gnartsch on 20/7/2012 at 07:39
Quote Posted by Adsk1
It would be great to have you on board, thank you!:)
At the moment I don't have any time frame for completion, due to time constraints, I can only do dribs and drabs, as and when.
When you say a complete mission-zip, do you mean the finished product or that there are other files that you need?
What I mean is a sort of 'playable' mission. Whether it is 100% complete or not would not matter.
As long as I can make my way through some of the missions, then this would do to get started.
It is just to see whether changes to the objectives and readables works as expected or not.
And to identify which texts are around that need to be translated - so we don't forget anything.
Adsk1 on 20/7/2012 at 08:00
Quote Posted by gnartsch
What I mean is a sort of 'playable' mission. Whether it is 100% complete or not would not matter.
As long as I can make my way through some of the missions, then this would do to get started.
It is just to see whether changes to the objectives and readables works as expected or not.
And to identify which texts are around that need to be translated - so we don't forget anything.
You could download the current version, link shown in Post #1 of this thread. Then do the translations for the first mission's books and Objectives. If they work fine, I'm sure there'd be no reason why the rest of them wouldn't be.
mosterhouse on 26/7/2012 at 19:56
Mission 8
How do I
kill the Were-rat that is performing the ritual in the basement of the tree?
Has this bug fix been implemented?
Quote:
Stop Were-rat from doing ritual and darken the world when all artefacts are highlighted
I can't sneak up on him, and when he
completes the ritual, I die!
Adsk1 on 27/7/2012 at 06:54
Quote Posted by mosterhouse
Mission 8
How do I
kill the Were-rat that is performing the ritual in the basement of the tree?
Has this bug fix been implemented?
I can't sneak up on him, and when he
completes the ritual, I die!
None of the bug fixes will be implemented until version 2.0, but this isn't really a bug, just more of a clarification to the player that it is ok to terminate the vermin.
Have you read the book in the tree basement? This will tell you the basics of how the spell's ritual needs to be performed, as well as how to stop the spell from working, so that you don't die.Before you can kill the Were-rat, you need to have all of the artefacts illuminated in red, which will dampen the senses of the Were-rat allowing you to get close enough to it without it sensing you.If you still need further help on this matter, post here again soon and I will endeavour to assist.
From Sunday afternoon onwards, I have a very busy week ahead and may not be able to respond during that time.
bikerdude on 28/7/2012 at 18:03
I was just thinking about this mission yesterday and I would like to say that the mission did have some genuine moments where I thought this is brilliant. But the engine and the various bugs kinda ruined my overall opinion in the end.
Judith on 28/7/2012 at 18:41
You're kinda talking yourself into that the engine is the source of all problems here, while things like bad static mesh or bsp collision are nothing more than design-related mistakes and omissions. This campaign hasn't been tested properly and it shows. While I'm not in love with Flesh Engine, it's hardly to blame it for mistakes stated here. Thinking this way I could say I hate TDM engine for lazy texturing, simplistic look or lack of detail and proper meshwork... And that's just ridiculous.
bikerdude on 29/7/2012 at 00:50
Quote Posted by Judith
You're kinda talking yourself into that the engine is the source of all problems here.
Perhaps partly, the very poor mantling of the Flesh engine and getting stuck in stupid places has happened in all the various TDS missions and this tends to stick in your mind when etc. And I say this from building and collaborating on over a dozen maps in TDM and it has neither of the above flaws. You can mantle and climb onto almost most things like you can in RL.
But to concur with where your coming from most of my frustration was the bugs, they more than the engine really marred what was otherwise a good campaign.
Adsk1 on 29/7/2012 at 07:52
I can only apologise for the bugs. My own ignorance of the proceedures required before releasing an FM are what let it down. But the patience exhibited by many of the fans that have played this to the end, demonstrates to me that, despite it's flaws, it was worth playing in the long run.
In a way, albeit unintentionaly, everyone who has already played it has contributed to a form of better late than never beta-testing, and with their feedback I am now able to slowly, but surely, rectify these bugs to make the game less frustrating for others to play.
So to those of you who did, I offer both my exalted gratitude for your help and sincere apologies for the frustration caused during your gaming experience.
Thank you.:thumb:
Judith on 29/7/2012 at 12:38
No worries Adsk1, we all know it's hard to resist when you really, really want to release your FM — it's hard not to rush it. Especially if it's such a long-term campaign project. Even if lack of thorough play-testing might bite you in the ass sometime later ;)
And Biker, I find it hard to believe that things like mantling in TDS are considered a flaw, in terms of designing an efficient game system. Other things, yes, but this? I've been playing T2 lately, a lot, and there were many spots and situations when mantling is hit or miss game, and I'm alerting the guards as a result. In TDS you just aim at the ledge you want to climb, push the jump button and you're done (at least most of the time). You don't get that strange vertical and horizontal movement that sometimes works, sometimes not so much (especially with the low ceiling).
There are gameplay-related things that can you can be 100%-sure that are bugs or parts of inefficient game mechanics, because they're partly or completely non-functional: "floating Garrett" problem, borked leaning, etc. It's really hard to put mantling into the same "100%-sure" category.
Again, an example: I don't like blackjacking in TDM. It seems to try so hard to mimic the real world as if designers forgot that it's a game feature. Interactivity in games does not equal real world mimicry. The fact that you had to create videos to train people how to use it — it's a bit like admitting to a failure: core game mechanics should be intuitive enough to handle for most players without much guidance.
Should I blame engine for it? No. It's a design choice, a conscious decision. Of course, in other situations it might be lack of proper consideration, but here — nah, it's a core gameplay mechanics. So, basically you made a design choice that I, as a player, don't like, but that's all. I have to deal with it, without blaming the Doom 3 engine for that. I'm actually surprised I have to write all this, since you're a level designer too, and you know such things :thumb:
fraten on 26/8/2012 at 19:52
I am stuck on Mission 8 (confrontation).
But first of all: Adsk1 I LOVE your campaign! :cheeky: The story is excellent and the areas are breathtaking! :thumb:
Now, I should find Balthesar and grab the church-key from him. Where could he be?