comes “after”. Still hard to imagine it wherever or whatever it is it wouldn’t be preferable.

    Thanks for playing!

    • Like 1
  2. On 4/6/2023 at 12:13 PM, vorob said:

    I'm getting some weird "boxed" glitch on light source and weird shadow line. Everything on absolute maximum. Tried to turn off experimental features and reboot via VID_RESTART, but no change. 

    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.

    • Like 1
  3. 3 minutes ago, Xolvix said:

    Sometimes I wonder if I need to buy a bigger monitor and get some glasses to find all these secrets/loot people keep finding and I don't. Or maybe I'm just getting old. Anything other than suggesting I suck. :)

    Also props to the AI image generation. Those portraits I was thinking looked really good... almost too good, as if they were taken from somewhere. I read @Wellingtoncrab's post on the subject so I know it's all training data from other artists but it was still effective. I've been a bit mixed on the use of AI assets but honestly in this case, they worked well and blended in with the art style. I think used appropriately they work especially well on artwork such as custom portraits which would be difficult to do well unless you're a skill artist.

     

    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.

    • Like 3
  4. 1 hour ago, Klatremus said:

    Ok so then I assume you are removing the three items in that faraway airship, and also making the two coins in the safe visible.

    Yes, that is correct.

    1 hour ago, Klatremus said:

    In that case I can mention a few more things I found:

    Getting there, but there are some more

    43 minutes ago, Klatremus said:

    I now also found

    Looks like you got everything as far as:

    Spoiler

    Secret objectives

    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!

  5. Glad to hear you enjoyed the mission @Klatremus , thanks a lot for taking the time to play!

    3 hours ago, Klatremus said:

    I also noticed by seeing someone's stat screen that their loot max is 8715. Mine is 8935.

    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:

    Spoiler

    In terms of secret objectives there is more, though players in this thread have found all of them at this point. Regarding secrets in the truest sense there are plenty I am yet to see mentioned.

    The beggar will provide some updated objective text depending on when you feed him. Since the reward is a clue to get into the manor, the mission doesn't bother to do this if you have already completed this objective.

    Thanks again for playing!

  6. 6 minutes ago, wesp5 said:

     

    Spoiler

    Yeah our original thought was that players would be curious about the precursor technology and want to get a closer look at it. So throwing in a few moveables would let them really look at the assets and manipulate them so they could see the back and the sides and such. This kind of interaction is in my mind the same as the ones that provide actual background in the form of text: It fleshes out world and contributes to the story and sense of place.

    No confusion intended. Always interesting to see how players internalize these things and it’s helpful for further projects.

     

  7. 1 hour ago, wesp5 said:

    I had the same idea about the versions that didn't go into the inventory and didn't display anything. I suspect they are supposed to be broken, but I would rather have them show more background info so they can't be mistaken for a key.

    Spoiler

    Wouldn’t the precedent for keys be that they go into inventory and are not moveables you have to carry across the map? I am genuinely curious why a non inventoried moveable would be confusing in that regard as there does seem to be confusion around the tablets.

    Is it just the fact that the assets are new so they seem more important than they are?

     

  8. 1 hour ago, Amadeus said:

    Don't forget our High Script Master, Dragofer! Without him, a bunch of the fun stuff you see and experience in the FM would just be unrealized ideas!

    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.

    • Like 1
  9. @wesp5thanks for playing! Do you mind wrapping your post in spoiler codes where appropriate?

    As with the

    Spoiler

    precursor

    currency which launched with 2.11, the

    Spoiler

    precursor

    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:

    Spoiler

    - Maybe you should rename "Lady's Manor Key" to "Lady's Chambers Key".

    This would obscure the fact that the key can be used to open any locked door in the manor

    - If you move the board to open a door up, it easily clips through the handle.

    This is intentional - as otherwise the handle interferes with the board and it can be frustrating to manipulate

     

  10. @Marbrien Regarding the area you are describing:

    Spoiler

    It is not accessible but the player, but does allow the player a glimpse of one of Grayman’s not universally beloved but most remembered characters. 

     

    4 hours ago, Zerg Rush said:

    Nice the safe with infinite Lockpicking, before i found the key. That was new 😆

    Kids these days have no work ethic. I am certain you were just picks away.

    6 hours ago, wesp5 said:

    Wow, they look great and really fit the style of TDM, giving a Dishonored vibe! And it was so refreshing to see new paintings.

    I have some more questions: 1) They guy giving you the mission in the intro is supposed to be the brother of Lady Leicester, but later on it is implied that her brother died of a chicken bone. Did she have multiple brothers or am I missing something here? Shouldn't the intro guy rather be one of her friends mentioned in her journal?

    Maybe taking a closer look at the family portraits you were just admiring will bring some clarity to the family head count.

  11. 2 hours ago, snatcher said:

    Thanks Amadeus for the clarification! Interesting because it did feel as if doors weren't as responsive as I am used to.

    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.

  12. 14 minutes ago, wesp5 said:

    I found placing the candles on the correct places very annoying as I had to drop some of them multiple times to get them to be upright. Is there an item rotation key that I don't know off? Also my patch kind of breaks that puzzle so I will upload a hotfix soon...

    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.

  13. 3 hours ago, kin said:

    Strangely I get decent fps outdoor but my gtx 760 struggles in indoor areas that use volumetric lights (can not be deactivated in the menu with stencil in 2.11)

    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!

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