Sotha Posted October 18 Report Posted October 18 3 hours ago, DeTeEff said: 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... Good idea! If you set the dampening to same level as closed doors, it will probably do the trick! 1 Quote Clipper-The mapper's best friend.
DeTeEff Posted October 19 Author Report Posted October 19 @nbohr1more Sorry to BOHRther you again. A New version is up There were problems with angry thunder and too propagating sound Should be fixed now, I hope. (I have added sound_loss 30) on all locationseparators so the thunder is more distant AND hopefully the AI are more isolated (before, I believe the sound traveled out through the windows and up into the next floor and too easily startled the rest of the ship). I have updated the download link. @Sotha Get your finnish butt to the computer! PS: I have no issue whatsoever with other contestants updating small or big stuff in their missions, even after deadline. The goal (at least for me) is to get more good missions out and if someone spots an error, it should always be okay to update that. 3 1 Quote
Heuli Posted October 19 Report Posted October 19 Congratulations DeTeEff great mission a real adventure but flying in a thunderstorm. a nice mission thank you 1 Quote
lowenz Posted October 19 Report Posted October 19 (edited) Finished: NICE! Only one little technical issue encountered: the bar cache can be frobbed standing in front of the bar counter and not only from behind! Found 4783 gold (knocking my way through ), where are the other ~taffin 2000?! Edited October 19 by lowenz 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.
nbohr1more Posted October 19 Report Posted October 19 3 hours ago, DeTeEff said: @nbohr1more Sorry to BOHRther you again. A New version is up There were problems with angry thunder and too propagating sound Should be fixed now, I hope. (I have added sound_loss 30) on all locationseparators so the thunder is more distant AND hopefully the AI are more isolated (before, I believe the sound traveled out through the windows and up into the next floor and too easily startled the rest of the ship). I have updated the download link. @Sotha Get your finnish butt to the computer! PS: I have no issue whatsoever with other contestants updating small or big stuff in their missions, even after deadline. The goal (at least for me) is to get more good missions out and if someone spots an error, it should always be okay to update that. All set, update is in the mission database 2 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...)
DeTeEff Posted October 19 Author Report Posted October 19 52 minutes ago, lowenz said: Finished: NICE! Only one little technical issue encountered: the bar cache can be frobbed standing in front of the bar counter and not only from behind! Found 4783 gold (knocking my way through ), where are the other ~taffin 2000?! Ahh, crap, that frobbing problem. There is always something you can frob "wrongly" At least it's not breaking anything. Regarding loot, ask @Bergante, the sorting German, aka Der kleine zortierungsmann There is different amounts of loot on different difficulties. Spoiler There are many loot paintings. Cargo hold has some wine bottles. The Helmsman has some gold in the safe. Mantle pieces has some decorations. Many drawers hold the crews' individual purses. Quote
Melchior Posted October 19 Report Posted October 19 To be honest... I've only played ⅓ of this FM. Steampunk to the hilt - an Airship (not the only one, but the best so far). After walking a few miles in Mr.Mortimer's shoes, I think that kind of specialist, has it 'easy'. Or is the luckiest assasin alive; Spoiler I was planning on a BRUTE-FORCE search of every cabin expecting a clue-hunt for the wandering spy...found 'er on the 1st stop. Stupid Lucky. ALSO, WHO KEEPS WEAPONS ON RACKS ANYONE CAN STEAL FROM?!?! That guard captain needs to be FIRED. Armarments should be in a locked locker or chest at least. If the locations / people / things are randomized (and they appear to be a little); it has the highest replayability of any single FM so far. (and its NOT a huge maze-like map...infact it has ingame floor-plan posters on some walls) Also, it should be noted; The TENSION-O-METER, works PER-ROOM. (not quite obvious to me until had played a bit more) -Very excellent idea, and works well for this map. There are some HILARIOUS (limitations) TDM's assets make for such an exotic local as the passenger gondola of an airship. Also the thunder claps seem to cut right thru the (quite thin) walls, seems overly loud [I personally don't like it]. Mis-using Inventor scientists as pilots/technicians must be VERY wage invensive, and broadsword armed guards - mabey they could have a baton or a club instead, seems overkill for unarmed passenger security. A few AI bugs cause NPC's to spin-in-place when blocked by annother AI... Guards/Crew are very twitchy about nefarious passengers sneaking into forbidden areas; mabey VERY explicit signs / wall-paint or "crew-only" decor features let the player know they are in ; less fancy fittings or plain-metal walls / no decor. Trying to replicate: > THIS < in TDM and getting anywhere close is an accomplishment. Good Job My Rating: PLAY IT NOW. (Unless you are already playing Volta 3...) Quote
DeTeEff Posted October 19 Author Report Posted October 19 (edited) 53 minutes ago, Melchior said: To be honest... I've only played ⅓ of this FM. Steampunk to the hilt - an Airship (not the only one, but the best so far). After walking a few miles in Mr.Mortimer's shoes, I think that kind of specialist, has it 'easy'. Or is the luckiest assasin alive; Reveal hidden contents I was planning on a BRUTE-FORCE search of every cabin expecting a clue-hunt for the wandering spy...found 'er on the 1st stop. Stupid Lucky. ALSO, WHO KEEPS WEAPONS ON RACKS ANYONE CAN STEAL FROM?!?! That guard captain needs to be FIRED. Armarments should be in a locked locker or chest at least. If the locations / people / things are randomized (and they appear to be a little); it has the highest replayability of any single FM so far. (and its NOT a huge maze-like map...infact it has ingame floor-plan posters on some walls) Also, it should be noted; The TENSION-O-METER, works PER-ROOM. (not quite obvious to me until had played a bit more) -Very excellent idea, and works well for this map. There are some HILARIOUS (limitations) TDM's assets make for such an exotic local as the passenger gondola of an airship. Also the thunder claps seem to cut right thru the (quite thin) walls, seems overly loud [I personally don't like it]. Mis-using Inventor scientists as pilots/technicians must be VERY wage invensive, and broadsword armed guards - mabey they could have a baton or a club instead, seems overkill for unarmed passenger security. A few AI bugs cause NPC's to spin-in-place when blocked by annother AI... Guards/Crew are very twitchy about nefarious passengers sneaking into forbidden areas; mabey VERY explicit signs / wall-paint or "crew-only" decor features let the player know they are in ; less fancy fittings or plain-metal walls / no decor. Trying to replicate: > THIS < in TDM and getting anywhere close is an accomplishment. Good Job My Rating: PLAY IT NOW. (Unless you are already playing Volta 3...) Yes, a lazy captain indeed, but as you noted, the crew are very twitchy on passengers moving into (the well-signed-on-door) staff quarters. I didn't even considered changing any weapons on the AI. Well, they want heavy security as they have an expensive crew on an expensive airship. Yes, the AI engine is not that well suited for these tight environments. Much spinning in place sadly... Thanks for the praise I've already updated the portals in the windows (meaning lower sound propagation and less intense thunder). Btw that was a swedish link? Har vi en till svensk som bygger banor? Edited October 19 by DeTeEff Quote
Bergante Posted October 20 Report Posted October 20 (edited) @DeTeEff & @Sotha ahhh --- So it takes mappers to understand certain circumstances . yes Zach is hard - but as you try to sneak - one wants to be quiet . but as Mr.Peabody when i was going for my revenge tour as Maniac - i felt some groups have a Telepathic Connection - killing one guard often let the others run for help . i accepted this as a special Challenge to find a way for every person on board to do it in a right place & right way without being heard or seen . Spoiler ( that's why I had given the hint to have set : suptitles = on ; For players who try to do the same ) if you can hear anyone far away or near by - they will for sure hear the cry of your victims . So having now - more solid windows it will make it easier for future maniacs to kill everybody . Edit: It's not always the sound propagation! for example : killing the maid in the teams kitchen ! allways give a suspicious --- you have to go onto the stairs ( in a neutral space and shoot her from there - to get it silently done ) P.s. : Loot ! --- i never sorted Loot ! and i don´t remember - sorry - just have your eyes wide open ( instead of EYES WIDE SHUT ) these hundreds of keys have to be sorted if you want to quick search for a specific one . ( only for collectors ! --- as sup.ghost one only takes the one that´s needed ! ) And yes, the sacrifices to group them together - To take my photo as a souvenir - before I put them in the fridge , if future inventions can bring them to life . PPs : @Melchior i pretty often had a look for when the passengers stared to have fun by dancing PPS ? up to what date the voting has to be done ? i have to sort Edited October 20 by Bergante 1 Quote
DeTeEff Posted October 20 Author Report Posted October 20 30 minutes ago, Bergante said: @DeTeEff & @Sotha ahhh --- So it takes mappers to understand certain circumstances . yes Zach is hard - but as you try to sneak - one wants to be quiet . but as Mr.Peabody when i was going for my revenge tour as Maniac - i felt some groups have a Telepathic Connection - killing one guard often let the others run for help . i accepted this as a special Challenge to find a way for every person on board to do it in a right place & right way without being heard or seen . ( that's why I had given the hint to have set : suptitles = on ; For players who try to do the same ) if you can hear anyone far away or near by - they will for sure hear the cry of your victims . So having now more solid windows it will make it easier for future maniacs to kill everybody . P.s. : Loot ! --- i never sorted Loot ! and i don´t remember - sorry - just have your eyes wide open ( instead of EYES WIDE SHUT ) these hundreds of keys have to be sorted if you want to quick search for a specific one . ( only for collectors ! --- as sup.ghost one only takes the one that´s needed ! ) And yes, the sacrifices to group them together - To take my photo as a souvenir - before I put them in the fridge , if future inventions can bring them to life . PPS ? up to what date the voting has to be done ? i have to sort Yes, there is a code/function in the AI mind that makes people help their comrades, should they need help in searching for thieves. As this is a quite dense mission, AIwise, there is a high chance that the alerting of one AI will propagate to the next and next until the whole ship is angry. I have tried to mitigate this by setting cansearchcooperatively to 0 but I don't think it has any effect. This shutting of the windows may make it a bit better though. Quote
Bergante Posted October 20 Report Posted October 20 (edited) 13 minutes ago, DeTeEff said: Yes, there is a code/function in the AI mind that makes people help their comrades, should they need help in searching for thieves. As this is a quite dense mission, AIwise, there is a high chance that the alerting of one AI will propagate to the next and next until the whole ship is angry. I have tried to mitigate this by setting cansearchcooperatively to 0 but I don't think it has any effect. This shutting of the windows may make it a bit better though. ah some one else can´t sleep in the night ---must be a I like it for the special challenge ! normaly one won't get in conflict with it - you designed it for Ghosters edit : a different question ? is it possible to quote a message into an other thread ? Spoiler there´s some thing i want to tell about anti gravitation areas7 places Edited October 20 by Bergante Quote
DeTeEff Posted October 20 Author Report Posted October 20 Yes, at work at the moment. Night shift at the ICU I wanted to design it so one could drop unwanted keys, but the stack gets messed up when you collect them all and drop and rearrange them... I don't know how to cite from another thread... Quote
DeTeEff Posted October 20 Author Report Posted October 20 @Bergante Regarding that picture; it's the most...hmm...easy...lady on the ship as well. She's a cheese crazy nymphomaniac 2 Quote
Bergante Posted October 20 Report Posted October 20 44 minutes ago, DeTeEff said: Night shift at the ICU ? i see you ? ICU --- cinema ?--- ICu --- medical ) intensive medical health care ? -- so ? you build an assassin mission Quote
DeTeEff Posted October 20 Author Report Posted October 20 2 minutes ago, Bergante said: ? i see you ? ICU --- cinema ?--- ICu --- medical ) intensive medical health care ? -- so ? you build an assassin mission Yes, Intensive Care Unit. 1 Quote
Bergante Posted October 20 Report Posted October 20 2 minutes ago, DeTeEff said: Yes, Intensive Care Unit. so -- i´m glad to keep -- normaly --- everybody alive 1 Quote
datiswous Posted October 20 Report Posted October 20 10 hours ago, DeTeEff said: I don't know how to cite from another thread... You can just make a quote and then click on the top part in the quote you posted an then do Ctrl-x and post it anywhere you want. 1 Quote
DeTeEff Posted October 20 Author Report Posted October 20 1 hour ago, datiswous said: You can just make a quote and then click on the top part in the quote you posted an then do Ctrl-x and post it anywhere you want. @Bergante Take notes 1 Quote
Dyger Posted October 20 Report Posted October 20 Puh ... when I am reading that some people already finished the mission and I am stuck with my first assassin mission. Spoiler I started the first assassin mission, but the guy is never going into his room. He wander around the hall and watching two paintings. Do I have something overseen? I found out who it is by reading the captain's note and check the ledger from the reception I found the spider poison and poisoned the muffins in his room (Room 5) I am waiting now for a long time that he is entering his room for a snack. Do you have a hint for me? Thank you! Quote
DeTeEff Posted October 20 Author Report Posted October 20 3 minutes ago, Dyger said: Puh ... when I am reading that some people already finished the mission and I am stuck with my first assassin mission. Hide contents I started the first assassin mission, but the guy is never going into his room. He wander around the hall and watching two paintings. Do I have something overseen? I found out who it is by reading the captain's note and check the ledger from the reception I found the spider poison and poisoned the muffins in his room (Room 5) I am waiting now for a long time that he is entering his room for a snack. Do you have a hint for me? Thank you! Spoiler You can influence how the guests move by pulling the fuse in the engine room on floor 1. That will darken floor 1 and/or 2 and make the guests leave the big hall. Quote
Dyger Posted October 20 Report Posted October 20 32 minutes ago, DeTeEff said: 40 minutes ago, Dyger said: Do you have a hint for me? Thank you! Hide contents You can influence how the guests move by pulling the fuse in the engine room on floor 1. That will darken floor 1 and/or 2 and make the guests leave the big hall. That helped, thank you. Spoiler Now I have the problem that it is the wrong guy I demuffined? I poisoned the muffins in room 5 (Jason Stratton, mentioned that he want to do business in Flowerdale in the Kill order, and the guard captain's note mentioned that he want to do business? Again, did I oversight something? I really love your mission, I am quite sure it is just me Quote
DeTeEff Posted October 20 Author Report Posted October 20 29 minutes ago, Dyger said: That helped, thank you. Hide contents Now I have the problem that it is the wrong guy I demuffined? I poisoned the muffins in room 5 (Jason Stratton, mentioned that he want to do business in Flowerdale in the Kill order, and the guard captain's note mentioned that he want to do business? Again, did I oversight something? I really love your mission, I am quite sure it is just me Spoiler There should be no target bearing that name, I'm afraid. He should be named Jasper Stratton (but there are other names as well. They are randomized. Some spoiling Spoiler Have you checked off the "Find out who your target is" objective? Unless that is done, you may not finish the kill objective. Full spoiler Spoiler For the drugdealer contract, you need: Find the sack of mandrasola in his room. (Could be room 5, 6 or 9.) There are hints for in which room he resides in the Captain's room (name) and in the ledger (name and room number). If you grab the sack in his room, you'll be able to check off that you know he is your target. If he's already killed, it will check off (and "Do not hurt innocents" will check off as "undone") Hope that helps Quote
Dyger Posted October 20 Report Posted October 20 3 hours ago, DeTeEff said: Hope that helps Yessssss... Spoiler The sack of mandrasola in the room was the missing part. Having my old laptop at vacation, running on linux, so it was really hard to recognize. Thank you. Already finished the other missions. Thank you for your work, I really enjoyed it 1 Quote
kingsal Posted October 20 Report Posted October 20 Wow this is really impressive! Congrats on the release DeTeff this mission is a beast and totally unique. Spoiler I'm gonna be taking my time with this one and trying out each characters storyline. I really love how unique each path is, complete with totally different objectives, starting rooms, storylines. It feels like a classic who dunnit story, each character bringing their own motives and playstyles. 1 Quote Volta Missions: Volta and the Stone / Volta II: Cauldron of the Gods / Volta III: Gemcutter Standalones: Snowed Inn / Hazard Pay / Moongate Ruckus
Melchior Posted October 23 Report Posted October 23 Onwards, with the deranged Mr.Peabody... part ⅔: Once you are 'familiar' with the layout of the airship, mission execution is just a matter of planning...Or once you know the tricks - its easy to cause mayhem. Too easy, infact - the real trick isn't to go berzerk and make a bigger mess than even a ruthless pagan warrior can handle. Spoiler Once the arms are acquired - you can either visit the engineering bay to pull fuses, or just start clubbing bridge officers wandering around aimlessly...(no need for ME to bloody my hands - gravity does the dirty 'work' ). Seems the lantern search patrol isn't quite able to deal with an actual sabotuer. Surprised there isn't an engineer's mate - or other 'greasehand' to do "joe" jobs like replacing a fuse. Having ONLY 1 ENGINEER IS FATAL TO A SHIPS OPERATIONAL SAFETY! that airship co. is SO going out of buisness!! Guards don't "check in" - either so after you've tossed a few overboard - life is easy, but short for some. I did find it odd the 'Helmsman' left his post on-duty...oh well. Thoughts on the Airship ("defects") itself: Spoiler Lack of Intercom Voice (speaking) Tube system: MAJOR DESIGN FLAW. Lack of Fire-Alarm System: CRITICAL DESIGN FLAW. No Indicator system on Flight-critical systems: Fault Alarms on Hydrogen-generator, Steam-Turbine(s), and Electrical buss. [Would be visible on engineers post in bridge] MODERATE FLAW. Engine bay has no access controls (numeric padlock, or guard-station) MINOR FLAW. In general most ships have a dedicated "Engine Control" room - usually with monitor equipment and a Engineering-officer plus technicians on standby. General thoughts one TDM (engine) features that are now needed / apparent: Guard patrol end/start loop "check-ins": accomplished however - verbal ack. from a guard captain, or the 'Punch-Clock' system (yeah actual time-sheets, I bet they have metrics to meet in 1760 still) Remote 'alert' system; possibly Intercom - to alert non-local NPC's that somethings amiss elsewhere... The information Aggregator entity (NPC?); to whom all these bits of status/events go - and who reacts upon them...somehow. [Sending patrols? altering map-state, making other envrionmental changes? ] Also; proper support for NO-BOW player starts. Meaning: until you get a bow - any arrows CANNOT BE USED. And - I guess any "Taffer" with a bow visible - even with a fine silk smoking jacket on, would be considered a hostile villian. [Could be implimented as a 'Anti-Bow' object in inventory that is 'removed' when a "bow" is obtained.] Quote
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