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


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#51 greebo

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Posted 07 June 2010 - 06:56 AM

I haven't had time to play the mission yet, I just loaded it up to the starting point, so I won't read the spoiler.

It's definitely been caused by the way the timed stims were handled in the idGameLocal class.

#52 aidakeeley

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Posted 07 June 2010 - 07:39 AM

It's definitely been caused by the way the timed stims were handled in the idGameLocal class.


Well, then I think you've probably solved another huge problem if it wasn't just about the particular (spiked balls) :)

Yeah, don't read the spoilers there.
"A Rhapsody Of Feigned And Ill-Invented Nonsense" - Thomas Aikenhead, On Theology, ca. 1696

#53 stumpy

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Posted 07 June 2010 - 10:21 AM

i didn't have any problems with save games and I reloaded a lot of times, the only problem I had was with the combination lock, the console said the combination was correct but the door didn't open, I guess thats due to having auto open unlocked doors off in options, so I just noclipped through the door.

#54 Fidcal

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Posted 07 June 2010 - 11:06 AM

The combo lock problem was my script error which is now fixed. You can either download the patch or download the FM again (see earlier in this thread.)

The spiky balls are 'firing' (testing) every three seconds all the time the FM is running so even if you are nowhere near them there may be a problem. I could disable them until you are close but then I would have to test every N seconds to see if you are close! :laugh:

#55 aidakeeley

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Posted 07 June 2010 - 11:28 AM

I just wanted to make sure that it was a more "universal" problem with regards to triggers/firings/stims or these things I don't really know much about... because from what I experienced there were a lot of those kinds of things in the mission. Which was great....

It's good to know that the fix will slay a whole slew of slippery slopes and such.

But, before I go: curious I am: would it not be possible to tie the 'firing' (?script activation?) to the actual picking up (frobbing) of said 'spy key bulls'?
"A Rhapsody Of Feigned And Ill-Invented Nonsense" - Thomas Aikenhead, On Theology, ca. 1696

#56 Fidcal

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Posted 07 June 2010 - 02:24 PM

You don't have to pick them up. Just contact with the spikes is enough to do damage to any character, player or AI. The normal spiky ball is more dangerous like in Oblivion it is triggered by a trap and swings down and does a lot of damage. It has to test frequently or it could test just before it hits the player and just after and not do damage at all. Plus impossible to pick up without dying. But in Alchemist I reduced its potency and frequency because they were stationary. When I first set it up I could cut a swathe through the enemy and they fell like ninepins! :laugh: I knew that everyone would hate that ;) so I reduced them.

#57 raymeld

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Posted 08 June 2010 - 02:28 AM

Well , at least this mission gives new meaning to the word ghosting. With the AI sensitivity plus the saving problems you really have to ghost to win !
Spoiler
I can only play in half hour sessions so don't think I will be able to finish it unless it's ever revamped. Great mission on the face of it though and it's improved my ghosting at the very least . I'd just love to be able to explore all the map further.

#58 Fidcal

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Posted 08 June 2010 - 03:42 AM

raymeld & others: The gamesave crashes should be fixed by the next Dark Mod update. I've just made a quick temporary patch you might try if you don't want to wait. No promises as there may be other things causing the same problem as well. I just made the spiky balls static. Not even tested it. it can be downloaded from:

http://www.fidcal.co...mist_patch2.zip

Close Dark Mod
Unzip the patch into your game folder doom3\alchemist
Start the FM afresh, don't use earlier gamesaves.

Let me know if that fixes or at least alleviates it.

#59 Xarg

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Posted 08 June 2010 - 04:52 AM

raymeld & others: The gamesave crashes should be fixed by the next Dark Mod update. I've just made a quick temporary patch you might try if you don't want to wait. No promises as there may be other things causing the same problem as well. I just made the spiky balls static. Not even tested it. it can be downloaded from:

http://www.fidcal.co...mist_patch2.zip

Close Dark Mod
Unzip the patch into your game folder doom3\alchemist
Start the FM afresh, don't use earlier gamesaves.

Let me know if that fixes or at least alleviates it.


I dumped the map file from the zip straight into the .pk4 over the top of the old one, and was able to reload, even in combat, successfully.

Spoiler

Intel Sandy Bridge i7 2600K @ 3.4ghz stock clocks
8gb Kingston 1600mhz CL8 XMP RAM stock frequency
Sapphire Radeon HD7870 2GB FLeX GHz Edition @ stock @ 1920x1080

 


#60 raymeld

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Posted 08 June 2010 - 09:40 AM

Thank you very much Fidcal , will let you know how I get on in due course. Thanks once again for all your good work.

#61 raymeld

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Posted 08 June 2010 - 11:14 AM

Fidcal, the patch works like a dream. Thank you.

#62 Thiefette

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Posted 08 June 2010 - 10:09 PM

Almost finished need 35 more loot. I've had no crashes on this mission (knock on wood) and the patch for the door worked great, thanks for that. Great mission.

#63 Fidcal

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Posted 09 June 2010 - 01:08 AM

Thiefette: Hint:
Spoiler


Where it's NOT:
Spoiler


Spoiler:
Spoiler


#64 lowenz

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Posted 09 June 2010 - 02:14 AM

Perfect, no more crashes after patching!

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#65 Trickster

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Posted 09 June 2010 - 04:27 AM

Confirming that game crashes when loading savegame with alerted guards nearby. However, i managed to get into house with this number combination lock, saved there, and i´m fine, save works, no need for patch
now.

Spoiler

Edited by Trickster, 09 June 2010 - 04:30 AM.


#66 STiFU

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Posted 09 June 2010 - 05:34 AM

Hi, Fidcal and Sotha. Great FM so far, but apparently I am stuck in the

Spoiler


#67 aidakeeley

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Posted 09 June 2010 - 06:20 AM

Trickster,

Spoiler


STiFU,
Spoiler

Edited by aidakeeley, 09 June 2010 - 06:21 AM.

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

#68 STiFU

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Posted 09 June 2010 - 07:23 AM

Thanks aidakeeley, that helped. I love subtle hints like that. Nice one!! ;)

#69 aidakeeley

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Posted 09 June 2010 - 07:30 AM

Sure, STiFU,

Spoiler


...

Edited by aidakeeley, 09 June 2010 - 07:35 AM.

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

#70 Fidcal

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Posted 09 June 2010 - 08:22 AM

STiFU:
Spoiler


#71 STiFU

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Posted 09 June 2010 - 08:28 AM

Ok, I am finished with all loot. That's a first-timer for me in TDM I think, at least on the first run. Very neat FM. It took me quite some time to figure out how to do the ending without being detected.

Spoiler


The combination look worked fine with "Open on unlock" disabled (my default setting).

I also had no problems with saves whatsoever.

@Fidcal: aidakeeley's hint was already sufficient to finish the map, but thanks anyway. ;)

#72 aidakeeley

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Posted 09 June 2010 - 08:52 AM

Spoiler

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

#73 Thiefette

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Posted 09 June 2010 - 09:21 AM

Fidcal - Thanks for the hint. Will look first before reading the rest of your post.

#74 Fidcal

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Posted 09 June 2010 - 10:11 AM

STiFU:
Spoiler


#75 STiFU

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Posted 09 June 2010 - 10:41 AM

Spoiler

Anyway, thanks for this FM you two. It was very enjoyable.




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