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Fan Mission: The Painter’s Wife v1.1 by Fractured Glass Company (2020/07/01)


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Another question that'd be interesting for me: are you able to leave the painter's room or is it invisibly blocked?

A script command via console has a good chance of working, but you'd need to be aware that any saves you make afterwards won't work, so it should be the last thing you do in the mission. This is no big matter, since it's only needed to tick off an objective and it unlocks a 2nd flavour conversation if you return to him later.

These are the 2 console commands, in order:

script painter2_finished_conversation_end1();
script painter2_choose_conversation_end1x();

To play the 2nd ending conversation, leave the building, then return to stand in his field of view and use the below command. Since you had already dealt with Marlow for the 1st conversation, the 2nd one will be quite short:

script painter2_choose_conversation_end();

 

In case this stuff doesn't work, you can find transcripts of the conversations at the bottom of the mission's collab document. The conversations go differently depending on whether/how you've dealt with Marlow.

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On 7/14/2020 at 11:18 PM, nbohr1more said:

Try increasing frame memory:

r_frameIndexMemory and r_frameVertexMemory to 8192

and reducing texture memory via image_downSize

https://wiki.thedarkmod.com/index.php?title=Performance_Tweaks#Image_downsizing

and lowering resolution scale ( r_fboResolution 0.75 )

Thanks for posting that. Initially I couldn't get this mission to work, it would crash to desktop just after finishing loading (Ubuntu 16.04 based, 4GB RAM, Integrated Intel graphics, thedarkmod.x64) due to the Linux kernel out of memory manager killing off the process.

I then tried playing around with the image_downSize settings and found I could get it to work by enabling them.

Eventually, I discovered that all I needed to do was set image_downSizeBump "1" without having to enable the texture/diffuse or specular downsizing.

I then tried raising the image_downSizeBumpLimit from the default of 128. I found that I could raise it to 512 and still have the mission work fine. However, raising it to 1024 or 2048 results in the mission just about loading, but severely lagging to the point of being unplayable.

I don't know anything about the internals here, but perhaps it looks a bit like there could be a number of large bump maps greater than 512x512 which are causing problems? (Is that what setting a "512" limit would mean?) 

It does seem to be a somewhat large image size (1024?) if that's what's actually happening, but I don't know, maybe it's normal? (pun not intended) At least it seems that way, considering the default for image_downSizeBumpLimit is much lower.

Edited by Peanut
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1 hour ago, Peanut said:

Thanks for posting that. Initially I couldn't get this mission to work, it would crash to desktop just after finishing loading (Ubuntu 16.04 based, 4GB RAM, Integrated Intel graphics, thedarkmod.x64) due to the Linux kernel out of memory manager killing off the process.

I then tried playing around with the image_downSize settings and found I could get it to work by enabling them.

Eventually, I discovered that all I needed to do was set image_downSizeBump "1" without having to enable the texture/diffuse or specular downsizing.

I then tried raising the image_downSizeBumpLimit from the default of 128. I found that I could raise it to 512 and still have the mission work fine. However, raising it to 1024 or 2048 results in the mission just about loading, but severely lagging to the point of being unplayable.

I don't know anything about the internals here, but perhaps it looks a bit like there could be a number of large bump maps greater than 512x512 which are causing problems here? (Is that what setting a "512" limit would mean?) 

It does seem to be a somewhat large image size (1024?) if that's what's actually happening, but I don't know, maybe it's normal? (pun not intended) At least it seems that way, considering the default for image_downSizeBumpLimit is much lower.

To begin, there have always been textures larger than 512x512 but they were fairly rare until after TDM 2.0 ( only used on large models ).

After TDM 2.0, the team decided to raise the max recommended texture size to 1024. For most missions this had little impact but even Penny Dreadful 2 was too much for typical low\mid range GPU VRAM.

I believe that Doom 3 originally was graceful about this and would revert to image_downSize if your VRAM was lower than the configured settings would consume. Unfortunately Doom 3's detection of most configurations was very poor leading to constant fighting with graphic settings to prevent reverting to blurry menus and textures. ( Try TDM 1.02 and have the fight of your life to keep settings in place. ) Even before standalone it seems that we disabled most of these fallbacks so that (for example) TDM 1.07 would keep your menu settings flawlessly. We probably should consider adding a detection and fallback system for VRAM limited systems but we would need to get it working better than the original Doom 3 implementation.

Incidentally, you should try the TDM 2.09 beta.

 

It defaults to using RGTC normal map compression so VRAM usage should be reduced a bit and you can also lower your Render Scale but add Image Sharpening so that it doesn't look that blurry. It is pretty remarkable. No guarantee that it will lower VRAM enough to disable image_downSize though.

 

 

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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...)

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1 hour ago, nbohr1more said:

We probably should consider adding a detection and fallback system for VRAM limited systems but we would need to get it working better than the original Doom 3 implementation.

Every discussion of "automatic settings detection" immediately bumps into problems:

  1. We don't own diverse set of machines where we can test such detection.
  2. The experience mostly depends on FM. There are too many FMs, constantly getting bigger and tougher, and we don't control it.

Thus we cannot make good detection. And it's better to have none than to have buggy one.

On the other hand, we can probably implement some code which would detect VRAM size or out-of-memory error, and modify the downscale cvar, post warning, and restart loading from scratch.

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Amazing FM! I actually got 3 phases while playing it.
Phase 1 - holy crap! This is amazing! Look at how many places i can go and how many ways i can do it! Look at this gigantic map!

Phase 2 - ho no! Another door that can be opened! And another window... I can't keep track of it all. This FM has too many divergent paths. I hope this door can't be opened. Crap.. it will open. I will be lost and never finish this FM.

Phase 3 - oh yeah! I'm starting to understand this map. This city is mine!

So, to sum it all, this was quite an experience. One of those FM that will keep on your mind forever. As far as i know, this IS the new gold standard for FM's of this category.  

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Excellent mission, I have finally managed to finish it, All the secrets, all loot and with 100% stealth ... na, lie, it has cost me horrors and they spanked me well. Also messing around in the alleys with the girl in my arms, trying to avoid the guards, doing the tourist route (the poor thing must also have finished full of bruises, as many times as I have had to throw it on the ground to orient myself).
After reading the diary of the chief thief, I almost felt sorry for having knocked them out.
Quite funny all, but certainly one of the missions that has cost me the most to finish.

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I have a question - assuming people are being honest, how do people even get all loot in a mission like this where loot is hiding everywhere and it's so easy to miss a coin hidden in the dark or a crevasse no normal human would look twice at examining? I can only assume it's done via playing the mission for hours upon hours to check everywhere, backtracking into optional areas and then backtracking again and so on, without getting lost, and still getting 100% stealth. I'm not sure I even want an answer, it's more of a "throw-hands-in-air" thing that I can't master. :)

Edited by Xolvix

A word of warning, Agent Denton. This was a simulated experience; real LAMs will not be so forgiving.

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@Xolvix
we're in the same boat, I couldn't imagine scouring even modest-sized maps for 100% of the loot. But there are quite a few who enjoy exploring a map that thoroughly, and they seem to do it by keeping track of all the places they've searched, sometimes returning for another pass, and paying attention to every readable. So far I've seen someone getting 95% loot in this mission after 10 hours.

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2 hours ago, Zerg Rush said:

I get ~4200 in loot and 2 secrets in the Painters Wife, playing it more than 10h. Dying half a dozen times (3 guards saying Hello and 5 falling from a roof), 40 points in stealth

I think that answers my question. I'm enjoying the mission but I could never devote over 10 hours to it, or any other FM really. That's a lot of time to spend scouring for loot. If you have the time available (and the determination) to do than I give you credit, but I guess it's not for me. At some point my brain would starting asking me what I'm doing. :)

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A word of warning, Agent Denton. This was a simulated experience; real LAMs will not be so forgiving.

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10 hours ago, Xolvix said:

I think that answers my question. I'm enjoying the mission but I could never devote over 10 hours to it, or any other FM really. That's a lot of time to spend scouring for loot. If you have the time available (and the determination) to do than I give you credit, but I guess it's not for me. At some point my brain would starting asking me what I'm doing. :)

Nor can I play more than 1-2h daily on a mission. It took me almost a week to finish this one.

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