demagogue Posted October 31, 2009 Report Posted October 31, 2009 I am happy to announce the release of the first post-release Dark Mod FM: Patently Dangerous by demagogue. http://www2.thedarkmod.com/missiondetails/?id=6 Briefing: "Nobody said hypocrisy didn't have its uses. The Inventor's Guild, always so secretive about its own inventions, isn't beyond a little espionage when it comes to the inventions of others. They've hired me to steal the design notes from a young man named Soren Rikk, just on the outskirts of the Highlands Ward. He's reputed to have made a huge discovery in a field the Inventors have some interest in. It should be an easy job. Soren isn't known to be a dangerous person." Notes: - Thanks to my beta-testers: Fidcal for early testing, Broken Arts & Leatherman, and everybody else that gave comments (basically most of the Dark Mod team ). Thanks also to alacazam for permission to use his cool ambient. - Notice there is a map in your inventory. The default key-bind "m" will bring it up. - There have been some reports of a little slow-down near the start on some systems, but it should pick up after that. If performance is slow for you, see the Performance Tweaks wiki entry. - Enjoy! Happy Halloween everybody. Screenshots: 3 Quote What do you see when you turn out the light? I can't tell you but I know that it's mine.
Carnage Posted October 31, 2009 Report Posted October 31, 2009 It looks really good! I'll test it out immediately. When I'm done I'll give some feedback of course. Glad to see a new FM so soon. Quote
Melan Posted October 31, 2009 Report Posted October 31, 2009 Congrats on the release! I will check it out in the evening. Quote Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved
STiFU Posted October 31, 2009 Report Posted October 31, 2009 Hehe good to have Email notice activated on the FM-Forum. Gonna play it directly... Quote
Sonosuke Posted October 31, 2009 Report Posted October 31, 2009 Congratulations!!! I will try it right away Quote Ich konnte mich nicht erinnern Teleportation gezaubert zu haben und doch stand ich da... alleine und nackt.
Carnage Posted October 31, 2009 Report Posted October 31, 2009 Well what can I say..... It's amazing! The atmosphere is great, a real Thief like mission. It took about 15 minutes (after I cleared the streets and all the things I could enter) to find out how to get of the streets, which is quite okay. I hate missions where I have to walk around too long to find that one thing, but that wasn't the case. One part is also really creepy and that's saying much, because I didn't shiver when playing FEAR and other games alike but I did with this one. I'm not gonna say anymore about that because otherwise I'd would spoil the fun . Good job on that as well. In total it took me about 1 hour and 15 minutes and got about 1,600 loot. If this is going to be the quality of other FM's as well, I'd say keep them coming . Quote
STiFU Posted October 31, 2009 Report Posted October 31, 2009 (edited) Damn, took me too long to type. I wanted to be the first reviewer... This was a very fine mission. Great atmosphere, a lot of mantling and a good playtime. However, I noticed a couple of things worth mentioning:As I mantled onto that sleeping guy's bed, the sleeper and the guard instantly went nuts, although the lightgem was completely dark.The Hangman in the warehouse has no playerclip. (Those where the textures that indicate, that the player can't walk through an object, right?)Not really something to worry about, but I found it really funny that the murderer spawns behind the player out of a "cupboard". I asked myself, why would one sit in a 2 sqauremeters large completely dark room? :-)Now about these lamps: It looks a little weird that the lamps are still glowing bright, when they are actually turned off. I guess this is a problem with the entity, since it worked so very (!) nicely with the lamps that had projecting lightsources attached.There's a little texture misalignment shown on the screen, maybe you wanna fix that sometime. You might also wanna think about another rooftile-texture in general here... ;-) Edited October 31, 2009 by STiFU Quote
peispud Posted October 31, 2009 Report Posted October 31, 2009 Thanks demagogue. This mission looks and plays exactly like Thief3 should have. The fact that it plays smooth at full settings on my Arch Linux desktop is awesome. The lockpicking, blackjacking, visuals, and sneaking are spot on. It is an absolute pleasure to have fun playing fan missions once more. Thank you. Quote
Melan Posted October 31, 2009 Report Posted October 31, 2009 Some nice creepy segments, although I can't progress beyond a point (after finding the journal) due to a savegame bug: if I reload a quicksave, the game crashes with the following message (spoilered to save space): --------- Game Map Shutdown ----------WARNING: Door atdm_mover_door_sliding_1 is not within a valid AAS areaWARNING: Door atdm_door_104x56_2hinge_19 is not within a valid AAS areaWARNING: Door func_static_233 is not within a valid AAS areaWARNING: Door atdm_door_104x56_2hinge_21 is not within a valid AAS areaWARNING: Door atdm_mover_door_4 is not within a valid AAS areaWARNING: Door atdm_mover_door_5 is not within a valid AAS areaWARNING: Door secretdoor is not within a valid AAS areaWARNING: Door atdm_mover_door_6 is not within a valid AAS areaWARNING: Door atdm_door_104x56_2hinge_23 is not within a valid AAS areaWARNING: Door atdm_mover_door_sliding_6 is not within a valid AAS areaWARNING: Door atdm_mover_door_sliding_7 is not within a valid AAS areaWARNING: idClipModel::FreeTraceModel: tried to free uncached trace model-------------------------------------- reloading guis/mainmenu.gui.reloading guis/restart.gui.reloading guis/msg.gui.reloading guis/takeNotes.gui.reloading guis/intro.gui.reloading guis/netmenu.gui.reloading guis/map/patently_dangerous.gui.reloading guis/tdm_hud.gui.reloading guis/pda.gui.reloading guis/cursor.gui.reloading guis/readables/books/book_print_stone_world. gui.reloading guis/playertools/spyglass.gui.reloading guis/readables/sheets/sheet_paper_hand_popsies_world. gui.reloading guis/readables/sheets/sheet_paper_hand_ellianerelle_world. gui.reloading guis/readables/sheets/sheet_paper_calig_mac_humaine_world. gui.reloading guis/readables/sheets/sheet_paper_hand_ellianerelle_world. gui.reloading guis/readables/books/book_hand_andrew_script_world. gui.reloading guis/readables/sheets/sheet_paper_calig_carolingia_world. gui.reloading guis/readables/sheets/sheet_paper_calig_summertime_world. gui.reloading guis/readables/sheets/sheet_paper_calig_mac_humaine_world. gui.reloading guis/readables/books/book_print_stone_world. gui.reloading guis/readables/sheets/sheet_paper_calig_camberic_world. gui.reloading guis/readables/books/book_hand_andrew_script_world. gui.reloading guis/readables/sheets/sheet_paper_calig_mac_humaine_world. gui.reloading guis/patent_map.gui.reloading guis/readables/sheets/sheet_paper_hand_andrew_script_world. gui.reloading guis/parchment_stone_print_pd_world.gui. reloading guis/playertools/spyglass.gui.reloading guis/scoreboard.gui.reloading guis/spectate.gui.reloading guis/chat.gui.reloading guis/mpmain.gui.reloading guis/mpmsgmode.gui.--------- Map Initialization ---------Map: patently_dangerousidRenderWorldLocal::InitFromMap: retaining existing map------- Game Map Init SaveGame -------Compiled 'E:\doom3\patently_dangerous\ maps\patently_dangerous.script': 5.7 ms---------- Compile stats ---------- Memory usage: Strings: 43, 5168 bytes Statements: 21618, 432360 bytes Functions: 1189, 122884 bytes Variables: 85344 bytes Mem used: 1132296 bytes Static data: 2277552 bytes Allocated: 2808644 bytes Thread size: 7068 bytes map bounds are (3761.0, 2445.0, 906.0)max clip sector is (117.5, 152.8, 113.3) 7 KB passage memory used to build PVS 5 msec to calculate PVS 62 areas 160 portals 11 areas visible on average 496 bytes PVS data[Load AAS]loading maps/patently_dangerous.aas48[Load AAS]loading maps/patently_dangerous.aas96Keeping maps/patently_dangerous.aas32[Load AAS]loading maps/patently_dangerous.aas100[Load AAS]loading maps/patently_dangerous.aas_rat119 0 1024 768Regenerated world, staticAllocCount = 0.--------- Game Map Shutdown ------------------------------------------------ Shutting down sound hardwareidRenderSystem::Shutdown()Shutting down OpenGL subsystem...wglMakeCurrent( NULL, NULL ): success...deleting GL context: success...releasing DC: success...destroying window...shutting down QGL...unloading OpenGL DLL------------ Game Shutdown -------------------- Game Map Shutdown ------------------------------------------------ Shutdown event system-------------------------------------- malloc failure for 262144 If I install a different mission, I can save and load without problems. Otherwise, my only complaint is that nobody should use the roof texture that's seen all around the place. It looks seriously bad from up close. Quote Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved
demagogue Posted October 31, 2009 Author Report Posted October 31, 2009 Thanks for the good reviews so far, guys. Yes, we could use some roof-tiles that look better up close. I was just going with what we had. (And I actually fixed that mis-rotation once, but then lost that version and had to revert; it's easy to miss doing stuff you've already done.) [*]As I mantled onto that sleeping guy's bed, the sleeper and the guard instantly went nuts, although the lightgem was completely dark. Lol ... sleepers are sensitive to sound and if you're mantling onto the bed they're supposed to hear it and wake up. (The guard probably went nuts when he heard the sleeper). [*]Not really something to worry about, but I found it really funny that the murderer spawns behind the player out of a "cupboard". I asked myself, why would one sit in a 2 sqauremeters large completely dark room? :-) Now originally I had some readables up there that let you know the guy was super paranoid, and as soon as he heard someone entering he'd hide, sneak up behind them, and slit their throat (and some of that still exists in the readables for Soren and Damuddy, and there's the graffiti wall) ... also it was a kind of in-joke on the "hide in a closet" trope. But I found that the whole upstairs area felt creepier to me without any readables, just stark with the bodies. So that's how it ended up like that. [*]Now about these lamps: It looks a little weird that the lamps are still glowing bright... Yes another Dark Mod quirk on the list of things to get fixed (the bulb is easy to turn off, but the shell is harder). I think (hopefully) it's the kind of fix that works automatically with a TDM update, so when you play this same .pk4 on like TDM 1.6 or whatever, it will turn off like it should. That's a really awesome thing about how TDM works. 1 Quote What do you see when you turn out the light? I can't tell you but I know that it's mine.
Fidcal Posted October 31, 2009 Report Posted October 31, 2009 The thing about getting on the bed - remember that Dark Mod AI can feel the player touching them even in total dark. You need to be careful crouching at the side of narrow corridors for instance! Quote
Sonosuke Posted October 31, 2009 Report Posted October 31, 2009 (edited) Not thats a nice map, i loved that hidden Gas Arrow in the treasure chest ^^ i have found a shadow casting "ambiant light" in the warehouse on the upper floor, every thing else was mentioned by the other thiefs Edit: A few ambient sounds would have been niceI have missed a lot of loot, like 400 or something, i am going to replay it tomorrow. Thank you for this really cool map! Edited October 31, 2009 by Sonosuke Quote Ich konnte mich nicht erinnern Teleportation gezaubert zu haben und doch stand ich da... alleine und nackt.
MannOhneGitarre Posted October 31, 2009 Report Posted October 31, 2009 Seems like a really nice map, but when I get out of the backdoor of Soren's house after 5 minutes of play TDM crashes. Everytime.Does anybody have any suggestions? Quote
Serpentine Posted October 31, 2009 Report Posted October 31, 2009 Good stuff, really enjoyed it!The focus was on story and it did that excellently Did run into something else, managed to get a guard to open the Fressard front door on street level, which isnt meant to be openable, he was greeted to a solid brick wall which he spun around a few times then closed the door and walked off, also the guard path bumps into the corner of Sorens house between Bensons, but thats really minor Quote
Fidcal Posted October 31, 2009 Report Posted October 31, 2009 Note to demagogue: AI can still open doors even if unfrobable to the player. Make such doors func_static. Quote
demagogue Posted October 31, 2009 Author Report Posted October 31, 2009 Edit: A few ambient sounds would have been nice There were ambient sounds, wind outside and music in 3 of the buildings, or did you mean a few more? Or could you not hear them (your ambient volume isn't too low in the volume settings, is it?). Did run into something else, managed to get a guard to open the Fressard front door on street level ... Haha ... well I missed that! I'll remember the func_static trick next time. Seems like a really nice map, but when I get out of the backdoor of Soren's house after 5 minutes of play TDM crashes. Everytime. Does anybody have any suggestions? Does the same thing happen when you walk around Soren's house to the same place? I'm guess here, but in the Training Mission, some people had the game crash when the column object came into view, and there are some of those columns in this FM, too, which you might see from that area. Does it also crash if you walk through the tunnel West of Soren's house (beyond the tree you see at the start)? If so, I think it's those columns, and I don't know how to fix it. Quote What do you see when you turn out the light? I can't tell you but I know that it's mine.
Mortem Desino Posted October 31, 2009 Report Posted October 31, 2009 I think he means drippy faucets, rhythmic clicking of machines, the sound of a creaking building in an attic, etc. Something to make individual rooms a little more unique in sound. Quote yay seuss crease touss dome in ouss nose tair
Havner Posted October 31, 2009 Report Posted October 31, 2009 (edited) Think I need some help :-( I've managed to blackjack all 5 guards, open Edgars and Sorens house. I hear another guy in Sorens house but can't get to him All the other doors on the map are immune to lockpick and I haven't found any keys. None of the guards had any. Found few readables but the only hint I could get from them was that the murderer got into Benson's house by window. And Bensons windows are not 'clickable' for me, at least those 3 I can get to. Any hints? Edited October 31, 2009 by Havner Quote
Diego Posted October 31, 2009 Report Posted October 31, 2009 Amazing mission! Played in expert for two hours and appreciated every detail of it. I didn't ran into any bug, weird light or weird texture whatsoever. A few personal impressions on the mission: Maybe I just didn't look well wnough, but I felt the mission to be linear. Go from house x to house y and so on.Loved the warehouse! CREEPY. What's with the snail and the coffin? I remember reading about the snail, but don't remember what was it. Quote
Fidcal Posted October 31, 2009 Report Posted October 31, 2009 Havner: Check your map to make sure you have the right house for Benson. The window is high up you have to climb. Quote
Fidcal Posted October 31, 2009 Report Posted October 31, 2009 Diego: That's the snail dolly and coffin of the little girl who died Quote
STiFU Posted October 31, 2009 Report Posted October 31, 2009 The thing about getting on the bed - remember that Dark Mod AI can feel the player touching them even in total dark. You need to be careful crouching at the side of narrow corridors for instance!I wasn't on the mattress next to the sleeper but on top of the bed, so it could only have been the sound that awakened him. But the awkward thing was that they didn't just go like "oh what was that sound?". They acted as if they had seen me and were shouting at me. Quote
Diego Posted October 31, 2009 Report Posted October 31, 2009 This is weird. This was probably an exception, because I climbed the same bed and they didn't noticed me. (the candles were out, btw) Quote
Sonosuke Posted November 1, 2009 Report Posted November 1, 2009 There were ambient sounds, wind outside and music in 3 of the buildings, or did you mean a few more? Or could you not hear them (your ambient volume isn't too low in the volume settings, is it?). Ok, i checked. There are ambient sounds but they seem to be very silent, maybe just my taste. Volume is on max. Well thats ok, i really enjoyed your map anyway Quote Ich konnte mich nicht erinnern Teleportation gezaubert zu haben und doch stand ich da... alleine und nackt.
demagogue Posted November 1, 2009 Author Report Posted November 1, 2009 Now that you mention it, ambient volume has been a little quirky. Some people can barely hear ambients at all, and other say they are so loud that their speakers shake. So I think something's going on there. Unlike graphic quirks, where you can show a screenshot and describe what's going on better, though, sound quirks are harder to pin down. Quote What do you see when you turn out the light? I can't tell you but I know that it's mine.
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