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Posted
3 minutes ago, Baal said:

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.

It is a bit sad to exploit you as performance tester.
But if you happen to have a time, you can record a trace using Tracy at the problematic location. You'll probably have to build Tracy Viewer though, since you use Linux. You can e.g. record one trace in a good place and one in a bad place, then save the traces as files and share them for me.
At the very least, we'll know if it is CPU or GPU limited.

In case of GPU, you might also try to disable Parallax / Volumetrics, or lower texture quality...

  • Like 1
Posted
1 minute ago, Baal said:

I forgot which one but it has 4GB of video memory. I will check the memory usage next time.

Yeah I would think 4gb on a dedicated card would be plenty to keep everything in memory that needs to get loaded. Is the console complaining about “deferring” anything?

-=  IRIS  =-    ♦     <( | )>    ♦    = SLL =

Posted

Congratulations on the release! This mission is a brilliant achievement, and was so much fun to test.

  • Like 1

My missions:      Stand-alone                                                  Duncan Lynch series           Collabs                             

                                 Down and Out on Newford Road          the Factory Heist                  A Collector's Errand (with Bikerdude)

                           The Wizard's Treasure                          A House Call

                                                                                           The House of deLisle                                                                                                  

                              

Posted (edited)

Wow that mainmenu is already amazing. Excellent choice of (non-standard) background music. Love the briefing text.

It's also cool that shows the new feature of last view when going to menu ingame. I guess there's a standard image for when no image (a background of a landscape with trees on a hill) can be seen?

Edited by datiswous
  • Like 1
  • Thanks 2
Posted
11 minutes ago, datiswous said:

Wow that mainmenu is already amazing. Excellent choice of (non-standard) background music. Love the briefing text.

It's also cool that shows the new feature of last view when going to menu ingame. I guess there's a standard image for when no image (a background of a landscape with trees on a hill) can be seen?

Thanks! @Amadeusdid a lot of work on the rotoscoping/posterize effect and the menu system building off of work and assets done by @kingsal and it turned out really great I think. I believe what you are seeing there is actually the skybox - which I have seen that subview sometimes decides to render in the main menu, but it still looks quite nice, so one of those “bugs” that is kind of a feature.

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-=  IRIS  =-    ♦     <( | )>    ♦    = SLL =

Posted

Btw. there are two squares rendered left and right above the lightgem. That is something which will seen it's function later? I just thought it might be better if it would render aside of the  lightgem ui element. currently it partly shows on top of the two arrows showing ducked / standing position of the player.

lightgem.jpg.a45f54f4bcdb9cb8145323568d222f7d.jpg

Posted
2 minutes ago, datiswous said:

Btw. there are two squares rendered left and right above the lightgem. That is something which will seen it's function later? I just thought it might be better if it would render aside of the  lightgem ui element. currently it partly shows on top of the two arrows showing ducked / standing position of the player.

lightgem.jpg.a45f54f4bcdb9cb8145323568d222f7d.jpg

That is the hostility indicator. That will raise and lower as you enter areas which are hostile/neutral to the player. I will take a look for the first patch but is actually quite difficult to get these in a spot where they can still function with the lightgem scale option in the settings menu, so moving and scaling the them is weirdly not as straight forward as it seems like it should be. 

-=  IRIS  =-    ♦     <( | )>    ♦    = SLL =

Posted

Brilliant, beautiful mission! I'm thoroughly enjoying.

One issue, with 

Spoiler

Jacknall's Paw. Its in my active inventory (lower right). I get close to a door and it shows up in the middle of the screen. Then I "open" the door (right-click). Sometimes, the first click doesn't do anything. I have to click multiple times, and finally it works (door opens, finger count is reduced). The thing is, after that first click I can no longer swap weapons, either with number keys of the middle mouse button. Once the door opens with a subsequent click, everything works okay, but until it does things are "stuck". At least I understand the workaround - keep clicking until the paw works.

 

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Posted
15 minutes ago, Wellingtoncrab said:

@joebarninhmm ... yes sounds like something has gone rather awry.

Apologies for the inconvenience but would you be willing to send me your save file? It looks like I will have go through a replicate somethings from your playthrough to track down exactly where.

I just occurred to me that I've been seeing strange behavior with doors the entire mission (even before I got the you-know-what). When I frob a locked door, sometimes it makes the "locked door" sound, and sometimes nothing happens. Usually after a few clicks it'll work. it seems random. Like I said, this has happened from the mission start.

Anyway, here's my save: https://www.dropbox.com/scl/fi/t7l2nm6one9rwupm3yk8a/savegames.zip?rlkey=2u4qz0zf876wdg7rljvxr0hb7&st=97otptdr&dl=1

I have just purchased the item in question. Try it on the door right there.

  • Thanks 1
Posted (edited)

Another not so minor bug

Spoiler

the light/func_emitter outside the lady bedroom its of of sync

, emitter is on when the light is off.

And I never did find

Spoiler

the codes for all the safes

dotted around the mission

Edited by Bikerdude

bhm_banner.jpg

Posted

@joebarnintotally weird but I loaded up your save and it is working normally for me - which is usually not the case if it's something like the script breaking.

Maybe it is related to some kind of interaction setting, but I went through the different frobbing related options like auto open doors and the new hold frob styles and couldn't get it to happen.

Can you think of anything else that might be related to your configuration that could help with replicatin git?

 

-=  IRIS  =-    ♦     <( | )>    ♦    = SLL =

Posted

I've had to start the mission over because I accidentally 

Spoiler

ate someone's pet snail! 🫠 

Did I miss lockpicks, or is this a "find an alt route" mission? 

Also, I've noticed a lot of LOD popping on shadows: the hotel stairs, the banister in the museum, etc. Do I need to change a setting?

Posted
27 minutes ago, hightide said:

Did I miss lockpicks, or is this a "find an alt route" mission? 

Also, I've noticed a lot of LOD popping on shadows: the hotel stairs, the banister in the museum, etc. Do I need to change a setting?

No lockpicks.

You can increase the lod detail level in the graphics settings to push out hide distance for shadows. If you are on 2.14 beta there is even a new “full” lod setting which always draws everything at full level of detail.

-=  IRIS  =-    ♦     <( | )>    ♦    = SLL =

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