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geegee

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Posts posted by geegee

  1. 1 hour ago, bobber1 said:

    I have Aeden's walking stick and made it out of the Builders Hall safely but where exactly do I take it? 

    You must've gone through Aeden's hut to get the key to the Hall.  There's a drop box right next to the hut.  Can't miss it.  That's not Aeden's stick, it's Airmid's that you picked up in the hall.

    • Like 1
  2. 2 hours ago, Marbrien said:

    The door I'm talking about is an external door, which has a short inverted L shaped path between itself and the blacksmith's external door.

    Oh that!  There is no key.  That's the door most of the AI in the yard exit into after the show is over. 

    So congrats on finding all the keys!

  3. 7 hours ago, Marbrien said:

    1. There is a building adjacent to the blacksmith's with a locked door into the yard. Where is the key for that door?

    That's Weezil's key.  Once you've done the main quest the game world is totally open and there's access to several routes back to the start.  One is to find Weezil's key and use that door.

  4. 5 hours ago, esme said:

    I just need to find this drop box or work out what I haven't done that triggers it

    Spoiler

    There are 4 drop boxes. Aeden's (first one, walking stick goes there), Gwyneth's at the farm (2nd, Aeden's note to Gwyneth goes there, as well as some items from Gwyneth's sidequests), Airmid's at the grotto, Alchemist Gray's at the lab.

    Read the objectives carefully as each tells what dropbox to use.  The drop boxes aren't hidden.  To pass from the Gwyneth farm area to the Airmid grotto area you have to do the right thing with Smythe, as Gwyneth's quest objective says.  Stuff that goes in Airmid's drop box is all optional, but does enhance the game if completed.  It's essential to put Airmid's herbs in Alchemist Gray's drop box.  

    This doesn't really spoil much if people read it but it's best to use the spoiler flag.  Thank you.

     

  5. 21 minutes ago, nbohr1more said:

    The 1.1 "fix" appears to be removing some think optimizations so that will lower performance further unfortunately.

    Yes, it takes out the neverDormant=0 spawnarg globally, not just in the Belcher.  Because I have no way of knowing where else the problem might occur, and on what machines.  

    Shadow's report does confirm stgatilov's diagnosis of the problem.

    What I can't understand is how on the same machine Noble Affairs gets 175-200 fps most of the time.  At the same video settings (maps, med soft shadows, everything else off) I get nothing close to that on my machine, and most of the time Lucy scores better.  For example, on the dock at the start I get 45-55 fps as I rotate 360.  In the first corridors I get 25-35 fps, and in the manor it's the same with spots going down to 20.  Such variation baffles me. 

    Comparing with shadows stencil and soft shadows off, Noble Affairs gets 80-100 fps most of the time, which is pretty good.  But half what Shadow gets.  On Lucy with stencil and soft shadows off the increase in fps is much more modest.

    I'm running v2.10.  I'll switch to v2.11 dev build, although this problem doesn't happen on my machine, or is near imperceptible. 

  6. 10 hours ago, pwl said:

    when I was in the Pub I could hear a bottle clinking it was under the foot of the man playing the lute

    That's a wandering minstrel or troubadour, although in truth his home turf is the tavern made famous in King of Diamonds.  So he's seen everything and I can't picture him being perturbed.  When it came time to renovate the interior of a structure decorated with the Belcher's sign made originally by Springheel construction I believe, I'd just been hypnotized by the tavern in KoD, by the lighting and ambience, so I had that tavern in mind when I copy/pasted from Spooks' work.   

  7. 6 hours ago, esme said:

    Is Airmids drop box the one where I drop the walking stick ?

    Spoiler

    There are 4 similar drop boxes in the FM.

    1. You drop the walking stick in the box next to Aeden's hut "decorated by Airmid's sign" (mandatory objective) - the sign being the swirl. This opens the way to the manor. That drop box is now done.

    2. The note to Gwyneth that appears after you drop the walking stick needs to be put (mandatory objective) into a drop box in the barn at Gwyneth's farm.  Some other items (optional) go there as well.

    3.  After finishing the mandatory objective given by Gwyneth and crew a way opens that soon leads to Airmid's grotto where Airmid's drop box is located.  What goes in that drop box is all optional.  At the grotto you pick up Airmid's herbs to give to alchemist Gray.   

    NOTE:  what goes into Gwyneth's drop box is to do with the farm, what goes into Airmid's is info/evidence intended to reach the Crown.

    4. In the lab next to Gray is the last drop box where you put the herbs.  That drop box is now done.  Wait a sec and collect the goods from Gray and you're home free to return to start (if you gathered enough loot) or to explore further and finish off optional objectives.

    I'm glad to see you're still playing it! 

    • Like 1
  8. F5 is default quicksave in a lot of games so it becomes an unthinking action.  

    So I've configured both F4 and F5 to quicksave, leaving F9 as quickload since that's also a common default and unthinking action.  Hitting F5 to quicksave after completing a complicated gameplay and getting loaded back to the start of the qauntlet can be irritating.

    • Like 1
  9. 4 hours ago, boissiere said:

    I've just had the same thing though only with 3 AI

    The .jpg shows AI standing in "skinning" position with arms stretched out. 

    This isn't good.  It doesn't effect gameplay in the Belcher because of the way triggers etc. are set up, but if it happens elsewhere it might break the game.  Regardless, it's totally immersion breaking!

    This isn't consistent.  In esme's case it happened once but didn't happen again after a fresh restart.  In your case different AI are effected.  

    @stgatilov I wonder if this erratic behavior could be produced by the spawnarg neverDormant=0 that's on those AI?  It only happens on some AI with the spawnarg.  There's been no report of the AI in the "yard" area (first area of the FM) behaving like that though the spawnarg is set on all of them.  

    • Like 1
  10. 1 hour ago, esme said:

    anyone else get this ?

    Thanks for the report. 

    I've never seen that in my hundreds/thousands/millions of playthroughs of the area.  There's nothing special about those AI or the area.

    Do you know the cheats?  Could you start a new game, open the console with ctrl-alt-` and type in noclip (enter) then notarget (enter).  You can then quickly fly through walls to the belcher and check if it happens every time.  noclip and notarget are toggles, so typing them in again will exit from the cheats.

     

    • Like 1
  11. @datiswous and the other kind souls willing to help, I apologize for being out of the loop for the past while. 

    Dragofer saw my FM and offered some advice which I've been following.  Like some earlier advice from Cabalistic (which I followed, and finished - and it was a shitload of work), Dragofer's suggestions were global and required very extensive global changes to my map.  Those changes are 90+% done - with corresponding global improvements.  A very good learning experience indeed!  That's what's been taking up my time.  I've also been implementing volumetric lighting throughout - this lighting improvement is fantastic!  

    I want my FM to go straight to beta after this, and this should be soon.  I simply haven't got it in me to do more global fixes.  

    • Like 3
  12. I like this effect.  I suppose it's known that the volumetric effect is switched off when a save is reloaded?

    I use stencil shadows.  Generally with maps I get lights flickering on/off at distances 1600/1800 units from player as well as occasional nearby artefacts.  In most missions this isn't a problem but in a few it is and in my WIP it breaks the game in too many places.  

    The volumetric effect is easy to use and with the entity spawnarg it'll be a breeze.

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