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Thread: NEW T2 FM: Morbid Curiosity (October 2016)

  1. #26
    Dˇttirin klŠ­ist oft mˇ­ur m÷ttli
    Registered: Apr 2015
    Quote Originally Posted by pukey brunster View Post
    Hmm.. what areas are the naughty AI's wandering into I wonder?
    This little gap between the districts for example. The guards can't get over it.


    Glad you are enjoying it
    This is a blast!

  2. #27
    Member
    Registered: Apr 2016
    Stuck!
    How to get into the gallery?
    What is the "key to the east" for?

  3. #28
    Member
    Registered: Jan 2008
    Location: The lovers the dreamers and me
    Quote Originally Posted by marbleman View Post
    Stuck!
    How to get into the gallery?
    What is the "key to the east" for?
    Spoiler: You will need to go to the church, get Saint Merek's key from the secret library reliquary (key to that in priest's office) and use Merek's key on a coffin down in the crypt. This will lead you on a path toward the north canal, where you can access the Gallery.

    Super Spoiler: To gain access to the crypt from the cemetery, "pray for thy brother to make holy the way". There is a plaque at the north end of the cemetery, that once read will activate the holy water fount. Fire a holy water arrow on the crypt door (the one that looks like a knight) which will then open for you.

    Compass keys/expert only: On expert, there are 4 keys in total, and once all are found a new objective will tick off. Has to do with the fountains.
    Last edited by pukey brunster; 11th Oct 2016 at 12:05.

  4. #29
    Member
    Registered: Jan 2008
    Location: The lovers the dreamers and me
    I see.. hmm.. I may have accidentally enabled "block pathfinding" on the sliding gate, which would explain it. D'oh!

    Quote Originally Posted by Unna Oertdottir View Post
    This little gap between the districts for example. The guards can't get over it.



    This is a blast!

  5. #30
    Dˇttirin klŠ­ist oft mˇ­ur m÷ttli
    Registered: Apr 2015
    Quote Originally Posted by marbleman View Post
    [SPOIL]How to get into the gallery?
    I found a indirect way in the hammerite compound to the gallery (you need to solve a riddle first)

    almost giveaway

    under water

  6. #31
    Member
    Registered: Apr 2014
    Location: Croatia
    Wow, this looks amazing!

  7. #32
    Member
    Registered: Oct 2012
    Location: Slovenia
    I haven't played all the way trough yet but it looks great! Congrats on release!

  8. #33
    Member
    Registered: Oct 2001
    Location: 0x0x0
    Odd bug (playing on EXPERT)
    spoiler:
    Going through the watch office. Have come upon the Capt. doing his workout. I grabbed some arrows off the wall. I then went to place a rope up high in case he spots me. Garrett's bow was replaced with a sword model with a skull attached. ???? This new creation shot like an arrow and stuck in the beam. Subsequent regular arrows did the same thing so out of curiosity I let the Capt. taste of few of them. They killed him well enough.

    Reloading my quick save crashed the game. Checked quick and T2 ran just fine. Went back to a hard save just after I grabbed the tank key and things were back to normal. Tested a rope arrow and it worked fine.

    I'm going to retrace my steps and see if the problem occurs again after grabbing the arrows off the sparing room wall.

    I report back in a few...


    OK this is really weird. I retraced my steps up to the Captain bonking guards along the way and testing my arrows after each pick pocket to see if there was any change. All was good until I got off the elevator just outside the sparing room. I went to test arrows on the door jam and got a similar problem...swords and skulls....but the real kicker is now I have a sword in my inventory (bind=1)...I hadn't found a sword yet! Script conflict maybe?? Is the sword to be found bound up with some odd dromed tomfoolery?



    OK...went back up there again and everything was fine. I nabbed his key...climbed up on the rafters and checked my arrows. All was good and I decided to let the Capt. have it. Came back down and tested my arrows....all was good. Then I grabbed the flash bombs in the chest. Went to test arrows again ...back to the problem...but this time a broadhead looked like a sword skull combo but also splashed like a water arrow. really weird.



    OK...went back up and just took the Captains key as I figured he's got my sword. Got the sword...tested arrows....all good. Left his quarters and quicksaved. Took two steps and the game crashed. I'm just going to go back in game and leave all that be. I doubt I really need the sword anyway and I consider that objective ticked....unless the sword is necessary or grabbing it triggers something necessary...



    No use...sooner or later the corruption crops up. And I was having such a good time.
    Last edited by SlyFoxx; 11th Oct 2016 at 15:14.

  9. #34
    Dˇttirin klŠ­ist oft mˇ­ur m÷ttli
    Registered: Apr 2015
    I had an odd bug too

    I killed an almost invisible zombie with flies around his head near the sewers with a fire arrow. His corpse was a slashed hammerite banner, not zombie parts. Then I killed him with the sword. This time no banner. Lucky me.

  10. #35
    Member
    Registered: Apr 2016
    I want to thank pukey brunster for an amazing mission!
    The art-style and atmospere are top-notch! The city looks, sounds and feels real, the ambients are great and texture choices are spot on.
    Same for the museum. What a neat idea to have lost-city, pagan, hammer and keeper elements in one place!
    It is truly fun to explore.
    Plus, almost from the start the player understands, that not everything in this city is right, and finds some strange and scary things. Yep, I got scared more than a few times
    Really cool gameplay elements. Delivering the packages or winning statuettes - it's fun and keeps the player busy!

    However, I do have some (mostly subjective) criticism.
    The mission is not ghost-friendly. I already mentioned the sewer spider, but there are lots of enemies, that are positioned in such a way, that it's impossible to sneak around them (the biggest example is a zombie spawning right in font of you in the gallery).
    I also mentioned the water, whch makes a lot of noise when you descend into it. I had to alert guards, and even though I've been ghosting for 3-4 hours, I did end up going on a blackjack spree.
    There are too many pickable doors and chests which have no reason to be locked. Like a door to a pawn shop and a door to its office right after it. I think, I've picked over 30 locks already And it takes a while too!
    A bit of objective criticism: some sounds are too loud. Really, painfully loud. Some room brushes behave weirdly. A guard walking right beside you can sound like he's behind a wall. It's almost a pity, because the sound design is soooo good!

    Again, thank you for this absolute gem of a mission! It was really a blast to play!
    Last edited by marbleman; 11th Oct 2016 at 16:43.

  11. #36
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Congratulations on the release Karen!

  12. #37
    Dˇttirin klŠ­ist oft mˇ­ur m÷ttli
    Registered: Apr 2015
    The gallery tour is a one way ticket? That's bad since there is so much loot one could overlook

  13. #38
    Member
    Registered: Jan 2008
    Location: The lovers the dreamers and me
    Quote Originally Posted by Unna Oertdottir View Post
    The gallery tour is a one way ticket? That's bad since there is so much loot one could overlook
    One way..? Not sure what you mean ;-)

    Just checking in from work real quick.. but if you could explain, I'll try to get back asap.

  14. #39
    Member
    Registered: Jan 2008
    Location: The lovers the dreamers and me
    Good lord! Is everyone having these issues? Not sure where to start or how to fix..

    Sorry if some of you may be running into any bugs.. it's probably due to my rather noobish building skills. I'll be fixing a few minor things in the file tonight after work, for a new upload. Maybe a new mission process will "exorcise" the demons ;-)


    Quote Originally Posted by SlyFoxx View Post
    Odd bug (playing on EXPERT)
    spoiler:
    Going through the watch office. Have come upon the Capt. doing his workout. I grabbed some arrows off the wall. I then went to place a rope up high in case he spots me. Garrett's bow was replaced with a sword model with a skull attached. ???? This new creation shot like an arrow and stuck in the beam. Subsequent regular arrows did the same thing so out of curiosity I let the Capt. taste of few of them. They killed him well enough.

    Reloading my quick save crashed the game. Checked quick and T2 ran just fine. Went back to a hard save just after I grabbed the tank key and things were back to normal. Tested a rope arrow and it worked fine.

    I'm going to retrace my steps and see if the problem occurs again after grabbing the arrows off the sparing room wall.

    I report back in a few...


    OK this is really weird. I retraced my steps up to the Captain bonking guards along the way and testing my arrows after each pick pocket to see if there was any change. All was good until I got off the elevator just outside the sparing room. I went to test arrows on the door jam and got a similar problem...swords and skulls....but the real kicker is now I have a sword in my inventory (bind=1)...I hadn't found a sword yet! Script conflict maybe?? Is the sword to be found bound up with some odd dromed tomfoolery?



    OK...went back up there again and everything was fine. I nabbed his key...climbed up on the rafters and checked my arrows. All was good and I decided to let the Capt. have it. Came back down and tested my arrows....all was good. Then I grabbed the flash bombs in the chest. Went to test arrows again ...back to the problem...but this time a broadhead looked like a sword skull combo but also splashed like a water arrow. really weird.



    OK...went back up and just took the Captains key as I figured he's got my sword. Got the sword...tested arrows....all good. Left his quarters and quicksaved. Took two steps and the game crashed. I'm just going to go back in game and leave all that be. I doubt I really need the sword anyway and I consider that objective ticked....unless the sword is necessary or grabbing it triggers something necessary...



    No use...sooner or later the corruption crops up. And I was having such a good time.

  15. #40
    Member
    Registered: Oct 2001
    Location: 0x0x0
    I PM'd Yandros and Namless Voice...those two know dromed's guts as well as anyone. Perhaps they can shed some light on the problem.

  16. #41
    Member
    Registered: Mar 2001
    Location: Ireland
    A really corrupt gamesys or crf data maybe?

    Projectiles use a skull model by default, but the subcategories (such as arrows) have specific models of their own.
    The sword arm might be the default limb model if none other is specified.


    I'd suggest redownloading the FM, and if that doesn't work, reinstalling the game.

  17. #42
    Dˇttirin klŠ­ist oft mˇ­ur m÷ttli
    Registered: Apr 2015
    I don't know how to get back to the gallery/museum tour. The elevator wouldn't come up again.
    I took a unconscious guard with me to ease the pain in the elevator shaft

    All objectives complete on expert! I wonder why. Ignore my PM.
    What a great mission!

    I've a question. I found a flower and "gave" it to a painting. The painting said: not again . Isn't there some more reward for this? Such as cake, gold...

  18. #43
    I haven't played this yet, but just for the record, I've experienced the audio-is-just-loud-hiss-or-static problem in a couple other missions when I had EAX enabled, and the root cause appears to be that those audio files are 24-bit. In every case I downconverted them to 16-bit and the problem went away even with EAX enabled. For this mission, the following audio files are 24-bit:

    Drunks.wav
    funeral.wav
    LDGM.wav
    sdays.wav
    vikingmusic.wav
    yell.wav
    medpub.wav

    After converting those files to 16 bit, I did a quick test stepping outside the starting building and the audio sounded normal with hardware acceleration and EAX enabled.

  19. #44
    Member
    Registered: Oct 2001
    Location: 0x0x0
    Actually I think this issue is my fault. I loaded with NewDarkloader which I had thought I had running 1.24 but just checking I found the NewDarkloader files in my old 1.23 install. Not sure why I screwed that up but apparently I did. So if this mission is for 1.24 only, I'm guessing this one is on me.

    I'm starting over. Loading with old darkloader which I know will run 1.24. Won't take me long to get back to where I was. Sorry for the confusion.

  20. #45
    Member
    Registered: Apr 2016
    I haven't encountered any bugs. But then again, I did not kill the invisible zombie and I haven't opened the gates between districts. No weird looking bow though!

  21. #46
    Member
    Registered: Jan 2008
    Location: The lovers the dreamers and me
    Quote Originally Posted by FenPhoenix View Post
    I haven't played this yet, but just for the record, I've experienced the audio-is-just-loud-hiss-or-static problem in a couple other missions when I had EAX enabled, and the root cause appears to be that those audio files are 24-bit. In every case I downconverted them to 16-bit and the problem went away even with EAX enabled. For this mission, the following audio files are 24-bit:

    Drunks.wav
    funeral.wav
    LDGM.wav
    sdays.wav
    vikingmusic.wav
    yell.wav
    medpub.wav

    After converting those files to 16 bit, I did a quick test stepping outside the starting building and the audio sounded normal with hardware acceleration and EAX enabled.
    Thank you for the info Fen! I'm gonna have a busy night tonight, but you all have been so helpful. I feel a bit sheepish I hadn't caught these before release though

  22. #47
    Member
    Registered: Jan 2008
    Location: The lovers the dreamers and me
    Quote Originally Posted by Unna Oertdottir View Post
    I don't know how to get back to the gallery/museum tour. The elevator wouldn't come up again.
    I took a unconscious guard with me to ease the pain in the elevator shaft

    All objectives complete on expert! I wonder why. Ignore my PM.
    What a great mission!

    I've a question. I found a flower and "gave" it to a painting. The painting said: not again . Isn't there some more reward for this? Such as cake, gold...
    Spoiler: Back in the "underworld" exhibit area, close to the skeletal haunts, there is a door that looks like part of the wall. It has a large skull face on it. Facing the door, look to your left and there is a switch which will allow you into a control room. Go in there, and flip the switch to disable security barriers on treasures, and disable barriers between exhibits. Then, head back to where the Treasures of the Undead area are, and close to there the red portal will now be passable, which will let you into the LC exhibit. All other red barriers from here forward will be open for you to proceed completely through the tour.

    I hope that answers your question.. I will be checking in again a bit later to help though.

  23. #48
    Member
    Registered: Oct 2016
    Location: Appleton, WI
    Looks engaging. Downloading it now!

  24. #49
    Member
    Registered: Jan 2008
    Location: The lovers the dreamers and me
    Quote Originally Posted by Unna Oertdottir View Post
    I don't know how to get back to the gallery/museum tour. The elevator wouldn't come up again.
    I took a unconscious guard with me to ease the pain in the elevator shaft

    All objectives complete on expert! I wonder why. Ignore my PM.
    What a great mission!

    I've a question. I found a flower and "gave" it to a painting. The painting said: not again . Isn't there some more reward for this? Such as cake, gold...
    Oh, Unna - I forgot to answer your question about the painting. When you "unlocked" the painting with the rose, did you see a message? It's a clue where to go..

    Super spoiler: 'Meet us where the time meets the sky' is the message that should have appeared. Go back to the Sky Lounge area of the Gallery, and look up above the wine counter. A trap door in the ceiling should now be open, into the clock tower.

  25. #50
    Dˇttirin klŠ­ist oft mˇ­ur m÷ttli
    Registered: Apr 2015
    I already found the control room earlier. I'm talking about the entrance to the underground area of the exhibition after having completed the tour. The elevator won't get up again and the "exit" is closed, as far as I can see.

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