Popular Post joebarnin Posted September 10, 2019 Popular Post Report Share Posted September 10, 2019 (edited) There are rumors that a legendary ruby, the Heart of Saint Mattis, actually exists. Break into the the Northgate Cathedral, find it, and steal it. Background This is my second Dark Mod mission (Mission of Mercy was the first). This is a small-medium mission, with some extras. See below for hints. My wife just gave me an idea for mission number three, so look for that next year. I notice that Dragofer just released a mission today. I hope I'm not violating an unwritten protocol by releasing another mission on the same day. Download The mission is available in the in-game downloader. As well as here: https://www.dropbox.com/s/jah5svj5eagnhs8/heartstmattis.pk4?dl=1. (<-- NEW LINK. Per grayman's request, the name of the pk4 and map have been changed). Place the PK4 in your \fms folder. TDM will recognize it as a new mission. I18n I have not done the work required for internationalization. OpenAL EFX This mission uses it (version 2), so I recommend turning it on in the Audio Settings. Thanks Many thanks to the beta testers, who really helped me get this mission into shape: Cambridge Spy, Shadow, Jedi_Wannabe (who also did some performance work on the map), SuaveSteve Thanks to Mike and Chloe for their outstanding voice work! The cathedral in this mission was inspired in many ways by bikerdude's excellent St. Albans Cathedral. I haven't played all of the DM missions, but to me St. Albans is the gold standard of cathedrals. Music includes Cantus Firmus Monks by Doug Maxwell/Media Right Productions (royalty free) The video series by Springheel and Sotha were helpful and energizing. Thanks to the entire Dark Mod community for building an amazing project. Hints and Tips (warning: contains progressive spoilers) Does this mission have scary things? Yes Which: giant spiders, skeletons, ghosts, or undead? Yes Navigation How do I get into the cathedral? Front door On the left side (left, when facing the front door) under some bushes is a sewer grate. One of the front door guards has a key On the right side, there is a ventilation grate How do I get to the graveyard? Backdoor (from the Vestries) Ventilation shafts Main Objectives Finding the Heart of Saint Mattis First, investigating Neimath would be a good idea Okay, I completed that objective. now what? Having read his journal, you learn a couple of things: The Gear of Assembly might be useful. Eventually you'll find out where it is. But Clayton has it in his safe. What's the combo? In Clayton's bedroom it's written on a note. Also, it's in another readable 476 One of the mausoleums might be involved. The hexagon shaped one. Some of the tiles can be pushed, and they make noise. Wasn't there a poem in Neimath's journal? Wind, Fire, Rain, Rock Okay, I'm past the mausoleum. In the crypt tunnels, hunt around for Mattis' tomb. It's the one that requires a key A special key Built with the Gear of Assembly You need three components. By now you should have two. The other can be found in the crypt tunnels. Three possible locations: One is in the 'green' room, in a broken crypt. One is in the large room (lowest level), scattered among the bones. One is in the 'blue' room, behind one of the crypts. Once you have all three fragments, select the Gear of Assembly in your inventory and 'use' it (U), that will assemble the key. Investigating Neimath Readables provide some clues Specifically, the one in Clayton's desk, and a note in one of the vestries. Those two indicate two places where Neimath was lurking. A statue in an enclave is the switch which opens a niche in one of the small storage rooms within the dining room. Read the book. Make sure you take everything else. Optional objective associated with the main objective When you get into the crypt tunnels, you'll find Neimath's second journal. Read it Hmm, where did I see something about "waters of the saints"? In the main cathedral room, there's a stoup (basin) with some water in it. Once you get the Heart, drop it in the stoup. Do I have to do this? No, it is optional. But there are consequences. Are there other optional objectives? Yes. How many? Three. One involves Molly the cook.Two ways to get that. If you enter the kitchen, you'll hear Molly talking to herself, which will invoke the objective. Sneak into her room and find her journal. Reading it though will invoke the objective. How to solve this objective: Look for some reason that a Builder might be discredited In one of the vestries, there is a note from Bartholomew about Pagen documents. If a Builder were in possession of one of those, he will be expelled. Pagen scolls can be found in Forge, and in the storage room in the sewer. One of the beds in the Guards' room has a note on it that identifies Vincent's bed. Put the scroll in the chest at the foot of his bed. One involves a widow's wedding ring. Get that by reading a book in one of the vestries. Where to look for the ring: See if there's an animal in the graveyard Find the bushes where the rat lives. Look around for the ring. Then drop it on the grave. Which one? The book has a clue Marna leaves flowers on the grave. One involves a guard named Buford. Finding it requires finding one of the secrets. The one in the vestries. Head up into the secret room. Read the book. Pick up the loot. Drop it... in the bushes by the door to the cemetery that you can't open. Are there 'secrets'? Yes, six. Two in the downstairs rooms. Actually both are in the dining room One is a key tucked into legs/supports of the table. What does it open? Look in the storage room, near the bathroom. One is hidden on a hanging oil lamp. Two are loot items in the cathedral main room Both involve climbing One is at the top of one of the long hanging oil lamp fixtures. Shoot an rope arrow into the round ornamental global just above the lamp, climb up, then switch to the hanging chain (it is climbable). Climb all the way up. One is on the large hammer statue behind the altar. It is on the back of the wooden base, up high. You have to shoot an arrow into the base up high, climb up, and grab it. One is in one of the vestries. Notice the position of the two cupboards One is more forward than the other. Climb over it, then drop down behind it. See the switch. That opens a trap door above the cupboard. One is in the transition from the mausoleum to the tunnels. Part way down the ladder, look around for a niche Edited March 26 by joebarnin clarified a hint 12 2 Quote Link to comment Share on other sites More sharing options...
Amadeus Posted September 10, 2019 Report Share Posted September 10, 2019 Two FMs in one day, must be Christmas! Congrats! Quote FMs: A Good Neighbor Co-FMs: Seeking Lady Leicester, Written in Stone, The Painter's Wife Link to comment Share on other sites More sharing options...
Dragofer Posted September 10, 2019 Report Share Posted September 10, 2019 Congrats! Having 2 FMs in one day is something I'm sure no one's bothered by, very much on the contrary in fact Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
lowenz Posted September 10, 2019 Report Share Posted September 10, 2019 (edited) NICE starting cutscene! Perfect music and audio propagation (EFX reverb!) Very good voice acting! And the classic Thief "objective update" sound Edited September 10, 2019 by lowenz 1 Quote Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S. Link to comment Share on other sites More sharing options...
grayman Posted September 11, 2019 Report Share Posted September 11, 2019 Congrats! Quote Link to comment Share on other sites More sharing options...
grayman Posted September 11, 2019 Report Share Posted September 11, 2019 Umm, I'm going to object to having the pk4 and the map named "heart". We already have "Heart of Lone Salvation". Its pk4 is named "heartv2" (and probably v1 was just named "heart") and its map file is named "heart". So, for people like me, who keep copies of *.map and *.script files for reference and debugging, I'm not going to be able to have 2 map and script files named "heart". It's either one or the other. I suggest that you re-release this with a different filename: perhaps "heartmattis" or something similar. Quote Link to comment Share on other sites More sharing options...
joebarnin Posted September 11, 2019 Author Report Share Posted September 11, 2019 2 hours ago, grayman said: Umm, I'm going to object to having the pk4 and the map named "heart". We already have "Heart of Lone Salvation". Its pk4 is named "heartv2" (and probably v1 was just named "heart") and its map file is named "heart". So, for people like me, who keep copies of *.map and *.script files for reference and debugging, I'm not going to be able to have 2 map and script files named "heart". It's either one or the other. I suggest that you re-release this with a different filename: perhaps "heartmattis" or something similar. Done. The new pk4 is up on Dropbox, and I changed the link in my original post. The pk4 is called 'heartstmattis' and files have been renamed to this as well (e.g., .map and .script files). Quote Link to comment Share on other sites More sharing options...
Kerry000 Posted September 11, 2019 Report Share Posted September 11, 2019 (edited) Wow, Joebarnin, that was a great mission. There's a lot going on here and it was fun to explore every little nook and cranny. I found 3353 loot and 3 of 6 secrets: Spoiler The secret room with the rats, the dagger stuck in the big builder hammer, and the gem on the ledge down to the tombs. I was able to complete all of the optional objectives except for finding all of the loot. This was one of the harder missions to figure out how to unlock everything, but there were plenty of clues if you took the time to look. I felt kind of bad... Spoiler ...taking the ring away from the rat. Like I was stealing his little treasure. Thank you very much for taking the time to create this FM. I know how much work you mappers put into them, and I truly appreciate it Edited September 11, 2019 by Kerry000 Spelling 1 1 Quote TDM Community Github: https://github.com/thedarkmodcommunity My Fan Missions: The Hare in the Snare, Part 1 Link to comment Share on other sites More sharing options...
Jedi_Wannabe Posted September 11, 2019 Report Share Posted September 11, 2019 Ah snap congrats on the release! Got the day off and was about to go for beta5 and saw this. It was fun to test just wish I had more time to contribute. The mission definitely captures the essence of taffing at its finest. The story, voice work, architectural lay out, and especially that intro, all golden! Quote As my father used to say, "A grenade a day, keeps the enemy at bay!" My one FM so far: Paying the Bills: 0 - Moving Day Link to comment Share on other sites More sharing options...
grayman Posted September 11, 2019 Report Share Posted September 11, 2019 7 hours ago, joebarnin said: Done. The new pk4 is up on Dropbox, and I changed the link in my original post. The pk4 is called 'heartstmattis' and files have been renamed to this as well (e.g., .map and .script files). Danke! Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted September 11, 2019 Report Share Posted September 11, 2019 This has been added to the in-game Downloader. I'll need to add a 2nd screenshot for the mission screens to work (once our missions page is fully working..) Edit: Added the 2nd screenshot 1 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to comment Share on other sites More sharing options...
JackFarmer Posted September 11, 2019 Report Share Posted September 11, 2019 Hi Joe, Congratulations and thank you for your newest mission. Will download and play asap! Jack Quote Link to comment Share on other sites More sharing options...
joebarnin Posted September 11, 2019 Author Report Share Posted September 11, 2019 11 hours ago, Jedi_Wannabe said: Ah snap congrats on the release! Got the day off and was about to go for beta5 and saw this. It was fun to test just wish I had more time to contribute. The mission definitely captures the essence of taffing at its finest. The story, voice work, architectural lay out, and especially that intro, all golden! Jedi - Thanks again for your testing, especially highlighting the performance issues. Let me know how the released version performs inside the cathedral. 1 Quote Link to comment Share on other sites More sharing options...
krrg Posted September 12, 2019 Report Share Posted September 12, 2019 (edited) Wow, the atmosphere in this was incredible! Spoiler Those floating weapon ghost things were...absolutely the most terrifying thing ever. I never did find the key to the first footlocker in the storage room though...and evidently I missed 1000 gold worth of loot. Favorite parts were the little good deed objectives...the ones I uncovered at least were helping Molly out, the widow's ring, and dropping the purse for Billy's apprenticeship. Maybe that makes up for stealing from the dead I did find a very minor modeling glitch in the back of the cathedral where the window model's pillar is...obviously "empty". Spoiler And finally Spoiler I got really confused in the acolyte room with the unreadable journal on the bedside table...thought I was missing some big storyline, but now that I think about it, that might just be a standard open book skin oops. Edited September 12, 2019 by krrg Forgot half the post. 1 Quote Link to comment Share on other sites More sharing options...
Jedi_Wannabe Posted September 12, 2019 Report Share Posted September 12, 2019 13 hours ago, joebarnin said: Let me know how the released version performs inside the cathedral. Ran beautifully on my P.O.S. computer. Lowest frames I got inside the cathedral were 28-31fps; no noticeable slowdown. Those doors at the bottom and tops of the stairwells helped tremendously too. And that's with everything cranked to high. Bravo! Can't wait to see what you come up with next. Quote As my father used to say, "A grenade a day, keeps the enemy at bay!" My one FM so far: Paying the Bills: 0 - Moving Day Link to comment Share on other sites More sharing options...
boylag Posted September 13, 2019 Report Share Posted September 13, 2019 Great mission except: Spoiler Cant get past the green room. Quote Link to comment Share on other sites More sharing options...
joebarnin Posted September 13, 2019 Author Report Share Posted September 13, 2019 boylag, If you're looking for how to open the hidden door in the green room, one of the rocks on the ground in that room is a switch. Crouch down and you should be able to find it. Quote Link to comment Share on other sites More sharing options...
joebarnin Posted September 13, 2019 Author Report Share Posted September 13, 2019 krrg - thanks for you comments. 21 hours ago, krrg said: I did find a very minor modeling glitch in the back of the cathedral where the window model's pillar is...obviously "empty". D'oh! Good catch. If I ever do version 2, I'll fix that. Quote Link to comment Share on other sites More sharing options...
Shadow Posted September 13, 2019 Report Share Posted September 13, 2019 Definitely a class release. I'm excited to have seen its various stages to the fun play through it has been. Quote Link to comment Share on other sites More sharing options...
peispud Posted September 13, 2019 Report Share Posted September 13, 2019 (edited) Unfortunately I can't finish this mission as it continually crashes after taking the heart.... ----- idImageManager::EndLevelLoad ----- WARNING:Couldn't load image: textures/mcity/mcityplain6 WARNING:Couldn't load image: alembic_grey WARNING:Couldn't load image: models/darkmod/props/textures/candle_a_redheart.dds WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_white_ns WARNING:Couldn't load image: models/darkmod/props/textures/vic_diningchai1_local WARNING:Couldn't load image: models/darkmod/props/textures/ WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s WARNING:Couldn't load image: tdm_tongue 0 purged from previous 209 kept from previous 1527 new loaded all images loaded in 20.8 seconds ---------------------------------------- ---------------------------------------- ----- idSoundCache::EndLevelLoad ----- 149489k referenced 3648k purged ---------------------------------------- Loading EFX effect for location 'location_cathedral_main' (#261) Loading EFX effect for location 'location_cathedral_lower' (#311) Loading EFX effect for location 'location_forge' (#312) Loading EFX effect for location 'location_outside' (#313) Loading EFX effect for location 'location_tunnels' (#314) Loading EFX effect for location 'location_sewers' (#315) Loading EFX effect for location 'location_vestry' (#316) Loading EFX effect for location 'location_attic' (#317) Loading EFX effect for location 'location_vents' (#318) Loading EFX effect for location 'location_forge' (#319) Loading EFX effect for location 'location_mausoleum2' (#320) sound: found efxs/heartstmattis.efx ----------------------------------- 25732 msec to load heartstmattis interactionTable generated of size: 131072 entries ------------- Warnings --------------- during heartstmattis... WARNING:Couldn't load image: alembic_grey WARNING:Couldn't load image: models/darkmod/props/textures/ WARNING:Couldn't load image: models/darkmod/props/textures/candle_a_redheart.dds WARNING:Couldn't load image: models/darkmod/props/textures/vic_diningchai1_local WARNING:Couldn't load image: models/darkmod/wood/panels/panel_vase_painted_white_ns WARNING:Couldn't load image: tdm_tongue WARNING:Couldn't load image: textures/darkmod/metal/detailed/rivet_strip01_s WARNING:Couldn't load image: textures/mcity/mcityplain6 WARNING:Couldn't load sound 'player_sounds_doublevision' using default WARNING:Couldn't load sound 'player_sounds_guienter' using default WARNING:Couldn't load sound 'player_sounds_guiexit' using default WARNING:Couldn't load sound 'player_sounds_hitarmor' using default WARNING:Couldn't load sound 'player_sounds_hitflesh' using default WARNING:Couldn't load sound 'player_sounds_skipcinematic' using default WARNING:Couldn't load sound 'player_sounds_teleportexit' using default WARNING:Couldn't load sound 'player_sounds_teleportstart' using default WARNING:idFileSystem::OSPathToRelativePath failed on 17 warnings VertexCache static vertex buffer uploaded, memory used: 25335 kb VertexCache static index buffer uploaded, memory used: 4488 kb Switching to EFX 'location_tunnels' (#314) Restarting ambient sound snd_tunnels'(eerie02_loop) with volume -7.293525 haveHeart heartOn Quicksave_0 signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. --------- Game Map Shutdown ---------- WARNING:Door DoorWardrobeA2 is not within a valid AAS area WARNING:Door DoorWardrobeB2 is not within a valid AAS area WARNING:Door DoorWardrobeB1 is not within a valid AAS area WARNING:Door DoorWardrobeA1 is not within a valid AAS area WARNING:Door sarcophagus_door is not within a valid AAS area WARNING:Door mover_door_monet is not within a valid AAS area ModelGenerator memory: 39 LOD entries with 85 users using 20311 bytes, memory saved: 47126 bytes. WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0) --------- Game Map Shutdown done ----- Shutting down sound hardware idRenderSystem::Shutdown() I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- shutdown terminal support About to exit with code 0 Edited September 13, 2019 by peispud typo Quote Link to comment Share on other sites More sharing options...
duzenko Posted September 13, 2019 Report Share Posted September 13, 2019 32 minutes ago, peispud said: Unfortunately I can't finish this mission as it continually crashes after taking the heart.... Might not necessarily be a map bug Could you start a new thread with this bug report? Quote Link to comment Share on other sites More sharing options...
VanishedOne Posted September 13, 2019 Report Share Posted September 13, 2019 (edited) 10 hours ago, joebarnin said: krrg - thanks for you comments. D'oh! Good catch. If I ever do version 2, I'll fix that. If you do, take a look at the brushwork around the back door too: there's a visible gap. Solid sneaking apart from that detail! Though after the 'reset' on purifying the Heart, it ended with me spawning in a load of gas arrows to knock everyone back out, because I'd already done it properly the first time around. Someone noticed the open display case too and began a search, so it all ended in complete chaos with bodies piled up in the nave. Edited September 13, 2019 by VanishedOne 1 Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to comment Share on other sites More sharing options...
joebarnin Posted September 13, 2019 Author Report Share Posted September 13, 2019 VanishedOne My first idea was, after the cleanse, to have the builders returned in the position/state they were previously in. So if you had knocked them out, they would come back knocked out after the cleansing. That proved difficult to do - if they were laying on the floor then they would often fall through the floor or clip scenery in weird ways when I teleported them back. So I decided to restore them as they were at the beginning of the mission (and then explained it away in a readable). Maybe I could have provided some additional arrows for this eventuality? At least the lights remained doused, if you doused them the first time. 1 Quote Link to comment Share on other sites More sharing options...
peispud Posted September 13, 2019 Report Share Posted September 13, 2019 11 hours ago, duzenko said: Might not necessarily be a map bug Could you start a new thread with this bug report? Done. I was enjoying this mission. I hope this isn't a new thing with the Linux version of Dark Mod. Sound has been problematic for some time now. Linux Mint and Manjaro are the only distros that give me working sound as it is. So far this is the only map that crashes outright. 2 Quote Link to comment Share on other sites More sharing options...
peispud Posted September 14, 2019 Report Share Posted September 14, 2019 I finally worked around my crash problem and finished. Job well done - this was very enjoyable. I think I'm missing a few secrets, one chest, and the objective to help out the servant girl. Quote Link to comment Share on other sites More sharing options...
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