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Fan Mission: The Accountant 2: New In Town by Goldwell (2016/05/09)


Goldwell

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My gosh this was a wild ride! The city section alone could stand on its own!

The level design and story/readables were fantastic! I really liked the music; especially 

Spoiler

in the gambling den and in the lobby where you meet the special thief character. The "expected ending" in the sewers, when the grim reaper comes for you was exciting and freaky. I really enjoyed traveling through the portals to new and exciting places.

I know it's been quite a few years since this mission was created, but I hope the sequel is still in the works!

Edited by SirGen
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  • 8 months later...

I don't think it needs to be a spoiler but I'm having trouble with the Pagan Orb. I only read here that you have to be very gentle with it and let's just say I wasn't. I fired it across the rooftop to the terrace with the priest and then fired it up into the ducts then so I'd say it is well and truly broken. I thought I had a save before I picked it up but I don't, and the thing doesn't interact with the other part of the puzzle whatever I try. I tried everything, is it only a restart or is there a console command I can use? Thanks. Loving the mission so far.

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The placement of the orb is a bit finicky, but IIRC you just have to drop it into the pot.

{ 0 | 🞵 } = funk_tastic

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                                                                                  A House Call

                              

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7 hours ago, datiswous said:

Are you sure you use the right orb?

Spoiler

I presume it is. It is up in the attic of the cultists house. When you are looking at the cultist chest on the right hand side of the screen there is a box up against the left hand wall and the Pagan Orb is between this box and the wall? It looks like it is the right thing but it could be completely wrong seeing as it doesn't do anything.

 

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It should be a green crystal-looking thing on a spiky stand, that lights up blue when you're holding it. Is that what you've got?

{ 0 | 🞵 } = funk_tastic

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                                                                                  A House Call

                              

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On 12/30/2022 at 9:50 PM, thebigh said:

It should be a green crystal-looking thing on a spiky stand, that lights up blue when you're holding it. Is that what you've got?

It's a green spiky thing that lights up blue when I pick it up but it's not on a stand. It looks like a hand grenade. I think I need to play the mission again in case I broke something. I was up in that attic before I found out about the pagan orb.

Edited by evildiesel
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It's always sad to have a story end before it's time. The best stories utilize techniques but aren't driven by it. It sounds like you were indeed heading into Avatar territory. Not for the lapse in time between instalments, but for the pizzazz you felt was needed to tell the story.  Too bad. I will always like and replay The Accountant 2. Thank you for that gift.

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21 hours ago, CountMorillonite said:

It's always sad to have a story end before it's time. The best stories utilize techniques but aren't driven by it. It sounds like you were indeed heading into Avatar territory. Not for the lapse in time between instalments, but for the pizzazz you felt was needed to tell the story.  Too bad. I will always like and replay The Accountant 2. Thank you for that gift.

If you haven't played the Shadows of Northdale missions yet, I highly recommend to do so. The Accountant 2 was good, but, the Shadows of Northdale missions are quite a step ahead in my opinion.

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  • 2 months later...

ac2_2022-03-22_22_11_12.jpg.c2b8cf36bd99846dd2ebaff177bc1f09.jpg.34410d24aee1cdeb2de33d622d5450d8.jpg

This missing material I found in TDM 2.03:

Spoiler
// Modified: AluminumHaste
textures/darkmod/glass/stained_glass_hammers_one_sided
{
    noshadows
    translucent
    glass
    forceoverlays
    sort decal
    sort nearest
	forceOpaque
	sort postProcess
	

    qer_editorimage textures/darkmod/window/ornate/round_hammer_orange_ed

    description "A highly ornate transluscent stained glass window of the Builder."
	
    {
        vertexProgram heatHaze.vfp
        vertexParm  0  0 , 0  // texture scrolling
        vertexParm  1  2  // magnitude of the distortion

        fragmentProgram heatHaze.vfp
        fragmentMap 0  _currentRender
        fragmentMap 1  textures/darkmod/glass/round_hammer_local
    }
	//--------------------------------------------------------------------------------------------------------
	{
		blend gl_dst_alpha, gl_one
		maskalpha
		cubeMap env/gen1
		// tone down the reflection a bit
		red     Parm0 * 0.2
		green   Parm1 * 0.2
		blue    Parm2 * 0.2
		texgen  reflect
	}
	// add our texture on top
	{
		blend   gl_dst_color, gl_one
		map	textures/darkmod/glass/round_hammer_local
		red     Parm0
		green   Parm1
		blue    Parm2
	}
	{
		blend filter
		map textures/darkmod/window/ornate/round_hammer_orange
	}

	// This is the code required for frob highlighting this texture
	{
		if ( parm11 > 0 )
			blend       gl_dst_color, gl_one
			map         _white
			rgb         0.40 * parm11
   	}
	{
		if ( parm11 > 0 )
			blend       add
			map         textures/darkmod/window/ornate/round_hammer_orange
			rgb         0.15 * parm11
	}
	bumpmap textures/darkmod/glass/round_hammer_local
	specularmap textures/darkmod/window/ornate/round_hammer_s
	
	// TDM Ambient Method Related 
	{							
		if (global5 == 1)		
		blend add				
		map				_black		
		scale			1, 1		
		red				global2	
		green			global3	
		blue			global4	
	}							
	{							
		if (global5 == 2)		
		blend add				
		program	ambientEnvironment.vfp	
		vertexParm		0		1, 1, 1, 1		// UV Scales for Diffuse and Bump	
		vertexParm		1		1, 1, 1, 1	// (X,Y) UV Scale for specular		
		vertexParm		2		global2, global3, global4, 1	
																
		fragmentMap		0		cubeMap env/gen1				
		fragmentMap		1		textures/darkmod/glass/round_hammer_local			// Bump				
		fragmentMap		2		_black			// Diffuse			
		fragmentMap		3		textures/darkmod/window/ornate/round_hammer_s			// Specular			
	}
}

 

This does have vertex program code (arb?) still in it, not sure if really needed.

This is how it looks ingame (when I add the material to the fms material folder):

ac2(2023-03-1820-27-14)(154.831003.231358.59).thumb.jpg.6b502a8862b964d52c275ce103941d70.jpg

Not sure if this is how it's supposed to look, but better than nothing.

 

 

This texture now shows up fine (previously I reported there was a black square on it). Maybe Dragofer fixed it for 2.11:

Spoiler

ac2(2023-03-1820-46-26)(667.36-369.151166.69).thumb.jpg.f805582b7d92357d518cd3093062cf66.jpg

 

Edited by datiswous
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