Supremcee on 19/8/2021 at 14:24
Thanks to all the authors for providing those little gems - I wouldn't have thought that it will be 5 missions at least, was hoping for 2-3 but wow. First of all I'm impressed. None of the missions were lame, they all had something unique, looked all very good or even very beautiful, were detailed, had some interesting ways of using the gameplaymechanics. THIS WAS FUN! I can't pick a real favorite, at the end The Sunken Temple of Dielya was fitting my taste the most but in general they all had something special to them. For example I like how Falling, In Love has the competitive potential speedrunning for the lowest time and comparing it to others, Morning Light was beautiful and has this Alcazar/ItO style. Weird Masquerade was a great hommage to The Sword and Lone Rock Outpost had a really pretty and very believable feeling and details. So all in all, WOW!
I played all of them on our channel btw. :)
[video]https://youtube.com/playlist?list=PLiM-WZx0fI7mgoYDVXVAgxKUaqnrwSQ7T[/video]
Marzec on 19/8/2021 at 21:15
Thanks Alex. I think you're playing on T1 or with mods enabled perhaps?
(
https://i.imgur.com/TG4G9H6.png)
Let me share a paste from the mission notes:
Quote:
- The mission was built without any mods. It'll look better without em.
Cheers
Konrad
trefoilknot on 19/8/2021 at 21:19
Missions can look like that even without mods. To my (admittedly limited) understanding, it's something about a mesh detail parameter that certain FMs can flip (e.g., Ascend the Dim Valley), which then persists for all future FMs until corrected in the cfg file.
I recall that happening to my games after playing Ascend the Dim Valley (played without mods, unless you consider TFix a 'mod'), and it didn't go away until I changed the param. I think there's a more fundamental fix to the problem, but I don't know what it is.
Marzec on 19/8/2021 at 21:36
That sounds legit to me. Thanks for input, I didn't know about it.
Maybe projects like Angel Loader should add some functionality to prevent it?
demagogue on 20/8/2021 at 04:07
I just wanted to pop in and congratulate and thank everyone that submitted FMs for the contest.
That's six missions we didn't have last week! :cool:
Supremcee on 20/8/2021 at 06:02
Quote Posted by Marzec
Thanks Alex. I think you're playing on T1 or with mods enabled perhaps?
(
https://i.imgur.com/TG4G9H6.png)
Let me share a paste from the mission notes:
Cheers
Konrad
yeah I need to reinstall my TG...already had this issue in my TG Let'S Play which created strange but funny moments...when the face was suddenly on the back of the head and I didn't know which way the thug was looking
nicked on 20/8/2021 at 07:25
Set character_detail 0 in cam.cfg - I think it's an artefact on TFix trying to force T2 models on Thief 1?
DirkBogan on 20/8/2021 at 08:00
It's likely to be the opposite issue. Presumably character_detail 0 has been written to the cam.cfg at some earlier point. There's a decent chance Ascend The Dim Valley was responsible.
Fortunately, it seems like there's a permanent fix: if the line is deleted from cam.cfg, it won't be written back to the file by fm.cfg or any other method, no matter if the cvar is set to 1 or 0. My failure to detect this issue was on account of having the line deleted at some earlier point in my DromEd install. Perhaps in future this line might be dropped from the cam.cfg packed with Tfix?
Galaer on 20/8/2021 at 10:34
Quote Posted by DirkBogan
It's likely to be the opposite issue. Presumably character_detail 0 has been written to the cam.cfg at some earlier point. There's a decent chance
Ascend The Dim Valley was responsible.
Out of curiosity, why did you even put this line into your mission? The first time I played Ascend the Dim Valley it changed character_detail to 0, but in my second playthrough I knew about that and changed this line in your fm.cfg to 1. The thing is I didn't notice any graphical difference at all in your mission.