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Fan Mission: The Alchemist by Sotha & Fidcal(2010/06/01)


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#26 id3839315

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Posted 03 June 2010 - 09:54 AM

thanks id3- I think you might have my first patch. I uploaded another.

Ok, I've tried the other patch but after pulling the lever there's only a small clearance and I can't enter the room. :ph34r:

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#27 id3839315

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Posted 03 June 2010 - 02:17 PM

I've finished the mission by noclipping the keypad door in 1 hour 31 minutes.
A reason for the crash of saved games could be too many AI's because I had a crash when I tried to reload a save from the city watch with lots of guards.

#28 Fidcal

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Posted 03 June 2010 - 02:27 PM

Sorry I missed your earlier post and I keep forgetting there are two threads on this (TDM & TTLG) but we discovered that a quick fix for the half open door is to temporarily turn off open on unlock in the settings. What is happening is that my script is trying to open the door and that setting is also at the same time so they conflict. I have to work out a solution. This is a new bug introduced in the patch to fix the first bug which was not opening the door at all.

[EDIT] I think probably all I need do is read the cvar for open with unlock.

#29 Fidcal

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Posted 03 June 2010 - 02:46 PM

OK, I've updated the patch at http://www.fidcal.co...emist_patch.zip I'd be grateful if some of you who had the problem would test it. You cannot use a previous gamesave so you'd have restart and noclip through to test the combo lock again.

Close Dark Mod
Extract the zip into your doom3\alchemist game folder (NOT the darkmod\fms\alchemist folder)
Restart the FM. Don't use an old gamesave.
Noclip through if you don't want to play again. ;)
Try the combo lock again.

If we can confirm this is now OK I can update the FM and also we know this combo lock is OK and can be made available to other FM makers.

#30 id3839315

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Posted 03 June 2010 - 03:39 PM

OK, I've updated the patch at http://www.fidcal.co...emist_patch.zip I'd be grateful if some of you who had the problem would test it. You cannot use a previous gamesave so you'd have restart and noclip through to test the combo lock again.

Nope, still the same result.

#31 Fidcal

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Posted 03 June 2010 - 04:11 PM

The door still only opens half way?

#32 PranQster

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Posted 03 June 2010 - 11:49 PM

I'm having a lot of fun playing this one. I'm stuck and taking a break, however. I set the skill to expert mode so I have the objective "Do not kill anyone"... sigh... I guess arachnids count as "anyone" rather than "anything", lol.
There is an item "well hid, but near at hand" which I need to find to complete the first objective. I'll try again later... need a break now :)

By the way... in the dining room, by the musician's area, is a step sitting apart from the others. Someone could break an ankle on that.

pranqname.gif Linux pranqster 4.14.44-desktop-1.mga7 #1 SMP Fri May 25 18:06:35 UTC 2018 x86_64 x86_64 x86_64 GNU/Linux


#33 Fidcal

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Posted 04 June 2010 - 01:11 AM

Thanks PranQster.

I've worked on the combo lock script more carefully this time and hopefully fixed the bug. I've tested it over and over and it is working here. I'd be grateful for anyone testing this to confirm it is OK.

I've updated the patch at http://www.fidcal.co...emist_patch.zip

Close Dark Mod
Extract the zip into your doom3\alchemist game folder (NOT the darkmod\fms\alchemist folder)
Restart the FM. Don't use an old gamesave.
Noclip through if you don't want to play again. ;)
Try the combo lock again.

If we can confirm this is now OK I can update the FM and also we know this combo lock is OK and can be made available to other FM makers.

#34 PranQster

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Posted 04 June 2010 - 02:26 AM

Thanks PranQster.

I've worked on the combo lock script more carefully this time and hopefully fixed the bug. I've tested it over and over and it is working here. I'd be grateful for anyone testing this to confirm it is OK.

I've updated the patch at http://www.fidcal.co...emist_patch.zip


The combo lock worked fine for me on the first try.... no patch. ... no probs with the door or the lock.

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#35 PranQster

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Posted 04 June 2010 - 04:32 AM

OK, I made major progress. I finished in the mansion (awesome puzzle to solve there, btw) and am working my way through the town.
Spoiler

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#36 id3839315

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Posted 04 June 2010 - 01:52 PM

I've worked on the combo lock script more carefully this time and hopefully fixed the bug. I've tested it over and over and it is working here. I'd be grateful for anyone testing this to confirm it is OK.

Yep, looks fine now. B)

#37 Fidcal

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Posted 04 June 2010 - 03:06 PM

Thanks, that confirms it, I'll put that script in the FM tomorrow. :) And let that be a lesson to me! :laugh:

#38 Tels

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Posted 05 June 2010 - 11:25 AM

Wowa, I need to find more time to play these missions :)

Just one quick note: bloodgate.com has a shortcut, instead of using htt p://www.bloodgate.com/mirrors/tdm/pub/pk4/fms/..., you can use htt p://bloodgate.com/fms/..., so this will work:

http://bloodgate.com/fms/alchemist.pk4

That's a bit easier to type and remember, isn't it?
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"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

#39 Fidcal

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Posted 05 June 2010 - 02:27 PM

Thanks. I've made a note but at the point and time of next use I'm not certain I'll remember this! I think I normally copy and paste from another on the download site. We'll see. Something might ring a bell. But then again, this is supposed to save me time remembering to copy and paste from somewhere else? :laugh:

#40 Igor bes Thiefer

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Posted 06 June 2010 - 06:06 AM

Completed it yesterday, always in "one shot" attemps due to fear of the "savegame infection" bug. All i couldnt figure out is
Spoiler


#41 Fidcal

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Posted 06 June 2010 - 08:51 AM

Completed it yesterday, always in "one shot" attemps due to fear of the "savegame infection" bug. All i couldnt figure out is

Spoiler

Spoiler


#42 Igor bes Thiefer

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Posted 06 June 2010 - 10:07 AM

hmph... whats with our protagonist, always stumbling into amateurs...

#43 raymeld

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Posted 06 June 2010 - 12:38 PM

Great mission , what a shame about the savegame crashes! Will there be an update to correct these?.
Spoiler
I say maybe because a guard noticed me then , I couldn't use the save , and I haven't had the chance yet to play my way back there and explore further. What a pity you can't save early on in view of the sensitivity of the AI. It has given me the chance though to
Spoiler
At least it stretches the playability of the mission out ! Thanks again anyway to the two authors for all the work put in.

Edited by raymeld, 06 June 2010 - 12:41 PM.


#44 Fidcal

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Posted 06 June 2010 - 04:25 PM

raymeld: Yes, the crashes are a pity. If you add your report to http://bugs.angua.at with a link to your gamesave then hopefully it might be dealt with.

Spoiler


#45 raymeld

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Posted 07 June 2010 - 03:19 AM

raymeld: Yes, the crashes are a pity. If you add your report to http://bugs.angua.at with a link to your gamesave then hopefully it might be dealt with.

Spoiler



Thank you Fidcal for your ( as usual ) kind and prompt reply. Is there somewhere in the mission where saves have been found from experience to work ? I only ask because , because of time constraints it's difficult for me to play long sessions hence I like to make saves rather than try to finish a mission in one go! I know some folk on here have had to complete The Alchemist in one go because of the save problem. I had a feeling the archer was where you said but haven't been able to hang around that spot long enough to find out !

#46 Fidcal

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Posted 07 June 2010 - 04:02 AM

I don't know. You see I don't get this problem so I can't really test it. I have been guessing that the problem is to do with alerts but we don't actually know. For instance, just now I started the game from the beginning. I immediately
Spoiler
I saw while beta testing I've never seen another crash.

I'll start another thread to see if we can find any common factors. Meanwhile I can only suggest you save every few minutes with a name save.

#47 greebo

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Posted 07 June 2010 - 05:34 AM

Great mission , what a shame about the savegame crashes! Will there be an update to correct these?.

The gamesave bug is already resolved in our development version: http://bugs.angua.at/view.php?id=2241

It was triggered by having spiked balls (which have timed stims on them) and having restarted the mission - once such a game is restored, the code crashes due to outdated stim references. The bug can be avoided by not selecting "Restart" after dying, but starting the whole game (TDM) afresh and loading the FM again.

#48 aidakeeley

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Posted 07 June 2010 - 05:50 AM

I don't know if y'all got my message in post (#12) here. I uploaded one of my crashing saves (and mentioned how all of them were crashing AND how the saves stopped crashing once I got inside). Anyway, don't know if you got ahold of the upload... but it's expired by now. I can re-up it (or a couple of them even) though. They didn't stop crashing even if I left TDM completely and came back in... they crashed again and again.

Anyway, anyway, just wanted to say that this was a great mission. Huge. Lots to do. Lots of new fangled happenings and gizmos. A fantastic end-game... and just, well... phenomenal! A shame about the problems, but I guess it is to be expected what with all the gizmos and triggers and vastness...
"A Rhapsody Of Feigned And Ill-Invented Nonsense" - Thomas Aikenhead, On Theology, ca. 1696

#49 greebo

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Posted 07 June 2010 - 06:29 AM

I don't know if y'all got my message in post (#12) here. I uploaded one of my crashing saves (and mentioned how all of them were crashing AND how the saves stopped crashing once I got inside). Anyway, don't know if you got ahold of the upload... but it's expired by now. I can re-up it (or a couple of them even) though. They didn't stop crashing even if I left TDM completely and came back in... they crashed again and again.

I tried that download but it was outdated already by the time I did.

Restarting the game won't heal your savegame. Once a savegame is corrupt, it will crash in any case. The savefile contains invalid Stim IDs and the code is not able to deal with them.

#50 aidakeeley

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Posted 07 June 2010 - 06:49 AM

Okay. Well I wonder if the timed stims are a problem all around? I was nowhere near the spiked balls. My crashes were set very early in the mission I hadn't really even got out of the first section of the game-space. But, I don't know if that matters? And, I don't know if you've had a chance to play the mission proper so let me explain:

Spoiler

"A Rhapsody Of Feigned And Ill-Invented Nonsense" - Thomas Aikenhead, On Theology, ca. 1696




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