Popular Post Wellingtoncrab Posted February 1 Popular Post Report Posted February 1 "When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -REQUIRES TDM 2.14- -JOIN THE BETA NOW- "Seek not the prideful sin that is perfection The Builder's light shines through all flaws. It is His wisdom to recognize a thing is done Before it is ever truly finished." -St. Edgar's Sermon of Rust LAMPFIRE HILLS... They say the woods around here give the tourists bad dreams, but I don't mind. I like it here. I feel like a piece of me belongs here. ... That it fits. DISPLACEMENT is a medium-sized traditional manor mission with a highly variable playtime. *2.14 provides a number of improvements to gameplay, performance, and stability. It is strongly encouraged to play on the latest 2.14 beta release. Join in testing now!* *Mods such as the “Unofficial Patch” and “TDM Modpack” are not supported by this mission and should be used at your own risk* https://www.thiefguild.com/fanmissions/97429/displacement CREDITS: ADDITIONAL MUSIC: -AIRSHIP BALLET -GIGAGOOGA ADDITIONAL SCRIPTING: -DRAGOFER -OBSTORTTE -FROST SALAMANDER -KINGSAL ADDITIONAL ASSETS: -KINGSAL -TDASH -SKACKY -BIKERDUDE -GOLDWELL -EPIFIRE -STRUNK -SHANNEN ART -POLYHAVEN -TEXTURES.COM -SKETCHFAB CULTURAL HERITAGE CC0 COMMUNITY -LOISTE INTERACTIVE -COLINFIZGIG -CDMIR BETA TESTERS: -KINGSAL -GOLDWELL -MAT99 -FROST SALAMANDER -MIKE A -STGATILOV -STIFU -MARBLEMAN -DETEEFF -THEBIGH FURTHER ACKNOWLEDGMENTS: -STIFU FOR HIS EFFORT IN FIXING THE NOTORIOUS STUCK AI AND ARROW CRASH BUGS. -STGATILOV WHO MADE A NUMBER OF 2.14 OPTIMIZATIONS AND BUG FIXES. -KINGSAL FOR PROVIDING SOME OF THE MAIN MENU GUI ASSETS -PURAH FOR ORIGINATING THE SETTING OF LAMPFIRE HILLS, REIMAGINED HERE, IN HIS THIEF FMS. -GUY-ON THE COUCH AND JAM61 FOR THEIR SILENT HILL COMMUNITY MAPS WHICH HEAVILY INSPIRED THE LAMPFIRE HILLS REGION MAP. -SPECIAL THANKS TO LOISTE INTERACTIVE FOR ALLOWING US TO USE ASSETS FROM THEIR GAME "INFRA." SOME ADDIITONAL DETAILED LICENSING INFORMATION: Spoiler "Miners helmet with carbide lamp" (https://skfb.ly/6VoLK) by Shannen Art Is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). https://polyhaven.com/license "All assets (HDRIs, textures, and 3D models) on this site are the original work of Poly Haven staff, or artists who willingly and directly donate/sell their work to Poly Haven. Our assets are all licensed as CC0, which is effectively Public Domain even in jurisdictions that do not support the Public Domain." Textures.com "One or more textures bundled with this project have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information." Maltese Falcon https://www.thingiverse.com/thing:46631 This thing was created by Thingiverse user colinfizgig, and is licensed under Creative Commons - Attribution - Non-Commercial - Share Alike "beer_effect_loop" This is a licensed soundfile that has been used for this FM after being given expressed written permission from Loiste Interactive. This file may NOT be redistributed by default. The copyright of this file belongs solely to Loiste Interactive. SOME NOTES ON PERFORMANCE: Spoiler Shadow maps are enabled in this mission by default. Visual features are designed around them being enabled and stencil shadows will display somethings incorrectly. This is also a rare example where shadow maps may be more performant than stencil shadows. Though if you wish to switch to stencil shadows for any reason there is nothing stopping you! MSAA is disabled in the map by default. MSAA will cause glitches with UI elements in 2.13, but can be enabled from the main menu if you prefer it. This has been addressed in 2.14, so the override will be disabled in a patch upon the official 2.14 release. This map is intended as a showcase for the many features and assets which have been added to the game in the past few years. An RTX 3060 or equivalent hardware is recommended, though the mission has been played and tested on much lower hardware than that. The mission can be heavily CPU bound. You may find on your hardware that enabling and disabling graphics features does not actually produce a significant performance difference, but if you are struggling with running the mission we recommend starting with adjusting the following settings: LOD quality - Features like planar reflections are enabled in particular scenes on the high setting or above and can be very heavy. This will also reduce the distance at which shadows are drawn for a variety of objects. Set this to normal (or lower). Parallax Occlusion Mapping - This is a new feature and the performance impact seems to be quite gpu/cpu dependent. On a test machine with a 3060 mobile and AMD processor there is almost no perceivable performance difference between enabling or disabling POM. While on older GPU configs or integrated graphics drawing a single parallax texture on the screen can tank performance. The mission is intended to be played with this effect on, but you can try disabling it. Volumetric Lights - Similarly the mission is intended to be played with volumetric lights enabled, but you can certainly get a performance boost from disabling them. NOTE TO MAPPERS: MOST OF THE NEW ASSETS IN THE MISSION ARE INCLUDED IN 2.14 28 4 Quote -= IRIS =- ♦ <( | )> ♦ = SLL =
Bikerdude Posted February 1 Report Posted February 1 (edited) Congrats on the FM you two, downloading.... This is gonna be good! Edited February 1 by Bikerdude 1 Quote
STiFU Posted February 1 Report Posted February 1 Congrats on the release. Incredible achievement! Enjoy people, this one is a banger!! 2 Quote
Baal Posted February 1 Report Posted February 1 Congratulations from me, too. Downloading as I type, and looking forward to playing it. 2 Quote
chakkman Posted February 1 Report Posted February 1 (edited) Lovely. Grats to the release. Edited February 1 by chakkman 2 Quote
joebarnin Posted February 1 Report Posted February 1 (edited) When I start the mission, the "loading" screen (i.e., "Displacing") turns black after a few seconds. qconsole.log has this: ERROR:idMoveable 'atdm_moveable_smithy_hammer_1': invalid collision model models/darkmod/tools/smithyhammer2.lwo Edit: I'll try a clean install of 2.14, just in case it's something I did. Edited February 1 by joebarnin Quote
Wellingtoncrab Posted February 1 Author Report Posted February 1 10 minutes ago, joebarnin said: When I start the mission, the "loading" screen (i.e., "Displacing") turns black after a few seconds. qconsole.log has this: ERROR:idMoveable 'atdm_moveable_smithy_hammer_1': invalid collision model models/darkmod/tools/smithyhammer2.lwo Hmm... interesting. This is model which has been part of core for a very long time and the collision mesh on it appears to be intact as of Beta 2. There is nothing remarkable about the entity itself in the map either. I can't replicate it on 2.14 beta 2 with the release pk4 yet, but I am trying. Quote -= IRIS =- ♦ <( | )> ♦ = SLL =
joebarnin Posted February 1 Report Posted February 1 A clean install of 2.14 works fine. So it must be something about my 2.13 version (that I upgraded) that messes things up. I'll investigate. 1 Quote
Bikerdude Posted February 1 Report Posted February 1 I might have found a bug in the room with Spoiler that the safe fell through I can't frob the contents of the cabinet drawers. And another a small bug, texture alignment issue - Spoiler 1 Quote
Bikerdude Posted February 1 Report Posted February 1 (edited) Oh man, the Spoiler audio-graph is brilliant, The OuterWorlds and Bioshock rolled into one. And who is this Marlow fella I wonder... Edited February 1 by Bikerdude 3 Quote
kingsal Posted February 1 Report Posted February 1 Yessss! This is one hell of mission. Don't miss this one! 3 Quote Volta and the Stone / Volta II: Cauldron of the Gods / Volta III: Gemcutter Snowed Inn / Hazard Pay / Moongate Ruckus
joebarnin Posted February 1 Report Posted February 1 49 minutes ago, joebarnin said: A clean install of 2.14 works fine. So it must be something about my 2.13 version (that I upgraded) that messes things up. I'll investigate. My problem - I had a stray .pk4 file in my root tdm install directory that messed things up. All is well. 1 Quote
Bikerdude Posted February 1 Report Posted February 1 Another minor bug, flange from the pipe as it goes through the wall, it missing - Spoiler Quote
Bikerdude Posted February 1 Report Posted February 1 (edited) Man this mission is so good, that on more than one occasion I forgot I was playing in TDM - Spoiler Edited February 1 by Bikerdude 1 1 Quote
Bikerdude Posted February 1 Report Posted February 1 Another minor big, floating support beam - Spoiler 1 Quote
Wellingtoncrab Posted February 1 Author Report Posted February 1 There is a very minor update to the download link to address an issue with Fred having a twin. I would not advise downloading it if you have already started a playthrough. 1 Quote -= IRIS =- ♦ <( | )> ♦ = SLL =
Bikerdude Posted February 1 Report Posted February 1 Love the clever use of the radio's in this mission. 1 Quote
Baal Posted February 1 Report Posted February 1 It's very impressive so far, full of (beautiful) assets I have not seen before. I get a very strong Dishonored vibe. One issue I have is a huge slow down (to single digit fps) that happens frequently (and lasts a couple of seconds) near the guarded gate to the manor at the beginning of the mission. Does this mission use some heavy scripting that could be optimized? Quote
Wellingtoncrab Posted February 1 Author Report Posted February 1 4 minutes ago, Baal said: It's very impressive so far, full of (beautiful) assets I have not seen before. I get a very strong Dishonored vibe. One issue I have is a huge slow down (to single digit fps) that happens frequently (and lasts a couple of seconds) near the guarded gate to the manor at the beginning of the mission. Does this mission use some heavy scripting that could be optimized? The CPU gets pretty hammered by a lot of things in this mission, but it's mostly related to draws and thinking entities. In those spots the thing that would seem most likely to me is the sunlight - the map dynamically swaps out light setups, but those are areas which open up into multiple visleafs that require very large light volumes so there is a lot of overdraw. That wouldn't quite explain the sort of extended stuttering that last a few seconds like you are describing though. Seems like that might be more memory related. What sort of hardware do you have? Quote -= IRIS =- ♦ <( | )> ♦ = SLL =
Bikerdude Posted February 1 Report Posted February 1 (edited) @Baal are you still running that laptop from 2024 still..? @Wellingtoncrab this is the spec of that machine from the FGEG discord. - CPU/GPU - AMD Ryzen 3250U - RAM - 8GB (6 cpu/2gpu) - SSD - SKHynix 512GB - TDM settings - Stencil shadow - low / Multicore On / Vsynx Off / Resolution 1920x1080 at 0.75 scale / r_shadowmapsize 256 Edited February 1 by Bikerdude Quote
Wellingtoncrab Posted February 1 Author Report Posted February 1 I am not sure if it would actually help, but if your system allows it I might see if increasing the memory allocation to the GPU actually changes anything in those spots. Quote -= IRIS =- ♦ <( | )> ♦ = SLL =
Bikerdude Posted February 1 Report Posted February 1 So dont know if this was intention, but looks like smoothing was not ticked when exporting these pipe model from blender Spoiler Quote
Wellingtoncrab Posted February 1 Author Report Posted February 1 4 minutes ago, Bikerdude said: So dont know if this was intention, but looks like smoothing was not ticked when exporting these pipe model from blender It’s all brushwork - no smoothing. 1 Quote -= IRIS =- ♦ <( | )> ♦ = SLL =
Bikerdude Posted February 1 Report Posted February 1 (edited) Another frob bug, sorry for the qaulity, but I had to be quick with the shot, its on top of a hanging crate. Want able to do anything withthe potion. Spoiler Edited February 1 by Bikerdude Quote
Baal Posted February 1 Report Posted February 1 My notebook recently died. I'm running this on an ancient machine at the moment until I get new hardware. It's a Core2 Quad (most likely the bottleneck) and some old AMD card. I forgot which one but it has 4GB of video memory. I will check the memory usage next time. Quote
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