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Wellingtoncrab

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Posts posted by Wellingtoncrab

  1. 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
  2. @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

     

  3. @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.

  4. 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.

  5. 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.

  6. 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!

  7. 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.

    • Thanks 1
  8. @Piotr D. Thank for playing!

    I am not sure how explicit of a hint you are after but here’s a shot:

    Spoiler

    Eustace can be found in his chambers, which are on the top floor of the manor. While you can’t walk in through the front door, but you might be able to see an alternate entrance from the area where you picked up drew drop.

    As for your question regarding the items - see if this starts to fall in place after you find eustace

     

  9. While I like the change shouldn't the ability to toggle the animation prompt for the blackjack on and off appear in the main menu like the bow aimer or the frob helper? Seems like it will be one of those things that will not be for everyone.

  10. I think @Daft Mugi’s goal in exploring all of these things is smoothing the transition from thief players into the mod of which many, including very prominent fm authors, are vocally critical and dismissive of often because of these types of mechanical differences we are all used to at this point.

    It’s an effort worth encouraging, even if some changes can’t make it into core over concerns like backwards compatibility which could be valid in cases like this.

    Either way I would offer the script up to mappers as a way to extend their missions if it’s possible to package it in such a way. The example of Volta was brought up as one which might potentially break as a result of this being implemented at the core level - that is also a mission where the player movement speed, the ai damage model and animation rates, weapon animation rates, blackjack behavior, etc have already been tuned extensively by the author to be more like thief. While not as extensive I did similar things in my mission. So I would think there may be authors interested in designing around more thief like mechanics.

    Probably a valid argument that it also bad for these things to be inconsistent across missions, but the ship has sailed at this point and this type of extendability is also what makes TDM great.

    Personally I find it a bit annoying when mappers don’t design a railing or ledge to allow a clean body drop over (come on - just make 40 units please), but there is no arguing that regardless of whether or not they intended this as a consequence, they did certainly design that way.

    • Like 1
    • Thanks 1
  11. Thanks for the assist @OrbWeaver- so far we haven’t found the source of the corruption looking through the text of .map file.

    Here is a link to download the map - please let me know when you snatch it so I can remove it:

     

  12. Tidings,

    I have an issue with a map I am working on where Darkradiant suddenly won’t open it without hard crashing. I was editing the map and had the game open in connection mode - everything was working fine - the map was compiling and loading fine - so I saved my work for the day and closed DR. I realized I wanted to do a couple of other things but now the map will not open and I receive the following error prompts:

    error.jpg

    image.png

    The map itself continues to compile and open without an issue in the game, so whatever is going on with the map file is not preventing it from working in TDM - simply I cannot open and edit it in DR.

    I had the author I am working with test opening the map as well and they are receiving the same error. They generated a program dump which is here:

    https://drive.google.com/file/d/19PiDR2x4uQPi3vELAqmbA4UH40724Yj4/view?usp=share_link

    Any ideas on this issue would be greatly appreciated as we are trying to finish up a project as quickly as we can!

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