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Fan Mission: You Only Fly Thrice by DeTeEff (2024/10/16) [15th Anniversary Contest]


You Only Fly Thrice voting  

26 members have voted

  1. 1. Game Play Quality

    • One Star
      0
    • Two Stars
      1
    • Three Stars
      4
    • Four Stars
      9
    • Five Stars
      12
  2. 2. Story Quality

    • One Star
      0
    • Two Stars
      0
    • Three Stars
      0
    • Four Stars
      13
    • Five Stars
      13
  3. 3. Visual Quality

    • One Star
      0
    • Two Stars
      0
    • Three Stars
      1
    • Four Stars
      11
    • Five Stars
      14


Recommended Posts

Posted

Congratiolations with the release of this special fm!

(Could you maybe remove the formatting in the spoiler text? It looks kind of ugly in the dark forum theme, because it adds whitespace. You can do this by cutting the text and then paste it without formatting - ctrl-shift+v)

Posted

Congratulations!

  • Like 1

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                The Wizard's Treasure                             A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

Posted
1 hour ago, nbohr1more said:

 

@DeTeEff shall I add a poll to your thread for you?

Sorry, but, I have to ask again: Are the votings in these polls relevant for the contest? I guess yes, but, I thought I'd better ask, because I "recklessly" voted in bikerdude's mission thread, without considering that it could be contest relevant.

Posted
57 minutes ago, chakkman said:

Sorry, but, I have to ask again: Are the votings in these polls relevant for the contest? I guess yes, but, I thought I'd better ask, because I "recklessly" voted in bikerdude's mission thread, without considering that it could be contest relevant.

Yes, the scoring in the 15yr mission polls determines the winner. We generally ask that you vote based on the general merits of a mission rather than it's comparative merits to other contest entries. If you must compare it to other missions, consider comparisons to the overall mission database ( best vs worst ) as your scoring range.

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...)

Posted
8 hours ago, nbohr1more said:

The mission is now in the database!

@DeTeEff shall I add a poll to your thread for you?

Sorry, you better update that database with the new version in the link. Made a last minute change. (A shadow mesh had gotten just outside a wall so it was a strange shadow there.)

  • Like 1
Posted
2 hours ago, DeTeEff said:

Sorry, you better update that database with the new version in the link. Made a last minute change. (A shadow mesh had gotten just outside a wall so it was a strange shadow there.)

Fix is in the database now :)

  • Like 1

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...)

Posted

Congrats for the release 
and a thanks for the nice overview of the building process
beta testing was fun and also the talking about .

one thing i wanted to tell you before the release (sorry - too late now ) : 
normal ranking is : easy - difficult - hard  ----  so i feel : Mr.Peabody -> Mr.Mortimer -> Zachariah 
but what shall s 😉


@DeTeEff     the next is especially for you   : 
 

Spoiler

as announced in testing Mr.Peabody in Beta 1.02 ( because the end-Alarm was triggered to the players suspicious )
he is named Lunatic - and as a revenge I played him as Maniac in 1.03
it´s a very special challenge because for most every person one has to find the right way to kill him softly 👻

Here my Pic's
small-yoft_1_03(2024-10-1608-41-59)(000).jpg.c114458dccfad621cf384890b0d76681.jpg
small-yoft_1_03(2024-10-1608-41-52)(000).jpg.95c19b3adcbc77fe902645b0553f19a6.jpg
small-yoft_1_03(2024-10-1518-36-12)(5712.866016.58100.25).jpg.d0612b4354b9d0b7c31d3103e1a6cd4f.jpg
small-yoft_1_03(2024-10-1609-08-42)(5665.846464.28151.25).jpg.64856aa1c796db458f3857d78b7ed94e.jpg
You know - it´s the german who sorts things 😇
small-yoft_1_03(2024-10-1608-22-05)(5950.626893.91244.25).jpg.4b29f08649460fbefd6afae6388458d4.jpg
small-yoft_1_03(2024-10-1608-28-08)(5941.936885.35244.25).jpg.cde6fd0c5051a062f2be2beac0f17bda.jpg
and an other critical : for safty reasons doors of fridges should open to outside 😠
it´s been a mess to get them all in and still be able to close the door 🤣

If some one else read this ( and want to try it himself ) - a little helping Tip : 

Spoiler

 in settings  = be sure to have set - subtitles = on  !!!

for all the others :    have fun playing 
            Greetings 👻

 

  • Like 1
  • Haha 1
  • nbohr1more changed the title to Fan Mission: You Only Fly Thrice by DeTeEff (2024/10/16) [15th Anniversary Contest]
Posted

@BerganteHaha, that is a nice pileup :)

"The sorting German" :D

 

Yes, he was first called "Lunatic" and that got morphed into "Saboteur". I first changed the key in his room and forgot to change the used_by on the door and as you know, that broke his key in one of the betas. After that I let the wording be (as it had no effect on the player; the word "Lunatic" or "Saboteur" wasn't mentioned anywhere more than in code and it wasn't worth the risk in changing stuff, should something break)

  • Haha 1
Posted

A very enjoyable mission! Tight but dense. Great setting and visuals (somehow thing first that came to my mind were custom player homes in Skyrim, lol. Cuple of flying ones stuck in my memory because of how unique they were).

I'd add a bit more secrets, as there's plenty of room to accommodate a few hidden buttons and levers in desks, wardrobes etc; but besides that- nothing really to complain about. A fully playable pool game would be mind-bending, but that technology was lost since the days of Duke Nukem 3D 😉

  • Like 1
Posted

Wonderful mission(s)! Love the airship design, including the

Spoiler

tight quarters, and the ability to go outside

I did them in order, which is probably how it was designed. But I wonder how it would be to do them "out of order"? Too late now.

One thing, when doing the Mortimer mission,
 

Spoiler

I chose the right hand dagger. The Helmsman's safe had a document that pointed me at Winterdale (room 3). The diary under the bed in room 3 gave the clues to poisoning the dude. But it says, roughly "I'll keep to the library, and my wife can have the bed". But he cycles between the library and the bed. Wife is no where to be seen. Kind of puzzling. I mean, I figured out where to put the poison, but that bit in the diary confused me.

Also, Mortimer is a bit of a psychopath, poisoning apples that anyone might eat (not just the target). I tried to go back and dispose of the rest of the apples after Winterdale died, but I couldn't. Felt bad for future victims as I parachuted to safety...

 

Posted (edited)

Nice&clever volumetric lights use! (playing on lastest 2.13dev)

Edited by lowenz

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.

Posted
15 hours ago, joebarnin said:

Wonderful mission(s)! Love the airship design, including the

  Reveal hidden contents

tight quarters, and the ability to go outside

I did them in order, which is probably how it was designed. But I wonder how it would be to do them "out of order"? Too late now.

One thing, when doing the Mortimer mission,
 

  Hide contents

I chose the right hand dagger. The Helmsman's safe had a document that pointed me at Winterdale (room 3). The diary under the bed in room 3 gave the clues to poisoning the dude. But it says, roughly "I'll keep to the library, and my wife can have the bed". But he cycles between the library and the bed. Wife is no where to be seen. Kind of puzzling. I mean, I figured out where to put the poison, but that bit in the diary confused me.

Also, Mortimer is a bit of a psychopath, poisoning apples that anyone might eat (not just the target). I tried to go back and dispose of the rest of the apples after Winterdale died, but I couldn't. Felt bad for future victims as I parachuted to safety...

 

Is that so? There were so many path nodes for all people so I may have lost track on everyone. But he sleeps in the chair in the library and maybe (as you say) he also goes to his room to sleep in between. Maybe the stonach feels better, I don't know :) The wife sleeps in the spa.

Spoiler

When playing the middle contract (the spy) you may get the wife as a target and then the maid will ramble about that strange woman, (sleeping in the spa) in her diary.

 

Posted

I played this tonight in the thief mode.

Spoiler

I got the feeling there is something technically broken in the map.

Everything was great until I got out from the cargo bay to the crew quarters. Someone came in the room to sleep, a lightning flashed, they saw me and I KO'd them when they were rushing for the door.

I was satisfied that they did not get help, but boy was I wrong. Few moments later, the entire ship was looking for me in the room where where I KOd the escaping AI. Good thing I heard them coming and slipped to the maiden's room with the body. Heheh.

But that is the technical issue! I firmly believe that the windows are not sound proofing the interiors properly. Outside there is wind howling, thunder striking and all the noise from the machinery. But if you make one little noise in a room that has a window, EVERYONE hears that like they were in the same room.

This is a critical issue in the mission, that needs to be addressed. I would propose closing the windows with solid block of window texture. That would also remove the unrealistically loud thunder sound in the interiors.

Anyways, my adventure continued: I tried to proceed cautiously, but it was very difficult, because footsteps near a window would get AI attracted unrealistically easily. Therefore, I changed tactics and the mission turned into a KO exercise. It was the only way to complete the mission for me.

It was quite fun actually: "he's not gonna go past me agai...*thud*" "what was than noi..*whack*" But I would have preferred to have a more sneaky experience.

Another thing was the lighting. In the cargo bay, I pulled out everything from the machine room including the fuses. This, I think switched off all the lights from the mission. I probably KO'd the AI who was supposed to fix the lights. Therefore, all the other AI were standing and moving in the darkness, which felt a bit unrealistic and immersion breaking. Also, it truly a shame, because when the lighting was off, the mission looked a bit washed out and dull.

Those rooms that did have lighting remaining had amazing atmosphere and lighting quality, I think it might be good idea to prevent the fuse breaking and have some kind of pretty baseline lighting in the rooms.

Anyways, I will refrain from giving score for this mission, until the sound leakages are fixed. With those rough edges honed out, this would be an AMAZING mission.

Clipper

-The mapper's best friend.

Posted (edited)
2 hours ago, Sotha said:

I played this tonight in the thief mode.

  Reveal hidden contents

I got the feeling there is something technically broken in the map.

Everything was great until I got out from the cargo bay to the crew quarters. Someone came in the room to sleep, a lightning flashed, they saw me and I KO'd them when they were rushing for the door.

I was satisfied that they did not get help, but boy was I wrong. Few moments later, the entire ship was looking for me in the room where where I KOd the escaping AI. Good thing I heard them coming and slipped to the maiden's room with the body. Heheh.

But that is the technical issue! I firmly believe that the windows are not sound proofing the interiors properly. Outside there is wind howling, thunder striking and all the noise from the machinery. But if you make one little noise in a room that has a window, EVERYONE hears that like they were in the same room.

This is a critical issue in the mission, that needs to be addressed. I would propose closing the windows with solid block of window texture. That would also remove the unrealistically loud thunder sound in the interiors.

Anyways, my adventure continued: I tried to proceed cautiously, but it was very difficult, because footsteps near a window would get AI attracted unrealistically easily. Therefore, I changed tactics and the mission turned into a KO exercise. It was the only way to complete the mission for me.

It was quite fun actually: "he's not gonna go past me agai...*thud*" "what was than noi..*whack*" But I would have preferred to have a more sneaky experience.

Another thing was the lighting. In the cargo bay, I pulled out everything from the machine room including the fuses. This, I think switched off all the lights from the mission. I probably KO'd the AI who was supposed to fix the lights. Therefore, all the other AI were standing and moving in the darkness, which felt a bit unrealistic and immersion breaking. Also, it truly a shame, because when the lighting was off, the mission looked a bit washed out and dull.

Those rooms that did have lighting remaining had amazing atmosphere and lighting quality, I think it might be good idea to prevent the fuse breaking and have some kind of pretty baseline lighting in the rooms.

Anyways, I will refrain from giving score for this mission, until the sound leakages are fixed. With those rough edges honed out, this would be an AMAZING mission.

That is strange. I have used portals with location separators in them so the windows should work like a wall.

Yes, the AI all getting bunched up when alerted must have something to do with the high AI density in tandem with the AI search mechanic. I have tried to fix this, but it's not much to do I guess...

I don't know how to darken the mission without losing contrast.

Oh well, I'll just have to try to fix this after the voting...

 

Edit: Perhaps this can help me:

  • sound_loss "Soundprop: Loss in dB incurred when a sound travels through this portal. Cumulative with door loss if a door is present."

If I crisp up that value maybe I can dampen the sound propagation through the windows...

Edited by DeTeEff

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