Popular Post Geep Posted June 11, 2021 Popular Post Report Posted June 11, 2021 (edited) Angling along alleyways, gliding among gamblers, fleecing the financiers, and lip-locking the ladies... Here's the prequel to the earlier-released "Away 1: Air Pocket". That was a bite-sized nautical adventure, but this, the back story, is a full-featured offering. Version 2 (V2) Now Available (2022/03/24). Also BONUS illustrated document: Making of Away 0's Video Cutscenes Why Version 2? V2, built under TDM 2.10, is primarily a spit-and-polish release with little impact on the storyline. While a few of the many changes will be obvious to someone doing a re-visit, most are minor improvements. Also, you can now replay cutscenes without needing a workaround. For more, see the Release Notes. Probably you should wait until after you've played the game at least once to check the docs below out, to avoid getting too many hints. if you get stumped, the Maintenance Guide may be helpful, or the forum thread here. Additional Documents, Available Here and Within the .pk4 These are also included within the .pk4 in the /supplementals/docs/ folder: Away 0 V2 Credits & Acknowledgements.docx Now crediting those with suggestions about V1 Away 0 V2 Maintenance Guide.docx Includes information for potential translators Away 0 Use of Historic Paintings.docx Unchanged from V1 Additional Documents, Available Here Only Away 0 V2 Release Notes - Changes from V1 Release.docx Of most interest to folks giving feedback on V1 BONUS (and NSFW): Making of Away 0's Video Cutscenes.docx Alternative Downloads It is recommended to simply use your installed TDM's mission downloader menu to get this FM (now V2). But if you want to bother with a manual install, here's a link to fetch it: away0.pk4 Version 2 While Version 2 is dmap'd under 2.10, it should still work under 2.09; there are no 2.10-only features used. If you run into problems under 2.09, you can reinstall the old version from here (for a while): away0.pk4 Version 1 (original). Does not includes the Dec 16 2021 patch for then-upcoming TDM 2.10 Edited March 25, 2022 by Geep Version 2 official release 14 Quote
Dragofer Posted November 13, 2021 Report Posted November 13, 2021 Congratulations on the release! This one has been a long time coming. 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 | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository
Geep Posted November 13, 2021 Author Report Posted November 13, 2021 Thanks! Yes, it was a big bite for me. I started thinking about this in Dec 2019, got serious around April 2020, and by June had begun building on _Atti_'s prior work, with assistance from JackFarmer too. So the project was essentially the same gestation time as a giraffe or elephant. Felt like it at times too. 2 Quote
JackFarmer Posted November 13, 2021 Report Posted November 13, 2021 Congratulations on the release and many thanks for the hard work! Quote
kingsal Posted November 13, 2021 Report Posted November 13, 2021 Congrats! Cant wait to play this one. 1 Quote Volta and the Stone / Volta II: Cauldron of the Gods / Volta III: Gemcutter Snowed Inn / Hazard Pay / Moongate Ruckus
datiswous Posted November 13, 2021 Report Posted November 13, 2021 (edited) What is the difference between easy and hard? I don't see a change in the objectives. Edit: Btw. it's still possible to jump out of the map at the start of the level. I assumed it would have been reported by someone in the beta thread. Spoiler Edited November 13, 2021 by datiswous 1 Quote
Geep Posted November 13, 2021 Author Report Posted November 13, 2021 The main difference with "hard" is that you are short a lockpick, so you have to do more key pickpocketing to succeed. At one time, there was a difference in an Objective, but it wasn't beneficial overall, so the difference was removed. You are the first to notice & report that particular location as a problem... similar issues reported further up the street were fixed. I've logged it. 1 Quote
datiswous Posted November 13, 2021 Report Posted November 13, 2021 (edited) 1 hour ago, Geep said: You are the first to notice & report that particular location as a problem... similar issues reported further up the street were fixed. I've logged it. Where did you log it? Away 0 Release Notes? I encountered 2 other glaring issues (walk through wall and wall texture behind lamp missing) and some small ones. I can upload the screenshots with comments, so that you can use them for a possible 1.1 if you're interested. I like the mission overall though. Edited November 13, 2021 by datiswous Quote
Geep Posted November 13, 2021 Author Report Posted November 13, 2021 Please do upload the screenshots and associated comments here (or by PM). Are you playing under Linux? Don't know if that's a factor. As you can see, bugs never end. I'm logging them privately in a spreadsheet on my dev machine, for a possible future update, maybe at 2.10 TDM release time. 1 Quote
datiswous Posted November 13, 2021 Report Posted November 13, 2021 Yes I'm playing on linux and TDM 2.10 . I also tested on TDM 2.9 . I don't think Linux would be a factor in bugs in maps. Quote
Tarhiel Posted November 13, 2021 Report Posted November 13, 2021 (edited) Congratulations! Looking forward to play it Edited November 13, 2021 by Tarhiel 1 Quote
Amadeus Posted November 14, 2021 Report Posted November 14, 2021 Congrats on the release! Can't wait to play! 1 Quote FMs: A Good Neighbor, Eye on the Prize Co-FMs: Displacement, Seeking Lady Leicester, Written in Stone, The Painter's Wife
Heuli Posted November 14, 2021 Report Posted November 14, 2021 Congratulations on the release! a great mission i'm still playing thanks 1 Quote
JackFarmer Posted November 14, 2021 Report Posted November 14, 2021 The new added ongoing Spoiler exorcism in the inn was a great idea! Moreover, with its addition, the Spoiler dense mist in this particular area makes finally sense! As I have pointed out in previous exchanges, great interior decoration skills, really very creative. 1 Quote
Heuli Posted November 14, 2021 Report Posted November 14, 2021 (edited) i can't finish the mission because emeli is gone, the ladle is on the floor. i can hear emeli am I doing something wrong? emelie sas in the kitchen on the chair I play the mission in hard Edited November 14, 2021 by Heuli Quote
Geep Posted November 14, 2021 Author Report Posted November 14, 2021 @datiswous Quote Yes I'm playing on linux and TDM 2.10 . I also tested on TDM 2.9 . I don't think Linux would be a factor in bugs in maps Speaking generally, I know that OS-dependent bugs (as well as hardware-dependent bugs) are at least possible, though I agree not real likely in this case. I've personally only been testing using Windows 10 (TDM 2.09 & 2.10). After 3 beta rounds, I'm more than a little burnt-out on further testing at the moment, but will look into what you report eventually. 1 Quote
Geep Posted November 14, 2021 Author Report Posted November 14, 2021 @Heuli - The sitting kitchen women is not Emily, and it doesn't matter all that much if she runs away. (Yes, I know, it's the same AI face model as Emily... I exhausted TDM's set of unique female faces. I compensated by keeping her in darkness. At least, as you'll see eventually, the clothing differs from the real Emily. I tried hiding her face by putting a hood on her at one point, but too many artifacts.) 2 Quote
Geep Posted November 14, 2021 Author Report Posted November 14, 2021 @JackFarmer Thanks! I'm happy too with that change. I was looking to add another female character, and thought a mask and robes could work together. Once I realized I already had a location where this character made perfect sense.. shazam! 1 Quote
datiswous Posted November 14, 2021 Report Posted November 14, 2021 (edited) - Edited November 14, 2021 by datiswous Forget about it, I figured it out Quote
Geep Posted November 14, 2021 Author Report Posted November 14, 2021 In letter 6, because I had Emily say "each scroll", there was a switch to the singular "her" from the plural "they". Grammarians may differ on this. RE cutscenes - It is allowed to finish the mission by an alternative exit, without encountering the cutscenes (that would not make sense). The normal course, however, is as follows: Spoiler Get into Bleda's safe deposit box, and loot what you find, including the "Women's Lockup" key. Go to the floor where the statues and printshop are (Floor 2 if the ground floor is Floor 0) and find the iron gate that uses that key. Within are what you seek. 1 Quote
datiswous Posted November 15, 2021 Report Posted November 15, 2021 (edited) Yeah I had some problems finding Spoiler Bleda's safe deposit box. Also I thought that the number lock system was something to open the round door behind me, which clearly hints at possibly being openable. After getting the key and opening the gate all else makes sense. I personally think it's better to give some of the info in the letter to the player after opening the grate. It was completely not clear that I had to go there because it seemed Emily was already waiting for me near the stairs, which is confusing. I really enjoyed this mission. It's also nice that the map has it's own building shapes (it seems) instead of using only prefabs, as most new missions have (I mean this approach also has it's charm). Although using some sharper textures would be better. I wondered why the endgame cutscenes looked like they have a low framerate. I vote for more detailed models in tdm.. Edited November 15, 2021 by datiswous Quote
datiswous Posted November 15, 2021 Report Posted November 15, 2021 (edited) On 11/13/2021 at 11:27 PM, Geep said: Please do upload the screenshots and associated comments here Here are the screenshots with comments in them: https://drive.google.com/drive/folders/1bPsUuIF8Tg44_L_6Gmembf8-bGtuE-ci?usp=sharing 3 of the bugs I found hindered the gameplay: away0_2021-11-13_22.17.31.jpg away0_2021-11-14_01.55.41.jpg away0_2021-11-14_02.17.14.jpg Edited November 15, 2021 by datiswous 1 Quote
Heuli Posted November 15, 2021 Report Posted November 15, 2021 @Geep I'm happy that is not Emily, 1 Quote
Heuli Posted November 15, 2021 Report Posted November 15, 2021 (edited) @Geep greetings from Emily and thank you that was nice finished the mission Edited November 15, 2021 by Heuli Quote
Geep Posted November 15, 2021 Author Report Posted November 15, 2021 @datiswous, feedback on your comments... Spoiler Yeah I had some problems finding Bleda's safe deposit box. Also I thought that the number lock system was something to open the round door behind me, which clearly hints at possibly being openable. > There are a few "red herrings" to make things more challenging. Besides the round vault door, there's fake vents that look like they might get you somewhere, but don't. After getting the key and opening the gate all else makes sense. I personally think it's better to give some of the info in the letter to the player after opening the grate. It was completely not clear that I had to go there because it seemed Emily was already waiting for me near the stairs, which is confusing. > In the earlier version of the FM, you didn't see Emily at all until you got to her room. Testers complained about that, saying "how can Emily see you and write and leave her notes if she's locked up in her room". So I made it clearer that she was around during the early evening (by giving you glimpses of her) and not locked up until late evening (as indicated in her final Note to you). Sorry if it's still confusing. Maybe the final note wording could be tweaked. I really enjoyed this mission. It's also nice that the map has it's own building shapes (it seems) instead of using only prefabs, as most new missions have (I mean this approach also has it's charm). Although using some sharper textures would be better. > Both the building shapes and choice of textures largely predated the wide availability of TDM modules. When I took over the project, these were by design left largely unchanged... just a few new interiors were outfitted with modular walls. There was 1 original wall texture that testers found just too awful lo-rez and was replaced. I wondered why the endgame cutscenes looked like they have a low framerate. > Because they do. I have a dev system with lame GPU (non-upgradable) that struggled to run TDM and video capture at the same time. That's a chief area of regret. Too much work to ever redo all that. I vote for more detailed models in tdm.. > It would be nice to have more modeler involvement with TDM. 1 Quote
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