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The Elusive One

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About The Elusive One

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  1. Great mission, but i'm stuck. I can only find 6 crystals and i have absolutely no clue where the missing ones are. Please help.
  2. Actually i found a thread on this forum about this problem http://forums.thedarkmod.com/topic/13126-openal-error-while-eax-is-on/ but unfortunately it was never resolved. I have the same problem with Business as Usual V2 and St. Albans Cathedral V1.6. Oddly i don't have the problem with St. Albans Cathedral V1.3. So something was changed from v1.3 to v1.6 of that mission that causes this. Maybe Bikerdude has an idea about changes that could cause this? Anyways i can now play the mission and have done so, and enjoyed it immensely!
  3. Yes briefing and shop are fine, it crashes just before entering the mission proper. Anyway i did some testing and found that it's sound related. I'm using a Soundblaster X-FI card, so i use OpenAL/EAX in DarkMod/Doom3. If i change settings to not use OpenAL/EAX the mission starts normally. So something sound related in this mission makes it crash and the console output confirms it: ******************** ERROR: idSoundCache: error generating OpenAL hardware buffer ******************** But this is the only DarkMod mission this has happened with, so something must be different in this mission to trigger it. I have attached console dumps with OpenAL/EAX enabled (condump_OpenAl_crash.txt) and OpenAL/EAX disabled (condump_noOpenAL_ok.txt). Maybe you can see something in them, that helps. condump_OpenAl_crash.txt condump_noOpenAL_ok.txt
  4. Nope, it's already set to English as it has always been.
  5. Yes, i'm running 1.07. Just ran tdm_update.exe to confirm and it reported "All files are up to date".
  6. Hmm, apparently i'm the only one having problems even starting this mission. I get to the static text "Mission Loading - Please Wait" part and then after a short while, i'm staring at the main menu of The Dark Mod with no sound. No error messages or anything, it just aborts the mission for some reason. I have never seen this behavior before with DarkMod and i just played through "House of Theo" and "Sneak and Destroy" without any problems what so ever. Any help will be appreciated.
  7. First off, congratulations on the release of what looks to set new standards for Dark Mod missions. But i have a big problem in mission 1 playing on Difficult. I'm almost done but suddenly on my way to the exit point the mission fails the Don't kill anyone objective. I have just knocked out everyone and placed their bodies in various dark corners, so what on earth triggers this fail? This unfortunately happens with my last quicksave and my previous hardsave is an hour old.
  8. Thanks Stumpy, but you didn't answer my main question regarding the objective. Where/How do i find the out what officially happened to Lord Dufford? Regarding the great hall:
  9. Is no one able to help me? Not even the author? Feeling a little ignored here: Link to my post with questions
  10. Thanks for this very nice mission, it is really great to have such a large area to explore. But i need some help, with one of the objectives: Find out what officially happened to Lord Dufford. I believe i have read everything but i'm obviously missing something. Also a couple of things that puzzle me:
  11. This is a response to Tels post: 1: I thought that was possible since this is obviously not a built in feature of Doom 3. Well here's hoping it gets made. 2: If archiving of saves/config and removal of gamex86.dll and .pk4 files were implemented that would leave nothing left in the mission folder. That could open up the possibility of using just a single mission folder where the content is just changed when you install/uninstall. 3 & 4: I tried deleting the gamex86.dll and .pk4 file from a mission folder. When you install again new copies are made. So essentially only the uninstall needs to be changed to automatically remove them. Off course there might be a problem if the files are in use by Doom 3 and therefore are locked. Doom 3 doesn't allow me to change to my Windows desktop while running so i am unable to check whether the 2 files are in use when you are in the menu. If they are the removal gets somewhat trickier (it would have to be done after the restart). I don't think symbolic links are a solution. The Windows API function CreateSymbolicLink is not available until Windows Vista so that's out and CreateHardLink has to many limitations to be of any real use. 5: I don't think anyone would complain about the time it takes to archive the saves. We are all used to Darkloader/Garrettloader that has to actually unzip the entire mission when installing and archiving the saves when uninstalling. With The Dark Mod the missions don't need to be unzipped so it would still be a lot faster.
  12. First let me congratulate everyone involved in making The Dark Mod on a fantastic job. I have played through the 4 available missions and i like The Dark Mod a lot even though i had a couple of crashes in the training mission (none in the other missions). I sincerely appreciate the huge effort that has been put into this and i hope the Thief fan mission community will embrace it and start producing missions for it. Having said that i have a couple of questions. I myself am a software developer and i would like to know whether the following are limitations based on the Dooom 3 engine, conscious design decisions or just something no one thought about. 1: Would it be possible to setup another path for the fms folder that is currently located under the darkmod folder? At the moment it's not a big deal it's only 23 MB, but again hoping the volume of Dark Mod missions increases it could grow to many gigabytes. I use a fast WD Raptor 10000 rpm disk for system & games drive, but it is limited in size. So for Thief1/2/3 with Darkloader/Garrettloader i have the missions folder (11,8 GB at the moment) on another slower & larger data drive. I would love to be able to do the same with The Dark Mod. 2: Having a seperate directory for every mission. Currently not such a big deal but as the number of missions hopefully starts increasing the Doom3 folder gets messy. I'm assuming this a is Doom 3 limitation. Would it be possible to change it so that they instead were placed in a "Missions" folder under the Doom 3 folder? 3: Because of the seperate directories we end up with a large number of copies of gamex86.dll. I assume the Doom 3 engine needs it there, but how about letting the install/uninstall routines copy/remove that file? 4: Also we get to have two copies of each mission pack (.pk4 file). One in the fms folder and one in the missions directory. Again how about letting the install/uninstall routines copy/remove that file? 5: Having all the saves for every mission you ever installed at the ready is great, but not when the saves take up as much space as they do. The training mission produces a save of about 32 MB which is the largest of the 4 missions and that is still a relatively small mission. So when we get real large missions will we end up with 100 MB saves? 10 of those and you hit a gig. As the number of missions grows that gets to be too much. So have you considered having the install/uninstall routines archive the saves like Darkloader does? Using RAR they compress down to about 4% of the actual size. Sincerely The Elusive One
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