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Fan Mission: St Alban's Cathedral (01/11/2010)


Bikerdude

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Well it's obvious that the bones are in the crypt what it should say is sth like

 

 

 

Look above the crypt door or sth along those lines. And there should also probably be at least some slight clue as to how to read that latin stuff by reading the capital letters such as having them stand out in some unusual way rather than just being capitals where capitals are always found.

 

 

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Ok as this seem to escaping most people - the first letter of each word on the second clue spells the word CRYPT.....

And the part that says

they will drop honey from the cliffs

I think is supposed to indicate that

the golden cover at the crypt entrance had dropped from the the ledge above the doorway, where the next lever is.

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Springheel more explicit as you seem to be getting understandably frustrated.

 

Thanks Aprilsister...I didn't read that before going back to the game, and had the exact experience you described...

I found the lever, pulled it, heard something stone move, and then started searching every nook and cranny of the crypts again trying to figure out what moved. Didn't find it,

and was just coming back to the forum to ask for more help. Thanks for the tip, I'll have to put that to use tomorrow night, as I'm out of time for the evening. I guess I'm not a puzzle thief. :rolleyes:

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Sure, Springheel, now before you go maybe you can answer my question about the Bush memo since you are on the team?

 

If you're talking about the page that's on the bed, the one that I see there looks completely different to me.

 

The page you're seeing on the bed doesn't come with the mission: it's pulled from Dark Mod resources, so if you or something else has replaced your Dark Mod texture for it then you'll see something different there than anyone else.

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I took that picture as I was playing so I got it wrong comeing back to it. The parchemnt can be found in the top south long hall in either of the two most eastern rooms. Sorry not in the inventors room at all.

 

Okay, that's the piece of paper that's on one of the bedroom desks.

The text has not been entered by anyone developing this mission.

 

 

Looking in to the map itself, the page uses a model from:

models/darkmod/readables/paper1.lwo

and the skin is page_letter which appears to be stored at:

dds/models/darkmod/props/textures/page_letter_d.dds

which is found within the tdm_models02.pk4 file

 

It looks like you've found some kind of Dark Mod easter egg by one of the developers themself.

Edited by pmw57
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lol! I think I made that texture years ago...I was probably just looking for some generic handwritten letter, and I never actually read what was said (or even noticed it could be read).

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Thanks, pmw57.

 

[never] even noticed it could be read

 

Oh I read it all thats one of the things I like about TDM is that you don't have to actually activate things to read them and they are the same. You can even pick things up and read them easier and more realistically but the only problem is books that you have to turn pages in. I like this approach because its more realistic and you don't have to worry about hitngs getting snapped away because you stand up and break the distance threshhold that frobbed things bother with.

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The easter egg is funny. I thought about reading those non-readable texts, but the letters are indeed small. Using a telescope is handy there. :laugh:

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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I couldn't load the mission. I got the "malloc" error:

loaded collision model models/darkmod/architecture/windows/frame_stone_doublearch01.lwo
loaded collision model models/darkmod/furniture/tables/pedestal_square01.lwo
loaded collision model models/darkmod/dungeon/chain_highpoly_short.lwo
loaded collision model models/darkmod/dungeon/chain_highpoly_long.lwo
loaded collision model models/darkmod/dungeon/chain_highpoly_single.lwo
loaded collision model models/darkmod/furniture/shelves/bookshelf_wide01.lwo
loaded collision model models/darkmod/decorative/statues/statue_lion_mini.ase
loaded collision model models/darkmod/decorative/statues/statue_stlucia.lwo
loaded collision model models/darkmod/fireplace/burntlog.lwo
loaded collision model models/darkmod/decorative/statues/the_hammer_small1.lwo
loaded collision model models/darkmod/readables/book_tome.lwo
loaded collision model models/darkmod/furniture/scribe_desk.lwo
loaded collision model models/darkmod/readables/book_open1.lwo
loaded collision model models/darkmod/misc/clipmodels/barrel01_cm.lwo
loaded collision model models/darkmod/junk/pile_bricks01.lwo
loaded collision model models/darkmod/kitchen/food/hanging_goose.ase
loaded collision model models/darkmod/lights/extinguishable/torch_metal_wall.ase
loaded collision model models/darkmod/decorative/statues/statue_torch_left.ase
loaded collision model models/darkmod/lights/extinguishable/torch_metal.ase
loaded collision model models/darkmod/furniture/beds/singlebed1_mattress.lwo
loaded collision model models/darkmod/furniture/tables/dining_table_small01.lwo
loaded collision model models/darkmod/furniture/seating/vic_diningchair1.lwo
loaded collision model models/mapobjects/caves/caves1_7.ASE
loaded collision model models/darkmod/nature/rocks/crystals4.ase
removed 16 degenerate triangles
removed 10 degenerate triangles
loaded collision model models/darkmod/loot/ruby.lwo
loaded collision model models/darkmod/nature/rocks/geode_base.ase
loaded collision model models/mapobjects/caves/caverock6.ASE
loaded collision model models/mapobjects/caves/caverock5.ASE
loaded collision model models/darkmod/architecture/pier_platform02.lwo
loaded collision model models/darkmod/architecture/pier_pole5.lwo
loaded collision model models/darkmod/architecture/pier_pole1.lwo
loaded collision model models/darkmod/architecture/pier_pole3.lwo
loaded collision model models/mapobjects/caves/caves2_5c.ASE
loaded collision model models/darkmod/containers/barrell_large_closed.lwo
loaded collision model models/darkmod/nautical/oar.lwo
loaded collision model models/darkmod/lights/extinguishable/torch_gothic_mounted.lwo
loaded collision model models/darkmod/decorative/games/cards_stack01.lwo
loaded collision model models/darkmod/misc/clipmodels/beer_stein02_open_cm.lwo
loaded collision model models/darkmod/kitchen/gen_goblet1.lwo
loaded collision model models/darkmod/misc/clipmodels/goblet2_cm.lwo
loaded collision model models/darkmod/lights/extinguishable/brazier.lwo
loaded collision model models/darkmod/loot/opal_teardrop.ase
loaded collision model models/darkmod/nautical/boat2.lwo
loaded collision model models/darkmod/nautical/boat_wrecked.lwo
loaded collision model models/darkmod/misc/straw_pile01.lwo
loaded collision model models/darkmod/misc/strawbale_small01.lwo
loaded collision model models/darkmod/tools/spade.lwo
loaded collision model models/darkmod/junk/plank_short.lwo
loaded collision model models/darkmod/wearables/armour/bg_pauldron_r_wearable.lwo
loaded collision model models/darkmod/wearables/armour/bg_pauldron_l_wearable.lwo
loaded collision model models/darkmod/wearables/headgear/citywatch_helmet_wearable.lwo
loaded collision model models/darkmod/door_related/key_fancy01.ase
loaded collision model models/darkmod/door_related/key_simple_01.ase
loaded collision model models/darkmod/graveyard/sarcophagus_open.lwo
loaded collision model models/darkmod/graveyard/sarcophagus_lid.lwo
loaded collision model models/darkmod/graveyard/urn.ase
loaded collision model models/darkmod/loot/diamond_large_2.ase
loaded collision model models/darkmod/mechanical/switches/switch_rotate_lever.ase
WARNING: file <implicit file>, line 2: unknown token '-'
loaded collision model models/darkmod/junk/vase_broken.lwo
loaded collision model models/darkmod/furniture/commode.lwo
loaded collision model models/darkmod/kitchen/food/garlic.lwo
loaded collision model models/darkmod/containers/barrell_med.lwo
loaded collision model models/darkmod/furniture/tables/endtable_round01.lwo
loaded collision model models/darkmod/door_related/key_ornate.lwo
WARNING: idAFBody::SetDensity: center of mass (0.000000, 0.000000, 0.000000) not at origin (-0.000001, 0.018725, -0.000060) for body 'CMeleeWeapon_atdm:moveable_dagger_46060'
loaded collision model models/darkmod/wearables/headgear/inventor_goggles.lwo
loaded collision model models/darkmod/laboratory/flask1.ase
loaded collision model models/darkmod/laboratory/flask2.ase
loaded collision model models/darkmod/wearables/headgear/woolen_cap.lwo
loaded collision model models/darkmod/containers/openable/footlocker_wood_lid.ase
loaded collision model models/darkmod/containers/openable/footlocker_wood.ase
loaded collision model models/darkmod/decorative/vases/vase1.lwo
loaded collision model models/darkmod/decorative/wall/banner1.lwo
loaded collision model models/darkmod/mechanical/pipes/valve2_small.ase
loaded collision model models/darkmod/decorative/signs/gui_sign_squarish01.lwo
loaded collision model models/darkmod/misc/clipmodels/bones_arm_left_cm.ase
loaded collision model models/darkmod/misc/clipmodels/bones_arm_right_cm.ase
loaded collision model models/darkmod/misc/clipmodels/bones_leg_right_cm.ase
loaded collision model models/darkmod/misc/clipmodels/bones_leg_left_cm.ase
loaded collision model models/darkmod/misc/clipmodels/bones_spine_cm.ase
loaded collision model models/darkmod/loot/jewellery/ring_gem_bc01.ase
loaded collision model models/darkmod/wearables/headgear/hat_priest_wearable.lwo
loaded collision model models/darkmod/loot/coins/gold_coin.lwo
loaded collision model models/darkmod/readables/book_t1.lwo
...4670 entities spawned, 10 inhibited

==== Processing events ====
Objective 1: Parsing success and failure logic
Objective 2: Parsing success and failure logic
Objective 3: Parsing success and failure logic
Objective 4: Parsing success and failure logic
Objective 5: Parsing success and failure logic
Objective 6: Parsing success and failure logic
Objective 7: Parsing success and failure logic
[aas32]: Assigned 5 multistatemover positions to AAS areas and ignored 1.
--------------------------------------
SpawnPlayer: 0
glprogs/cookMath_pass1.vfp
glprogs/cookMath_pass1.vfp
glprogs/cookMath_pass2.vfp
glprogs/cookMath_pass2.vfp
glprogs/brightPass_opt.vfp
glprogs/brightPass_opt.vfp
glprogs/blurx.vfp
glprogs/blurx.vfp
glprogs/blury.vfp
glprogs/blury.vfp
glprogs/finalScenePass_opt.vfp
glprogs/finalScenePass_opt.vfp
----- idRenderModelManagerLocal::EndLevelLoad -----
   0 models purged from previous level,  1546 models kept.
---------------------------------------------------
----- idImageManager::EndLevelLoad -----
WARNING: Couldn't load image: textures/darkmod/glass/lion_glass_local
WARNING: Couldn't load image: textures/darkmod/stone/brick/blocks_darksheen_smooth
WARNING: Couldn't load image: textures/darkmod/stone/brick/blocks_darksheen_smooth_local
WARNING: Couldn't load image: textures/darkmod/stone/brick/blocks_darksheen_smooth_s
WARNING: Couldn't load image: models/md5/props/gfclock/gfclock_local
WARNING: Couldn't load image: -
WARNING: Couldn't load image: extinguishable/wallight1
WARNING: Couldn't load image: extinguishable/electric_wall_fancy_up
WARNING: Couldn't load image: extinguishable/lamp_desk_01
WARNING: Couldn't load image: extinguishable/lamp_wall_electric_01
WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp
WARNING: Couldn't load image: extinguishable/streetlamps/roundstreetlamp_02
WARNING: Couldn't load image: extinguishable/round_lantern_sitting
WARNING: Couldn't load image: extinguishable/round_lantern_unattached
WARNING: Couldn't load image: extinguishable/simple_square1_hanging
WARNING: Couldn't load image: extinguishable/grill_light
WARNING: Couldn't load image: models/darkmod/props/textures/pagepost
Cooked Data will be updated after 1 frames immediately after r_postprocess is enabled.
0 0 1280 1024
Regenerated world, staticAllocCount = 0.
--------- Game Map Shutdown ----------
WARNING: Door door_96x48x3hinge_2 is not within a valid AAS area
WARNING: Door garden_door_house2 is not within a valid AAS area
WARNING: Door door_96x48x2hinge_1 is not within a valid AAS area
WARNING: Door door_96x48x2hinge_2 is not within a valid AAS area
WARNING: Door door_96x48x2hinge_3 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_6 is not within a valid AAS area
WARNING: Door door_96x48x2hinge_4 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_7 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_8 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_9 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_10 is not within a valid AAS area
WARNING: Door door_96x48x2hinge_6 is not within a valid AAS area
WARNING: Door atdm_mover_door_1 is not within a valid AAS area
WARNING: Door atdm_mover_door_2 is not within a valid AAS area
WARNING: Door atdm_mover_door_3 is not within a valid AAS area
WARNING: Door door_96x48x2hinge_7 is not within a valid AAS area
WARNING: Door door_96x48x2hinge_8 is not within a valid AAS area
WARNING: Door door_96x48x2hinge_9 is not within a valid AAS area
WARNING: Door door_96x48x2hinge_10 is not within a valid AAS area
WARNING: Door door_96x48x2hinge_11 is not within a valid AAS area
WARNING: Door door_96x48x2hinge_12 is not within a valid AAS area
WARNING: Door door_96x48x2hinge_13 is not within a valid AAS area
WARNING: Door atdm_mover_door_5 is not within a valid AAS area
WARNING: Door atdm_mover_door_6 is not within a valid AAS area
WARNING: Door atdm_mover_door_7 is not within a valid AAS area
WARNING: Door atdm_mover_door_9 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_13 is not within a valid AAS area
WARNING: Door door_basement_house2 is not within a valid AAS area
WARNING: Door door_96x48x2hinge_14 is not within a valid AAS area
WARNING: Door door_96x48x2hinge_15 is not within a valid AAS area
WARNING: Door door_96x48x2hinge_16 is not within a valid AAS area
WARNING: Door atdm_mover_door_11 is not within a valid AAS area
WARNING: Door atdm_mover_door_12 is not within a valid AAS area
WARNING: Door atdm_mover_door_13 is not within a valid AAS area
WARNING: Door atdm_mover_door_14 is not within a valid AAS area
WARNING: Door atdm_mover_door_15 is not within a valid AAS area
WARNING: Door door_104x56x2hinge_1 is not within a valid AAS area
WARNING: Door door_96x48x2hinge_17 is not within a valid AAS area
WARNING: Door door_96x48x2hinge_18 is not within a valid AAS area
WARNING: Door ung2door2 is not within a valid AAS area
WARNING: Door ung1door2 is not within a valid AAS area
WARNING: Door atdm_mover_door_16 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_15 is not within a valid AAS area
WARNING: Door atdm_mover_door_18 is not within a valid AAS area
WARNING: Door atdm_mover_door_19 is not within a valid AAS area
WARNING: Door CashboxLid_3 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_1 is not within a valid AAS area
WARNING: Door PadlockHasp2 is not within a valid AAS area
WARNING: Door Padlock2 is not within a valid AAS area
WARNING: Door door_104x56x3hinge_2 is not within a valid AAS area
WARNING: Door ung5door2 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_11 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_14 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_12 is not within a valid AAS area
WARNING: Door CashboxLid_2 is not within a valid AAS area
WARNING: Door JewelleryBoxLid_1 is not within a valid AAS area
WARNING: Door atdm_mover_door_20 is not within a valid AAS area
WARNING: Door atdm_mover_door_21 is not within a valid AAS area
WARNING: Door atdm_mover_door_22 is not within a valid AAS area
WARNING: Door atdm_mover_door_24 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_18 is not within a valid AAS area
WARNING: Door atdm_mover_door_27 is not within a valid AAS area
WARNING: Door atdm_mover_door_28 is not within a valid AAS area
WARNING: Door door_stop2 is not within a valid AAS area
WARNING: Door door_house2 is not within a valid AAS area
WARNING: Door DoorWardrobeA2 is not within a valid AAS area
WARNING: Door DoorWardrobeB2 is not within a valid AAS area
WARNING: Door VaultDoor2 is not within a valid AAS area
WARNING: Door VaultDoor1 is not within a valid AAS area
WARNING: Door VaultDoor3 is not within a valid AAS area
WARNING: Door atdm_mover_door_30 is not within a valid AAS area
WARNING: Door vault_door2 is not within a valid AAS area
WARNING: Door door_96x48x2hinge_20 is not within a valid AAS area
WARNING: Door atdm_mover_door_31 is not within a valid AAS area
WARNING: Door atdm_mover_door_23 is not within a valid AAS area
WARNING: Door atdm_mover_door_32 is not within a valid AAS area
WARNING: Door atdm_mover_door_33 is not within a valid AAS area
WARNING: Door atdm_mover_door_34 is not within a valid AAS area
WARNING: Door ung1door1 is not within a valid AAS area
WARNING: Door atdm_mover_door_37 is not within a valid AAS area
WARNING: Door atdm_mover_door_36 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_21 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_25 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_23 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_26 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_22 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_27 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_28 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_24 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_29 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_19 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_20 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_30 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_32 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_33 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_34 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_35 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_37 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_38 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_39 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_40 is not within a valid AAS area
WARNING: Door atdm_mover_door_38 is not within a valid AAS area
WARNING: Door atdm_mover_door_39 is not within a valid AAS area
WARNING: Door atdm_mover_door_41 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_42 is not within a valid AAS area
WARNING: Door atdm_mover_door_40 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_41 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_43 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_46 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_47 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_48 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_49 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_50 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_45 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_52 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_55 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_56 is not within a valid AAS area
WARNING: Door door_96x48x3hinge_54 is not within a valid AAS area
WARNING: Door VaultDoor4 is not within a valid AAS area
WARNING: Door VaultDoor6 is not within a valid AAS area
WARNING: Door VaultDoor7 is not within a valid AAS area
WARNING: Door VaultDoor8 is not within a valid AAS area
WARNING: Door VaultDoor9 is not within a valid AAS area
WARNING: Door VaultDoor10 is not within a valid AAS area
WARNING: Door VaultDoor11 is not within a valid AAS area
WARNING: Door VaultDoor12 is not within a valid AAS area
WARNING: Door crypt_door_1 is not within a valid AAS area
WARNING: Door crypt_door_2 is not within a valid AAS area
WARNING: Door secret_sarcophagus_door is not within a valid AAS area
WARNING: Door door_96x48x3hinge_58 is not within a valid AAS area
WARNING: Door FootlockerLid_10 is not within a valid AAS area
WARNING: Door FootlockerLid_11 is not within a valid AAS area
WARNING: Door FootlockerLid_5 is not within a valid AAS area
WARNING: Door FootlockerLid_4 is not within a valid AAS area
WARNING: Door MetalChestLid_2 is not within a valid AAS area
WARNING: Door MetalChestLid_4 is not within a valid AAS area
WARNING: Door atdm_mover_door_10 is not within a valid AAS area
WARNING: Door door_house3 is not within a valid AAS area
--------------------------------------
Shutting down sound hardware
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...shutting down QGL
...unloading OpenGL DLL
------------ Game Shutdown -----------
--------- Game Map Shutdown ----------
--------------------------------------
Shutdown event system
--------------------------------------
malloc failure for 3145781

 

I set in DoomConfig.cfg:

seta image_downSizeBumpLimit "512"
seta image_downSizeBump "1"

 

And it loaded fine.

 

There were some bugs concerning AI behaviour. This guy doesn't need chair to sit:

 

 

 

 

 

 

It's only a model...

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and regarding those pesky Ai, they do that shit sometimes Ive never been able fix it when they do...

 

It's a bug that will be fixed in v1.03.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Have not finished the mission yet, but wow :wub:

 

Positive:

 

The overall layout is really really great, so many styles (sewer, city, crypt, haven't even seen the cathedral yet).

 

Love the pipework :wub: The sewers are the best I have seen so far, enough variety to make them very interesting, but enough of "yet-the-same" sewer so you are tempted to draw a map because you constantly seem to get lost. The cramped, maze-like style is something I like. Despite tons of details (and not optimal mapping, see below) the performance is good for me.

 

Also like that you can take many ways, sometimes you are even overhelmed, only to discover later that the specific door you couldn't get through leads back to the city etc. Feels a bit disapointing but also means you get enough ways to go from A to B and creates a sense of exploration.

 

The attention to details is great, there are enough things to make scenes interesting, it never feels something was overlooked, all the major textures are rotated correctly etc. If there are indeed somethings wrong, they are so minor they escaped me (which is pretty a feat :)

 

The AI doesn't get in the way, and yet the player doesn't have the feeling he is alone and can do whatever he wants.

 

Negative:

 

The only thing that I would like to see changed is the statics: a lot of moveables are not moveable. Strange that you can move some crates and not some others. Also I like to pick up fruit etc. I know this is probably for gameplay reasons, but I really like the TDM moveables and having them static just feels not quite right. With them moveable, the world is so more interactive and "alive".

 

Only very minor things I found so far:

 

* 5..6 z-fighting and one case of stretched texture. (not really worth mentioning)

* The map could be a lot more optimized by converting "detail brushwork" into entities. This is probably just a small thing that bikerdude overlooked/didn't know, and since the map still works with good FPS for me, I wouldn't even deduct from the score.

* There is one place where there are arrows in a cabinet and I cannot from them, even with leaning in. Feels odd.

* You can frob some of the things in the evidence room through the wall from the hallway.

* The cave has a bit of sky leaking through at the end. And I somehow got stuck in some parts of the water.

 

One question:

 

 

I got a fake skull in my inventory, but I missed how I got it. So I managed to drop that skull into one of the openable sarcophags in the crypt, and now I cannot get it out again. Is that supposed to be that way?

 

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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OMG! Just finished this mission and enjoyed it all. Had a few minor spots that were a little out of line

pots in the garden by tavern could be moved but the plant stayedlaugh.gif , a couple of jerky spots going from one side of the city to the other through the walkway with the stairs, and had some difficulty navigating the water in the cove - kept getting stuck unless I found the exact way I went in. This was the most frustrating part of the game but such a small part

 

but didn't let that spoil my fun.

 

there was so many places to look where stuff might be it took forever to get through the city. The "extra" attic in the guys house took a long time to find as I never thought to look up there as I'd already been up in his house. Very clever hiding something out in the open.

 

 

All in all I must say congrats on an awesome mission. Now must go and find the rest of the loot. Perhaps recheck some more obvious places - hmm. wink.gif

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@ Bikerdude

 

Also, when i got into the arrow/potion shop I was a bit disappointed when I found out you couldn't take the arrows the the display after unlocking the display... that annoyed me sad.gif

 

Setting the frob distance short is a VERY BAD way to keep players from getting items in cabinet/chests mad.gif (I had to noclip to get the arrows)

Use a CLIP texturede brush INSIDE the cabinet, make it a atdm_target_set_frobable_1 and target that FROM the door/lit TO the atdm_target_set_frobable_1 and set the Proprety trigger_on_close = 1 and immune_to_target_setfrobable = 1 on the door/lit

now all items are unfrobable when the door/lit is closede and fully frobable when the door/lit is oppen wink.gif

Edited by Nielsen74
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Use a CLIP texturede brush INSIDE the cabinet, make it a atdm_target_set_frobable_1 and target that FROM the door/lit TO the atdm_target_set_frobable_1 and set the Proprety trigger_on_close = 1 and immune_to_target_setfrobable = 1 on the door/lit

 

I did want to try this, (same as with footlockers) but I didnt have tike to learn it) if and when I update the mission and future missions I will do the above..

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